0000000000161268

AUTHOR

Guillermo Vigueras

0000-0003-0162-5267

Simulating socially intelligent agents in semantic virtual environments

AbstractThe simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. …

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A GPU-Based Multi-agent System for Real-Time Simulations

The huge number of cores existing in current Graphics Processor Units (GPUs) provides these devices with computing capabilities that can be exploited by distributed applications. In particular, these capabilites have been used in crowd simulations for enhancing the crowd rendering, and even for simulating continuum crowds. However, GPUs have not been used for simulating large crowds of complex agents, since these simulations require distributed architectures that can support huge amounts of agents. In this paper, we propose a GPU-based multi-agent system for crowd simulation. Concretely, we propose the use of an on-board GPU to implement one of the main tasks that a distributed server for c…

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Performance improvements of real-time crowd simulations

The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents populating large scale virtual worlds with a good frame rate. In order to overcome this challenge, this thesis proposes different improvements for crowd simulations. Concretely, we propose a distributed software architecture that can take advantage of the existing distributed and multi-core architectures. In turn, the use of these distributed architectures requires partitioning strategies and workload balancing techniques for distributed crowd simulations. Also, these architectures allow the use of GPUs not only fo…

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A scalable multiagent system architecture for interactive applications

Interactive applications like crowd simulations need to properly render the virtual world while simulating the interaction of thousands of agents at the same time. The computational workload generated by these two tasks highly increases with the number of the simulated agents, requiring a scalable design of the multiagent system. In this paper, we present, in an unified manner, a distributed multiagent system architecture that can manage large crowds of autonomous agents at interactive rates while rendering multiple views of the virtual world being simulated. This architecture consists of a distributed multiagent system and a complementary distributed visualization subsystem. We also presen…

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A distributed visualization system for crowd simulations1

The visualization system of large-scale crowd simulations should scale up with both the number of visuals views of the virtual world and the number of agents displayed in each visual. Otherwise, we could have large scale crowd simulations where only a small percentage of the population is displayed. Several approaches have been proposed in order to efficiently render crowds of animated characters. However, these approaches either render crowds animated with simple behaviors or they can only support a few hundreds of user-driven entities. In this paper, we propose a distributed visualization system for large crowds of autonomous agents that allows the visualization of crowds animated with co…

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Accelerating collision detection for large-scale crowd simulation on multi-core and many-core architectures

The computing capabilities of current multi-core and many-core architectures have been used in crowd simulations for both enhancing crowd rendering and simulating continuum crowds. However, improving the scalability of crowd simulation systems by exploiting the inherent parallelism of these architectures is still an open issue. In this paper, we propose different parallelization strategies for the collision check procedure that takes place in agent-based simulations. These strategies are designed for exploiting the parallelism in both multi-core and many-core architectures like graphic processing units (GPUs). As for the many-core implementations, we analyse the bottlenecks of a previous G…

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On the Use of GPU for Accelerating Communication-Aware Mapping Techniques

Different communication-aware mapping techniques were proposed in recent years for improving the performance of distributed systems based on both, off-chip and on-chip networks. Some of these proposals were based on heuristic search for finding pseudo-optimal assignments of tasks and processing elements. However, the technology integration improvements have allowed a significant increase in the number of network nodes, requiring the acceleration of the heuristic search. In this paper, we propose a comparative study of the local search method used in a communication-aware mapping technique, when implemented on different parallel architectures. We compare the performance provided by a version…

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A new system architecture for crowd simulation

Crowd simulation requires both rendering visually plausible images and managing the behavior of autonomous agents. Therefore, these applications need an efficient design that allows them to simultaneously handle these two requirements. Although several proposals have focused on the software architectures for these systems, no proposals have focused on the computer systems supporting them. In this paper, we analyze the computer architectures used in the literature to support distributed virtual environments. Also, we propose a distributed computer architecture which is efficient enough to support simulations of thousand of autonomous agents. This proposal consists of a cluster of interconnec…

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A comparative study of partitioning methods for crowd simulations

The simulation of large crowds of autonomous agents with realistic behavior is still a challenge for several computer research communities. In order to handle large crowds, some scalable architectures have been proposed. Nevertheless, the effective use of distributed systems requires the use of partitioning methods that can properly distribute the workload generated by agents among the existing distributed resources. In this paper, we analyze the use of irregular shape regions (convex hulls) for solving the partitioning problem. We have compared a partitioning method based on convex hulls with two techniques that use rectangular regions. The performance evaluation results show that the conv…

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A Saturation Avoidance Technique for Peer-to-Peer Distributed Virtual Environments

This paper presents a multi-agent framework oriented to animate groups of synthetic humans that properly balance task-oriented and social behaviors. We mainly focus on the social model designed for BDI-agents to display socially acceptable decisions. This model is based on an auction mechanism used to coordinate the group activities derived from the character's roles. The model also introduces reciprocity relations between the members of a group and allows the agents to include social tasks to produce realistic behavioral animations. Furthermore, a conversational library provides the set of plans to manage social interactions and to animate from simple chats to more complex negotiations. Th…

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