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| In 1987, behavioral animation was introduced and developed by [[Craig Reynolds (computer graphics)|Craig Reynolds]].<ref>{{Cite book|last=Reynolds|first=Craig|year=1987|title=Flocks, herds, and schools: A distributed behavior model.|url=|journal=Proceedings of ACM SIGGRAPH 87|volume=July 1987|pages=25–34|doi=10.1145/37401.37406|citeseerx=10.1.1.103.7187|isbn=978-0897912273}}</ref> He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. All agents within these simulations were given direct access to the respective positions and velocities of their surrounding agents. The theorization and study set forth by Reynolds was improved and built upon in 1994 by [[Xiaoyuan Tu]], [[Demetri Terzopoulos]] and Radek Grzeszczuk.<ref>{{cite journal |doi=10.1162/artl.1994.1.4.327 |title=Artificial Fishes: Autonomous Locomotion, Perception, Behavior, and Learning in a Simulated Physical World |journal=Artificial Life |volume=1 |issue=4 |pages=327–51 |year=1994 |last1=Terzopoulos |first1=Demetri |last2=Tu |first2=Xiaoyuan |last3=Grzeszczuk |first3=Radek |citeseerx=10.1.1.33.8131 }}</ref> The realistic quality of simulation was engaged with as the individual agents were equipped with synthetic vision and a general view of the environment within which they resided, allowing for a perceptual awareness within their dynamic habitats. | | In 1987, behavioral animation was introduced and developed by [[Craig Reynolds (computer graphics)|Craig Reynolds]].<ref>{{Cite book|last=Reynolds|first=Craig|year=1987|title=Flocks, herds, and schools: A distributed behavior model.|url=|journal=Proceedings of ACM SIGGRAPH 87|volume=July 1987|pages=25–34|doi=10.1145/37401.37406|citeseerx=10.1.1.103.7187|isbn=978-0897912273}}</ref> He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. All agents within these simulations were given direct access to the respective positions and velocities of their surrounding agents. The theorization and study set forth by Reynolds was improved and built upon in 1994 by [[Xiaoyuan Tu]], [[Demetri Terzopoulos]] and Radek Grzeszczuk.<ref>{{cite journal |doi=10.1162/artl.1994.1.4.327 |title=Artificial Fishes: Autonomous Locomotion, Perception, Behavior, and Learning in a Simulated Physical World |journal=Artificial Life |volume=1 |issue=4 |pages=327–51 |year=1994 |last1=Terzopoulos |first1=Demetri |last2=Tu |first2=Xiaoyuan |last3=Grzeszczuk |first3=Radek |citeseerx=10.1.1.33.8131 }}</ref> The realistic quality of simulation was engaged with as the individual agents were equipped with synthetic vision and a general view of the environment within which they resided, allowing for a perceptual awareness within their dynamic habitats. |
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− | In 1987, behavioral animation was introduced and developed by Craig Reynolds. He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. All agents within these simulations were given direct access to the respective positions and velocities of their surrounding agents. The theorization and study set forth by Reynolds was improved and built upon in 1994 by Xiaoyuan Tu, Demetri Terzopoulos and Radek Grzeszczuk. '''<font color="#32CD32">The realistic quality of simulation was engaged with as the individual agents were equipped with synthetic vision and a general view of the environment within which they resided, allowing for a perceptual awareness within their dynamic habitats. | + | In 1987, behavioral animation was introduced and developed by Craig Reynolds. He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. All agents within these simulations were given direct access to the respective positions and velocities of their surrounding agents. The theorization and study set forth by Reynolds was improved and built upon in 1994 by Xiaoyuan Tu, Demetri Terzopoulos and Radek Grzeszczuk. The realistic quality of simulation was engaged with as the individual agents were equipped with synthetic vision and a general view of the environment within which they resided, allowing for a perceptual awareness within their dynamic habitats. |
− | </font>'''
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− | 1987年,克雷格·雷诺兹 Craig Reynolds引入并发展了'''<font color = '#ff8000'> 行为动画 behavioral animation</font>'''。<ref>{{Cite book|last=Reynolds|first=Craig|year=1987|title=Flocks, herds, and schools: A distributed behavior model.|url=|journal=Proceedings of ACM SIGGRAPH 87|volume=July 1987|pages=25–34|doi=10.1145/37401.37406|citeseerx=10.1.1.103.7187|isbn=978-0897912273}}</ref>为了研究群体直觉和运动Group Movement</font>''',他模拟了一群鸟和一群鱼。在这些模拟中的所有主体都可以直接访问它们周围各个主体的位置和速度。雷诺兹建立的理论和研究是在Xiaoyuan Tu、特佐普洛斯 Demetri Terzopoulos和格兹兹丘克 Radek Grzeszczuk1994年的研究之上改进和发展的。.<ref>{{cite journal |doi=10.1162/artl.1994.1.4.327 |title=Artificial Fishes: Autonomous Locomotion, Perception, Behavior, and Learning in a Simulated Physical World |journal=Artificial Life |volume=1 |issue=4 |pages=327–51 |year=1994 |last1=Terzopoulos |first1=Demetri |last2=Tu |first2=Xiaoyuan |last3=Grzeszczuk |first3=Radek |citeseerx=10.1.1.33.8131 }}</ref> 该模拟的真实性是有保证的,因为个体主体拥有合成视觉并对它们的居住环境有总体了解,从而可以对动态的栖息地有感性的认识。 | + | 1987年,克雷格·雷诺兹 Craig Reynolds引入并发展了'''<font color = '#ff8000'> 行为动画 behavioral animation</font>'''。<ref>{{Cite book|last=Reynolds|first=Craig|year=1987|title=Flocks, herds, and schools: A distributed behavior model.|url=|journal=Proceedings of ACM SIGGRAPH 87|volume=July 1987|pages=25–34|doi=10.1145/37401.37406|citeseerx=10.1.1.103.7187|isbn=978-0897912273}}</ref>为了研究群体直觉和运动,他模拟了一群鸟和一群鱼。在这些模拟中的所有主体都可以直接访问它们周围各个主体的位置和速度。雷诺兹建立的理论和研究是在Xiaoyuan Tu、特佐普洛斯 Demetri Terzopoulos和格兹兹丘克 Radek Grzeszczuk1994年的研究之上改进和发展的。.<ref>{{cite journal |doi=10.1162/artl.1994.1.4.327 |title=Artificial Fishes: Autonomous Locomotion, Perception, Behavior, and Learning in a Simulated Physical World |journal=Artificial Life |volume=1 |issue=4 |pages=327–51 |year=1994 |last1=Terzopoulos |first1=Demetri |last2=Tu |first2=Xiaoyuan |last3=Grzeszczuk |first3=Radek |citeseerx=10.1.1.33.8131 }}</ref> 该模拟的真实性是有保证的,因为个体主体拥有合成视觉并对它们的居住环境有总体了解,从而可以对动态的栖息地有感性的认识。 |
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| --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) The realistic quality of simulation... 这一句话分成两句看,并且加入了一些个人理解,不知含义是否正确 | | --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) The realistic quality of simulation... 这一句话分成两句看,并且加入了一些个人理解,不知含义是否正确 |
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| 然而,粒子系统确实有一些缺点。使用粒子系统模拟那些领导会根据指令行动行动的人群中的主体,可能是个坏主意,因为确定哪些粒子属于主体,哪些不属于主体是非常困难的。 | | 然而,粒子系统确实有一些缺点。使用粒子系统模拟那些领导会根据指令行动行动的人群中的主体,可能是个坏主意,因为确定哪些粒子属于主体,哪些不属于主体是非常困难的。 |
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| --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) crowd that the director will move on command 不确定是否是“根据领导的指令统一行动的人群”这个意思 | | --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) crowd that the director will move on command 不确定是否是“根据领导的指令统一行动的人群”这个意思 |
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| This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles. This algorithm could be used for simulating a crowd in Times Square. | | This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles. This algorithm could be used for simulating a crowd in Times Square. |
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− | 帕蒂尔 Patil和范登博格 Van Den Berg的算法是针对相对简单的群体设计的,群体中的每个主体只希望到达自己的目的地,同时避开障碍物。<ref>{{cite journal |doi=10.1109/TVCG.2010.33 |pmid=21149879 |title=Directing Crowd Simulations Using Navigation Fields |journal=IEEE Transactions on Visualization and Computer Graphics |volume=17 |issue=2 |pages=244–54 |year=2011 |last1=Patil |first1=Sachin |last2=Van Den Berg |first2=Jur |last3=Curtis |first3=Sean |last4=Lin |first4=Ming C |last5=Manocha |first5=Dinesh |citeseerx=10.1.1.183.7823 }}</ref> 这个算法可以用来模拟'''时代广场 Times Square'''的人群。 | + | 帕蒂尔 Patil和范登博格 Van Den Berg的算法是针对相对简单的群体设计的,群体中的每个主体只希望到达自己的目的地,同时避开障碍物。<ref>{{cite journal |doi=10.1109/TVCG.2010.33 |pmid=21149879 |title=Directing Crowd Simulations Using Navigation Fields |journal=IEEE Transactions on Visualization and Computer Graphics |volume=17 |issue=2 |pages=244–54 |year=2011 |last1=Patil |first1=Sachin |last2=Van Den Berg |first2=Jur |last3=Curtis |first3=Sean |last4=Lin |first4=Ming C |last5=Manocha |first5=Dinesh |citeseerx=10.1.1.183.7823 }}</ref> 这个算法可以用来模拟时代广场 Times Square的人群。 |
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| 为了解决这个问题,应该给每个主体分配个性,从而允许模型处理不同类型的行为。解决这个问题的另一个方法是把人们分组,形成这样的群体会使人们作为群体结构的一部分而改变他们的行为。 | | 为了解决这个问题,应该给每个主体分配个性,从而允许模型处理不同类型的行为。解决这个问题的另一个方法是把人们分组,形成这样的群体会使人们作为群体结构的一部分而改变他们的行为。 |
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| --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]])我觉得原文Another aspect……到forming these group……再到 part of the group structure,应该是两句,是从forming处分开的两句话) | | --[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]])我觉得原文Another aspect……到forming these group……再到 part of the group structure,应该是两句,是从forming处分开的两句话) |
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| By using these applying these equations in model testing using a normally distributed population, the results are fairly similar to the Helbing Model. | | By using these applying these equations in model testing using a normally distributed population, the results are fairly similar to the Helbing Model. |
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− | '''<font color="#32CD32">By using these applying these equations in model testing using a normally distributed population, the results are fairly similar to the Helbing Model.
| + | By using these applying these equations in model testing using a normally distributed population, the results are fairly similar to the Helbing Model. |
− | </font>'''
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| 将这些方程应用于正态分布人口的模型检验,结果与赫尔本模型非常相似。 | | 将这些方程应用于正态分布人口的模型检验,结果与赫尔本模型非常相似。 |
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| --[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]])这句前半句英文的结构我没太懂,中文的翻译也不知道是否准确 | | --[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]])这句前半句英文的结构我没太懂,中文的翻译也不知道是否准确 |
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| --[[用户:Vicky|Vicky]]([[用户讨论:Vicky|讨论]])By using these (applying these) equations in model testing (using a normally distributed population) | | --[[用户:Vicky|Vicky]]([[用户讨论:Vicky|讨论]])By using these (applying these) equations in model testing (using a normally distributed population) |
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| 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. 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。<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。 | | 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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− | Given a state s and action a, r and s are the reward and state after performing (s,a), and a' is the range over all the actions.<ref>Torrey, L. Crowd Simulation Via Multi-agent Reinforcement Learning. In: ''Proceedings of the Sixth AAAI Conference On Artificial Intelligence and Interactive Digital Entertainment''. AAAI Press, Menlo Park (2010)</ref> | + | Given a state s and action a, r and s’ are the reward and state after performing (s,a), and a' is the range over all the actions.<ref>Torrey, L. Crowd Simulation Via Multi-agent Reinforcement Learning. In: ''Proceedings of the Sixth AAAI Conference On Artificial Intelligence and Interactive Digital Entertainment''. AAAI Press, Menlo Park (2010)</ref> |
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− | Given a state s and action a, r and s are the reward and state after performing (s,a), and a' is the range over all the actions. | + | Given a state s and action a, r and s’ are the reward and state after performing (s,a), and a' is the range over all the actions. |
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− | 给定一个状态s和动作a,r和s是执行(s,a)后的奖励和状态,
| + | 给定一个状态s和动作a,r和s’是执行(s,a)后的奖励和状态,a'动作集。<ref>Torrey, L. Crowd Simulation Via Multi-agent Reinforcement Learning. In: ''Proceedings of the Sixth AAAI Conference On Artificial Intelligence and Interactive Digital Entertainment''. AAAI Press, Menlo Park (2010)</ref> |
− | a'动作集。<ref>Torrey, L. Crowd Simulation Via Multi-agent Reinforcement Learning. In: ''Proceedings of the Sixth AAAI Conference On Artificial Intelligence and Interactive Digital Entertainment''. AAAI Press, Menlo Park (2010)</ref>
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| --[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]])r和s这句,我觉得s应该是s’吧 | | --[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]])r和s这句,我觉得s应该是s’吧 |
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| Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture, size, shape and animation. | | Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture, size, shape and animation. |
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− | 真实的人群中存在着外貌、体型大小、附件和(社会的或文化的)行为的差异,缺乏多样性的模型会影响视觉模拟的真实性。现有的系统可以创建具有不同肌理、<ref name="Maim et al 2009"/> 颜色、<ref>{{cite book |last1=Gosselin |first1=David R. |last2=Sander |first2=Pedro V. |last3=Mitchell |first3=Jason L. |chapter=Drawing a Crowd |editor1-first=Wolfgang |editor1-last=Engel |title=ShaderX3: Advanced Rendering Techniques in DirectX and OpenGL |publisher=Charles River Media |location=Cambridge, MA |year=2004 |pages=505–17 }}</ref> 大小、形状和运动画面的虚拟人群。<ref name="Thalmann et al 2009"/> | + | 真实的人群中存在着外貌、体型大小、附件和(社会的或文化的)行为的差异,缺乏多样性的模型会影响视觉模拟的真实性。现有的系统可以创建具有不同肌理、<ref name="Maim et al 2009"/> 颜色、<ref>{{cite book |last1=Gosselin |first1=David R. |last2=Sander |first2=Pedro V. |last3=Mitchell |first3=Jason L. |chapter=Drawing a Crowd |editor1-first=Wolfgang |editor1-last=Engel |title=ShaderX3: Advanced Rendering Techniques in DirectX and OpenGL |publisher=Charles River Media |location=Cambridge, MA |year=2004 |pages=505–17 }}</ref> 大小、形状和动画的虚拟人群。<ref name="Thalmann et al 2009"/> |
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| (--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) 最后一个animation译为运动画面了,译为“动画”呢?存疑) | | (--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) 最后一个animation译为运动画面了,译为“动画”呢?存疑) |
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− | (--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]]) 动画吧 | + | (--[[用户:WildBoar|WildBoar]]([[用户讨论:WildBoar|讨论]]) 动画吧) |
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