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--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) Scalable 翻译为“可变的”会不会好一点? 此处的搭配包括Scalable Agents,Scalable architecture 和Scalable simulations
 
--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) Scalable 翻译为“可变的”会不会好一点? 此处的搭配包括Scalable Agents,Scalable architecture 和Scalable simulations
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--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar树|讨论]]) Scalable 好像没有“可变的”含义,可以是“可扩展的”
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--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]]) Scalable 好像没有“可变的”含义,可以是“可扩展的”
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--[[用户:Vicky|Vicky]]([[用户讨论:Vicky|讨论]]) 可伸缩模拟 或者 可扩展模拟 都可以
    
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 ParallelProcessing |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 ParallelProcessing |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.'''<font color="#32CD32">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.</font>''' We can categorize all situations into two different kinds.
 
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.'''<font color="#32CD32">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.</font>''' 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。<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>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。许多情况下的人群模拟是基于模拟的环境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。由于主体行为允许复杂交互的特性,主体必须在环境中能够连续变化。'''<font color = '#ff8000'>可伸缩的架构 Scalable architecture</font>'''可以通过行为和交互速率来管理大的人群。'''<font color="#32CD32">这些情况将表明人群在多个复杂情境下将如何采取行动,而几个不同的情况正在被应用。情境可以是任何具有典型局部行为的环境。</font>'''--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar树|讨论]]) 这两句说不通,situation到底指什么?
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在人群模拟中有许多不同的情况出现。<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>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。许多情况下的人群模拟是基于模拟的环境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。由于主体行为允许复杂交互的特性,主体必须在环境中能够连续变化。'''<font color = '#ff8000'>可伸缩的架构 Scalable architecture</font>'''可以通过行为和交互速率来管理大的人群。当应用几种不同的情境时,可以揭示人群在复杂的情况下的运动行为。情境可以是任何具有典型局部行为的环境。
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--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]]) 这两句说不通,situation到底指什么?
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--[[用户:Vicky|Vick]]([[用户讨论:Vicky|讨论]]) 英语表达有些重复,可以省略第一个situation的翻译
 
我们可以把所有的情境分为两种不同的类型。
 
我们可以把所有的情境分为两种不同的类型。
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任何情境的结构都建立在四个组件之上: '''<font color = '#ff8000'>行为函数 Behavior Functions</font>'''、'''<font color = '#ff8000'>传感器 Sensors</font>'''、'''<font color = '#ff8000'>状态 States</font>'''和'''<font color = '#ff8000'>事件规则 Event Rules</font>'''。行为函数表示特定情况下的特定行为。传感器是一种感知能力,可以让主体看到并对事件做出反应。状态是仅用于局部行为的不同运动和状态转移。事件规则是将不同的事件与其特定的行为联系起来的方法。当一个角色被置于一个情境中时,这四个组件将被同时考虑。对于空间情景,当个体最初进入影响角色的环境时就添加组件。对于非空间情境,只有当用户将情境赋给角色时,角色才会受到影响。当主体被带离情境区域或情境本身被移除时,这四个组件被移除。动态地添加和删除这些情境使我们能够实现'''<font color = '#ff8000'>可伸缩的主体 Scalable Agents</font>'''。
 
任何情境的结构都建立在四个组件之上: '''<font color = '#ff8000'>行为函数 Behavior Functions</font>'''、'''<font color = '#ff8000'>传感器 Sensors</font>'''、'''<font color = '#ff8000'>状态 States</font>'''和'''<font color = '#ff8000'>事件规则 Event Rules</font>'''。行为函数表示特定情况下的特定行为。传感器是一种感知能力,可以让主体看到并对事件做出反应。状态是仅用于局部行为的不同运动和状态转移。事件规则是将不同的事件与其特定的行为联系起来的方法。当一个角色被置于一个情境中时,这四个组件将被同时考虑。对于空间情景,当个体最初进入影响角色的环境时就添加组件。对于非空间情境,只有当用户将情境赋给角色时,角色才会受到影响。当主体被带离情境区域或情境本身被移除时,这四个组件被移除。动态地添加和删除这些情境使我们能够实现'''<font color = '#ff8000'>可伸缩的主体 Scalable Agents</font>'''。
      
== Human-like behaviors and crowd AI 类人行为和群体人工智能==
 
== Human-like behaviors and crowd AI 类人行为和群体人工智能==
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