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Eurographics State of the Art Reports
Virtual crowds are becoming common in non-real-time applications, however the real-time domain is still unexplored. In this paper we discuss challenges of such simulations, especially the need to efficiently manage variety. We introduce the concept of levels of variety. Then we present our work on crowd behavior simulation aimed at interactive real-time applications such as computer games or virtual environments. We define a modular behavioral architecture of a multi-agent system allowingdoi:10.2312/egt.20021059 fatcat:je5fnfvlmbcopgn2day32x5djm