Szymanezyk, Oliver and Cielniak, Grzegorz (2010) Group emotion modelling and the use of middleware for virtual crowds in video-games. In: The Thirty Sixth Annual Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB�10), 29 March � 1 April 2010, De Montfort University, Leicester, UK.
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Abstract
In this paper we discuss the use of crowd simulation in video-games to augment their realism. Using previous works on emotion modelling and virtual crowds we define a game world in an urban context. To achieve that, we explore a biologically inspired human emotion model, investigate the formation of groups in crowds, and examine the use of physics middleware for crowds. Furthermore, we assess the realism and computational performance of the proposed approach. Our system runs at interactive frame-rate and can generate large crowds which demonstrate complex behaviour.
| Item Type: | Conference or Workshop Item (Paper) |
|---|---|
| Additional Information: | In this paper we discuss the use of crowd simulation in video-games to augment their realism. Using previous works on emotion modelling and virtual crowds we define a game world in an urban context. To achieve that, we explore a biologically inspired human emotion model, investigate the formation of groups in crowds, and examine the use of physics middleware for crowds. Furthermore, we assess the realism and computational performance of the proposed approach. Our system runs at interactive frame-rate and can generate large crowds which demonstrate complex behaviour. |
| Keywords: | Crowd simulation, Games computing, Games AI |
| Subjects: | G Mathematical and Computer Sciences > G400 Computer Science |
| Divisions: | College of Sciences > Faculty of Science > Lincoln School of Computer Science |
| Depositing User: | Oliver Szymanezyk |
| Date Deposited: | 27 Sep 2012 15:31 |
| Last Modified: | 13 Mar 2013 09:14 |
| URI: | http://eprints.lincoln.ac.uk/id/eprint/6295 |
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