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Crowd simulation
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=== Urban planning === The development of crowd simulation software has become a modern and useful tool in designing urban environments. Whereas the traditional method of urban planning relies on maps and abstract sketches, a digital simulation is more capable of conveying both form and intent of design from architect to pedestrian. For example, street signs and traffic lights are localized visual cues that influence pedestrians to move and behave accordingly. Following this logic, a person is able to move from point A to point B in a way that is efficient and that a collective group of people can operate more effectively as a result. In a broader sense, bus systems and roadside restaurants serve a spatial purpose in their locations through an understanding of human movement patterns.<ref>{{cite conference |last1=Aschwanden |first1=Gideon |last2=Halatsch |first2=Jan |last3=Schmitt |first3=Gerhard |title=Crowd Simulation for Urban Planning |conference=26th Conference on Education and Research in Computer Aided Design in Europe (eCAADe 2008) |date=September 2008 |pages=493β500 |url=http://papers.cumincad.org/data/works/att/ecaade2008_160.content.pdf }}</ref> The [[SimCity]] video game series exemplifies this concept in a more simplistic manner. In this series, the player assigns city development in designated zones while maintaining a healthy budget. The progression from empty land to a bustling city is fully controlled by the player's choices and the digital citizens behave as according to the city's design and events.
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