Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Architecture and performance evaluation of a massive multi-agent system
Proceedings of the third annual conference on Autonomous Agents
An architecture to guide crowds using a rule-based behavior system
Proceedings of the third annual conference on Autonomous Agents
A Multi-Agent Cellular Automata System for Visualising Simulated Pedestrian Activity
Proceedings of the Fourth International Conference on Cellular Automata for Research and Industry: Theoretical and Practical Issues on Cellular Automata
Multi-Agent Simulation for Crisis Management
KMN '02 Proceedings of the IEEE Workshop on Knowledge Media Networking
Design and Implementation of the Kernel and Agents for the RoboCup-Rescue
ICMAS '00 Proceedings of the Fourth International Conference on MultiAgent Systems (ICMAS-2000)
Method of crowd simulation by using multiagent on cellular automata
IAT '03 Proceedings of the IEEE/WIC International Conference on Intelligent Agent Technology
Modeling of Pedestrian Behavior and Its Applications to Spatial Evaluation
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 2
An agent-based simulation of pedestrian dynamics: from lane formation to auditorium evacuation
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Agent-Based modelling of forces in crowds
MABS'04 Proceedings of the 2004 international conference on Multi-Agent and Multi-Agent-Based Simulation
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Crowd simulation is a complex and challenging domain. Crowds demonstrate many complex behaviours and are consequently difficult to model for realistic simulation systems. Analyzing crowd dynamics has been an active area of research and efforts have been made to develop models to explain crowd behaviour. In this paper we describe an agent based simulation of crowds, based on a continuous field force model. Our simulation can handle movement of crowds over complex terrains and we have been able to simulate scenarios like clogging of exits during emergency evacuation situations. The focus of this paper, however, is on the scalability issues for such a multi-agent based crowd simulation system. We believe that scalability is an important criterion for rescue simulation systems. To realistically model a disaster scenario for a large city, the system should ideally scale up to accommodate hundreds of thousands of agents. We discuss the attempts made so far to meet this challenge, and try to identify the architectural and system constraints that limit scalability. Thereafter we propose a novel technique which could be used to richly simulate huge crowds.