A Distributed Framework for Scalable Large-Scale Crowd Simulation

Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real- time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning situations. Our approach uses a highly scalable architecture integrated with an efficient rendering architecture and an immersive visualization environment for interaction. In this environment, users can specify complex scenarios, "plug-in" crowd behavior algorithms, and interactively steer the simulation to analyze and evaluate multiple "what if" situations.

[1]  Carol O'Sullivan,et al.  Geopostors: a real-time geometry/impostor crowd rendering system , 2005, SIGGRAPH 2005.

[2]  Richard Fikes,et al.  STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving , 1971, IJCAI.

[3]  Christos Bouras,et al.  Networked Virtual Environments , 2009 .

[4]  Chris Greenhalgh,et al.  Making Networked Virtual Environments Work , 2001, Presence: Teleoperators & Virtual Environments.

[5]  Michael Zyda,et al.  Networked virtual environments - desgin and implementation , 1999 .

[6]  A. Iglesias,et al.  Behavioral Animation of Virtual Agents , 2003 .

[7]  Stephen Chenney,et al.  Flow tiles , 2004, SCA '04.

[8]  José Duato,et al.  Improving the performance of distributed virtual environment systems , 2005, IEEE Transactions on Parallel and Distributed Systems.

[9]  Daniel Thalmann,et al.  Hierarchical Model for Real Time Simulation of Virtual Human Crowds , 2001, IEEE Trans. Vis. Comput. Graph..

[10]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[11]  Andrés Iglesias,et al.  New Goal Selection Scheme for Behavioral Animation of Intelligent Virtual Agents , 2005, IEICE Trans. Inf. Syst..

[12]  Brady Games,et al.  Battlezone: Official Strategy Guide , 1998 .

[13]  Céline Loscos,et al.  Visualizing Crowds in Real‐Time , 2002, Comput. Graph. Forum.

[14]  Bernard Horan,et al.  Supporting flexible roles in a shared space , 1998, CSCW '98.

[15]  Christophe Diot,et al.  Design and evaluation of MiMaze a multi-player game on the Internet , 1998, Proceedings. IEEE International Conference on Multimedia Computing and Systems (Cat. No.98TB100241).

[16]  Thor Alexander,et al.  Massively Multiplayer Game Development 2 (Game Development) , 2005 .

[17]  Huaglory Tianfield,et al.  On the Architectures of Complex Multi-Agent Systems , 2003 .

[18]  D. Reece,et al.  Synthetic soldiers [military training simulators] , 1997 .

[19]  Hideyuki Nakanishi,et al.  FreeWalk/Q: social interaction platform in virtual space , 2004, VRST '04.

[20]  Adrien Treuille,et al.  Continuum crowds , 2006, SIGGRAPH 2006.

[21]  José Duato,et al.  A method for providing QoS in distributed virtual environments , 2005, 13th Euromicro Conference on Parallel, Distributed and Network-Based Processing.

[22]  Andrés Iglesias,et al.  Framework for Simulating the Human Behavior for Intelligent Virtual Agents. Part I: Framework Architecture , 2004, International Conference on Computational Science.

[23]  Norman I. Badler,et al.  Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Grenoble, France, August 27-29, 2004 , 2004, Symposium on Computer Animation.

[24]  Stephen Gilmore,et al.  Evaluating the Performance of Skeleton-Based High Level Parallel Programs , 2004, International Conference on Computational Science.

[25]  Alan Penn,et al.  Space syntax based agent simulation , 2001 .

[26]  D. C. Miller,et al.  SIMNET: the advent of simulator networking , 1995, Proc. IEEE.

[27]  José Duato,et al.  On the Characterization of Distributed Virtual Environment Systems , 2003, Euro-Par.

[28]  John C. S. Lui,et al.  An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems , 2002, IEEE Trans. Parallel Distributed Syst..

[29]  Tristan Henderson,et al.  Networked games: a QoS-sensitive application for QoS-insensitive users? , 2003, RIPQoS '03.

[30]  Demetri Terzopoulos,et al.  Autonomous pedestrians , 2005, SCA '05.

[31]  Carol O'Sullivan,et al.  Geopostors: a real-time geometry / impostor crowd rendering system , 2005, I3D '05.