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Simulacija množic heterogenih agentov v realnem času
ID Oblak, Rok (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window

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MD5: 56B9A4B5EC0AF11C42DD21D997884B12
PID: 20.500.12556/rul/7fa35138-c74e-4594-85c0-c6b8115f4c6a

Abstract
Simuliranje obnašanja agentov, ki predstavljajo osebke, je v zadnjih letih razširjeno na mnogo področjih. Del takih simulacij predstavljajo simulacije množic, kjer se naenkrat giblje in sodeluje večje število agentov. Pri tem je izziv najti ustrezno stopnjo kompleksnosti posameznega agenta, da bo mogoče hkrati simulirati večje število agentov in da bo njihovo obnašanje zadovoljivo. Dodaten problem predstavlja potreba po izvajanju simulacije v realnem času. V svojem delu sem napisal aplikacijo v pogonu Unity, ki se izvaja v realnem času in uporablja kombinacijo glavnih pristopov in tehnik za simulacijo množic heterogenih agentov, kot so modularna zgradba, zaznavanje okolja, izogibanje oviram, končni avtomat za modeliranje obnašanja, animator za prikaz animacij itd. V delu sem te pristope in tehnike podrobneje predstavil in komentiral rezultate aplikacije v različnih scenah, ki predstavljajo specifične situacije iz resničnega sveta.

Language:Slovenian
Keywords:agent, množice, heterogenost, realno-časovno izvajanje, Unity, končni avtomat, modularnost
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2014
PID:20.500.12556/RUL-29460 This link opens in a new window
Publication date in RUL:12.09.2014
Views:1621
Downloads:342
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Secondary language

Language:English
Title:Real-time simulation of crowds of heterogeneous agents
Abstract:
Behavioural simulation of agents representing humanoid characters has spread to many areas in recent years. A part of such simulations are crowd simulations, where large numbers of agents move and interact at the same time. Finding a suitable level of individual agent complexity so that large simulations are possible and suitable behaviour is reached, is challenging. In addition, executing such a simulation in real-time is problematic. In my work I developed a real-time application in Unity game engine which makes use of a number of main techniques and approaches for heterogeneous crowd simulations, such as modular architecture, environment sensing, obstacle avoidance, finite state machines for behaviour modeling, animator for animation visualisation etc. I thoroughly described and presented those approaches and techniques and commented on the results obtained in several different scenes which represent specific real-world situations.

Keywords:agent, crowds, heterogeneity, real-time execution, Unity, finite state machine, modularity

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