Abstract
The present investigation is concerned with the crowd simulation in game or virtual reality and proposes new methodology dealing with emotion of the NPC (Non-Player Character) for increasing the reality of the behavior and action of crowd. The behavior of NPC depends on the individual disposition, which forms the properties of the crowd. The reorganization of the crowd is possible by meeting and parting according to the properties of NPC. In order to apply human emotion to the virtual characters, a number of factors and rules for identification of the status of emotion are considered. Fuzzy theory is used for the ambiguous description of the human emotion. The fuzzy functions and rules are designed to determine the conditions of emotion and reasonable inference is introduced to decide the control value of character’s actions like as speed and his direction. The proposed model is validated by the present experiments embodying more natural simulation of crowd behaviors.
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© 2005 Springer-Verlag Berlin Heidelberg
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Ahn, EY., Kim, JW., Kwak, NY., Han, SH. (2005). Emotion-Based Crowd Simulation Using Fuzzy Algorithm. In: Zhang, S., Jarvis, R. (eds) AI 2005: Advances in Artificial Intelligence. AI 2005. Lecture Notes in Computer Science(), vol 3809. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11589990_35
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DOI: https://doi.org/10.1007/11589990_35
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-30462-3
Online ISBN: 978-3-540-31652-7
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