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有两种类型的搜索算法试验了这种模型:'''随机搜索 Random Search'''和'''深度优先搜索 Depth First Search'''。随机搜索是指每个主体在环境中朝任意方向前进,并试图找到一条出路。深度优先搜索是指主体尽可能沿着一条路径搜索,如果它们所经过的路径不包含出口则返回并尝试另一条路径。结果发现,深度优先搜索比随机搜索的速度快15倍(--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]])If was found 怀疑原文有误,应该是It was found)
 
有两种类型的搜索算法试验了这种模型:'''随机搜索 Random Search'''和'''深度优先搜索 Depth First Search'''。随机搜索是指每个主体在环境中朝任意方向前进,并试图找到一条出路。深度优先搜索是指主体尽可能沿着一条路径搜索,如果它们所经过的路径不包含出口则返回并尝试另一条路径。结果发现,深度优先搜索比随机搜索的速度快15倍(--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]])If was found 怀疑原文有误,应该是It was found)
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=== Scalable simulations ===
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=== Scalable simulations 可扩展的模拟===
    
There are many different case situations that come into play in crowd simulations.<ref>{{cite book |doi=10.1109/ICPP.2008.20 |chapter=A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server |title=2008 37th International Conference on Parallel Processing |pages=430–7 |year=2008 |last1=Vigueras |first1=G. |last2=Lozano |first2=M. |last3=Pérez |first3=C. |last4=Orduña |first4=J.M. }}</ref> Recently, crowd simulation has been essential for the many virtual environment applications such as education, training, and entertainment.  Many situations are based on the environment of the simulation or the behavior of the group of local agents.  In virtual reality applications, every agent interacts with many other agents in the environment, calling for complex real-time interactions.  Agents must have continuous changes in the environment since agent behaviors allow complex interactions.  Scalable architecture can manage large crowds through the behavior and interactive rates.  These situations will indicate how the crowds will act in multiple complex scenarios while several different situations are being applied.  A situation can be any circumstance that has typical local behaviors.  We can categorize all situations into two different kinds.
 
There are many different case situations that come into play in crowd simulations.<ref>{{cite book |doi=10.1109/ICPP.2008.20 |chapter=A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server |title=2008 37th International Conference on Parallel Processing |pages=430–7 |year=2008 |last1=Vigueras |first1=G. |last2=Lozano |first2=M. |last3=Pérez |first3=C. |last4=Orduña |first4=J.M. }}</ref> Recently, crowd simulation has been essential for the many virtual environment applications such as education, training, and entertainment.  Many situations are based on the environment of the simulation or the behavior of the group of local agents.  In virtual reality applications, every agent interacts with many other agents in the environment, calling for complex real-time interactions.  Agents must have continuous changes in the environment since agent behaviors allow complex interactions.  Scalable architecture can manage large crowds through the behavior and interactive rates.  These situations will indicate how the crowds will act in multiple complex scenarios while several different situations are being applied.  A situation can be any circumstance that has typical local behaviors.  We can categorize all situations into two different kinds.
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There are many different case situations that come into play in crowd simulations. Recently, crowd simulation has been essential for the many virtual environment applications such as education, training, and entertainment.  Many situations are based on the environment of the simulation or the behavior of the group of local agents.  In virtual reality applications, every agent interacts with many other agents in the environment, calling for complex real-time interactions.  Agents must have continuous changes in the environment since agent behaviors allow complex interactions.  Scalable architecture can manage large crowds through the behavior and interactive rates.  These situations will indicate how the crowds will act in multiple complex scenarios while several different situations are being applied.  A situation can be any circumstance that has typical local behaviors.  We can categorize all situations into two different kinds.
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There are many different case situations that come into play in crowd simulations. Recently, crowd simulation has been essential for the many virtual environment applications such as education, training, and entertainment.  Many situations are based on the environment of the simulation or the behavior of the group of local agents.  
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==here==
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  In virtual reality applications, every agent interacts with many other agents in the environment, calling for complex real-time interactions.  Agents must have continuous changes in the environment since agent behaviors allow complex interactions.  Scalable architecture can manage large crowds through the behavior and interactive rates.  These situations will indicate how the crowds will act in multiple complex scenarios while several different situations are being applied.  A situation can be any circumstance that has typical local behaviors.  We can categorize all situations into two different kinds.
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在人群模拟中有许多不同的情况出现。近年来,人群模拟已经成为教育、训练、娱乐等虚拟环境应用中不可缺少的一部分。许多情况是基于环境的模拟或行为的一组本地代理。在虚拟现实应用程序中,每个代理与环境中的许多其他代理进行交互,需要复杂的实时交互。由于代理行为允许复杂的交互,因此代理必须在环境中具有连续的变化。可伸缩的架构可以通过行为和交互速率来管理大量的人群。这些情况将表明如何人群将采取行动,在多个复杂的情况下,而几个不同的情况正在适用。情况可以是任何具有典型局部行为的环境。我们可以把所有的情况分为两种不同的类型。
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在人群模拟中有许多不同的情况出现。近年来,人群模拟已经成为教育、训练、娱乐等虚拟环境应用中不可缺少的一部分。许多情况基于环境的模拟或一组局部主体的行为。在虚拟现实应用程序中,每个主体与环境中的许多其他主体进行交互,需要复杂的实时交互。由于代理行为允许复杂的交互,因此代理必须在环境中具有连续的变化。可伸缩的架构可以通过行为和交互速率来管理大量的人群。这些情况将表明如何人群将采取行动,在多个复杂的情况下,而几个不同的情况正在适用。情况可以是任何具有典型局部行为的环境。我们可以把所有的情况分为两种不同的类型。
     
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