Crowd battle simulation method based on emotional infection and deep reinforcement learning

A technology of reinforcement learning and anti-simulation, applied in the field of crowd simulation, reinforcement learning and statistics, can solve problems such as difficult convergence, too many researchers, and dimension explosion, and achieve the effects of ensuring timeliness, simplifying the calculation process, and reducing dimensions

Pending Publication Date: 2020-08-07
ZHENGZHOU UNIV
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  • Abstract
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Solve the problems of multi-dimensional explosion of the number of researchers and difficulty in convergence

Method used

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  • Crowd battle simulation method based on emotional infection and deep reinforcement learning
  • Crowd battle simulation method based on emotional infection and deep reinforcement learning
  • Crowd battle simulation method based on emotional infection and deep reinforcement learning

Examples

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Embodiment 1

[0034] Embodiment 1, as Figure 1-4 As shown, a crowd confrontation simulation method based on emotional contagion and deep reinforcement learning includes the following steps:

[0035] Step 1), extracting the number information of all agents; said all agents include positive agent, negative agent and victim agent. Divide all the agents described into several agent groups, and the agent groups include the central individual agent i and central individual agent i Other agents within range j . That is, the agent group may include a positive agent, a negative agent, and a victim agent. Any single agent among the positive agent, the negative agent and the victim agent can be used as an agent i , if an agent of an agent group acts as the central individual agent i , then all other agents in this agent group are other agents j . It can be classified according to the information displayed in the video, for example: the police are positive agents, thugs are negative agents, pa...

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Abstract

The invention relates to the field of crowd simulation, reinforcement learning and statistics, and especially relates to a crowd battle simulation method based on emotional infection and deep reinforcement learning. The method comprises the following steps: extracting people number information of all agents; randomly endowing each agent with ID information, an initial position, an initial emotionvalue, an initial reward value and an initial action; obtaining an initial average physiological influence through initial action calculation; inputting the people number information, the ID information, the initial positions, the initial emotion values, the initial reward values, the initial actions and the initial average physiological influence into a neural network to obtain the action of theagent at the moment t; and sequentially carrying out iterative training for a plurality of times. Therefore, when a violent event occurs suddenly, strategy guidance can be quickly provided for the right side by the method, the reverse side is subdued as soon as possible, the situation that the scene is out of control is avoided, and high earnings are obtained, so social safety is maintained. Meanwhile, a simulation model also has great reference and learning values for real battle exercises.

Description

technical field [0001] The invention relates to the fields of crowd simulation, reinforcement learning and statistics, in particular to a crowd confrontation simulation method based on emotional infection and deep reinforcement learning. Background technique [0002] With the increase of the population, large-scale crowds gather, criminals gather to make troubles and even riots occur frequently, and the losses and casualties caused are shocking. Therefore, how to quell the war and maintain social security in a short period of time while minimizing losses is an important problem that needs to be solved urgently. At present, such problems are mainly solved through pre-manual exercises and the use of crowd simulation models. However, manual exercises will consume a lot of resources, and although exercises can improve combat skills and proficiency, sometimes it is impossible to quickly come up with a combat plan for some unexpected events. Therefore, we are more inclined to us...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06Q50/26G06F30/20G06N3/04G06N3/08
CPCG06Q50/26G06F30/20G06N3/084G06N3/045
Inventor 吕培徐博雅徐明亮李超超王鑫玉卫慧
Owner ZHENGZHOU UNIV
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