1,782 research outputs found

    Instantaneous control of interacting particle systems in the mean-field limit

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    Controlling large particle systems in collective dynamics by a few agents is a subject of high practical importance, e.g., in evacuation dynamics. In this paper we study an instantaneous control approach to steer an interacting particle system into a certain spatial region by repulsive forces from a few external agents, which might be interpreted as shepherd dogs leading sheep to their home. We introduce an appropriate mathematical model and the corresponding optimization problem. In particular, we are interested in the interaction of numerous particles, which can be approximated by a mean-field equation. Due to the high-dimensional phase space this will require a tailored optimization strategy. The arising control problems are solved using adjoint information to compute the descent directions. Numerical results on the microscopic and the macroscopic level indicate the convergence of optimal controls and optimal states in the mean-field limit,i.e., for an increasing number of particles.Comment: arXiv admin note: substantial text overlap with arXiv:1610.0132

    Agent-based Crowd Simulation Modelling for a Gaming Environment

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    Crowd simulation study has become a favorite subject in the computer graphics community in the past three decades. It usually is a sub-function within many applications such as video games, films, and public security. This thesis proposes an independent crowd simulation model that is capable of running an Agent-based method through a gaming environment. It can simulate realistic human crowds with user-controllable features to provide a gaming-like experience. Our approach features an enhanced rendering system based on Distinguishable Agents Generating Method (DAGM). This method can generate distinguishable and scalable 3D human models in real-time. We also introduce our Multi-layer Collision System (MCS), which features a collision-message collection system and an evaluation processing system. We also introduce Building & City-planning Generating System (BCGS) for the purpose of setting up obstacles for the crowd during an evacuation simulation. Moreover, in this thesis, we also extend the study to other aspects such as crisis training and human animations to provide a complete agent-based crowd simulation model

    Role Playing Learning for Socially Concomitant Mobile Robot Navigation

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    In this paper, we present the Role Playing Learning (RPL) scheme for a mobile robot to navigate socially with its human companion in populated environments. Neural networks (NN) are constructed to parameterize a stochastic policy that directly maps sensory data collected by the robot to its velocity outputs, while respecting a set of social norms. An efficient simulative learning environment is built with maps and pedestrians trajectories collected from a number of real-world crowd data sets. In each learning iteration, a robot equipped with the NN policy is created virtually in the learning environment to play itself as a companied pedestrian and navigate towards a goal in a socially concomitant manner. Thus, we call this process Role Playing Learning, which is formulated under a reinforcement learning (RL) framework. The NN policy is optimized end-to-end using Trust Region Policy Optimization (TRPO), with consideration of the imperfectness of robot's sensor measurements. Simulative and experimental results are provided to demonstrate the efficacy and superiority of our method

    Trending Paths: A New Semantic-level Metric for Comparing Simulated and Real Crowd Data

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    We propose a new semantic-level crowd evaluation metric in this paper. Crowd simulation has been an active and important area for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose the first approach based on finding semantic information represented by latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd behavior. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process (SV-DHDP) model. The fidelity of the patterns is computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly. Detailed evaluations and comparisons with existing metrics show that our method is a good alternative for comparing crowd data at a different level and also works with more types of data, holds fewer assumptions and is more robust to noise

    Hybrid long-range collision avoidance for crowd simulation

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    Authoring virtual crowds: a survey

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    Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic,natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment(e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providingtheir capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is acomplex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to deliveringintuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowdsimulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation andvisualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influencethat the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical userinterfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for futureresearch that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.This work has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska Curie grant agreement No 860768 (CLIPE project). This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement No 739578 and the Government of the Republic of Cyprus through the Deputy Ministry of Research, Innovation and Digital PolicyPeer ReviewedPostprint (author's final draft

    Coupling camera-tracked humans with a simulated virtual crowd

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    Our objective with this paper is to show how we can couple a group of real people and a simulated crowd of virtual humans. We attach group behaviors to the simulated humans to get a plausible reaction to real people. We use a two stage system: in the first stage, a group of people are segmented from a live video, then a human detector algorithm extracts the positions of the people in the video, which are finally used to feed the second stage, the simulation system. The positions obtained by this process allow the second module to render the real humans as avatars in the scene, while the behavior of additional virtual humans is determined by using a simulation based on a social forces model. Developing the method required three specific contributions: a GPU implementation of the codebook algorithm that includes an auxiliary codebook to improve the background subtraction against illumination changes; the use of semantic local binary patterns as a human descriptor; the parallelization of a social forces model, in which we solve a case of agents merging with each other. The experimental results show how a large virtual crowd reacts to over a dozen humans in a real environment.Peer ReviewedPostprint (author’s final draft
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