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For embodied agents to engage in realistic multiparty conversation, they must stand in appropriate places with respect to other agents and the environment. When these factors change, for example when an agent joins a conversation, the agents must dynamically move to a new location and/or orientation to accommodate. This paper presents an algorithm for simulating the movement of agents based on observed human behavior using techniques developed for pedestrian movement in crowd simulations. Wedoi:10.1145/1329125.1329142 dblp:conf/atal/JanT07 fatcat:tujviswu7vh5xphpq46ujg7xdy