Improving crowd behaviour for games and virtual worlds

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Abstract

Interactive crowds are gaining importance in games and virtual worlds, but simulating realistic crowds is a complex task. This paper discusses how to improve the believability of real-time crowd behaviour by enhancing path-planning methods and introducing more behavioural diversity. © 2010 ACM.

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Groenewegen, S. (2010). Improving crowd behaviour for games and virtual worlds. In FDG 2010 - Proceedings of the 5th International Conference on the Foundations of Digital Games (pp. 256–258). https://doi.org/10.1145/1822348.1822385

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