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    <journal-meta>
      <journal-title-group>
        <journal-title>British Journal of Social and Clinical Psychology 16 (1977) 57-68. doi:10.1111/j.
2044</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1145/37401</article-id>
      <title-group>
        <article-title>Autonomous Agent Crowd Simulation in Immersive Virtual Reality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Massimiliano Pascoli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-Computer Interaction Lab, Department of Mathematics</institution>
          ,
          <addr-line>Computer Science and Physics</addr-line>
          ,
          <institution>University of Udine</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <volume>2008</volume>
      <fpage>25</fpage>
      <lpage>34</lpage>
      <abstract>
        <p>In the last decade, the simulation of credible and convincing crowd behavior has become increasingly important across a wide range of domains, including video games, social networks and the Metaverse, cinematic computergenerated imagery, urban planning, evacuation and riot simulations, military training, and cultural heritage preservation. This research aims to design techniques to simulate realistic crowds of autonomous agents in an eficient and scalable way, with particular attention to immersive Virtual Reality applications. The research focuses on increasing the variety and plausibility of agents relying on psychological metrics and profiles, appearance, individual behaviors, and cultural aspects without neglecting simulation performance and optimization. Key aspects of my research include modeling personality traits, emotional states, and their influence on agents' clothing and facial expressions to foster richer individualization. In parallel, my research will explore algorithms for resource-eficient, fast, and scalable crowd simulation. In particular, the research will employ data-driven methods, such as Machine Learning and Deep Learning, to support behavior modeling and the adaptability of agents through context understanding. The proposed approaches will be validated through applied scenarios, including user testing in serious games and training applications across various domains.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Crowd Simulation</kwd>
        <kwd>Crowd Appearance</kwd>
        <kwd>Agents' Behavior</kwd>
        <kwd>Artificial Intelligence</kwd>
        <kwd>Autonomous Agents</kwd>
        <kwd>Crowd Perception</kwd>
        <kwd>Computer Graphics</kwd>
        <kwd>User Studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Since the seminal work of Reynolds on flocking behavior [ 1], crowd simulation (CS) has evolved
substantially, driven by both advances in hardware and rising demands for realism and interactivity
across domains such as games, training, urban planning, and digital heritage [2, 3]. Today, CS supports
diverse applications—from lifelike non-player characters in games to simulating pedestrian flow for
safety and architectural analysis [4, 5, 6].</p>
      <p>Despite its maturity, CS in virtual environments (VEs) still faces key challenges. These include
improving behavioral realism through psychological models, supporting multiscale crowd visualization,
applying CS in immersive Virtual Reality (iVR), and maintaining performance as fidelity increases [ 2].
High-fidelity simulations require complex algorithms for behavior, navigation, and rendering, each
computationally demanding, particularly in resource-constrained iVR systems [7, 8]. To address this,
eficient implementations often involve GPU acceleration and advanced rendering techniques [9, 10].</p>
      <p>Balancing realism and scalability is central to current research, especially in path planning, which
is often a bottleneck in large-scale simulations [11, 12]. In iVR, this challenge is amplified by the
performance constraints of head-mounted displays, where stereo rendering and interaction require
tight computational control.</p>
      <p>To structure my ongoing research, three main areas can be identified: Perception and Behavior,
focusing on agent psychology and user perception; Performance and Optimization, targeting eficient,
scalable simulations; and Graphics and Appearance, concerned with visual diversity in crowds. A
fourth, transversal area, CS Applications, integrates advances across the first three areas into practical
applications.</p>
      <p>The rest of this manuscript is organized as follows: Sec. 2 reviews the relevant literature, Sec. 3
summarizes results achieved so far, and Sec. 4 outlines ongoing and future research directions.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>The field of CS has a well-established history, with almost four decades of research [ 2] that highlights
several persistent open challenges, particularly in immersive environments. A classification of CS
approaches was provided in literature [3], proposing a taxonomy based on the granularity of control
performed by the simulation on the agents. My research mainly focuses on mesoscopic systems,
which aim to simulate interactions among dynamic agent groups. This approach ofers a reasonable
compromise between the benefits of complex single-agent behavior achieved by microscopic models
and the performance of macroscopic systems that can handle thousands of agents with fewer individual
details.</p>
      <p>In the following, the relevant literature is reported, divided by research area already explored.</p>
      <sec id="sec-2-1">
        <title>2.1. Perception and Behavior</title>
        <p>In CS, the integration of emotions or personality traits, especially using the OCEAN (also known as
Big Five) model, has shown promise in enhancing realism and behavioral diversity. Each dimension
of OCEAN (Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism) correlates
with observable agent behaviors. Prior works have successfully incorporated OCEAN in scenarios such
as emergency evacuations and social group behaviors [13, 14, 15]. Moreover, various personality and
emotion models (e.g., HEXACO [16], PEN [17], PAD [18], SIR [19]) have been applied in CSs.</p>
        <p>In the iVR domain, previous studies have mostly focused on user-agent interaction via spatial cues
like collision avoidance and eye-gaze behavior [20, 21], rather than personality-driven agent behavior.</p>
        <p>However, current CS implementations rarely integrate personality traits and, at the same time,
support iVR. The added complexity of personality and emotional modeling in immersive contexts,
where real-world scale, first-person perspective, and strict performance constraints become crucial,
may limit their feasibility and scalability in practical applications.</p>
        <p>The literature lacks systems capable of supporting unsupervised, personality-driven grouping or
dynamically assigning goals based on agent traits and environmental features, enabling more nuanced
and heterogeneous crowd dynamics. My research aims to bridge this gap by introducing a
personalityaware mesoscopic CS framework specifically tailored for iVR, focusing on enhancing users’ sense of
social presence and realism while respecting the performance demands of iVR platforms.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Performance and Optimization</title>
        <p>Path planning has been a foundational topic in algorithmic and robotics research for decades, long
before the advent of modern game engines. Numerous algorithms have been proposed over the years
(see [22, 23] for examples), each exhibiting diferent trade-ofs in terms of execution time, memory
consumption, and the quality or length of the computed path, depending on the structure of the graph
and the heuristic employed. The literature ofers a wide array of strategies, each tailored to excel in
specific problem domains.</p>
        <p>To address the computational demands of path planning, two primary optimization strategies can
be used. The first focuses on improving the a priori eficiency in terms of time and memory of the
data structures used by specific algorithms. The second strategy centers on selecting the most suitable
algorithm from a portfolio based on the specific characteristics of a given problem instance: a challenge
known as the algorithm selection problem [24]. Recent research has investigated automating this
selection process using machine learning models [25]. In this context, a key challenge lies in balancing
the flexibility ofered by large algorithm portfolios with the increased complexity of identifying which
algorithms to evaluate for a particular instance.</p>
        <p>Several researchers have focused on evaluating and comparing the performance of diferent path
planning methods, and have proposed selection algorithms that recommend the most suitable option for
a given scenario [26]. Comparative studies have examined algorithms such as A* with the Manhattan
heuristic, Dijkstra, and Breadth-First Search, assessing their eficiency in terms of execution time,
number of expanded nodes, path length, and node count in the returned path [27]. The research
community also performed path planning algorithm evaluation on diferent platforms, such as Android
[28]. The literature has also explored path planning in 3D voxelized environments [29] and the use of
machine learning to optimize path planning strategies [30, 31].</p>
        <p>However, applying machine learning to algorithm selection typically requires a large and diverse
dataset containing performance metrics for multiple algorithms across varied virtual environments,
which poses a significant practical challenge.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results So Far</title>
      <p>In the first semester of my doctoral research, I focused on reviewing the state of the art in CS for
extended reality, with particular attention to iVR. This work led to the development of a journal article
[32] (Work 1) based on my MSc thesis, covering the perception and behavior area.</p>
      <p>The paper proposes a novel, lightweight mesoscopic CS system that integrates synthetic agent
personalities based on the OCEAN personality framework. Each agent is assigned a unique personality
profile and autonomously forms groups using machine learning-based clustering. Additionally, agents
express their personalities through probabilistic behavioral animations, with behaviors mapped along
the five OCEAN dimensions treated as continuous spectrums. A within-subjects user study involving 40
participants demonstrated that including personality traits with the tested system significantly enhances
users’ sense of social presence, perceived realism, and the matching between agents and environment.
To facilitate replicability and a wider application of the results, the code snippets of the proposed CS
system are available on request.</p>
      <p>During the second semester, my focus shifted to performance optimization in CS systems. We wrote
a paper, yet to be published, exploring (i) the trade-ofs between memory utilization and time taken by
path planning algorithms, and (ii) the similarity between the algorithmically found paths and the paths
drawn by users (Work 2).</p>
      <p>This work presents a framework for generating VEs, extracting navigation meshes, and benchmarking
path planning algorithms across 1.5M automatically generated problems spanning three map types.
It evaluates execution time and memory usage in single- and multi-threaded settings, showing that
Best-First Search ofers a resource-eficient alternative to A*, while Breadth-First Search balances path
quality and speed. An exploratory user study compared participant-drawn paths to algorithm-generated
ones, revealing significant efects of map type and algorithm on the similarity between the user-drawn
path and the algorithm-generated ones. The framework supports future work on automated algorithm
selection for resource-constrained iVR systems; consequently, the produced dataset and the framework
will be available to other researchers to facilitate further expansion on the topic of path planning.</p>
      <p>Recently, I had the opportunity to work on the CS applications area. The research is yet to be published
and focuses on the efects of self and others’ locomotion for cultural heritage learning applications in
iVR (Work 3).</p>
      <p>In this user study, native Italian speakers learned vocabulary related to rural objects from the Natisone
Valleys while accompanied by a crowd of virtual agents simulating a shared experience. The rural objects
were scattered around the VE, and the participants had to find them. Three locomotion conditions
were tested: teleportation, arm-swing, and a hybrid "lerport" (teleportation with continuous movement
visualization for others). The simulated crowd behavior is visualized as if every agent were controlled
by a diferent user, accounting for how the locomotion technique set for the experiment condition
would be shown in the represented VE. In particular, the crowd explores the VE using a state-based
pseudo-random algorithm, aiding the user in the rural object research task. Teleportation significantly
improved vocabulary retention and reduced simulator sickness compared to arm-swing, and also
enhanced presence over lerport.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Planned Research</title>
      <p>Aligned with my core research areas, I have outlined additional research proposals that will contribute
to the development of my PhD thesis, advancing CS in iVR across theoretical and applied dimensions.
Bootstrapping the Metaverse Building on Work 3, this research proposal falls in the CS Applications
area, and will explore how CS can populate interactive VE with lifelike agents when few real users are
present in a Metaverse. By integrating insights from performance, behavior, and visual realism, the
proposed solution aims to enhance user immersion in large-scale, networked Metaverse applications.
The eficacy of the proposed solutions will be tested with user studies.</p>
      <sec id="sec-4-1">
        <title>Performance Prediction for Path Planning Algorithms Expanding on Work 2, this research</title>
        <p>proposal will develop predictive models to estimate algorithm performance under varying computational
constraints and VE types. The goal of the proposed solution is to enable optimal path planning algorithm
selection in resource-constrained iVR systems, contributing to both CS optimization and practical
deployment, thus falling into the Performance and Optimization area.</p>
        <p>Crowd Appearance and Behavior This research proposal will investigate how visual saliency,
through clothing, expressions, or posture, interacts with agent behavior to influence user perception.
The proposed solutions aim to reduce visual monotony in large crowds while maintaining performance,
and their eficacy will be evaluated with a user study. The results will contribute to the Graphics and
Appearance area of CS.</p>
        <p>Fighting Crowds In an upcoming project spanning the CS Applications and Perception and Behavior
areas, a simulation system will be developed to model conflict dynamics in crowds. This will support a
deep learning model predicting the likelihood of fights based on behavior and context. The system will
generate synthetic training data and support research in safety, public space design, and multi-agent
interaction. Simulation realism and fidelity of the system will be tested with a user study.</p>
        <p>The findings from these research proposals will form the foundation of my thesis, contributing toward
a robust framework for iVR crowd simulation, addressing performance, perception, visual fidelity, and
real-world applications.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Declaration on Generative AI</title>
      <p>During the preparation of this work, the author used Grammarly in order to perform grammar and
spelling checks, paraphrase and reword (in particular to summarize the content of this paper), and
improve writing style – in accordance with the generative AI usage taxonomy that can be found at
https://www.ceur-ws.org/GenAI/Taxonomy.html. After using this tool, the author reviewed and edited
the content as needed and takes full responsibility for the publication’s content.
[1] C. W. Reynolds, Flocks, herds and schools: A distributed behavioral model, in: Proceedings of
the 14th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH ’87,
tactile feedback during immersive walking in a virtual crowd, Computer Animation and Virtual
Worlds 31 (2020) e1963. doi:10.1002/cav.1963.
[22] M. Reda, A. Onsy, A. Y. Haikal, A. Ghanbari, Path planning algorithms in the autonomous
driving system: A comprehensive review, Robotics and Autonomous Systems 174 (2024) 104630.
doi:10.1016/j.robot.2024.104630.
[23] L. Liu, X. Wang, X. Yang, H. Liu, J. Li, P. Wang, Path planning techniques for mobile robots: Review
and prospect, Expert Systems with Applications 227 (2023) 120254. doi:10.1016/j.eswa.2023.
120254.
[24] L. Kotthof, Ranking Algorithms by Performance, in: P. M. Pardalos, M. G. Resende, C. Vogiatzis,
J. L. Walteros (Eds.), Learning and Intelligent Optimization, Springer International Publishing,
Cham, 2014, pp. 16–20. doi:10.1007/978-3-319-09584-4_2.
[25] A. Kostovska, G. Cenikj, D. Vermetten, A. Jankovic, A. Nikolikj, U. Skvorc, P. Korosec, C. Doerr,
T. Eftimov, PS-AAS: Portfolio Selection for Automated Algorithm Selection in Black-Box
Optimization, in: Proceedings of the Second International Conference on Automated Machine Learning,
PMLR, 2023, pp. 11/1–17.
[26] A. Kherrour, M. Robol, M. Roveri, P. Giorgini, Evaluating Heuristic Search Algorithms in
Pathfinding: A Comprehensive Study on Performance Metrics and Domain Parameters, Electronic
Proceedings in Theoretical Computer Science 391 (2023) 102–112. doi:10.4204/EPTCS.391.12.
arXiv:2310.02346.
[27] V. Morina, R. Rafuna, A comparative analysis of pathfinding algorithms in npc movement systems
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[28] T. Hwu, A. Y. Wang, N. Oros, J. L. Krichmar, Adaptive robot path planning using a spiking neuron
algorithm with axonal delays, IEEE Transactions on Cognitive and Developmental Systems 10
(2017) 126–137.
[29] D. Brewer, N. Sturtevant, Benchmarks for Pathfinding in 3D Voxel Space, Proceedings of the
International Symposium on Combinatorial Search 9 (2021) 143–147. doi:10.1609/socs.v9i1.
18464.
[30] Z. Zhang, R. Wu, Y. Pan, Y. Wang, Y. Wang, X. Guan, J. Hao, J. Zhang, G. Li, A Robust Reference
Path Selection Method for Path Planning Algorithm, IEEE Robotics and Automation Letters 7
(2022) 4837–4844. doi:10.1109/LRA.2022.3152687.
[31] Z. Meng, Optimization Path Planning Algorithm Based on Deep Reinforcement Learning, in:
2024 Asia-Pacific Conference on Software Engineering, Social Network Analysis and Intelligent
Computing (SSAIC), 2024, pp. 872–876. doi:10.1109/SSAIC61213.2024.00176.
[32] M. Pascoli, F. Buttussi, K. Schekotihin, L. Chittaro, Introducing Agent Personality in Crowd
Simulation Improves Social Presence and Experienced Realism in Immersive VR, IEEE Transactions
on Visualization and Computer Graphics (2025) 1–15. doi:10.1109/TVCG.2025.3543740.</p>
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