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Level-of-detail for cognitive real-time characters

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Abstract

We present a solution for the real-time simulation of artificial environments containing cognitive and hierarchically organized agents at constant rendering framerates. We introduce a level-of-detail concept to behavioral modeling, where agents populating the world can be both reactive and proactive. The disposable time per rendered frame for behavioral simulation is variable and determines the complexity of the presented behavior. A special scheduling algorithm distributes this time to the agents depending on their level-of-detail such that visible and nearby agents get more time than invisible or distant agents. This allows for smooth transitions between reactive and proactive behavior. The time available per agent influences the proactive behavior, which becomes more sophisticated because it can spend time anticipating future situations. Additionally, we exploit the use of hierarchies within groups of agents that allow for different levels of control. We show that our approach is well-suited for simulating environments with up to several hundred agents with reasonable response times and the behavior adapts to the current viewpoint.

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Correspondence to Christoph Niederberger.

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Niederberger, C., Gross, M. Level-of-detail for cognitive real-time characters. Visual Comput 21, 188–202 (2005). https://doi.org/10.1007/s00371-005-0279-1

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