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SteerPlex: Estimating Scenario Complexity for Simulated Crowds

Published: 06 November 2013 Publication History

Abstract

The complexity of interactive virtual worlds has increased dramatically in recent years, with a rise in mature solutions for designing large-scale environments and populating them with hundreds and thousands of autonomous characters. An interesting problem that arises in this context, and that has received little attention to date, is whether we can predict the complexity of a steering scenario by analyzing the configuration of the environment and the agents involved. We statically analyze an input scenario and compute a set of novel salient features which characterize the expected interactions between agents and obstacles during simulation. Using a statistical approach, we automatically derive the relative influence of each feature on the complexity of a scenario in order to derive a single numerical quantity of expected scenario complexity. We validate our proposed metric by demonstrating a strong negative correlation between the statically computed expected complexity and the dynamic performance of three published crowd simulation techniques.

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  • (2023)Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual EnvironmentACM Transactions on Interactive Intelligent Systems10.1145/355877313:1(1-36)Online publication date: 9-Mar-2023
  • (2023)Virtual CharactersStepping into Virtual Reality10.1007/978-3-031-36487-7_4(81-124)Online publication date: 12-Aug-2023
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      cover image ACM Conferences
      MIG '13: Proceedings of Motion on Games
      November 2013
      30 pages
      ISBN:9781450325462
      DOI:10.1145/2522628
      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]

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      Published: 06 November 2013

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      Author Tags

      1. crowd analysis
      2. crowd simulation
      3. scenario complexity

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      November 6 - 8, 2013
      Dublin 2, Ireland

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      MIG '13 Paper Acceptance Rate -9 of -9 submissions, 100%;
      Overall Acceptance Rate -9 of -9 submissions, 100%

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      Cited By

      View all
      • (2023)Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual EnvironmentACM Transactions on Interactive Intelligent Systems10.1145/355877313:1(1-36)Online publication date: 9-Mar-2023
      • (2023)Virtual CharactersStepping into Virtual Reality10.1007/978-3-031-36487-7_4(81-124)Online publication date: 12-Aug-2023
      • (2021)Dynamic driving environment complexity quantification method and its verificationTransportation Research Part C: Emerging Technologies10.1016/j.trc.2021.103051127(103051)Online publication date: Jun-2021
      • (2021)A history of crowd simulation: the past, evolution, and new perspectivesThe Visual Computer10.1007/s00371-021-02252-wOnline publication date: 5-Aug-2021
      • (2016)Scenario Space: Characterizing Coverage, Quality, and Failure of Steering AlgorithmsSimulating Heterogeneous Crowd with Interactive Behaviors10.1201/9781315370071-10(161-177)Online publication date: 19-Oct-2016
      • (2015)Evaluating and optimizing level of service for crowd evacuationsProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822040(91-96)Online publication date: 16-Nov-2015
      • (2015)Environment optimization for crowd evacuationComputer Animation and Virtual Worlds10.1002/cav.165226:3-4(377-386)Online publication date: 1-May-2015
      • (2014)Characterizing and optimizing game level difficultyProceedings of the 7th International Conference on Motion in Games10.1145/2668084.2668100(153-160)Online publication date: 6-Nov-2014
      • (2014)Characterizing and optimizing game level difficultyProceedings of the 7th International Conference on Motion in Games10.1145/2668064.2668100(153-160)Online publication date: 6-Nov-2014

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