Animations and Demonstrations: An Introductory Note

This Animations/Demos page presents several illustrations of our dynamical approach to agent steering.

These animations contain three kinds of agents: actors that autonomously navigate; obstacles that actors avoid; and targets that represent actors' goals.

This page consists of the following:

This page is intended as an overview of my animation work, but it is not exhaustive. The Supplementary Material section contains links to pages with information and animations that are not included on this page.


MATLAB-Generated Crowd Simulations

I implemented our dynamical approach to agent steering in MATLAB. As illustrations of the approach, I here present a few simple, demo crowd simulations. All agents are represented as circles: Actors are blue, obstacles are brown, and targets are a light, off-white color.

I am currently creating a verifier for reachability properties in MATLAB. In addition, I am writing a MATLAB implementation of the High-Level Dynamicist Pathfinding system (see below) initially implemented in CHARON. Demos of these projects will soon appear on this page.


Multi-Agent Animations Generated from Hybrid System Models

In this section are a few representative demos of our work using the general-purpose hybrid systems modeling tool CHARON.

A Note about Simulation Size

Using CHARON had two significant virtues:

CHARON did, however, impose a significant constraint: Because of the particular way that the CHARON programming/modeling language was interpreted into JAVA, we were severely restricted as to the number of animated actors we could represent in a single animation. Therefore, even though the dynamical systems for agent navigation are essentially the same in our CHARON simulations as in our MATLAB simulations, the CHARON simulations could not contain as many actors.

High-Level Dynamicist Pathfinding

We are developing a hybrid dynamical system approach to high-level pathfinding (e.g., street selection) for intelligent characters. Characters have their own individual mental maps and subjective perceptions of their surroundings. Characters have subjective, hence imperfect, knowledge. Their cognitive attributes change over time in dynamic worlds. Their decision making is modeled by a hybrid system. The result is believable, creative navigation behavior.

I intend this brief section not as a full explanation of the model, which would go far beyond the scope of this page, but as an introduction to this animation (MPEG, size: 5.5M) in which three children walk around a virtual city. Please note that this animation is merely an excerpt from a demo.

The children's initial and target points are specified by the animator, but their paths are autonomously determined. For example, two of the children take different, equally plausible paths from the same starting point to the same goal position. The only difference between the children is their subjective perceptions of the world, and how their cognitive models evolve. Their rules for decision-making are identical.

The children's low-level behavior (e.g., obstacle avoidance) is the hybrid system model used in the crowd simulation below. Thus, the entirety of their navigation behavior --low- and high-level together-- is specified as a single, united hybrid dynamical system.

A somewhat more complete explanation and a more complex demonstration of the high-level navigation is available in the supplementary material for the systems-oriented paper Hybrid System Models of Navigation Strategies for Games and Animations.

Crowd Simulation

Using CHARON, we created a simple crowd simulation animation as something of a proof of concept: This crowd simulation is similar to other animations used to demonstrate multi-agent low-level navigation systems, suggesting that a hybrid system approach is comparably expressive to standard methods. In this animation (QT, size: 33.9M) (MPEG, size: 2.6M), a crowd of mice move from the bottom of the screen to their mouse hole (home) at the top, navigating around a crowd of mice simultaneously crossing from the top of the screen to their home at the bottom.

Mode Switching and Selective Repeller Response

More demos, including some regarding navigation mode switching and selective repeller response, are presented and explained in the context of the supplementary material for the paper A Hybrid Dynamical Systems Approach to Intelligent Low-Level Navigation.

Supplementary Material for Selected Publications

Some of the above animations are also presented in the context of supplementary material for selected publications:

Supplementary materials often include CHARON output and other information as well as animations.


Acknowledgment

I would like to thank Harold Sun for his assistance in rendering.


Back to Eric Aaron's home page
Eric Aaron, eaaron@cs.rutgers.edu