Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder
VR '06 Proceedings of the IEEE conference on Virtual Reality
ACM SIGGRAPH 2006 Papers
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A Predictive Collision Avoidance Model for Pedestrian Simulation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
Improving crowd behaviour for games and virtual worlds
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Modeling collision avoidance behavior for virtual humans
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 2 - Volume 2
I mean it!: detecting user intentions to create believable behaviour for virtual agents in games
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
PLEdestrians: a least-effort approach to crowd simulation
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Are artificial team-mates scapegoats in computer games
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Joyman: A human-scale joystick for navigating in virtual worlds
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
Error bounds for convolutional codes and an asymptotically optimum decoding algorithm
IEEE Transactions on Information Theory
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Traversing dense crowds can be challenging, but it is especially difficult in a virtual environment where the user is limited to simple input devices. Predicting near-future user movements with a hidden Markov model allows nearby autonomous agents to react politely, that is, to specifically avoid impeding the movement of the user. This predictive model and simple avoidance scheme are tested by six subjects in 360 short interactive games and by a 10-participant two-alternative forced choice questionnaire. Polite agents are found to significantly improve the player's ability to navigate quickly and without collision, and the resulting character movements showed increased naturalness for two of the three game scenarios. Copyright © 2012 John Wiley & Sons, Ltd.