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Directable Multi-Agent Navigation and Simulation

Directable Multi-Agent Navigation and Simulation Sachin Patil Project Proposal Authoring very large crowds is challenging Simulating emergent behaviors using agent-based methods is non-trivial Setting up simulations to get desired output is tedious

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Directable Multi-Agent Navigation and Simulation

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  1. Directable Multi-Agent Navigation and Simulation SachinPatil

  2. Project Proposal • Authoring very large crowds is challenging • Simulating emergent behaviors using agent-based methods is non-trivial • Setting up simulations to get desired output is tedious • Need to develop real-time tools for authoring multi-agent simulations • Degree of control can vary from scripting individual behaviors to controlling crowd flows (macroscopic)

  3. Problem Definition • User-guided navigation is a step towards directable crowds • Top-down approach • Provide macroscopic control over navigation of groups of agents using vector fields (flow fields) • Specification of emergent behaviors such as formation of lanes and vortices • Intuitive UI for editing multi-agent simulations

  4. Previous Work • Authoring crowd simulations • Steering Behaviors for Autonomous Characters [Reynolds 99] • CrowdBrush : Interactive Authoring of Real-Time Crowd Scenes [Ulciny 04] • Scalable Behaviors for Crowd Simulation [Sung 04] • Flow Tiles [Chenney 05] • Interactive Control of Large Crowd Navigation in Virtual Environments using Vector Fields [Jin 08] • High-Level Path Specification and Group Control [Silveira 08] • Group Motion Editing [Kwon 08] • Massive [MassiveSoftware] has utilities to paint flow fields on terrain to direct crowd flow (http://www.youtube.com/watch?v=e0SIezN-0UU)

  5. Approach • Design vector fields for user-guided navigation • Construct local navigation field for every group of agents (goal-driven) • Global vector field specification for the entire scene (lanes, vortices and other movement patterns) • Use a grid-based approach • Solve the eikonal equation on a regular grid using FMM • Modify cost function based on user input • Parallelization over many cores/GPU • A Fast Eikonal Equation Solver for Parallel Systems, Jeong and Whitaker, SIAM-SC 2007 • Flow fields for global navigation + RVO for local collision avoidance! • Overall motions not smooth enough (modify RVO penalty criteria)

  6. Novel Aspects • Designing arbitrary vector fields for authoring multi-agent simulations • Novel cost function for the eikonal equation • Eikonal equation needs to be solved per user-edit and not per simulation step • Intuitive interface for authoring simulations (user mouse gestures, paint-brush like interface etc.)

  7. Project Roadmap • Incorporate new cost function in FMM based solver • Develop intuitive UI for editing simulations • Speedups • Possibly port to many-cores/GPU based on [Jeong 07] for interactive editing • E* to locally repair fields instead of re-computing the entire solution • Extensions: • Tool for higher-level behavior specification (queuing, following, shepherding etc.) • Dynamic flow fields • Data-driven crowds

  8. Questions?

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