Interactive simulation of dynamic behavior of human-game artificial Intelligence development

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Dynamic crowd interaction simulation based on General adaptive syndrome theory generic adaptation syndrome theory


Let's see what it is General adaptation syndrome (adaptation syndrome)

General adaptive syndrome (adaptation syndrome) is a physiological response pattern caused by the continuous emergency state, which aims to overcome the impact of emergency response and ensure the body's ability to adapt to the environment. This reaction pattern can be divided into three stages: alertness stage, resisting stage, exhaustion stage.

Example:
If the sharp whistling sound as a mouse to live in the environment, you will find the following conditions: The beginning, the mouse tension significantly enhanced, heart rate increased, vigilance increased, bone concentration of blood vessels contraction, and more erect, binocular, this is the stage of vigilance. And live, in the adrenal secretion more than usual adrenaline, mouse behavior seems to be in a relatively normal state, this is the stage of resistance. Finally, rats die prematurely from heart failure, which is the stage of exhaustion. By dissecting the dead mice, you will find that the adrenal glands of the rats are visibly enlarged. This shows that in overcoming the stress state, the adrenal gland secretes a large amount of adrenaline, and so on, it has to cope with the difficult environment of the accumulation of power all exhausted, body failure. On the surface, the mice died of heart disease, but, after careful study, the real cause of death in the rats was due to the constant state of emergency.
Word Sense correlation

General adaptation syndrome was first proposed by the Canadian psychologist, H. Sairee, and a large number of animal experiments were performed to demonstrate the impact of the stress state.

The above explanation comes from the network

What we want to simulate is that people make different behaviors according to different pressures.



According to the human nature of different behavior, behavior according to human personality changes and dynamic change.
using well-known psychological theory--------  General adaptive syndrome theory generic adaptation syndrome theory
simulation of various changes and pressures, pressure changes, walking speed variable changes
applies to the game, Interactive applications such as virtual reality the differences in the behavior of
mainly come from the human characteristics, the various differences in human behavior are caused by different factors, such as stimulation, genetic factors, physiological state, cognitive state, social environment, cultural environment, previous life experience, and individual personality characteristics. Although there are so many factors, the behavior can be divided into several basic types of
Attribution theory (attribution theory): One of the motivating theories of human resource management and social psychology, attribution refers to the observer's behavior in order to predict and evaluate the observed person, The causal interpretation and inference of the behavior process of the observed person by controlling the environment and stimulating or controlling the behavior. Because the attribution theory (attribution theory) divides these reasons into intentional attributes and situational attributes. People are vaguely aware of the need for mental state. When a person's needs are reflected in a vague form in the consciousness, the ambiguous demand idea that arises is the intention. In simple terms, individual personality factors. A scenario attribute is an external factor such as the current state of the environment. The character agents we're going to simulate need character personalities, and environmental scenarios to simulate.
Situational factors are called stress, the effects of stressors on the character agent will be measured as pressure, we simulate general adaptive syndrome theory generic adaptation syndrome theory as a model of how humans respond to stress. The
is based on a psychological model for crowd simulation, dynamically simulating crowd behavior patterns and considering various types of stress. Simulating human behavior is affected by two aspects, the personality and situational factors of the person mentioned above. The functions of the
Stressor generate a variety of real-world crowd behavior in time and space. Includes a lot of time-constrained stress sources such as the location of the agent and other environmental factors. These stressors can be combined with goal-oriented (goal-directed), and multi-character agent simulations can produce diverse behaviors. With the intent attribute as the internal weight, and the situational attribute as the external weight, the character agent receives the measured value of our simulated pressure from the stress source (as a function), which is the two weights.


pressureSome researchers describe how humans respond to stress, including physiological changes and external behavioral changes, and people are more aggressive when they are stressed. And the stress response changes over time.

Crowd Simulation Technologycrowd simulation (crowd simulation) and multi-intelligent navigation (multi-agent navigation) is an active field of research that focuses on interactive approaches to crowd behavior.

Behavioral Modelwe use rules-based (rule-based) methods for simulating complex behaviors, including: motivation, perception, behavior, and cognitive components to simulate pedestrian behavior and simulation decision-making processes. Perception is the understanding of the whole of things that the objective thing directly affects the senses and produces in the mind. The cognitive component is the basis of the rest of the composition of the attitude.
You can simulate behavior such as aggression, social priorities, authority, protection, and guidance.
Many researchers have used psychological factors in population simulations.
The choice of these behavioral patterns must follow a given rule, such as a character agent, and the program tells him that he is hungry and eats bread, and that the man cannot find the bakery and starve at the front of the ramen museum.
psychological model of stressBroadly speaking, stress can be defined as the interaction between the environment and the individual caused by any change. Generally speaking, stress arises because of the contradiction between environmental requirements and individual abilities, and they feel nervous when they feel they need to deal with the challenge. Stress sources produce pressure that can be a situation, an object, or other individual. There are many sources of stress, this article focuses on the following points:

1. Personal load (challenging situations), such as time limit and the target of each person agent;
2. Perceived threats, such as fire-dangerous animals or objects;
3. Unpleasant things such as heat, noise, air pollution (smoking, stench) and overcrowding.

General adaptation syndrome (adaptation syndrome)
The general gas model is a gas model that responds to any pressure source (toxin, cold, injury, fatigue, fear, etc.) in three stages: early warning, resistance, exhaustion (e.g.). When they feel the pressure, they are ready to "fight" or "escape" during the early warning phase. The diagram on the left is the gas model simulating the pressure changes over time, in the early warning phase of the rapid increase in the resistance stage to peak, in the depletion phase with time pressure weakened, the right figure is approximate model α for the pressure to reach the peak speed is also the pressure generation speed, determine the early warning period, β is the peak size of the pressure.


We first set up a task agent is under pressure ψ, our goal is to calculate a task agent's stress response defined as s. The rate of change in pressure α, representing the character agent does not immediately respond to stress, there is an early warning stage as a buffer. In order to limit the emergency response strength of the task agent, we set a peak beta of stress, because if the pressure is increased infinitely, it will limit the response of the agent and the behavior is unnatural.
Combine these values together to get the following formula:

DS/DT is the slope of the stress response curve, which is the pressure growth and attenuation velocity.
The upper limit for S is β, because of the performance problem we set α and β as constants.

Each person's alpha and β are different, we can set ourselves, or use the measured real value.

So, this system has three steps
1. Stress sources provided by stressors
2. Pressure accumulation function based on gas model
3. Multi-agent simulation algorithm (multi-agent simulation algorithm), the agent behavior can be changed by changing the attack and impulse of the agent.


Pressure perceptionThe perceived pressure ψ has the following relationship with the pressure I had in the previous self:

K is the scale factor and N is the exponent, and the two parameter sizes depend on the kind of stressor.
Prototype of a pressure source
Four types of pressure prototypes:
Time Pressuretime pressure to achieve a goal at a specific time, such as crossing the road, boarding the train before the gate closes, and escaping from the building in a fire.
To simulate this type of pressure, the character agent has a target location and a fixed time limit of tallowed, we simulate the strength of time pressure it, which simulates this function based on the time limit and the estimated arrival time difference, which is the remaining arrival times:

Testimated is the estimated time to reach the target, for example: testimated= distremaing/avgspeed.
Environmental Stressenvironmental stress is caused by environmental conditions such as noise, high temperature, strong light, and smog. The intensity of this stress source in the region is generally constant:

A is to generate the stress environment area, PA is the current character agent position.
Position StressThis is a source of stress sources combined with local pressure generation. Unlike environmental stress, the stress is increased by the decrease in the distance between the agent and the stressor, including static stressors such as flames, or dynamic stressors such as a speeding car or a violent molecule.

The PA is the position of the position of the source agent location PS as the stressor

The PA is the position of the position of the source agent location PS as the stressor

If a large area has a high intensity of stimulation, we can also use Gaussian distribution:


Interpersonal Stresspressure from other people agents, common examples such as crowding. We define the pressure function by a gap between the density threshold and the current density:

Ncur is the number of people around the unit in the current area, and Npref is the threshold for the number of people around the same area.
Pressure Modeleach of the above four kinds of pressure is defined by strength I, combined with equation 2, to find out the perceived pressure ψ. A character agent's stress response S is obtained by Equation 1.
α and β variable variables to control the response of the agent, people based on their own defense system and personal character of the pressure changes, the greater the alpha of the reaction to the pressure of the faster, the greater the β adults can produce more reaction.
Multi-Stress Sourcewhen faced with multi-pressure, we calculated that each pressure value in the weighted processing to obtain the total pressure, people can choose their own different stimuli of varying reaction strength as the weight w.

WI is the weight of each stress source Si, giving people the priority of stress.


We can observe that the main response of the character agent is to increase the positive and impulsive behavior, and we want it to show aggressive and impulsive changes

Adding behavioral changes

The principle of two scopes as a group behavior can be considered a high-level parameter. Scope one, the definition of PC1, the outward character has more intense behavior. In the second range, PC2 's cautious behavior is many. Based on these two dimensions, we can choose to simulate the required parameters. We use the stress behavior vectors as parameters to represent this difference, and bstress as a character agent to perceive the ability to stress


For example PC1 and PC2 are positive, and careful respectively.

Combining personality Traitsa matrix APC gives a linear mapping between PC1&PC2, and the matrix Aadj maps a description of a variety of different personalities. We decide that the final behavior of the character agent is a linear combination of the two matrices, the first representing the situational response, and the second representing the personality of the character agent inherent.
The following equations find the simulation parameters, according to the inherent personality characteristics and dynamic pressure response to describe the behavior of the person agent,


P is a vector that responds to the innate personality of a character's agent. When a character agent senses stress and the S value increases, the bstress effect increases and so does the stress behavior. When the pressure disappears, s will be reduced, and the behavior of the character agent will return to the initial character p.


Practical Results

Please watch the video first:

YouTube (Clear): Https://youtu.be/S5wLx-zMrIE

Youku: http://v.youku.com/v_show/id_XMTMxOTM3NTE1Ng==.html

Tx:http://v.qq.com/page/q/m/x/q0163gorwmx.html

opposing groups

The two groups of character agents move in opposite directions through the corridor.

Under the pressure of the target and interpersonal pressure.

Cross the Road.

A character agent crosses the road intersection, the signal remaining time as a pressure source.


Less pressure at 40s, people acting carelessly on the aisle


When the rest of the time is low, the pressure gets bigger, the character goes away for a run

Chase

A monster chasing a character agent. The position of the monster and the character agent to calculate the pressure is the position stress


Scattered and fled


Distance from near, pressure from big to small

Multiple pressure presence weights


Evacuation

1000 character agents evacuate an office environment. The pressure comes from the fire. Because of the number of people, so crowding as a second stress source (interpersonal pressure);

Different characters behave differently


Reference: Interactive Simulation of Dynamic Crowd behaviors using General adaptation syndrome theory


---------by wolf96 http://blog.csdn.net/wolf96




Copyright NOTICE: This article for Bo Master original article, without Bo Master permission not reproduced.

Interactive simulation of dynamic behavior of human-game artificial Intelligence development

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