Abstract
Crowd control has become increasingly important in urbanized military operations such as peace keeping, riot control, disaster management, emergency evacuation, and rescue operations. In this paper, we describe an architecture for simulating virtual crowd to aid in the training, planning and decision making process in the area of military operations. Our system makes use of the light-weight agent-based simulation system, RePast, the JESS inference engine coupled with the Protégé ontology knowledge-base, the commercialoff- the-shelf game engine Unreal Tournament and the High Level Architecture to realize a distributed and extensible architecture for modeling virtual crowd. © 2007 ECMS.
Author supplied keywords
Cite
CITATION STYLE
Low, M. Y. H., Cai, W., & Zhou, S. (2007). A federated agent-based crowd simulation architecture. In 21st European Conference on Modelling and Simulation: Simulations in United Europe, ECMS 2007 (pp. 188–194). European Council for Modelling and Simulation. https://doi.org/10.7148/2007-0188
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.