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We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour.

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Szymanezyk, Oliver -  Dickinson, Patrick -  Duckett, Tom - 

Id.: 52961449

Versión: 1.0

Estado: Final

Tipo:  application/pdf - 

Palabras claveG400 Computer Science - 

Tipo de recurso: Book Section  -  PeerReviewed  - 

Tipo de Interactividad: Expositivo

Nivel de Interactividad: muy bajo

Audiencia: Estudiante  -  Profesor  -  Autor  - 

Estructura: Atomic

Coste: no

Copyright: sí

Formatos:  application/pdf - 

Requerimientos técnicos:  Browser: Any - 

Relación: [References] http://www.springerlink.com/content/98wt4100317g0m73/
[References] http://eprints.lincoln.ac.uk/4569/

Fecha de contribución: 13-jul-2013


* Szymanezyk, Oliver and Dickinson, Patrick and Duckett, Tom (2011) Towards agent-based crowd simulation in airports using games technology. In: Agent and multi-agent systems: technologies and applications. Lecture Notes in Computer Science, 6682 (6682). Springer-Verlag, Berling Heidelberg, pp. 524-533. ISBN 9783642219993

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