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