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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Novel Integrated Framework for Crowd Simulation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Qingge Ji</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yugang Han</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Information Science and Technology, Sun Yat-sen University</institution>
          ,
          <addr-line>Guangzhou</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <fpage>67</fpage>
      <lpage>78</lpage>
      <abstract>
        <p>In this paper, two intuitive and highly efficient solutions are proposed for global planning and local avoidance. We introduce guide and repel vectors to study global planning, which generates a steady and smooth navigation field through a simple and efficient bilinear interpolation method. In addition, this paper proposes a novel velocity-based approach to simulate the local avoidance of agents based on least-effort principle. During the local avoidance phase, humans slightly adjust their motions, so that the energy required to perform a step becomes minimal. The two solutions are integrated into one system, which finally simulates the natural-looking navigation and interaction behavior of agents.</p>
      </abstract>
      <kwd-group>
        <kwd>Crowd Simulation</kwd>
        <kwd>Global Planning</kwd>
        <kwd>Navigation Fields</kwd>
        <kwd>Local Avoidance</kwd>
        <kwd>Least effort</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        As virtual reality technology develops, crowd simulation technology is paid
increasing attention. According to different modeling granularities, existing crowd
models can be generally classified into two categories, namely, macroscopic and
microscopic approaches. The former models a crowd as continuous flow of fluid
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This technology is mainly useful in large and dense crowds but basically
neglects the features of individuals. The latter models a crowd as a collective
of homogeneous/heterogeneous entities with interactions among them, and the
representative approaches include entity-based and agent-based. Individuals are
modeled as a set of homogenous entities in the entity-based approach. A
typical example of this approach is Helbing’s social force model (SFM) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The
agent-based approach models each individual in a crowd as an intelligent and
autonomous agent [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], in which each agent perceives its own state and reacts
to dynamic entities in its neighborhood. The microscopic approach models are
flexible, such that adding physical, social, and psychological factors can
simulate various interactive behavior. As a result, these models are the most popular
ones. However, their computing cost is high. Jiang et al.[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] presented a semantic
model for representing the complex environment, where the semantic
information is described with a geometric level, a semantic level and an application level.
The model promotes the interactions between pedestrians and the environment.
Kraayenbrink et al.[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] proposed semantic crowds that allowed one to re-use the
same population for virtual environment.
      </p>
      <p>Main Contribution: Based on previous research, two intuitive and highly
efficient solutions are proposed in this paper for global planning and collision
avoidance.</p>
      <p>We introduce guide and repel vectors to study global planning, which
generates a steady and smooth navigation field through a simple and efficient bilinear
interpolation method. In addition, we propose a novel velocity-based approach
to simulating the collision avoidance of agents through the observation of human
behavior in avoiding dynamic obstacles in real life.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        In this section, we briefly discuss prior literature on global planning and local
avoidance, which are the two key issues in crowd modeling technology.
Global Planning: To navigate a complex environment, a high-level path
planning technology is needed. The most popular crowd navigation technologies
include graph search and potential fields. Graph-based algorithms are widely used
in global planning [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Pettre et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] proposed a graph structure that
decomposes a space into multilayered terrains to support fast graph search for multiple
characters. Bandi et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] extended A* algorithm to a 3D space and reproduced
many interesting navigation behaviors. Roadmaps [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and Voronoi diagrams [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
are recently introduced to crowd navigation. Potential fields are extensively
studied in robot motion planning [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Dapper et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] introduced harmonic
function to generate potential fields; thus, they would not fall into the local
minimum and could simulate various navigation behaviors by adjusting the
parameters in the function. Moreover, many researchers have directly attempted to
govern navigation by computing velocity fields based on environment description
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], designing velocity fields manually [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], or capturing the velocity fields from
videos and user inputs [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Our global planning algorithm is inspired by [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
We introduce two types of vectors, namely, repel and guide vectors. An efficient
bilinear interpolation method is used to obtain smooth navigation fields.
Local Avoidance: Collision should be avoided locally by adjusting movements
when other agents become sufficiently close. Many local avoidance approaches
have been proposed, including particle force interaction [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], geometric [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and
synthetic-vision models [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Many researchers have introduced velocity-based
methods for collision avoidance recently. Paris and Pettre et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] proposed
a predictive approach and resolved potential collisions successfully. Karamouzas
and Overmars [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] proposed a velocity-based approach by analyzing
experimental data and extended this approach to small groups [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Koh and Zhou [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
introduced a collision avoidance framework called relative frame. According to
the duality property of the relative frame and other constraints, they selected a
collision-free velocity for an agent. Our local avoidance algorithm is inspired by
the work of Koh and Zhou. We use a modified relative frame to predict the
potential collision and select an optimal velocity for an agent. However, unlike Koh
and Zhou, we adopt the least-effort principle and eventually obtain a realistic
and natural-looking result.
3
3.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Global Path Planning</title>
      <sec id="sec-3-1">
        <title>Environment Decomposition and Organization</title>
        <p>To compute a global path to the goal for each agent, we decompose the
environment into grids, which have different size and are represented by rectangles.
When static obstacles are dense, our method will subdivide the environment
until each mixed grid is almost occupied by obstacles; when static obstacles are
sparse, our decomposition method roughly divides the environment into several
grids, then merges the empty grids, and forms a large empty area.</p>
        <p>We use a four-connected graph to organize the empty grids. The connective
graph is defined to be the graph that has a vertex for each grid and an edge
between two vertices only if the corresponding grids share a segment on their
boundaries. A path over this graph is computed, such that following the path
from any vertex leads to the vertex corresponding to the grid containing the
goal state. The resulting directed graph defines a successor for every grid, except
the goal grid. The successor of a grid is the next grid on the path to the goal
grid. Each grid with a successor is termed as an intermediate grid, and the
intermediate grid has only one successor. Specially, the goal grid has no successor.
See Figure 1 for an illustration.
We assume that each grid has four adjacent grids (because the graph is
fourconnected). A grid must be set as the successor of the grid. The shared boundary
is called exit face, and the others are called repel faces. See Figure 2 for an
illustration. To obtain a proper transition from the current grid to successor,
we introduce two types of vector fields, i.e., those corresponding to grids in the
decomposition, which we call guide vector fields, and those corresponding to
faces, which we call repel vector fields. A guide vector field guides an agent
through the grid to the exit face, which leads to the successor grid. Repel vector
fields prevent an improper grid transition, i.e., a transition from the current grid
to a grid that is not the successor is prohibited. For the repel vector on repel
faces, its direction is orthogonal to the face and points inward. For the repel
vector on the exit face, its direction is orthogonal to the exit face and points
outward. The guide vector fields always point toward the exit face. In the case
of the goal grid, all repel and guide vector fields point inward to the goal state.</p>
        <p>
          The different sizes between adjacent grids pose a difficulty in choosing the
appropriate repel or guide vector fields. Zhang et al. [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] proposed a method to
resolve this problem.
To obtain a smooth transition from the current grid to successor for an agent, an
efficient and simple bilinear interpolation method is used to compute the final
repel vector Vrepel (Figure 3).We assume that the position of agent(xi,yi ) is
in grid C={(x1, y1) , (x2, y2)}, and its successor is S={(x3, y3) , (x4, y4)}, where
{(x1, y1) , (x2, y2)} and {(x3, y3) , (x4, y4)} represent the upper left and lower
right vertex coordinates of C and S, respectively. The repel vector set of grid C
is F ={f0, f1, f2, f3}.
        </p>
        <p>Considering that the grid size might differ, two cases are considered for f2.
Figure 4 shows that when the current position of agent (xi,yi ) locates below
the green-dotted line, f2=fvirtual, when (xi,yi ) locates above the green-dotted
line, f2=f21. fvirtual represents the repel vector on the virtual face, and f21
represents the repel vector on the exit face.
We suppose that α = 0.5 and β = 0.5. We can calculate the navigation vector
of each spot in the configuration space using Equation (3). Disregarding other
agents, each agent can move step by step along the direction of Vnav to the goal
state. Figure 5(a) shows an example for the navigation fields, and Figure 5(b)
shows the path of an agent moving from the initial point to the goal state. No
steep turn exists in the corners, and the whole path is smooth, which vividly
simulates the human behavior when turning in our real life.
Two main challenges occur in local collision avoidance, namely, collision
prediction and collision avoidance. In this section, we describe our collision avoidance
model.
In our problem setting, we are given a virtual environment where n agents
PN={P1, . . . , Pn} have to navigate toward their specified goal without
colliding with the environment and with one another. For simplicity, we assume that
each agent moves on a plane and is modeled as a disc with radius ri, and its
personal space is modeled as a disc with radius ρi. At a fixed time t, the agent
Pi is at the position xi(t), defined by the disc center, and moves with velocity
vi(t). This velocity is limited by a maximum speed uimax, i.e., kvi(t)k ≤ uimax.
For notational convenience, we will not explicitly indicate the time dependence.</p>
        <p>
          In every simulation step, the agent Pi has a desired velocity vdes(t), whose
i
orientation is Vnav, which have been computed in Section 3, and magnitude is
uides, which is closely related to the crowd density ρ according to Fang et al. [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
vides = uides ∗
        </p>
        <p>Vnav
kVnavk
udes =
i
uimax ρ ≤ ρmin</p>
        <p>uimin + ρmρa−xρ−mρimnin ∗ (uimax − uimin) ρmin &lt; ρ &lt; ρmax
u¯
ρ ≥ ρmax
In the above equations, ρmin and ρmax are the minimum and maximum crowd
density thresholds, respectively. u is the average speed of all agents, which are
in the vision range of Pi ’s vision range.
(4)
(5)</p>
      </sec>
      <sec id="sec-3-2">
        <title>Collision Prediction</title>
        <p>An agent configuration is defined by its position and velocity. Koh and Zhou
proposed a relative frame model for collision prediction. Source agent is denoted
as the agent that avoids a target agent. Figure 6 shows the relative frame between
a source agent and a target agent, where vr is the relative velocity between the
source and target agents; θs and θg are the orientation of the source and target
agents, respectively; θr is the relative orientation between the source and target
agents. Rg=rg+ρs, it means that the target agent should not invade the personal
space of the source agent.</p>
        <p>The collision zone is defined as a region of space where the source agent should
prevent collision with the target agent, i.e., collision is predicted in future if
θrmin ≤ θr ≤ θrmax
(6)
and if the two agents do not change their speed and orientation.</p>
        <p>When a collision has been predicted, we then compute the time to collision
(ttc); if ttc is less than a certain anticipation time t, the target agent is
inserted into a set of agents that are on the collision course with the source agent.
In real-life, an individual tries to avoid a limited number of other pedestrians,
usually those that are on the collision course with him in the coming short time.
Similarly, the source agent tries to evade N agents with which will collide first.
In our implementation, N is less than 4.
4.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Collision Avoidance</title>
        <p>
          The least-effort principle originates from the field of psychology and states that
given different possibilities of actions, people select the one that requires the
least effort [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Based on least-effort theory, many systems for crowd simulation
have been proposed [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. However, all these approaches aim to control the
macroscopic (global) behavior of virtual humans, whereas our focus is on the
local interactions of individuals. Based on the least-effort principle, we therefore
hypothesize that an individual, upon interacting with other individual, tries to
resolve potential collisions immediately by slightly adapting his motion. The
individual will adjust his trajectory in advance, trying to reduce the interactions
with the other walker. We describe our local avoidance algorithm below.
        </p>
        <p>We first retrieve a set of candidate relative orientation Or, such that the
orientation of relative velocity can be selected to resolve the collision with the
agents who are on the collision course. According to condition (6), the collision
can be avoided if the source agent selects a new relative velocity vnew, that
r
satisfies the condition
¬(θrmin ≤ θrnew ≤ θrmax)
(7)
To avoid unrealistic orientation deviate, we bound the max angle deviation θimax
to π2 . We can compute Or by combining condition (7) and θimax.</p>
        <p>We then retrieve the set of candidate relative speed Ur. When Or is
determined, the max relative speed urmax= vides +kvj k and the min relative speed
urmin= vides − kvj k .</p>
        <p>Having retrieving Or and Ur, we select an optimal pair P =(ur,θr), where
ur ∈ Ur ∧ θr ∈ Or, so that the expenditure energy for the source agent is
minimum. See Figure 7(a) for an illustration.</p>
        <p>vinew = vrnew + vj
Δui = kvinewk −
vdes</p>
        <p>i
Δθi = arccos</p>
        <p>vinew · vides
kvinewk ∗ vides
(8)
(9)
(10)
f (ur, θr) = α ∗ uΔmuaix + β ∗ θmax
Δθi
where umax=1.5m/s is the maximal value for speed changed, and θmax= π2 is the
maximum angle deviation. The constants α and β define the weights of specific
cost terms and can vary among the agents to simulate a wide variety of avoidance
behavior.</p>
        <p>Computing the minimum value of Equation (11) is time-consuming. Thus,
we restrict the domain Or to a discrete set of orientation samples (the default
size of the discretization step is set to 0.01π). Similarly, we discretize the domain
Ur into a set of adjacent speed samples (the default distance between adjacent
samples is set to 0.05). Assuming that the discretized set of Or is Or and that
of Ur is Ur , then the set of admissible relative velocity is</p>
        <p>F AVr = {urθr | ur ∈ Ur ∧ θr ∈ Or}
In the above equations, Δui is the value for speed changed, and Δi is the angle
deviation of the source agent. The cost function is
(11)
(12)
(14)
The discretized cost function is
vnew =
r</p>
        <p>argmin</p>
        <p>V cand∈F AVr
(
α ∗
vcand + vj −</p>
        <p>vides
umax
+ β ∗ arccos</p>
        <p>(vcand + vj ) · vides
kvcand + vj k ∗ vides
)
(13)
Having retrieving vnew, the optimal new velocity for the source agent is easy to
r
compute. We then update the source agent position into</p>
        <p>xinew = xi + vinew ∗ Δt
4.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Resolve Imminent Collision</title>
        <p>We divide imminent collision into two cases (Figure 7(b)(c)). In case (b), we
introduce the concept of relative tangential velocity, which is equivalent to
applying a tangential force to separate the two agents. In case (c), we introduce
the concept of repel velocity, which is equivalent to applying a repulsive force to
separate the two agents immediately.
4.5</p>
      </sec>
      <sec id="sec-3-5">
        <title>Avoiding Static Obstacles</title>
        <p>An agent Ai also needs to avoid colliding with the static obstacles of the
environment. In our simulations, such obstacles are modeled as axis aligned boxes.
Collisions are resolved by following an approach similar to the one described
above.</p>
        <p>We first retrieve the nearest obstacles of the agent Ai that are inside the visual
field of the agent. We then compute the maximum and minimum orientations
among the vectors lined from the current position of Ai ’s to each vertex of the
convex polygon obstacle. The maximum and minimum orientations are θrmax and
θrmin, respectively, which have been discussed above. Finally, we use a least-effort
criterion to select an optimal velocity for the agent Ai.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experimental Results</title>
      <p>We test our approach against a wide range of scenarios. These scenarios range
from the simple interactions between pairs of agents to more challenging and
large test cases as follows:</p>
      <p>Squeeze: Two agents have to avoid a head-on collision while walking in an
opposite direction (Figure 8(a)).</p>
      <p>Overtake: An agent moves down a hallway and encounters a slower agent in
front (Figure 8(b)).</p>
      <p>Square: Four agents are placed on the vertex of a square and have to walk
toward their diagonal position (Figure 8(c)).</p>
      <p>Complex environment: Three hundred agents walk through an environment
filled with many obstacles and have to evacuate from the exit (Figure 8(d)).
In this paper, we present a novel integrated framework for navigation and
interaction behavior. A creative global path planning algorithm and a bilinear
interpolation method were used to compute the navigation fields. A least-effort
criterion was also employed in the local avoidance to achieve realistic local
movements.
7</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgement</title>
      <p>This research was supported by National Natural Science Foundation of China
(No. 60473109), NSFC-Guangdong Union Foundation of China (No.U0735001).
We would like to thank the anonymous reviewers for their suggestions and
comments.</p>
    </sec>
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