135 research outputs found

    Analysis of crowd behavior through pattern virtualization

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    The study of the concentration of individuals in public places such as squares, shopping malls, parks, gardens, etc., is an open study field in the different disciplines of science, that leads to the need of having systems that allow to forecast and to predict eventualities in uncontrolled situations, as it is the case of an earthquake. From that assumption, artificial intelligence, as a branch of computational sciences, studies the human behavior in a virtual way in order to obtain simulations based on social, psychological, neuro-scientific areas, among others, with the purpose of linking these theories to the area of artificial intelligence. This paper presents a way to generate virtual multitudes with heterogeneous behaviors, in such a way that the individuals that form the multitude present different behaviors

    ACoPla: a Multiagent Simulator to Study Individual Strategies in Dynamic Situations

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    One important issue in multi-agent systems is how to define agentsā€™ interaction strategies in dynamic open environments. Generally, agentsā€™ behaviors, such as being cooperative/altruistic or competitive/adversarial, are defined a priori by their creators. However, this is a weak premise when considering interaction among anonymous self-interested agents. Whenever agents meet, there is always a decision to be made: what is the best group interaction strategy? We argue that the answer depends on the amount of information required to make a decision and on the deadline proximity for accomplishing the task in hand. In certain situations, it is to the agentsā€™ advantage to exchange information with others, while in other situations there are no incentives for them to spend time doing so. Understanding effective behaviors according to the decision- making scenario is still an open issue in multi-agent systems. In this paper, we present a multi-agent simulator (ACoPla) to understand the correlations between agentsā€™ interaction strategy, decision-making context and successful task accomplishment rate. Additionally, we develop a case study in the domain of site evacuation to exemplify our findings. Through this study, we detect the types of conditions under which cooperation becomes the preferred strategy, as the environment changes

    Virtual Reality for training the public towards unexpected emergency situations

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    Nowadays, unexpected situations in public spaces are quite frequent; for this reason, there is the need to provide valid decision-making tools to support peopleā€™s behavior in emergency situations. The aim of these support tools is to provide a ā€œtrainingā€ for the public on how to behave when something unexpected happens, in order to make them aware of how to manage and control their own emotions. Thanks to the introduction of new technologies, trainings are also feasible in Virtual Reality (VR), exploiting the chance to create virtual environments and situations that reflect real ones and test different scenarios on a sample of people in order to verify and validate training procedures. Virtual simulations in this context are paramount, because they offer the possibility to analyse reactions and behaviors in a safe, ā€œnot realā€, so without health concern, environment. Three scenarios (fire, heart attack of a person in the environment and terrorist attack) have been reproduced in VR, analyzing how to define the context for emergency situations. Users approaching the training only know they are going to face a situation without having details on what is happening; this is fundamental to test the training efficiency on peopleā€™s reaction

    A data-driven approach towards a realistic and generic crowd simulation framework

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    Jacob Sinclair studied and developed a data-driven approach towards a realistic and generic crowd simulation framework. He found that by using virtual reality and questionnaires, we can gather all types of real world data. He also found that an AI framework developed using all types of data can produce similar results to the real world. This AI framework has the potential to be used to improve areas such as emergency management and response, traffic control, building design, video games, etc

    Integrating a Human Behavior Model within an Agent-Based Approach for Blasting Evacuation

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    Several studies on Emergency Management are available in the literature, but most of them do not consider how the human behavior during an emergency can affect the evacuation process. Therefore, the novel contribution of this article is the implementation of an agentā€based model to describe the evacuation, due to a blast in a public area, integrated with a human behavior analytical model. Each agent has its own behavior that is described in a layered framework. The first layer simulates the ā€œagent's featuresā€ function. Then, an ā€œindividual moduleā€ describes dynamically the emotional aspects using (i) the Decision Field Theory, (ii) a stationary stochastic model, and (iii) the results coming from a questionnaire. An agentā€based model with integrated human behavior is proposed to test critical infrastructures in emergency conditions without performing full scale evacuation tests. Analyses could be performed both in real time with a hazard scenario and at the design level to predict the system response to identify the optimal configuration. Therefore, the development of the proposed methodology could support both designers and policy makers in the decisionā€making process

    SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning

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    We present a novel approach for generating plausible verbal interactions between virtual human-like agents and user avatars in shared virtual environments. Sense-Plan-Ask, or SPA, extends prior work in propositional planning and natural language processing to enable agents to plan with uncertain information, and leverage question and answer dialogue with other agents and avatars to obtain the needed information and complete their goals. The agents are additionally able to respond to questions from the avatars and other agents using natural-language enabling real-time multi-agent multi-avatar communication environments. Our algorithm can simulate tens of virtual agents at interactive rates interacting, moving, communicating, planning, and replanning. We find that our algorithm creates a small runtime cost and enables agents to complete their goals more effectively than agents without the ability to leverage natural-language communication. We demonstrate quantitative results on a set of simulated benchmarks and detail the results of a preliminary user-study conducted to evaluate the plausibility of the virtual interactions generated by SPA. Overall, we find that participants prefer SPA to prior techniques in 84\% of responses including significant benefits in terms of the plausibility of natural-language interactions and the positive impact of those interactions

    A hybrid data gathering and agent based cognitive architecture for realistic crowd simulations

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    This paper proposes a realistic agent-based framework for crowd simulations that can encompass the input phase, the simulation process phase, and the output evaluation phase. In order to achieve this gathering, the three types of real-world data (physical, mental and visual) need to be considered. However, existing research has not used all the three data types to develop an agent-based framework since current data gathering methods are unable to collect all the three types. This paper introduces anew hybrid data gathering approach using a combination of virtual reality and questionnaires to gather all three data types. The data collected are incorporated into the simulation model to provide realism and flexibility. The performance of the framework is evaluated and benchmarked to prove the robustness and effectiveness of our framework. Various types of settings (self-set parameters and random parameters) are simulated to demonstrate that the framework can produce real-world like simulation

    Modeling Family Behaviors in Crowd Simulation

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    Modeling human behavior for a general situation is difficult, if not impossible. Crowd simulation represents one of the approaches most commonly used to model such behavior. It is mainly concerned with modeling the different human structures incorporated in a crowd. These structures could comprise individuals, groups, friends, and families. Various instances of these structures and their corresponding behaviors are modeled to predict crowd responses under certain circumstances and to subsequently improve event management, facility and emergency planning. Most currently existing modeled behaviors are concerned with depicting individuals as autonomous agents or groups of agents in certain environments. This research focuses on providing structural and state-based behavioral models for the concept of a family incorporated in the crowd. The structural model defines parents, teenagers, children, and elderly as members of the family. It also draws on the associated interrelationships and the rules that govern them. The behavioral model of the family encompasses a number of behavioral models associated with the triggering of certain well-known activities that correspond to the familyā€™s situation. For instance, in normal cases, a family member(s) may be hungry, bored, or tired, may need a restroom, etc. In an emergency case, a family may experience the loss of a family member(s), the need to assist in safe evacuation, etc. Activities that such cases trigger include splitting, joining, carrying children, looking for family member(s), or waiting for them. The proposed family model is implemented on top of the RVO2 library that is using agent-based approach in crowd simulation. Simulation case studies are developed to answer research questions related to various family evacuation approaches in emergency situations
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