Crowd simulation. Summerschool Utrecht: Multidisciplinary Game Research. Dr. Roland Geraerts 23 August 2017

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1 Crowd simulation Summerschool Utrecht: Multidisciplinary Game Research Dr. Roland Geraerts 23 August

2 Societal relevance of crowd simulation The number of environments with big crowds are growing In how much time can a train station be evacuated? Where and how can potential dangerous situations appear? How can a city accommodate 0.5M people during an event? How can we populate a game world with a believable crowd? Love Parade deaths 510 injuries 2

3 A computational model of human navigation Challenge: Unify dispersed models for realistic, individual, small group, and collective human movements in interactive, heterogeneous environments. Dispersed models Agent-based: individuals, but problems with high densities Flow-based: no individuals, but good for high densities Realistic movements Comprise collaboration, smooth and energy-efficient movement, collision avoidance, and dealing with unrealistic congestions. Interactive environment Geometry can change dynamically, and the crowd reacts to it. Heterogeneous environment People need to take logical, distinct, and realistic paths over heterogeneous terrains in the environment. 3

4 4 Are we there yet?

5 Some results Optimizing pedestrian streams in the Tour de France Studying optimal light situations in smoky environments Evacuation studies in metro stations of the North/Southline 5

6 6 How can we simulate a crowd?

7 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 7

8 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 8

9 Representation of the traversable environment Requirements Path existence 100% coverage of the navigable space All cycles Fast computation and small storage Fast query time during simulation Flexible: surfaces instead of graphs 9

10 Representing 2D environments What is the best representation for the walkable space of an environment? Inspiration from fungus cultures Voronoi diagram 11

11 Representing 2D environments What is the best representation for the walkable space of an environment? leads to an efficient data structure: a navigation mesh 12

12 Representing 2D environments Can be huge E.g. 1 km 2 Fast to compute 13

13 What about 3D environments? 3D Voronoi diagram? No create a multi-layered Voronoi diagram M. Hemmer, O. Setter, and D. Halperin. Constructing the Exact Voronoi Diagram of Arbitrary Lines in Space with Fast Point-Location. RR-7273, INRIA. 2010, pp

14 What about 3D environments? Preprocessing steps that extract the walkable areas Input environment 15

15 What about 3D environments? Preprocessing steps that extract the walkable areas 1. Remove steep polygons 16

16 What about 3D environments? Preprocessing steps that extract the walkable areas 2. Remove small regions 17

17 What about 3D environments? Preprocessing steps that extract the walkable areas 3. Check vertical clearance (using all geometry) 18

18 What about 3D environments? Preprocessing steps that extract the walkable areas 4. Simplify triangulation 19

19 What about 3D environments? Preprocessing steps that extract the walkable areas 5. Separate into layers 20

20 What about 3D environments? 6. For each 2D layer, create a 2D navigation mesh 7. Stitch them together into a multi-layered navigation mesh 21 Van Toll et al, 2017: The Explicit Corridor Map A Medial Axis-Based Navigation Mesh for Multi-Layered Env.

21 Representation of the traversable environment Can be really huge E.g. many km 2 22 Van Toll et al, 2017: The Medial Axis of a Multi-Layered Environment and its Application as a Navigation Mesh

22 Representation of the traversable environment Multi-layered navigation mesh Allows fast extraction of global routes and final paths Nice mathematical properties Fast to compute Small data structure Nearest obstacle computation O(n log n log k), with k connections O(n) O(1) 2D algorithms usually work in multi-layered environments 23

23 Representation of the traversable environment Handles dynamic changes 24 Van Toll et al, 2012: A Navigation Mesh for Dynamic Environments

24 25 Path planning errors in games

25 Crowd simulation Given this representation, how can we simulate a crowd? 26

26 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 27

27 Action planning Splits up a task into geometric queries Example: dynamic updates of the crowd Standard behavior: pedestrians take the same gate Improved behavior: pedestrians choose between different gates 28 M. Koenis, 2016: Impact of Pedestrians Bringing Along Their Bicycles on Evacuation Times of Subway Stations

28 Action planning Splits up a task into geometric queries Example: Dynamic updates of the crowd 29 Van Toll et al, 2015: Dynamically Pruned A* for Re-planning in Navigation Meshes

29 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 30

30 Indicative Routes A path planning algorithm should NOT compute a path A one-dimensional path limits the character s freedom Humans don t do that either It should produce An Indicative/Preferred Route Guides character to goal 31

31 Computing Indicative Routes Shortest path with clearance to obstacles 32 Jaklin et al, 2014: Computing High-Quality Paths in Weighted Regions

32 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 33

33 Traversing the routes Modified Indicative Routes And Navigation (MIRAN) Supports heterogeneous terrains separate character profiles customized smoothing 34 Jaklin et al, 2013: Real-Time Path Planning in Heterogeneous Environments

34 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 35

35 What is realistic collision-avoidance behavior? Smack the pony s01x02 36

36 What is realistic collision-avoidance behavior? Crowd prank in Japan 37

37 Adapting the routes: Collision avoidance Our model is derived from experiments in the MOCAP lab PhD students: Wouter van Toll and Norman Jaklin 38

38 Adapting the routes: Collision avoidance Our model slightly adjusts the people s movements 39 Karamouzas et al, 2009: A Predictive Collision Avoidance Model for Pedestrian Simulation

39 Adapting the routes: Social groups The group members stay close and visible to each other 40 Kremyzas et al, 2016: Towards Social Behavior in Virtual-Agent Navigation

40 Adapting the routes: Moving through a dense crowd People can make room for a passing individual 41 Stüvel et al, 2017: Torso crowds

41 Adapting the routes: Unification of individual and collective movements Our stream-based model allows local coordination, based on a character s incentive Deviation from the local flow Local density Internal motivation Spent time to reach goal 42 Van Goethem et al, 2015: On Streams and Incentives: A Synthesis of Individual and Collective Crowd Motion

42 So what is realistic collision avoidance? Rush Hour; by Fernando Livschitz 43

43 Crowd simulation framework Representation environment Level 5 Plans actions Level 4 Creates indicative routes Level 3 Traverses the routes Yields speed/direction pairs Level 2 Adapts routes E.g. to avoid collisions Level 1 Moves the characters Representation of the environment Level 5 Level 4 Level 3 Level 2 Level 1 High-level planning Global route Simulation step Route following Local movement Animation start/goal positions indicative route preferred velocity velocity 44

44 Crowd management Collect much information, study many scenario s 46 Van Goethem et al, 2015: On Streams and Incentives: A Synthesis of Individual and Collective Crowd Motion

45 Crowd safety measure, and act. But what should we measure? It s time for an experiment! r=0,56 C=3,54 A=1m 2 47

46 List of contributors Staff Roland Geraerts Marjan van den Akker Han Hoogeveen Frank van der Stappen Mark Overmars Marc van Kreveld PhD students Arthur van Goethem Norman Jaklin Ioannis Karamouzas Wouter van Toll Arne Hillebrand MSc students Angelos Kremyzas Mihai Polak Jordi Vermeulen Martijn Koenis Marijn van der Zwan Scientific programmers Angelos Kremyzas Mihai Polak Wouter van Toll Companies Movares, GreenDino InControl, Evaqaid, 48

47 Contact We welcome people to collaborate and participate! Roland Geraerts uu.nl/staff/rjgeraerts ucrowds.com 49

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