Digital Library

of the European Council for Modelling and Simulation



A Federated Agent-Based Crowd Simulation Architecture


Malcolm Yoke Hean Low, Wentong Cai, Suiping Zhou

Published in:


ECMS 2007 Proceedings

Edited by: Ivan Zelinka, Zuzana Oplatkova, Alessandra Orsoni


ISBN: 978-0-9553018-2-7

Doi: 10.7148/2007


21st European Conference on Modelling and Simulation,

Prague, June 4-6, 2007


Citation format:

Low, M. Y. H., Cai, W., & Zhou, S. (2007). A Federated Agent-Based Crowd Simulation Architecture. ECMS 2007 Proceedings edited by: I. Zelinka, Z. Oplatkova, A. Orsoni (pp. 188-194). European Council for Modeling and Simulation. doi:10.7148/2007-0188.



Crowd control has become increasingly important in urbanized military operations such as peace keeping, riot control, disaster management,emergency evacuation, and rescue operations. In this paper, we describe an architecture for simulating virtual crowd to aid in the training, planning and decision making process in the area of military operations. Our system makes use of the light-weight agent-based simulation system, RePast, the JESS inference engine coupled with the Protégé ontology knowledge-base, the commercial- off-the-shelf game engine Unreal Tournament and the High Level Architecture to realize a distributed and extensible architecture for modeling virtual crowd.

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