DocumentCode :
617905
Title :
Social lane-based cognitive model for simulating pedestrian flow in games
Author :
Howden, David J. ; Chen, Song Yan
Author_Institution :
Centre for Inf. Technol. Res., Swinburne Univ. of Technol., Melbourne, VIC, Australia
fYear :
2013
fDate :
20-23 June 2013
Firstpage :
837
Lastpage :
843
Abstract :
In computer game software, the implementation of simulated urban crowds is widespread. Representation of pedestrians in computer games has, to date, lagged behind what has been shown possible in academic studies and simulation software. Primary reasons for this are the strict CPU budgets that game AI has to function under, and algorithm implementation which is frequently complex for even a baseline approach (i.e. before performance optimisations). This paper presents a novel lane-based approach to pedestrian AI which combines the verisimilitude of AI based on behavioural studies, with the intuitive implementation and minimal computation cost required for games development. To achieve this, each agent filters its surroundings into virtual lanes, and then sidesteps or continues forward as dictated by social convention.
Keywords :
computer games; digital simulation; multi-agent systems; pedestrians; AI verisimilitude; agent; baseline approach; computer game software; game AI; games development; lane-based approach; pedestrian AI; pedestrian flow simulation; pedestrian representation; simulation software; social convention; social lane-based cognitive model; urban crowd simulation; virtual lanes; Artificial intelligence; Collision avoidance; Computational modeling; Decision trees; Games; Navigation; Planning; Lane; artificial life; crowd; embodiment; game; pedestrian; simulation; social;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Evolutionary Computation (CEC), 2013 IEEE Congress on
Conference_Location :
Cancun
Print_ISBN :
978-1-4799-0453-2
Electronic_ISBN :
978-1-4799-0452-5
Type :
conf
DOI :
10.1109/CEC.2013.6557655
Filename :
6557655
Link To Document :
بازگشت