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Hierarchical planning-based crowd formation
Computer Animation and Virtual Worlds ( IF 0.9 ) Pub Date : 2019-04-29 , DOI: 10.1002/cav.1875
Na Liu 1 , Xingce Wang 1 , Shaolong Liu 1 , Zhongke Wu 1 , Jiale He 1 , Peng Cheng 2 , Chunyan Miao 2 , Nadia Magnenat Thalmann 2
Affiliation  

Team formation with realistic crowd simulation behavior is a challenge in computer graphics, multiagent control, and social simulation. In this study, we propose a framework of crowd formation via hierarchical planning, which includes cooperative‐task, coordinated‐behavior, and action‐control planning. In cooperative‐task planning, we improve the grid potential field to achieve global path planning for a team. In coordinated‐behavior planning, we propose a time–space table to arrange behavior scheduling for a movement. In action‐control planning, we combine the gaze‐movement angle model and fuzzy logic control to achieve agent action. Our method has several advantages. (1) The hierarchical architecture is guaranteed to match the human decision process from high to low intelligence. (2) The agent plans his behavior only with the local information of his neighbor; the global intelligence of the group emerges from these local interactions. (3) The time–space table fully utilizes three‐dimensional information. Our method is verified using crowds of various densities, from sparse to dense, employing quantitative performance measures. The approach is independent of the simulation model and can be extended to other crowd simulation tasks.

中文翻译:

基于层次规划的人群形成

具有逼真的人群模拟行为的团队组建是计算机图形学、多智能体控制和社会模拟中的一个挑战。在这项研究中,我们提出了一个通过分层规划形成人群的框架,其中包括合作任务、协调行为和行动控制规划。在协同任务规划中,我们改进网格势场以实现团队的全局路径规划。在协调行为规划中,我们提出了一个时空表来安排运动的行为调度。在动作控制规划中,我们结合注视运动角度模型和模糊逻辑控制来实现代理动作。我们的方法有几个优点。(1)层次架构保证从高智能到低智能匹配人类决策过程。(2) 代理仅根据邻居的本地信息来规划自己的行为;集团的全球智慧来自于这些本地互动。(3)时空表充分利用了三维信息。我们的方法使用各种密度的人群进行验证,从稀疏到密集,采用定量性能测量。该方法独立于仿真模型,可以扩展到其他人群仿真任务。
更新日期:2019-04-29
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