Output details
34 - Art and Design: History, Practice and Theory
Glasgow School of Art
Simulation of Autonomous Crowd Behavior on Xbox 360
How to optimize various components including pathfinding, collision avoidance, character creation, behaviour system, and level of details to simulate autonomous crowd behavior more efficiently on Xbox 360? Hence it can contribute to the creation of a faster and cheaper game environment containing autonomous crowd. This paper investigated the above areas, compared various approaches in each component, and selected the best combination on Xbox 360 through a series of experiments on a crowd simulator within the Microsoft XNA framework. We used the Xbox 360 console for accurate testing, which is not affected by other processes running in the background. We also optimized the application to overcome bottleneck issues. Our simulator is able to handle a large number of autonomous agents with a healthy frame rate of 60 FPS. This paper (and associated software) optimizes AI approaches in crowd simulation to achieve best performance and it presents our testing results on the Xbox platform. We developed a crowd simulator in Microsoft XNA Framework and run all tests on the Xbox 360 console. Based on these experiments, this article provides a number of recommendations for independent game developers who create 3D games containing a large number of lifelike autonomous agents.