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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.  
 
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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  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.
 
  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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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。'''可伸缩的架构Scalable architecture'''可以通过行为和交互速率来管理大的人群。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。我们可以把所有的情境分为两种不同的类型。
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Spatial situation is a situation that has a region where the environment affects the local agents.  For instance, a crowd waiting in line for a ticket booth would be displaying a spatial situation. Other examples may be a bus stop or an ATM where characters act upon their environment.  Therefore, we would consider 'bus stop' as the situation if the behavior of the agents are to be getting on or off a bus.
 
Spatial situation is a situation that has a region where the environment affects the local agents.  For instance, a crowd waiting in line for a ticket booth would be displaying a spatial situation. Other examples may be a bus stop or an ATM where characters act upon their environment.  Therefore, we would consider 'bus stop' as the situation if the behavior of the agents are to be getting on or off a bus.
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空间情境是指环境影响局部行为者的区域情境。例如,一个排队等候售票亭的人群将展示一个空间的情况。其他的例子可能是一个总线站或者一个 ATM,在那里字符作用于他们的环境。因此,如果主体的行为是上车或下车,我们可以把“公交车站”看作是一种情况。
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'''空间情境Spatial Situation'''是指环境影响局部主体的区域。例如,一个售票亭前排队等候的人群就展示可一个空间情境。其他的例子,可能是一个公交车总站或者一个ATM机,在那里人依据其环境做出行动。因此,如果主体的行为可以是上车或下车,我们就可以把“公交车站”看作是一种空间情境。
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Non-Spatial situation has no region in the environment because this only involves the behavior of the crowd.  The relationship of the local agents is an important factor to consider when determining behavior.  An example would be a group of friends walking together.  Typical behavior of characters that are friends would all move along with each other. This means that 'friendship' would be the situation among the typical behavior of walking together.
 
Non-Spatial situation has no region in the environment because this only involves the behavior of the crowd.  The relationship of the local agents is an important factor to consider when determining behavior.  An example would be a group of friends walking together.  Typical behavior of characters that are friends would all move along with each other. This means that 'friendship' would be the situation among the typical behavior of walking together.
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Non-Spatial 的情况没有区域的环境,因为这只涉及到人群的行为。在决定行为时,局部主体之间的关系是一个重要的因素。一个例子是一群朋友一起散步。作为朋友的角色的典型行为都会互相影响。这意味着“友谊”是一起散步的典型行为之一。
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'''非空间情境Non-Spatial situation'''是没有空间区域的环境,因为它只涉及到人群的行为。在决定行为时,局部主体之间的关系是一个重要的因素。一个例子是一群朋友一起散步。朋友的典型行为是各个主体都会互相影响。这意味着“友谊”是作为一起散步的典型行为的情境。
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The structure of any situation is built upon four components, Behavior functions, Sensors, States, and Event Rules.  Behavior functions represent what the characters behaviors are specific to the situation.  Sensors are the sensing capability for agents to see and respond to events.  States are the different motions and state transitions used only for the local behaviors.  Event rule is the way to connect different events to their specific behaviors.  While a character is being put into a situation, these four components are considered at the same time.  For spatial situations,  the components are added when the individual initially enters the environment that influences the character.  For non-spatial situations, the character is affected only once the user assigns the situation to the character.  The four components are removed when the agent is taken away from its situations region or the situation itself is removed.  The dynamic adding and removing of the situations lets us achieve scalable agents.
 
The structure of any situation is built upon four components, Behavior functions, Sensors, States, and Event Rules.  Behavior functions represent what the characters behaviors are specific to the situation.  Sensors are the sensing capability for agents to see and respond to events.  States are the different motions and state transitions used only for the local behaviors.  Event rule is the way to connect different events to their specific behaviors.  While a character is being put into a situation, these four components are considered at the same time.  For spatial situations,  the components are added when the individual initially enters the environment that influences the character.  For non-spatial situations, the character is affected only once the user assigns the situation to the character.  The four components are removed when the agent is taken away from its situations region or the situation itself is removed.  The dynamic adding and removing of the situations lets us achieve scalable agents.
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任何情况的结构都建立在四个组件之上: 行为函数、传感器、状态和事件规则。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,这四个部分同时被考虑。对于空间情景,当个体最初进入影响角色的环境时,添加组件。对于非空间情境,只有当用户将情境赋值给角色时,角色才会受到影响。当主体被带离其情况区域或情况本身被移除时,这四个组件被移除。动态地添加和删除这些情况使我们能够实现可伸缩的代理。
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任何情境的结构都建立在四个组件之上: '''行为函数Behavior Functions'''、'''传感器Sensors'''、'''状态States'''和'''事件规则Event Rules'''。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'''可伸缩的主体Scalable Agents'''。
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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
    
== Human-like behaviors and crowd AI ==
 
== Human-like behaviors and crowd AI ==
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