Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3528233.3530712acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

CCP: Configurable Crowd Profiles

Published: 24 July 2022 Publication History

Abstract

Diversity among agents’ behaviors and heterogeneity in virtual crowds in general, is an important aspect of crowd simulation as it is crucial to the perceived realism and plausibility of the resulting simulations. Heterogeneous crowds constitute the pillar in creating numerous real-life scenarios such as museum exhibitions, which require variety in agent behaviors, from basic collision avoidance to more complex interactions both among agents and with environmental features. Most of the existing systems optimize for specific behaviors such as goal seeking, and neglect to take into account other behaviors and how these interact together to form diverse agent profiles. In this paper, we present a RL-based framework for learning multiple agent behaviors concurrently. We optimize the agent policy by varying the importance of the selected behaviors (goal seeking, collision avoidance, interaction with environment, and grouping) while training; essentially we have a reward function that changes dynamically during training. The importance of each separate sub-behavior is added as input to the policy, resulting in the development of a single model capable of capturing as well as enabling dynamic run-time manipulation of agent profiles; thus allowing configurable profiles. Through a series of experiments, we verify that our system provides users with the ability to design virtual scenes; control and mix agent behaviors thus creating personality profiles, and assign different profiles to groups of agents. Moreover, we demonstrate that interestingly the proposed model generalizes to situations not seen in the training data such as a) crowds with higher density, b) behavior weights that are outside the training intervals and c) to scenes with more intricate environment layouts. Code, data and trained policies for this paper are at https://github.com/veupnea/CCP.

Supplementary Material

MP4 File (sig2022-CCP.mp4)
Supplemental video

References

[1]
Panayiotis Charalambous and Yiorgos Chrysanthou. 2014. The PAG Crowd: A Graph Based Approach for Efficient Data-Driven Crowd Simulation. Computer Graphics Forum 33, 8 (2014), 95–108. https://doi.org/10.1111/cgf.12403
[2]
Panayiotis Charalambous, Ioannis Karamouzas, Stephen J. Guy, and Yiorgos Chrysanthou. 2014. A Data-Driven Framework for Visual Crowd Analysis. Computer Graphics Forum 33, 7 (2014), 41–50. https://doi.org/10.1111/cgf.12472
[3]
Simon Clavet. 2016. Motion Matching and The Road to Next-Gen Animation (GDC 2016). Retrieved January 25, 2022 from https://archive.org/details/GDC2016Clavet/page/n9/mode/2up.
[4]
Funda Durupinar, Nuria Pelechano, Jan Allbeck, Uǧur Güdükbay, and Norman I. Badler. 2011. How the Ocean Personality Model Affects the Perception of Crowds. IEEE Computer Graphics and Applications 31, 3 (2011), 22–31. https://doi.org/10.1109/MCG.2009.105
[5]
Julio E. Godoy, Ioannis Karamouzas, Stephen J. Guy, and Maria Gini. 2015. Adaptive learning for multi-agent navigation. In Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems. International Foundation for Autonomous Agents and Multiagent Systems, Richland, SC, 1577–1585.
[6]
Stephen J. Guy, Sujeong Kim, Ming C. Lin, and Dinesh Manocha. 2011. Simulating Heterogeneous Crowd Behaviors Using Personality Trait Theory. In Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (Vancouver, British Columbia, Canada) (SCA ’11). ACM, New York, NY, USA, 43–52. https://doi.org/10.1145/2019406.2019413
[7]
Stephen J. Guy, Jur van den Berg, Wenxi Liu, Rynson Lau, Ming C. Lin, and Dinesh Manocha. 2012. A Statistical Similarity Measure for Aggregate Crowd Dynamics. ACM Trans. Graph. 31, 6, Article 190 (Nov. 2012), 11 pages. https://doi.org/10.1145/2366145.2366209
[8]
Feixiang He, Yuanhang Xiang, Xi Zhao, and He Wang. 2020. Informative Scene Decomposition for Crowd Analysis, Comparison and Simulation Guidance. ACM Trans. Graph. 39, 4, Article 50 (July 2020), 15 pages. https://doi.org/10.1145/3386569.3392407
[9]
Dirk Helbing, Anders Johansson, and Habib Zein Al-Abideen. 2007. Dynamics of crowd disasters: An empirical study. Physical review E 75, 4 (2007), 046109.
[10]
Peter Henry, Christian Vollmer, Brian Ferris, and Dieter Fox. 2010. Learning to navigate through crowded environments. In 2010 IEEE International Conference on Robotics and Automation (ICRA). IEEE, Anchorage, AK, USA, 981–986.
[11]
Kaidong Hu, Michael Brandon Haworth, Glen Berseth, Vladimir Pavlovic, Petros Faloutsos, and Mubbasir Kapadia. 2021. Heterogeneous Crowd Simulation using Parametric Reinforcement Learning. IEEE Transactions on Visualization and Computer Graphics PP (2021), 1–1. https://doi.org/10.1109/TVCG.2021.3139031
[12]
Eunjung Ju, Myung Geol Choi, Minji Park, Jehee Lee, Kang Hoon Lee, and Shigeo Takahashi. 2010. Morphable Crowds. ACM Trans. Graph. 29, 6, Article 140 (Dec. 2010), 10 pages. https://doi.org/10.1145/1882261.1866162
[13]
Arthur Juliani, Vincent-Pierre Berges, Ervin Teng, Andrew Cohen, Jonathan Harper, Chris Elion, Chris Goy, Yuan Gao, Hunter Henry, Marwan Mattar, 2018. Unity: A general platform for intelligent agents. arXiv preprint arXiv:1809.02627 abs/1809.02627 (2018).
[14]
Mubbasir Kapadia, Matt Wang, Shawn Singh, Glenn Reinman, and Petros Faloutsos. 2011. Scenario space: characterizing coverage, quality, and failure of steering algorithms. In Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation(Vancouver, British Columbia, Canada) (SCA ’11). ACM, New York, NY, USA, 53–62. https://doi.org/10.1145/2019406.2019414
[15]
Ioannis Karamouzas, Brian Skinner, and Stephen J. Guy. 2014. Universal power law governing pedestrian interactions. Physical review letters 113, 23 (2014), 238701.
[16]
Ioannis Karamouzas, Nick Sohre, Ran Hu, and Stephen J. Guy. 2018. Crowd space: a predictive crowd analysis technique. ACM Transactions on Graphics (TOG) 37, 6 (2018), 1–14.
[17]
Ioannis Karamouzas, Nick Sohre, Rahul Narain, and Stephen J. Guy. 2017. Implicit Crowds: Optimization Integrator for Robust Crowd Simulation. ACM Trans. Graph. 36, 4, Article 136 (July 2017), 13 pages. https://doi.org/10.1145/3072959.3073705
[18]
Sujeong Kim, Stephen J. Guy, Dinesh Manocha, and Ming C. Lin. 2012. Interactive Simulation of Dynamic Crowd Behaviors Using General Adaptation Syndrome Theory. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (Costa Mesa, California) (I3D ’12). Association for Computing Machinery, New York, NY, USA, 55–62. https://doi.org/10.1145/2159616.2159626
[19]
L. Kovar, M. Gleicher, and F. Pighin. 2002. Motion graphs. ACM Transactions on Graphics (TOG) 21, 3 (2002), 473–482.
[20]
Nick Kraayenbrink, Jassin Kessing, Tim Tutenel, Gerwin Haan, Fernando Marson, Soraia Musse, and Rafael Bidarra. 2012. Semantic Crowds: Reusable Population for Virtual Worlds. Procedia Computer Science 15 (Dec. 2012), 122–139. https://doi.org/10.1016/j.procs.2012.10.064
[21]
T. Kwon, K. H. Lee, J. Lee, and S. Takahashi. 2008. Group motion editing. In ACM Transactions on Graphics (TOG). ACM, New York, NY, United States, 80.
[22]
Yu-Chi Lai, Stephen Chenney, and ShaoHua Fan. 2005. Group motion graphs. In SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation. ACM, Los Angeles, California, 281–290.
[23]
Pierre Le Pelletier de Woillemont, Rémi Labory, and Vincent Corruble. 2021. Configurable Agent with Reward as Input: A Play-Style Continuum Generation. In 2021 IEEE Conference on Games (CoG). IEEE, Copenhagen, Denmark, 1–8. https://doi.org/10.1109/CoG52621.2021.9619127
[24]
Jaedong Lee, Jungdam Won, and Jehee Lee. 2018. Crowd simulation by deep reinforcement learning. In Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games. ACM, Limassol, Cyprus, 1–7.
[25]
Kang Hoon Lee, Myung Geol Choi, Qyoun Hong, and Jehee Lee. 2007. A Data-driven Approach to Crowd Simulation. In Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (San Diego, California) (SCA ’07). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 109–118. http://dl.acm.org/citation.cfm?id=1272690.1272706
[26]
Seyoung Lee, Sunmin Lee, Yongwoo Lee, and Jehee Lee. 2021. Learning a Family of Motor Skills from a Single Motion Clip. ACM Trans. Graph. 40, 4, Article 93 (July 2021), 13 pages. https://doi.org/10.1145/3450626.3459774
[27]
Marilena Lemonari, Rafael Blanco, Panayiotis Charalambous, Nuria Pelechano, Marios Avraamides, Julien Pettré, and Yiorgos Chrysanthou. 2022. Authoring Virtual Crowds: A Survey. Computer Graphics Forum(2022). https://doi.org/10.1111/cgf.14506
[28]
Alon Lerner, Yiorgos Chrysanthou, and Dani Lischinski. 2007. Crowds by Example. Computer Graphics Forum 26, 3 (2007), 655–664. https://doi.org/10.1111/j.1467-8659.2007.01089.x
[29]
Alon Lerner, Yiorgos Chrysanthou, Ariel Shamir, and Daniel Cohen-Or. 2010. Context-Dependent Crowd Evaluation. Computer Graphics Forum 29, 7 (2010), 2197–2206. https://doi.org/10.1111/j.1467-8659.2010.01808.x
[30]
Pinxin Long, Tingxiang Fan, Xinyi Liao, Wenxi Liu, Hao Zhang, and Jia Pan. 2017. Towards Optimally Decentralized Multi-Robot Collision Avoidance via Deep Reinforcement Learning.
[31]
Jonathan Maïm, Barbara Yersin, and Daniel Thalmann. 2009. Unique Character Instances for Crowds. IEEE Computer Graphics and Applications 29, 6 (2009), 82–90. https://doi.org/10.1109/MCG.2009.129
[32]
Francisco Martinez-Gil, Miguel Lozano, and Fernando Fernández. 2011. Multi-Agent Reinforcement Learning for Simulating Pedestrian Navigation. In International Workshop on Adaptive and Learning Agents. Springer, Berlin, Heidelberg, Berlin, Heidelberg, 53.
[33]
Francisco Martinez-Gil, Miguel Lozano, and Fernando Fernández. 2017. Emergent behaviors and scalability for multi-agent reinforcement learning-based pedestrian models. Simulation Modelling Practice and Theory 74 (2017), 117–133. https://doi.org/10.1016/j.simpat.2017.03.003
[34]
Ronald A. Metoyer and Jessica K. Hodgins. 2003. Reactive Pedestrian Path Following from Examples. In CASA ’03: Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003). IEEE Computer Society, Washington, DC, USA, 149.
[35]
Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Andrei A. Rusu, Joel Veness, Marc G. Bellemare, Alex Graves, Martin Riedmiller, Andreas K. Fidjeland, Georg Ostrovski, 2015. Human-level control through deep reinforcement learning. Nature 518, 7540 (2015), 529–533.
[36]
Sebastien Paris, Julien Pettre, and Stephane Donikian. 2007. Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach. Computer Graphics Forum 26, 3 (2007), 665–674.
[37]
Nuria Pelechano, Jan M. Allbeck, Mubbasir Kapadia, and Norman I. Badler. 2016. Simulating heterogeneous crowds with interactive behaviors. CRC Press, USA.
[38]
Xue Bin Peng, Glen Berseth, KangKang Yin, and Michiel Van De Panne. 2017. Deeploco: Dynamic locomotion skills using hierarchical deep reinforcement learning. ACM Transactions on Graphics (TOG) 36, 4 (2017), 41.
[39]
Julien Pettré, Jan Ondrej, Anne-Hélène Olivier, Armel Crétual, and Stéphane Donikian. 2009. Experiment-based Modeling, Simulation and Validation of Interactions between Virtual Walkers. In ACM SIGGRAPH/Eurographics Symposium on Computer Animation. ACM, Louisiana, New Orleans, 189–198.
[40]
Z. Ren, Panayiotis Charalambous, Julien Bruneau, Qunsheng Peng, and Julien Pettré. 2016. Group Modeling: A Unified Velocity-Based Approach. Computer Graphics Forum 36, 8 (2016), 45–56.
[41]
Craig W. Reynolds. 1999. Steering behaviors for autonomous characters., 763–782 pages.
[42]
John Schulman, Filip Wolski, Prafulla Dhariwal, Alec Radford, and Oleg Klimov. 2017. Proximal policy optimization algorithms. CoRR abs/1707.06347(2017).
[43]
Wei Shao and Demetri Terzopoulos. 2005. Autonomous Pedestrians. In SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation (Los Angeles, California) (SCA ’05). Association for Computing Machinery, New York, NY, USA, 19–28. https://doi.org/10.1145/1073368.1073371
[44]
Libo Sun, Jinfeng Zhai, and Wenhu Qin. 2019. Crowd Navigation in an Unknown and Dynamic Environment Based on Deep Reinforcement Learning. IEEE Access 7(2019), 109544–109554. https://doi.org/10.1109/ACCESS.2019.2933492
[45]
Richard S. Sutton and Andrew G. Barto. 1998. Reinforcement learning: An introduction. Vol. 1. MIT press Cambridge.
[46]
Richard S. Sutton and Andrew G. Barto. 2018. Reinforcement learning: An introduction. MIT press.
[47]
Csaba Szepesvári. 2010. Algorithms for reinforcement learning. Synthesis lectures on artificial intelligence and machine learning 4, 1(2010), 1–103.
[48]
Adrien Treuille, Yongjoon Lee, and Zoran Popović. 2007. Near-optimal Character Animation with Continuous Control. ACM Trans. Graph. 26, 3 (July 2007). https://doi.org/10.1145/1276377.1276386
[49]
Branislav Ulicny, Pablo de Heras Ciechomski, and Daniel Thalmann. 2004. Crowdbrush: Interactive Authoring of Real-Time Crowd Scenes. In Symposium on Computer Animation (Grenoble, France) (SCA ’04). Eurographics Association, Goslar, DEU, 243–252. https://doi.org/10.1145/1028523.1028555
[50]
Unity. 2021. Kinematica. https://docs.unity3d.com/Packages/[email protected]/manual/index.html
[51]
B. van Basten, S. Jansen, and I. Karamouzas. 2009. Exploiting motion capture to enhance avoidance behaviour in games. Motion in Games 5884(2009), 29–40.
[52]
W. van Toll and J. Pettré. 2021. Algorithms for Microscopic Crowd Simulation: Advancements in the 2010s. Computer Graphics Forum 40, 2 (2021), 731–754. https://doi.org/10.1111/cgf.142664
[53]
He Wang, Jan Ondrej, and Carol O’Sullivan. 2017. Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data. IEEE Transactions on Visualization and Computer Graphics 23, 5 (May 2017), 1454–1464. https://doi.org/10.1109/TVCG.2016.2642963
[54]
D. Wolinski, S. J. Guy, A.-H. Olivier, M. Lin, D. Manocha, and J. Pettré. 2014. Parameter estimation and comparative evaluation of crowd simulations. Computer Graphics Forum 33, 2 (2014), 303–312. https://doi.org/10.1111/cgf.12328
[55]
Jungdam Won and Jehee Lee. 2019. Learning Body Shape Variation in Physics-Based Characters. ACM Trans. Graph. 38, 6, Article 207 (Nov. 2019), 12 pages. https://doi.org/10.1145/3355089.3356499
[56]
M. Zhao, W. Cai, and S. J. Turner. 2017. CLUST: Simulating Realistic Crowd Behaviour by Mining Pattern from Crowd Videos. Computer Graphics Forum 37 (2017), 184–201.

Cited By

View all
  • (2024)Learning to Move Like Professional Counter‐Strike PlayersComputer Graphics Forum10.1111/cgf.15173Online publication date: 9-Oct-2024
  • (2024)SocialGAIL: Faithful Crowd Simulation for Social Robot Navigation2024 IEEE International Conference on Robotics and Automation (ICRA)10.1109/ICRA57147.2024.10610371(16873-16880)Online publication date: 13-May-2024
  • (2024)The crowd cooperation approach for formation maintenance and collision avoidance using multi-agent deep reinforcement learningThe Visual Computer10.1007/s00371-024-03647-1Online publication date: 19-Oct-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '22: ACM SIGGRAPH 2022 Conference Proceedings
July 2022
553 pages
ISBN:9781450393379
DOI:10.1145/3528233
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 July 2022

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. crowd authoring
  2. crowd simulation
  3. data-driven methods
  4. reinforcement learning.
  5. user control

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

SIGGRAPH '22
Sponsor:

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)151
  • Downloads (Last 6 weeks)17
Reflects downloads up to 14 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Learning to Move Like Professional Counter‐Strike PlayersComputer Graphics Forum10.1111/cgf.15173Online publication date: 9-Oct-2024
  • (2024)SocialGAIL: Faithful Crowd Simulation for Social Robot Navigation2024 IEEE International Conference on Robotics and Automation (ICRA)10.1109/ICRA57147.2024.10610371(16873-16880)Online publication date: 13-May-2024
  • (2024)The crowd cooperation approach for formation maintenance and collision avoidance using multi-agent deep reinforcement learningThe Visual Computer10.1007/s00371-024-03647-1Online publication date: 19-Oct-2024
  • (2024)Agent-based crowd simulation: an in-depth survey of determining factors for heterogeneous behaviorThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-024-03503-240:7(4993-5004)Online publication date: 1-Jul-2024
  • (2024)Generating natural pedestrian crowds by learning real crowd trajectories through a transformer-based GANThe Visual Computer10.1007/s00371-024-03385-4Online publication date: 29-Apr-2024
  • (2024)Crowd evacuation simulation based on hierarchical agent model and physics‐based character controlComputer Animation and Virtual Worlds10.1002/cav.226335:3Online publication date: 27-May-2024
  • (2023)Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)10.1109/CVPR52729.2023.01322(13756-13766)Online publication date: Jun-2023
  • (2023)Curriculum based Reinforcement Learning for traffic simulationsComputers and Graphics10.1016/j.cag.2023.04.009113:C(32-42)Online publication date: 1-Jun-2023
  • (2023)Understanding reinforcement learned crowdsComputers and Graphics10.1016/j.cag.2022.11.007110:C(28-37)Online publication date: 1-Feb-2023
  • (2023)Animation generation for object transportation with a rope using deep reinforcement learningComputer Animation and Virtual Worlds10.1002/cav.216834:3-4Online publication date: 11-May-2023

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media