Related papers: Sparse game changers restore collective motion in …
We study a class of linear-quadratic stochastic differential games in which each player interacts directly only with its nearest neighbors in a given graph. We find a semi-explicit Markovian equilibrium for any transitive graph, in terms of…
With the increasing size and frequency of mass events, the study of crowd disasters and the simulation of pedestrian flows have become important research areas. Yet, even successful modeling approaches such as those inspired by Newtonian…
Collective behavior in biological systems was first captured by the Vicsek model, in which particles align their velocities in the average direction of neighbors, leading to coherent motion and showing an order-disorder transition. However,…
Gradient-based methods for two-player games produce rich dynamics that can solve challenging problems, yet can be difficult to stabilize and understand. Part of this complexity originates from the discrete update steps given by simultaneous…
Standard order-disorder phase transition in the Ising model is described in terms of rates of processes of spin flips. This formulation allows to extend numerous results on phase transition for sciences other than physics of magnetism. We…
Pedestrians adjust both speed and stride length when they navigate difficult situations such as tight corners or dense crowds. They try to avoid collisions and to preserve their personal space. State-of-the-art pedestrian motion models…
In this paper, we consider a mean field game model inspired by crowd motion where agents aim to reach a closed set, called target set, in minimal time. Congestion phenomena are modeled through a constraint on the velocity of an agent that…
We show that a simple evolutionary scheme, when applied to the minority game (MG), changes the phase structure of the game. In this scheme each agent evolves individually whenever his wealth reaches the specified bankruptcy level, in…
In a system of noisy self-propelled particles with interactions that favor directional alignment, collective motion will appear if the density of particles is beyond a critical density. Starting with a reduced model for collective motion,…
Currently, explosive increase of smartphones with powerful built-in sensors such as GPS, accelerometers, gyroscopes and cameras has made the design of crowdsensing applications possible, which create a new interface between human beings and…
Natural systems often exhibit chaotic behavior in their space-time evolution. Systems transiting between chaos and order manifest a potential to compute, as shown with cellular automata and artificial neural networks. We demonstrate that…
Modeling realistic pedestrian trajectories requires accounting for both social interactions and environmental context, yet most existing approaches largely emphasize social dynamics. We propose \textbf{EnvSocial-Diff}: a diffusion-based…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
In this paper we propose a novel macroscopic (fluid dynamics) model for describing pedestrian flow in low and high density regimes. The model is characterized by the fact that the maximal density reachable by the crowd - usually a fixed…
This work considers stochastic differential games with a large number of players, whose costs and dynamics interact through the empirical distribution of both their states and their controls. We develop a new framework to prove convergence…
Natural systems often exhibit chaotic behavior in their space-time evolution. Systems transiting between chaos and order manifest a potential to compute, as shown with cellular automata and artificial neural networks. We demonstrate that…
With remarkable significance in migration prediction, global disease mitigation, urban planning and many others, an arresting challenge is to predict human mobility fluxes between any two locations. A number of methods have been proposed…
How can a social planner adaptively incentivize selfish agents who are learning in a strategic environment to induce a socially optimal outcome in the long run? We propose a two-timescale learning dynamics to answer this question in both…
We propose a bio-inspired, agent-based approach to describe the natural phenomenon of group chasing in both two and three dimensions. Using a set of local interaction rules we created a continuous-space and discrete-time model with time…
In this study, we use machine learning to classify and interpolate the phase structure of the Vicsek flocking model across the three-dimensional parameter space $(\eta,\rho,v_0)$. We construct a dataset of simulated parameter points and…