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To Plan or Not to Plan: Lessons Learned from Building Large Scale Social Simulations

机译:计划或不计划:从构建大型社交模拟中学到的经验教训

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Building large scale social simulations in virtual environments requires having a large number of virtual agents. Often we need to simulate hundreds or even thousands of individuals in order to have a realistic and believable simulation. One of the obvious desires of the developers of such simulations is to have a high degree of automation in regards to agent behaviour. The key techniques to provide this automation are: crowd simulation, planning and utility based approaches. Crowd simulation algorithms are appropriate for simulating simple pedestrian movement or for showing group activities, which do not require complex object use, but are not suitable for simulating complex everyday life, where agents need to eat, sleep, work, etc. Planning and utility based approaches remain the most suitable for this situation. In our research we are interested in developing advanced history and cultural heritage simulations and have tried to utilise planning and utility based methods (the most popular one of which is used in the game 'The Sims'). Here we examine pros and cons of each of the two techniques and illustrate the key lessons that we have learned with a case study focused on developing a simulation of everyday life in ancient Mesopotamia 5000 B.C.
机译:在虚拟环境中构建大规模的社交模拟需要拥有大量的虚拟代理。通常,我们需要模拟数百甚至数千个人,以实现逼真的模拟。这种模拟的开发者的明显愿望之一是在代理行为方面具有高度的自动化。提供这种自动化的关键技术是:人群模拟,规划和基于效用的方法。人群模拟算法适用于模拟简单的行人运动或显示小组活动,这些算法不需要使用复杂的对象,但不适用于模拟工作人员需要吃饭,睡觉,工作等的复杂的日常生活。方法仍然最适合这种情况。在我们的研究中,我们对开发先进的历史和文化遗产模拟感兴趣,并尝试利用基于规划和实用程序的方法(最流行的一种方法在“模拟人生”游戏中使用)。在这里,我们研究了这两种技术的利弊,并通过案例研究阐明了我们所学到的关键课程,该案例研究的重点是发展古代美索不达米亚5000 B.C的日常生活模拟。

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