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Populating virtual cities with diverse physiology driven crowds of intelligent agents

机译:由多种生理因素驱使的虚拟城市人口众多

摘要

When conducting archaeological excavations of ancient cities, 3D reconstruction has become an important mechanism of documenting the findings and showing the results to general public in an accessible way. Most such reconstructions, however, mainly focus on visualising buildings and artefacts, while rarely simulating the actual people that populated the reconstructed city and aspects of their everyday life. Simulating such people and their lives in all their diversity is a costly and time-consuming exercise comparable in cost and efforts to development of a commercial video game, involving years of development and millions of dollars in funding. In this paper we present a novel approach that can significantly decrease the cost and effort required for simulating everyday life of ancient inhabitants of virtual cities, while still capturing enough detail to be useful in historical simulations. We show how it is possible to manually design a small number of individual avatars and then automatically generate a substantially large crowd of virtual agents, which will live their lives in the simulated city, perform choirs and rituals as well as other routine activities that are consistent with their social status. The key novelty of our approach that enables simulating such sophisticated crowds is the combination of physiological needs - for generating agent goals, emotions and personality - for choosing how to fulfil each goal and genetically informed propagation of appearance and personality traits - to propagate aspects of appearance and behaviour from a small sample of manually designed individuals to large agent groups of a desired size. The usefulness of our approach is demonstrated by applying it to simulating everyday life in the ancient city of Uruk, 3000 B.C.1
机译:在进行古代城市的考古发掘时,3D重建已成为记录发现并以易于访问的方式向公众展示结果的重要机制。但是,大多数此类重建主要集中在可视化建筑物和手工艺品上,而很少模拟居住在重建城市中的实际人群及其日常生活方面。模拟这些人及其生活的多样性是一项昂贵且费时的工作,其成本和开发商业视频游戏的努力可比拟,涉及多年的开发和数百万美元的资金。在本文中,我们提出了一种新颖的方法,该方法可以大大降低模拟虚拟城市古代居民的日常生活所需的成本和精力,同时仍能捕获足够的细节以用于历史模拟。我们展示了如何可以手动设计少量的单个化身,然后自动生成大量虚拟代理,这些虚拟代理将在模拟城市中生活,执行合唱团和仪式以及其他常规活动与他们的社会地位。我们的方法能够模拟如此复杂的人群,其主要新颖之处在于生理需求的组合-用于产生代理目标,情感和性格-选择如何实现每个目标以及遗传学上传播外表和人格特质-传播外表方面从一小部分人工设计的个体到所需规模的大型特工组的行为。通过将其应用于模拟乌鲁克(Uruk)古代城市(公元前1年)的日常生活,我们的方法是有用的。

著录项

  • 作者

    Trescak Tomas;

  • 作者单位
  • 年度 2014
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
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