Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A logic of action for supporting goal-oriented elaborations of requirements
IWSSD '89 Proceedings of the 5th international workshop on Software specification and design
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Agent-Oriented Modelling: Software versus the World
AOSE '01 Revised Papers and Invited Contributions from the Second International Workshop on Agent-Oriented Software Engineering II
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
A framework for interfacing BDI agents to a real-time simulated environment
Design and application of hybrid intelligent systems
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
The Wisdom of Crowds
Crowd simulation for emergency response using BDI agent based on virtual reality
Proceedings of the 38th conference on Winter simulation
Feel the Difference: A Guide with Attitude!
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
BDI Model-Based Crowd Simulation
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
BDI-Based Development of Virtual Characters with a Theory of Mind
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
ABLE: a toolkit for building multiagent autonomic systems
IBM Systems Journal
UML 2.0 and agents: how to build agent-based systems with the new UML standard
Engineering Applications of Artificial Intelligence
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Realism is thriving today in many types of media, particularly in video games, where the polygon count continues growing up. However, this realism pushes up the necessity of a real behavior of the virtual actors, in order to follow the credibility of the characters. We present an approach for crowd simulation that works adaptively to situations that occur in virtual atmosphere. Our approach allows that a realistic character adapts his behavior and actions with the information noticed from the atmosphere which it is close to. For this work, the execution atmosphere will be a simulation of a real catastrophic atmosphere, such as as flooding and collapses.