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Crowd simulation
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==== Stress-based model ==== The behavior of crowds in high-stress situations can be modeled using [[General adaptation syndrome|General Adaptation Syndrome]] theory.<ref>{{cite book |doi=10.1145/2159616.2159626 |chapter=Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory |title=Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games β I3D '12 |pages=55β62 |year=2012 |last1=Kim |first1=Sujeong |last2=Guy |first2=Stephen J. |last3=Manocha |first3=Dinesh |last4=Lin |first4=Ming C. |isbn=978-1-4503-1194-6 }}</ref> Agent behavior is affected by various stressors from their environment categorized into four prototypes: time pressure, area pressure, positional stressors, and interpersonal stressors, each with associated mathematical models. ''Time pressure'' refers to stressors related to a time limit in reaching a particular goal. An example would be a street crossing with a timed walk signal or boarding a train before the doors are closed. ''Area pressure'' refers to stressors as a result of an environmental condition. Examples would be noise or heat in an area. The intensity of this stressor is constant over a particular area. ''Positional stressors'' refer to stressors associated with a local source of stress. The intensity of this stressor increases as an agent approaches the source of the stress. An example would be a fire or a dynamic object such as an assailant. Examples of notable crowd AI simulation can be seen in [[New Line Cinema]]'s ''[[The Lord of the Rings (film series)|The Lord of the Rings]]'' films, where AI armies of thousands of characters battle each other. This crowd simulation was done using [[Weta Digital]]'s [[Massive (software)|Massive software]].
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