Abstract

Simulating groups and their behaviors have been one of the important topics recently. This paper proposes a novel velocity-based method to simulate the realistic behavior of groups moving in a specific formation in a virtual environment including other groups and obstacles. The proposed algorithm, we called “DGB—Discretionary Group Behavior”, takes advantage of ORCA (Optimal Reciprocal Collision Avoidance) half-planes for both grouping and collision avoidance strategy. By considering new half-planes for each agent, we can have more reasonable and intelligent behavior in front of challenging obstacles and other agents. Unlike recent similar works, independent members in a group do not have predefined connections to each other even though they can keep the group’s formation while moving and trying to follow their best neighbors discretionarily in critical situations. Through experiments, we found that the proposed algorithm can yield more human-like group behavior in a crowd of agents.

Highlights

  • Group formation in crowd simulation has gotten huge attention in recent years due to its wide range of usage in virtual environments such as video games and movies

  • This work can be beneficial for bringing about more reasonable movements of groups in the simulation of video games

  • We present a new method (Discretionary Group Behavior—DGB) for having more realistic group formation and behavior in front of other agents and complicated obstacles in which the behavior of agents in groups is discretionary, meaning that members do not have mandatory connections to each other

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Summary

Introduction

Group formation in crowd simulation has gotten huge attention in recent years due to its wide range of usage in virtual environments such as video games and movies. We present a new method (Discretionary Group Behavior—DGB) for having more realistic group formation and behavior in front of other agents and complicated obstacles in which the behavior of agents in groups is discretionary, meaning that members do not have mandatory connections to each other This method can be useful in human-like multi-robot navigation or group formation of crowds in video games such as the collision-free motion of armies passing through each other, keeping their uniform cohesion. In a crowded group, the front members have a good vision for moving properly so they have this ability to guide their back neighbors who have less clear visions Put it differently, usually, agents in a large group will rely on their front neighbors to find their path, especially in critical situations such as a tightened space that requires destruction in the group’s formation and alteration in moving direction. The report of the experiment results (Section 4) is before the conclusion and possible future works (Section 5)

Related Work
Velocity-Based Avoidance Methods
Other Avoidance Methods
Overview
Formation Model
Sensing the Presence of Obstacles
Maintaining in the Right Position
Confronting with Obstacles
Conclusions and Future Works
Full Text
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