9,448 research outputs found
Agent Behaviour Simulator (ABS):a platform for urban behaviour development
Computer Graphics have become important for many applicationsand the quality of the produced images have greatly improved. Oneof the interesting remaining problems is the representation of densedynamic environments such as populated cities. Although recentlywe saw some successfulwork on the rendering such environments,the real?time simulation of virtual cities populated by thousands ofintelligent animated agents is still very challenging.In this paperwe describe a platformthat aims to accelerate the developmentof agent behaviours. The platform makes it easy to enterlocal rules and callbacks which govern the individual behaviours.It automatically performs the routine tasks such as collision detectionallowing the user to concentrate on defining the more involvedtasks. The platform is based on a 2D-grid with a four-layered structure.The two first layers are used to compute the collision detectionagainst the environment and other agents and the last two are usedfor more complex behaviours.A set of visualisation tools is incorporated that allows the testingof the real?time simulation. The choices made for the visualisationallow the user to better understand the way agents move inside theworld and how they take decisions, so that the user can evaluate ifit simulates the expected behaviour.Experimentation with the system has shown that behaviours inenvironments with thousands of agents can be developed and visualisedin effortlessly
Authoring virtual crowds: a survey
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 Unionâs Horizon 2020 research and innovation programme under the Marie SkĆodowska Curie grant agreement No 860768 (CLIPE project). This project has received funding from the European Unionâs 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
Crowds in or crowds out? The effect of foreign direct investment on domestic investment in Chinese cities
This study investigates the empirical relationship between foreign direct investment (FDI) and domestic investment (DI) in China using a comprehensive city-level panel over the period from 2003 to 2011. System-generalized method-of-moment estimation reveals mixed results. At the national level, FDI neither crowds in nor crowds out DI, indicating a neutral FDIâDI nexus. However, when the full sample is segmented by geographical topology, a positive and significant FDIâDI nexus can be found in eastern and, to a lesser extent, central cities. A negative, although insignificant, association is reported among western cities. Further, the empirical nexus is conditional on several local absorptive capacities including human capital, financial development, and institutional quality. These findings suggest that a region-based FDI strategy in general and local governments should strengthen their absorptive capacities to fully internalize FDI spillovers
A Synthetic-Vision Based Steering Approach for Crowd Simulation
International audienceIn the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations
Invisible control of self-organizing agents leaving unknown environments
In this paper we are concerned with multiscale modeling, control, and
simulation of self-organizing agents leaving an unknown area under limited
visibility, with special emphasis on crowds. We first introduce a new
microscopic model characterized by an exploration phase and an evacuation
phase. The main ingredients of the model are an alignment term, accounting for
the herding effect typical of uncertain behavior, and a random walk, accounting
for the need to explore the environment under limited visibility. We consider
both metrical and topological interactions. Moreover, a few special agents, the
leaders, not recognized as such by the crowd, are "hidden" in the crowd with a
special controlled dynamics. Next, relying on a Boltzmann approach, we derive a
mesoscopic model for a continuum density of followers, coupled with a
microscopic description for the leaders' dynamics. Finally, optimal control of
the crowd is studied. It is assumed that leaders exploit the herding effect in
order to steer the crowd towards the exits and reduce clogging. Locally-optimal
behavior of leaders is computed. Numerical simulations show the efficiency of
the optimization methods in both microscopic and mesoscopic settings. We also
perform a real experiment with people to study the feasibility of the proposed
bottom-up crowd control technique.Comment: in SIAM J. Appl. Math, 201
Pedestrian-Robot Interactions on Autonomous Crowd Navigation: Reactive Control Methods and Evaluation Metrics
Autonomous navigation in highly populated areas remains a challenging task
for robots because of the difficulty in guaranteeing safe interactions with
pedestrians in unstructured situations. In this work, we present a crowd
navigation control framework that delivers continuous obstacle avoidance and
post-contact control evaluated on an autonomous personal mobility vehicle. We
propose evaluation metrics for accounting efficiency, controller response and
crowd interactions in natural crowds. We report the results of over 110 trials
in different crowd types: sparse, flows, and mixed traffic, with low- (< 0.15
ppsm), mid- (< 0.65 ppsm), and high- (< 1 ppsm) pedestrian densities. We
present comparative results between two low-level obstacle avoidance methods
and a baseline of shared control. Results show a 10% drop in relative time to
goal on the highest density tests, and no other efficiency metric decrease.
Moreover, autonomous navigation showed to be comparable to shared-control
navigation with a lower relative jerk and significantly higher fluency in
commands indicating high compatibility with the crowd. We conclude that the
reactive controller fulfils a necessary task of fast and continuous adaptation
to crowd navigation, and it should be coupled with high-level planners for
environmental and situational awareness.Comment: \c{opyright}IEEE All rights reserved. IEEE-IROS-2022, Oct.23-27.
Kyoto, Japa
Actor-network procedures: Modeling multi-factor authentication, device pairing, social interactions
As computation spreads from computers to networks of computers, and migrates
into cyberspace, it ceases to be globally programmable, but it remains
programmable indirectly: network computations cannot be controlled, but they
can be steered by local constraints on network nodes. The tasks of
"programming" global behaviors through local constraints belong to the area of
security. The "program particles" that assure that a system of local
interactions leads towards some desired global goals are called security
protocols. As computation spreads beyond cyberspace, into physical and social
spaces, new security tasks and problems arise. As networks are extended by
physical sensors and controllers, including the humans, and interlaced with
social networks, the engineering concepts and techniques of computer security
blend with the social processes of security. These new connectors for
computational and social software require a new "discipline of programming" of
global behaviors through local constraints. Since the new discipline seems to
be emerging from a combination of established models of security protocols with
older methods of procedural programming, we use the name procedures for these
new connectors, that generalize protocols. In the present paper we propose
actor-networks as a formal model of computation in heterogenous networks of
computers, humans and their devices; and we introduce Procedure Derivation
Logic (PDL) as a framework for reasoning about security in actor-networks. On
the way, we survey the guiding ideas of Protocol Derivation Logic (also PDL)
that evolved through our work in security in last 10 years. Both formalisms are
geared towards graphic reasoning and tool support. We illustrate their workings
by analysing a popular form of two-factor authentication, and a multi-channel
device pairing procedure, devised for this occasion.Comment: 32 pages, 12 figures, 3 tables; journal submission; extended
references, added discussio
Optimal crowd editing
International audienceSimulating realistic crowd behaviors is a challenging problem in computer graphics. Yet, several satisfying simulation models exhibiting natural pedestrians or group emerging behaviors exist. Choosing among these model generally depends on the considered crowd density or the topology of the environment. Conversely, achieving a user-desired kinematic or dynamic pattern at a given instant of the simulation reveals to be much more tedious. In this paper, a novel generic control methodology is proposed to solve this crowd editing issue. Our method relies on an adjoint formulation of the underlying optimization procedure. It is independent to a certain extent of the choice of the simulation model, and is designed to handle several forms of constraints. A variety of examples attesting the benefits of our approach are proposed, along with quantitative performance measures
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