Abstract
We adapt popular video-games technology for an agent-based crowd simulation framework in an airport terminal. To achieve this, we investigate game technology, crowd simulation and the unique traits of airports. Our findings are implemented in a virtual airport environment that exploits a scalable layered intelligence technique in combination with physics middleware and a social force approach for crowd simulation. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating event triggered airport behaviour.
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Szymanezyk, O., Duckett, T., Dickinson, P. (2012). Agent-Based Crowd Simulation in Airports Using Games Technology. In: Nguyen, NT. (eds) Transactions on Computational Collective Intelligence VIII. Lecture Notes in Computer Science, vol 7430. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34645-3_9
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DOI: https://doi.org/10.1007/978-3-642-34645-3_9
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