Center for Human Modeling and Simulation
Document Type
Conference Paper
Date of this Version
2010
Abstract
Real-time pedestrian simulation for open-world games involves aggressive behavior simplification and culling to keep computational cost under control, but it is diffficult to predict whether these techniques will become unrealistic in certain situations. We propose a method of perceptually simulating highly realistic pedestrian behavior in virtual cities in real- time. Designers build a highly realistic simulation, from which a perceptually identical “perceptual simulation” is generated. Although the perceptual simulation simulates only a small portion of the world at a time, and does so with inexpensive approximations, it can be statistically guaranteed that the results are perceptually indistinguishable from those of the original simulation.
Recommended Citation
Sunshine-Hill, B., & Badler, N. I. (2010). Perceptually Realistic Behavior through Alibi Generation. Retrieved from https://repository.upenn.edu/hms/114
Included in
Artificial Intelligence and Robotics Commons, Graphics and Human Computer Interfaces Commons, Numerical Analysis and Scientific Computing Commons
Date Posted: 09 November 2010
Comments
Suggested Citation:
Sunshine-Hill, B. and N.I. Badler. (2010). "Perceptually Realistic Behavior through Alibi Generation" Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. October 11-13, 2010. Stanford, California, USA.
© 2010 Associationfor the Advancement of Artificial Intelligence
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