Situation Based Approach for Virtual Crowd Simulation Ph.D Preliminary talk Mankyu Sung Crowds Sports event Crowds In Different Environments Museum Street Features in Crowds • • • • • • Large number of people Share same environment Anonymity Importance of short term crowd behavior Importance of locational factor in crowd behavior Importance of social-relational factor in crowd behavior Applications of Crowd Simulation • • • • Training Education Entertainment Architecture Why Crowd Simulation is Hard? - Conflicting Goals - Simple agent with simple behaviors vs. Complex agent with realistic behaviors - Control over action of crowd vs. Not control over every agent individually - Fast simulation of the small number of characters vs. Slow simulation of the large number of characters Talk Outline 1. Research Goal 2. Related Works 3. Works to Date 4. Demo 5. Future Plan The Goal of Research • Set three demands that are able to solve these problems. Scalability Convincingness Controllability Scalability • Two Specific Scalabilities – Memory Scalability • The amount of memory for a character does not proportionally increase as the complexity of environment increases. – Performance Scalability • The overall performance (frame-rate) does not proportionally increase as the complexity of environment increases. Convincingness • Visually Convincing Behaviors – Visually realistic motion of characters • Semantically Convincing Behaviors – Plausible behaviors for given time • e.g.) At a crosswalk, crowds are crossing or standing depending on a traffic sign. Controllability • Specify crowd behaviors – User interfaces • Control crowd flow – Predefined scenario – Interactive control – Density control Proposed Approach • Scalability – Situation based simulation • Convincingness – STM(Snap-Together-Motion) – Composable behaviors Situation Based Approach • Controllability – Painting interface – Situation graphs (Sung et al. EG2004) Thesis Statement It is my thesis that the situation based approach is able to achieve the demand of scalability, convincingness and controllability. Related Works • Smart Environments – Smart Object (Kallman et al. 1998) – Informed environment (Farenc et al. 1999) – Informed hierarchical information (Thomas et al. 2000) – Apply Gibson’s “natural movement” theory (Michael et al. 2003) • Computer Games – The Sims TM (EA games) Related Works • Character Animation – Non-human creature • Flocking algorithm : Boids (Reynolds, 1987) • Artificial fish by using synthetic vision (Tu et al. 1994) – Human animation • Motion blending (Rose et al. 1996, Wiley et al. 1997, Kovar et al. 2003) • STM(Snap-Together-Motion) (Gleicher et al. 2003) Related works • Behaviors in STM – Behavior is a series of actions over time – Specifying a behavior is to choose proper action one by one in time A1 A2 A3 Actions Time Related Works • Intelligent Agent – Cognitive architecture (Funge 1999) – Role-passing system (Horswill 1999, O’Sullivan et al. 2002, McNames et al. 2003) • Crowd Modeling – Rule based system (Musse et al. 1987, 2001) – Cellular automata (Blue et al. 1998) Related Works • Crowd Modeling – Physically Based Approach • Fluid dynamics (Henderson, 1974) • Particle system (Bouvier et al. 1997, Gipps et al. 1985) • Social force model (Helbing et al. 1995, 2000) – Robotics Algorithm • Use PRM for group behavior (Bayazit et al. 2002) • Collision-free path planning for multiple robots (Furtney 2000) • Leader-Following model (Li et al. 2001) Situation Based Approach • Scalability –Situation based simulation • Convincingness – STM(Snap-Together-Motion) – Composable behaviors • Controllability – Painting interface – Situation graphs Situations Situation Actions A1 A1 A2 A8 A3 A8 A3 Agent Character A7 A2 A4 A6 … A5 Behavior 1 Behavior 2 Behavior 3 ... Behavior 1 Behavior 2 Situations (2) • Example Actions sing At a crosswalk walk climb cross street turn A man dance A man sit stand cross … stand Zig-Zag walk Straight walk Straight walk Checking cars Sit down ... Situations (3) Situation A2 A1 A3 Augmented Actions A4 Agent Pluggable Agent Architecture Behavior 1 Behavior 2 Behavior 3 Behavior 4 Behavior 5 Augmented Behaviors Situation (4) • Spatial Situation – Has a region in the environment • e.g.) ATM, Bus Stop, Bench, Ticket Booth, Crosswalk – The region is used for checking whether or not an agent is in the situation. • Non-Spatial Situation – Social relationship between agents – Has no region in the environment – Directly set on crowds. • e.g.) Friendship, Group member Situation(5) • Situation architecture Actions Sensors Empty Don’t’ Walk turn sensor If(Empty) then Compose(Sitdown) Proximity If(Signal) then Don’t Turnoverlap sensor Compose(walk) Behavior Functions Event Rules Signal Path Sit plan sensor Situation(6) • Situation Composition – Union of all components of situations Situation A Situation B Composed Situation Situation C Agent can react to the situation A, B and C at the same time Situation(7) • Example Crossing to the other side of The road Traffic sign Crossing a street with checking traffic signs Situation(8) • Advantages of situation based simulation – Scalability • Situation controls a small set of local behaviors. • Agents keep only information of the situations that they are in at any given time. • Situations can be composed/decomposed easily. – Ease of authoring – Re-usability – Efficiency Situation Based Approach • Scalability – Situation based simulation • Convincingness – STM(Snap-Together-Motion) – Composable behaviors • Controllability – Painting interface – Situation graphs STM(Snap-Together-Motion) • For visual convincingness, we use STM technique for animating characters. – From input motion clips, the STM produces a set of small motions that can be connected with each other with minimizing artifacts. [Gleicher et al. I3D 2003] Composable Behaviors • For semantically convincing behaviors, we propose the composable behavior technique based on the probability scheme. A1 Probability Agent Default Actions Probability A2 Probability A3 Actions Action from a situation Composable Behaviors (2) • Probability Scheme – Behavior functions compute the probability of each action based on its own criteria. – Returned probability distributions are composed by multiplication operation. – A sampling is performed on the final probability distribution result to select a final action. P(action) Overlap Behavior Function Collision with Other agents .5 .5 .5 Actions A B C P(action) Multiplication Target Finding Behavior Function .7 .6 .3 Actions Agent has a Target pos. A B C P(action) Composed Prob. Dist .43 .37 .19 Re-normalization Actions A B C Composable Behaviors (4) Composed Prob. Dist .43 .37 .19 A Actions B C Sampling (0-1) .19 (A) 0 .43 (B) Action selection through sampling .37 ( C) 1 Composable Behaviors (5) • Advantages – Gives a basic framework for scalability and controllability demands. – Provides randomness on simulation – Takes various kinds of factors into account for behaviors. Situation Based Approach • Scalability – Situation based simulation • Convincingness – STM(Snap-Together-Motion) – Composable behaviors • Controllability –Painting interface –Situation graphs (future work) Painting Interfaces • How to specify a particular situation in the environment. Spatial Situation Non-spatial Situation Putting Pieces Together Preprocessing Simulation time Create an environment Set run time situations Set situations Situations Plug-in information to agents Put crowds in the environment Checking events with sensors Behavior composition Sampling on final prob. dist Demos • • • • • • 1. Composable behaviors 2. Street environment 3. Theater environment 4. On-line situation setting 5. Painting interface 6. Visualization of crowds Performance Future Works (1) • Smarter Situations – Problem • Crowd flow planning – Solution • Situation Graph – – – – Represents aggregative relation between situations Makes crowd follow a scenario Provides interactive control Controls the number of agents in a situation. Situation Graph • Example Ticket booth (start) Gather and Talk 50 100 Movie room (end) Restroom 10 70 Future works (2) • Hierarchical Situations – Problem • Need to organize situations efficiently – Solution • Hierarchical situations – Organizes situations in a hierarchical way » e.g.) parent (queue), child (Vertical queue, Horizontal queue) Future Works (3) • Hierarchical Environments – Problem • Not easy to make a massive environment – Solution • Hierarchical environment Town Theater Lobby Once we make a theater environment, we can copy and paste it to wherever we want. Bench Future Works (4) • Adjustment of Discrete Action Choices – Problem • Failed in satisfying constraints because of shortage of discrete choices – Solution • Provides a way to adjust actions to satisfy constraints – e.g.) If an agent has a target position, we can adjust the action choices to make agent move to the exact spot. Future Works in Timeline Adjustment Of Action Choices Hierarchical Environment Mar/05 Sep/04 Dec/04 Jun/04 Hierarchical Situation Situation Graph Thanks • Financial support : NSF, MIC of Korea • Motion donations : House of Moves, Demian Gordon, Ohio State Unviersity • Intellectual and technical support : M. Gleicher, S. Chenney, H.J. Shin, L. Kovar and all graphics group members
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