An "overseer" agent for virtual crowds?

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It seems to me that one of the strengths of virtual crowds is that,
through emergent behavior, rich simulations can result from simple
agent AI. However, I've had some troubles achieving specific crowd
behavior due to the emergent behavior. However, it's a pain to lay
out in detail everything that the crowd is supposed to do (and
arguably breaks the underlying concept anyway).

Are there any techniques for using an "overseer" agent to indirectly
control a crowd and thereby force the achievement of certain types of
crowd behavior? For example, an agent that will dynamically assign
motion goals to the crowd such that it will navigate intelligently
with respect to a dynamic environment. Are there any published papers
on such boss agents?

Thanks in advance for any info =).

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On Wed, 04 Aug 2004 04:13:27 +0000, Jonathan Dinerstein wrote:
> It seems to me that one of the strengths of virtual crowds is that,
> through emergent behavior, rich simulations can result from simple
> agent AI. However, I've had some troubles achieving specific crowd
> behavior due to the emergent behavior. However, it's a pain to lay
> out in detail everything that the crowd is supposed to do (and
> arguably breaks the underlying concept anyway).

Wasn't there some software that modeled the behaviour of a flock of birds?
I think it ran on *nix? You might investigate that. I would guess that (at
least at superficial levels) flocks of birds, schools of fish, crowds, all
move with similar dynamics. If you're trying to model more complex
behaviour, like what makes a crowd "get ugly" and start to riot, then I
imagine that would be a lot more complex. Not in the behavioural sciences,
I don't know if anyone has done any simulations or models like that.

Personally, I'm sceptical of hoping for "interesting emergent behaviour"
to come out of parallelism or randomness of agents. Sounds to me too much
like "and then a miracle occurs". If your behavioural models are complex
enough, then maybe, but then you've already solved the problem? I wouldn't
expect any magic "free lunch" serendipity. You might be lucky though.

> Are there any techniques for using an "overseer" agent to indirectly
> control a crowd and thereby force the achievement of certain types of
> crowd behavior? For example, an agent that will dynamically assign
> motion goals to the crowd such that it will navigate intelligently
> with respect to a dynamic environment. Are there any published papers
> on such boss agents?

But then it would not be a crowd, would it? It would be an army? I suppose
there are instances in crowds where "instigators" do take control and
start directing the mob (what causes transition?). Is this what you mean?

> Thanks in advance for any info =).
>

--
Juhan Leemet
Logicognosis, Inc.

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On Tue, 10 Aug 2004 19:04:23 GMT, Juhan Leemet <juhan@logicognosis.com>
wrote:

>On Wed, 04 Aug 2004 04:13:27 +0000, Jonathan Dinerstein wrote:
>> It seems to me that one of the strengths of virtual crowds is that,
>> through emergent behavior, rich simulations can result from simple
>> agent AI. However, I've had some troubles achieving specific crowd
>> behavior due to the emergent behavior. However, it's a pain to lay
>> out in detail everything that the crowd is supposed to do (and
>> arguably breaks the underlying concept anyway).
>
>Wasn't there some software that modeled the behaviour of a flock of birds?
>I think it ran on *nix? You might investigate that. I would guess that (at
>least at superficial levels) flocks of birds, schools of fish, crowds, all
>move with similar dynamics. If you're trying to model more complex
>behaviour, like what makes a crowd "get ugly" and start to riot, then I
>imagine that would be a lot more complex. Not in the behavioural sciences,
>I don't know if anyone has done any simulations or models like that.

I assume that you're referring to boids ? Craig Reynolds has much of his
research into that available on-line at http://www.red3d.com/cwr/steer/
and have a look at the 'flocking' and 'crowd path following' models.

The wealth of links from that page will also keep you busy on the
subject for a while :)

--
Alfie
<http://www.delphia.co.uk/>
Giving money and power to government is like giving whisky and car keys to teenage boys.

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Archived from groups: comp.ai,comp.ai.games,comp.ai.alife (More info?)

Hello, this is my first post to this NG.

Jonathan Dinerstein wrote:

> Are there any techniques for using an "overseer" agent to indirectly
> control a crowd and thereby force the achievement of certain types of
> crowd behavior? For example, an agent that will dynamically assign
> motion goals to the crowd such that it will navigate intelligently
> with respect to a dynamic environment. Are there any published papers
> on such boss agents?

I am experimenting with a "swarm" of agents where i dynamically assign
that "overseer"-Function to single agents upon events.

The "overseer"-Agent communicates the informations to its nearest
neighbours so he is not controlling the whole swarm at once.

1. Other agents become "overseer" too by being communicated by the first
overseer

2. The swarm should follow these "overseers".

Simulation is behaving like a swarm of bees which are told about new
flower fields... kind of. For Basic movement of a swarm without special
tasks I am using a swarming/flocking algorithm.

The Simulation is based on DirectX 9 and Windows. You can get it on my
Website http://www.behringer24.de -> Arbeiten -> AI / KI / SWARMING
Site is in German but Software is English UI.

For all the Pro's out there - this is an "amateur&hobby-Project". So
dont expect too much.

Greetings Andy

Please excuse my english 🙂

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Archived from groups: comp.ai,comp.ai.games,comp.ai.alife (More info?)

"Alfie [UK]" <me@privacy.net> wrote in message
news:411a89bb$1@news.unimelb.edu.au...
> On Tue, 10 Aug 2004 19:04:23 GMT, Juhan Leemet <juhan@logicognosis.com>
> wrote:
>
> >On Wed, 04 Aug 2004 04:13:27 +0000, Jonathan Dinerstein wrote:
> >> It seems to me that one of the strengths of virtual crowds is that,
> >> through emergent behavior, rich simulations can result from simple
> >> agent AI. However, I've had some troubles achieving specific crowd
> >> behavior due to the emergent behavior. However, it's a pain to lay
> >> out in detail everything that the crowd is supposed to do (and
> >> arguably breaks the underlying concept anyway).
> >
> >Wasn't there some software that modeled the behaviour of a flock of
birds?
> >I think it ran on *nix? You might investigate that. I would guess that
(at
> >least at superficial levels) flocks of birds, schools of fish, crowds,
all
> >move with similar dynamics. If you're trying to model more complex
> >behaviour, like what makes a crowd "get ugly" and start to riot, then I
> >imagine that would be a lot more complex. Not in the behavioural
sciences,
> >I don't know if anyone has done any simulations or models like that.
>
> I assume that you're referring to boids ? Craig Reynolds has much of his
> research into that available on-line at http://www.red3d.com/cwr/steer/
> and have a look at the 'flocking' and 'crowd path following' models.
>
> The wealth of links from that page will also keep you busy on the
> subject for a while :)
>
> --
> Alfie
> <http://www.delphia.co.uk/>
> Giving money and power to government is like giving whisky and car keys to
teenage boys.
>

There is also StarLogo if you want to give that a try.
Just google it, it's distrubuted by MIT

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