Crowd simulation
Crowd simulation refers to the computational process of modeling the collective movement, interactions, and behaviors of large numbers of virtual agents representing individuals in physical environments, often employing physics-inspired or agent-based approaches to predict dynamics such as pathfinding, collision avoidance, and emergent phenomena like lane formation or herding.[1][2]
Pioneered in the 1990s, foundational models include the social force model proposed by Dirk Helbing and Péter Molnár, which conceptualizes pedestrian motion as resulting from deterministic 'social forces' including repulsion from others, attraction to destinations, and fluctuations mimicking noise, enabling realistic simulation of self-organized crowd patterns observed empirically.[3][4]
These simulations find applications in computer graphics for film and video games to generate lifelike populous scenes, in architectural design for evaluating space usability, and critically in emergency evacuation planning to assess risks and optimize egress routes based on projected flow rates and bottlenecks.[5][6]
Despite advances, challenges persist in achieving empirical fidelity, as many models struggle with heterogeneous agent behaviors, high-density crushes, and psychological factors like panic, often requiring calibration against sparse real-world trajectory data to avoid over-simplification or divergence from causal mechanisms governing actual crowds.[7][8][9]