Generating Human-Like Movement: A Comparison Between Two Approaches Based on Environmental Features
A. Zonta, S.K. Smit, A.E. Eiben

TL;DR
This paper compares two algorithms for generating human-like movement trajectories based on environmental features, evaluating their realism, efficiency, and sensitivity to parameters.
Contribution
It introduces and compares Attraction-Based A* and Feature-Based A* algorithms that incorporate environmental features and real trajectories for realistic movement modeling.
Findings
Feature-Based A* produces more realistic trajectories.
Attraction-Based A* is more time-efficient.
Feature-Based A* is sensitive to hyper-parameters.
Abstract
Modelling realistic human behaviours in simulation is an ongoing challenge that resides between several fields like social sciences, philosophy, and artificial intelligence. Human movement is a special type of behaviour driven by intent (e.g. to get groceries) and the surrounding environment (e.g. curiosity to see new interesting places). Services available online and offline do not normally consider the environment when planning a path, which is decisive especially on a leisure trip. Two novel algorithms have been presented to generate human-like trajectories based on environmental features. The Attraction-Based A* algorithm includes in its computation information from the environmental features meanwhile, the Feature-Based A* algorithm also injects information from the real trajectories in its computation. The human-likeness aspect has been tested by a human expert judging the final…
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Taxonomy
TopicsAutonomous Vehicle Technology and Safety · Evacuation and Crowd Dynamics · Robotic Path Planning Algorithms
