Foreword to the special section on motion, interaction, and games 2020 | 0 | 0.34 | 2022 |
Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation. | 0 | 0.34 | 2020 |
SPNets: Human-like Navigation Behaviors with Uncertain Goals | 0 | 0.34 | 2020 |
An Augmented Reality Motion Planning Interface For Robotics | 0 | 0.34 | 2019 |
PVL: A Framework for Navigating the Precision-Variety Trade-Off in Automated Animation of Smiles. | 0 | 0.34 | 2018 |
ALAN: Adaptive Learning for Multi-Agent Navigation. | 1 | 0.35 | 2018 |
GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations. | 0 | 0.34 | 2018 |
Crowd space: a predictive crowd analysis technique. | 2 | 0.37 | 2018 |
Implicit crowds: optimization integrator for robust crowd simulation | 16 | 0.70 | 2017 |
Moving in a Crowd: Safe and Efficient Navigation among Heterogeneous Agents. | 2 | 0.37 | 2016 |
C-OPT: Coverage-Aware Trajectory Optimization Under Uncertainty. | 1 | 0.37 | 2016 |
Implicit Coordination in Crowded Multi-Agent Navigation. | 5 | 0.61 | 2016 |
A data-driven method for variation in animated smiles: extended abstract. | 0 | 0.34 | 2016 |
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search. | 0 | 0.34 | 2016 |
MOF: creating an educational game on nanotechnology through simulation-driven optimization. | 0 | 0.34 | 2016 |
BRVO: Predicting pedestrian trajectories using velocity-space reasoning | 19 | 0.75 | 2015 |
Velocity-based modeling of physical interactions in dense crowds | 10 | 0.48 | 2015 |
Prioritized group navigation with Formation Velocity Obstacles | 4 | 0.41 | 2015 |
Anytime navigation with Progressive Hindsight optimization | 3 | 0.54 | 2014 |
User-driven narrative variation in large story domains using monte carlo tree search | 4 | 0.50 | 2014 |
Parameter estimation and comparative evaluation of crowd simulations | 54 | 1.58 | 2014 |
Simulating Heterogeneous Crowds with Interactive Behaviors. | 6 | 0.48 | 2014 |
Velocity-based modeling of physical interactions in multi-agent simulations | 23 | 0.77 | 2013 |
Psycho-physical Crowds. | 0 | 0.34 | 2013 |
Object-Centric Parallel Rigid Body Simulation With Timewarp | 0 | 0.34 | 2013 |
Generating Believable Stories in Large Domains | 1 | 0.41 | 2013 |
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory | 33 | 1.21 | 2012 |
A statistical similarity measure for aggregate crowd dynamics | 47 | 1.53 | 2012 |
Predicting Pedestrian Trajectories Using Velocity-Space Reasoning. | 0 | 0.34 | 2012 |
Lqg-Obstacles: Feedback Control With Collision Avoidance For Mobile Robots With Motion And Sensing Uncertainty | 16 | 0.74 | 2012 |
Reciprocal Collision Avoidance and Multi-Agent Navigation for Video Games. | 1 | 0.35 | 2012 |
The Hybrid Reciprocal Velocity Obstacle | 48 | 1.67 | 2011 |
Reciprocal collision avoidance with acceleration-velocity obstacles. | 51 | 1.90 | 2011 |
Virtual Tawaf: A case study in simulating the behavior of dense, heterogeneous crowds. | 10 | 0.60 | 2011 |
Geometric methods for multi-agent collision avoidance | 8 | 0.51 | 2010 |
Smooth and collision-free navigation for multiple robots under differential-drive constraints | 21 | 1.01 | 2010 |
Modeling collision avoidance behavior for virtual humans | 24 | 1.06 | 2010 |
Smooth coordination and navigation for multiple differential-drive robots | 6 | 0.52 | 2010 |
PLEdestrians: a least-effort approach to crowd simulation | 38 | 1.84 | 2010 |
Independent navigation of multiple robots and virtual agents | 1 | 0.36 | 2010 |
Reciprocal N-body Collision Avoidance | 152 | 5.65 | 2009 |
ClearPath: highly parallel collision avoidance for multi-agent simulation | 72 | 2.81 | 2009 |
Interactive navigation of heterogeneous agents using adaptive roadmaps. | 21 | 0.86 | 2009 |
Independent navigation of multiple mobile robots with hybrid reciprocal velocity obstacles | 30 | 1.86 | 2009 |
Real-time navigation of independent agents using adaptive roadmaps | 60 | 3.44 | 2007 |