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APAPTIVE MOTION APAPTIVE MOTION PLANNING IN PLANNING IN CROWD BEHAVIOUR CROWD BEHAVIOUR Akshay Anand & Himanshu Bhatia CSE-2, 8 th Sem

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Page 1: Presentation5

APAPTIVE APAPTIVE MOTION MOTION

PLANNING IN PLANNING IN CROWD CROWD

BEHAVIOURBEHAVIOURAkshay Anand & Himanshu Bhatia

CSE-2, 8th Sem

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GOALGOAL• Simulate flow of traffic as crowd behaviors on road

and implement characteristics such as:

Define path for movement Apply Queuing Apply collision avoidance Path finding technique

• We plan to show different classes of behavior in autonomous entities, and investigate the difference in their paths, speeds.

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Different Types of Vehicles

• In a real life situation, all driven vehicles are not equal in their behavior.

1. Some may follow the rules.2. Some may be moderate.3. For some, speed is the ultimate thrill.

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Traffic Simulation vs. Traffic Simulation vs. Crowd SimulationCrowd Simulation

• Already published work simulates traffic flow, but in an environment where the traffic rules such as lanes are observed.

• Incorporate fundamentals of crowd behavior in our traffic simulation, so that different classes of agents behave differently.

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Crowd SimulationCrowd Simulation• Process of simulating the movement of a large

number of objects or characters.

• Observed human behavior interaction is taken into account, to replicate the collective behavior.

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Traffic as CrowdTraffic as Crowd• In India traffic movement is haphazard, and so is

natural crowd movement.

• Consider each vehicle as a person, and each vehicle carries a degree of o Aggressivenesso Non-compliance to rules

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Hardware & Software Hardware & Software requiredrequired

• Models and simulations may require high graphics capabilities (3D photorealism) and be capable of processing high end mathematical models which can be very CPU intensive. Machines like this will require:

• a fast CPU (at least 2.0 Ghz )• large amounts of RAM( at least 2 Gb)• A good graphics card( DirectX 9 compatible cards)• large storage capacity (i.e. large hard drive)• may require specialised input output devices• will require specialised software (XNA /OpenGL)• Languague: C#/c++

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ModulesModuleswe have incorporated in the we have incorporated in the

projectproject • Define terrain and vehicle /agent• Define Path finding technique.• Define path for movement• Apply Queuing• Apply collision avoidance

WE HAVE USED C# AS THE LANGUAGUE AND XNA FRAMEWORK TO DEVELOP THE SIMULATION .

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TerrainTerrainThis is a sample road texture what we have used as the background. The cars will be moving inside the enclosed area. 1000x 300 PIXELS

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Agent/vehiclesAgent/vehiclesA 2D model what we have implemented in the project.

This is a 3D model made using effect file in direct X.

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DEFINING THE DEFINING THE CHARACTERISTICS OF CHARACTERISTICS OF

THE VEHICLETHE VEHICLEVariables defined for

implementingphysics:

1. SPEED2. ACCELERATION,GEAR,3. STEERANGLE,4. TOPSPEEDS, 5. MAXREVERSESPEED

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Path finding-using A* Path finding-using A* AlgorithmAlgorithm

• Path planning consists of finding an optimalpath (generally the shortest one) between astarting point and a destination point in a virtual environment, avoiding obstacles.

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Adapting motion according Adapting motion according to behaviorto behavior

• The A-Star algorithm in our program works according to heuristics defined by us.

• H= p1*(speed)+ p2*(next lane distance)

• For constants p1 and p2:• Class 1: p2>>>>p1• Class 2 : p1 = p2• Class 3: p1>>>>p2

• Vehicle will define its path according to least measure of H for next pixel.

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Path calculationPath calculation

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Queuing depends onQueuing depends on• Politeness and panic• Waiting rule applied (similar

with stopping rule) • Influence of one agent on other.

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Organized Behavior : Organized Behavior : QueuingQueuing

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Collision avoidanceCollision avoidance• Viewing rectangle / rectangle of influence.

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What we have made

The red cars are minimum aggressive level cars of class 1.

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Green car is changing the lane according to heuristic what we have defined depicting the class 3

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Here the concept of queuing is depicted as most of the cars with same heuristic is moving in a queue.

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The concept of flocking is depicted in this image where the central 5 red cars are moving in a flock.

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All the cars exit from the right side of the screen.

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Future ScopeFuture Scope• To implement in driving simulators for learning

purposes.• It can be used in games and movies to provide

visual effects.• Game Development• Machine Learning• Intelligent Toys

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ReferencesReferences• http://www.riemers.net• http://www.gamedev.net/reference• http://www.alinenormoyle.com/projects.html• Steering Behaviors For Autonomous Characters• Programming Game AI by Example - Mat Buckland• http://sandbox.siggraph.org/papers.html • http://sketchup.google.com/ • http://www.youtubekeep.com/download-video/india-driving/153521

• N. Pelechano, J. M. Allbeck, and N. I. Badler.

Controlling individual agents in high-density crowdsimulation. In SCA ’07: Proceedings of the 2007 ACMSIGGRAPH/Eurographics symposium on Computeranimation, pages 99–108, 2007.