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Julien Pettré

Publications and source records attributed to Julien Pettré.

At least 19 recordsLinked to original sources

Recent Advances in Multi-Agent Human Trajectory Prediction: A Comprehensive Review

With the emergence of powerful data-driven methods in human trajectory prediction (HTP), gaining a finer understanding of multi-agent interactions lies within hand's reach, with important implications in areas such as social robot navigation, autonomous driving, and crowd modeling. This survey reviews some of the most recent advancements in deep learning-based multi-agent trajectory prediction, focusing on studies published between 2020 and 2025. We categorize the existing methods based on their architectural design, their input representations, and their overall prediction strategies, placing a particular emphasis on models evaluated using the ETH/UCY benchmark. Furthermore, we highlight key challenges and future research directions in the field of multi-agent HTP.

cs.CV↗

When legs and bodies synchronize: Two-level collective dynamics in dense crowds

Ultra-dense crowds, in which physical contact between people cannot be avoided, pose major safety concerns. Nevertheless, the underlying dynamics driving their collective behaviours remain poorly understood. Existing dense crowd models, mostly two-dimensional and contact-based, overlook biomechanical mechanisms that govern individual balance motion. In this study, we introduce a minimal two-level pedestrian model that couples upper body and legs dynamics, allowing us to capture transitions between balanced and unbalanced states at the individual scale. Whereas previous models fail to achieve it, this coupling gives rise to emergent collective behaviours observed empirically, such as self-organized waves and large-scale rotational motion within the crowd. The model bridges basic individual biomechanical concepts and macroscopic flow dynamics, offering a new framework for modelling and understanding collective motions in ultra-dense crowds.

physics.soc-ph↗

Properties of pedestrians walking in line without density constraint

This article deals with the experimental study of pedestrian behaviours in some situations of one-dimensional traffic. Participants were pre-organized in a line, and asked to walk either in a straight line with a fast or slow leader, or to form a circle. The originality of our experimental protocol compared to previous ones on similar situations, is to have left the condition of density free. While the observed density results from individual decisions in the line case, both density and velocity have to be collectively chosen in the case of circle formation. Our major findings are the following. In the case of circle formations, we observe that the resulting velocity is very stable among realizations, as if collective decision was playing the role of an average. For line flows with a slow leader, the same operating point close to the jamming transition is chosen as in previous experiments where it was not velocity but density that was imposed. In the less constrained line experiments, although participants could choose comfortable headways, they rather stick to short headways requiring a faster adaption - a fact that could come from a "social pressure from behind" and had previously only been observed at high densities. This could be due to the uncertainty and individual responsibility that stem in less constrained situations. Our results open new avenues for future research, as they show that the walking values preferred by humans in following tasks depend on more factors than previously considered.

physics.soc-ph↗

Learning Extremely High Density Crowds as Active Matters

Video-based high-density crowd analysis and prediction has been a long-standing topic in computer vision. It is notoriously difficult due to, but not limited to, the lack of high-quality data and complex crowd dynamics. Consequently, it has been relatively under studied. In this paper, we propose a new approach that aims to learn from in-the-wild videos, often with low quality where it is difficult to track individuals or count heads. The key novelty is a new physics prior to model crowd dynamics. We model high-density crowds as active matter, a continumm with active particles subject to stochastic forces, named 'crowd material'. Our physics model is combined with neural networks, resulting in a neural stochastic differential equation system which can mimic the complex crowd dynamics. Due to the lack of similar research, we adapt a range of existing methods which are close to ours for comparison. Through exhaustive evaluation, we show our model outperforms existing methods in analyzing and forecasting extremely high-density crowds. Furthermore, since our model is a continuous-time physics model, it can be used for simulation and analysis, providing strong interpretability. This is categorically different from most deep learning methods, which are discrete-time models and black-boxes.

cs.CV↗

Eliminating Bias in Pedestrian Density Estimation: A Voronoi Cell Perspective

For pedestrians moving without spatial constraints, extensive research has been devoted to develop methods of density estimation. In this paper we present a new approach based on Voronoi cells, offering a means to estimate density for individuals in small, unbounded pedestrian groups. A thorough evaluation of existing methods, encompassing both Lagrangian and Eulerian approaches employed in similar contexts, reveals notable limitations. Specifically, these methods turn out to be ill-defined for realistic density estimation along a pedestrian's trajectory, exhibiting systematic biases and fluctuations that depend on the choice of parameters. There is thus a need for a parameter-independent method to eliminate this bias. We propose a modification of the widely used Voronoi-cell based density estimate to accommodate pedestrian groups, irrespective of their size. The advantages of this modified Voronoi method are that it is an instantaneous method that requires only knowledge of the pedestrians' positions at a give time, does not depend on the choice of parameter values, gives us a realistic estimate of density in an individual's neighborhood, and has appropriate physical meaning for both small and large human crowds in a wide variety of situations. We conclude with general remarks about the meaning of density measurements for small groups of pedestrians.

physics.soc-ph↗

Human Motion Prediction under Unexpected Perturbation

We investigate a new task in human motion prediction, which is predicting motions under unexpected physical perturbation potentially involving multiple people. Compared with existing research, this task involves predicting less controlled, unpremeditated and pure reactive motions in response to external impact and how such motions can propagate through people. It brings new challenges such as data scarcity and predicting complex interactions. To this end, we propose a new method capitalizing differential physics and deep neural networks, leading to an explicit Latent Differential Physics (LDP) model. Through experiments, we demonstrate that LDP has high data efficiency, outstanding prediction accuracy, strong generalizability and good explainability. Since there is no similar research, a comprehensive comparison with 11 adapted baselines from several relevant domains is conducted, showing LDP outperforming existing research both quantitatively and qualitatively, improving prediction accuracy by as much as 70%, and demonstrating significantly stronger generalization.

cs.CV↗

Temporal segmentation of motion propagation in response to an external impulse

In high-density crowds, local motion can propagate, amplify, and lead to macroscopic phenomena, including 'density waves'. These density waves only occur when individuals interact, and impulses are transferred to neighbours. How this impulse is passed on by the human body and which effects this has on individuals is still not fully understood. To further investigate this, experiments focusing on the propagation of a push were conducted. In the experiments the crowd is greatly simplified by five people lining up in a row. The rearmost person in the row was pushed forward in a controlled manner with a punching bag. The intensity of the push, the initial distance between participants and the initial arm posture were varied. Collected data included side view and top view video recordings, head trajectories, 3D motion using motion capturing (MoCap) suits as well as pressure measured at the punching bag. With a hybrid tracking algorithm, the MoCap data are combined with the head trajectories to allow an analysis of the motion of each limb in relation to other persons. The observed motion of the body in response to the push can be divided into three phases. These are (i) receiving an impulse, (ii) receiving and passing on an impulse, and (iii) passing on an impulse. Using the 3D MoCap data, we can identify the start and end times of each phase. To determine when a push is passed on, the forward motion of the person in front has to be considered. The projection of the center of mass relative to the initial position of the feet is a measure of the extent to which a person is displaced from the rest position. Specifying the timing of these phases is particularly important to distinguish between different types of physical interactions. Our results contribute to the development and validation of a pedestrian model for identifying risks due to motion propagation in dense crowds.

physics.soc-ph↗

Reward Function Design for Crowd Simulation via Reinforcement Learning

Crowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the design of the reward function is critical to achieving effective and efficient results. In this work, we explore the design of reward functions for reinforcement learning-based crowd simulation. We provide theoretical insights on the validity of certain reward functions according to their analytical properties, and evaluate them empirically using a range of scenarios, using the energy efficiency as the metric. Our experiments show that directly minimizing the energy usage is a viable strategy as long as it is paired with an appropriately scaled guiding potential, and enable us to study the impact of the different reward components on the behavior of the simulated crowd. Our findings can inform the development of new crowd simulation techniques, and contribute to the wider study of human-like navigation.

cs.LG↗

UGAE: A Novel Approach to Non-exponential Discounting

The discounting mechanism in Reinforcement Learning determines the relative importance of future and present rewards. While exponential discounting is widely used in practice, non-exponential discounting methods that align with human behavior are often desirable for creating human-like agents. However, non-exponential discounting methods cannot be directly applied in modern on-policy actor-critic algorithms. To address this issue, we propose Universal Generalized Advantage Estimation (UGAE), which allows for the computation of GAE advantage values with arbitrary discounting. Additionally, we introduce Beta-weighted discounting, a continuous interpolation between exponential and hyperbolic discounting, to increase flexibility in choosing a discounting method. To showcase the utility of UGAE, we provide an analysis of the properties of various discounting methods. We also show experimentally that agents with non-exponential discounting trained via UGAE outperform variants trained with Monte Carlo advantage estimation. Through analysis of various discounting methods and experiments, we demonstrate the superior performance of UGAE with Beta-weighted discounting over the Monte Carlo baseline on standard RL benchmarks. UGAE is simple and easily integrated into any advantage-based algorithm as a replacement for the standard recursive GAE.

cs.LG↗

Methods of density estimation for pedestrians moving in small groups without a spatial boundary

For a group of pedestrians without any spatial boundaries, the methods of density estimation is a wide area of research. Besides, there is a specific difficulty when the density along one given pedestrian trajectory is needed in order to plot an `individual-based' fundamental diagram. We illustrate why several methods become ill-defined in this case. We then turn to the widely used Voronoi-cell based density estimate. We show that for a typical situation of crossing flows of pedestrians, Voronoi method has to be adapted to the small sample size. We conclude with general remarks about the meaning of density measurements in such context.

physics.soc-ph↗

Understanding reinforcement learned crowds

Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when it comes to the fundamental simulation setup. Each of these choices comes with a reasonable justification for its use, so it is not obvious what is their real impact, and how they affect the results. In this work, we analyze some of these arbitrary choices in terms of their impact on the learning performance, as well as the quality of the resulting simulation measured in terms of the energy efficiency. We perform a theoretical analysis of the properties of the reward function design, and empirically evaluate the impact of using certain observation and action spaces on a variety of scenarios, with the reward function and energy usage as metrics. We show that directly using the neighboring agents' information as observation generally outperforms the more widely used raycasting. Similarly, using nonholonomic controls with egocentric observations tends to produce more efficient behaviors than holonomic controls with absolute observations. Each of these choices has a significant, and potentially nontrivial impact on the results, and so researchers should be mindful about choosing and reporting them in their work.

cs.LG↗

A Survey on Reinforcement Learning Methods in Character Animation

Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically-based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.

cs.GR↗

Analysis of emergent patterns in crossing flows of pedestrians reveals an invariant of `stripe' formation in human data

When two streams of pedestrians cross at an angle, striped patterns spontaneously emerge as a result of local pedestrian interactions. This clear case of self-organized pattern formation remains to be elucidated. In counterflows, with a crossing angle of 180°, alternating lanes of traffic are commonly observed moving in opposite directions, whereas in crossing flows at an angle of 90° diagonal stripes have been reported. Naka (1977) hypothesized that stripe orientation is perpendicular to the bisector of the crossing angle. However, studies of crossing flows at acute and obtuse angles remain underdeveloped. We tested the bisector hypothesis in experiments on small groups (18-19 participants each) crossing at seven angles (30° intervals), and analyzed the geometric properties of stripes. We present two novel computational methods for analyzing striped patterns in pedestrian data: (i) an edge-cutting algorithm, which detects the dynamic formation of stripes and allows us to measure local properties of individual stripes; and (ii) a pattern-matching technique, based on the Gabor function, which allows us to estimate global properties (orientation and wavelength) of the striped pattern at a time T. We find an invariant property: stripes in the two groups are parallel and perpendicular to the bisector at all crossing angles. In contrast, other properties depend on the crossing angle: stripe spacing (wavelength), stripe size (number of pedestrians per stripe), and crossing time all decrease as the crossing angle increases from 30° to 180°, whereas the number of stripes increases with crossing angle. We also observe that the width of individual stripes is dynamically squeezed as the two groups cross each other. The findings thus support the bisector hypothesis at a wide range of crossing angles, although the theoretical reasons for this invariant remain unclear.

physics.soc-ph↗

A Perceptually-Validated Metric for Crowd Trajectory Quality Evaluation

Simulating crowds requires controlling a very large number of trajectories and is usually performed using crowd motion algorithms for which appropriate parameter values need to be found. The study of the relation between parametric values for simulation techniques and the quality of the resulting trajectories has been studied either through perceptual experiments or by comparison with real crowd trajectories. In this paper, we integrate both strategies. A quality metric, QF, is proposed to abstract from reference data while capturing the most salient features that affect the perception of trajectory realism. QF weights and combines cost functions that are based on several individual, local and global properties of trajectories. These trajectory features are selected from the literature and from interviews with experts. To validate the capacity of QF to capture perceived trajectory quality, we conduct an online experiment that demonstrates the high agreement between the automatic quality score and non-expert users. To further demonstrate the usefulness of QF, we use it in a data-free parameter tuning application able to tune any parametric microscopic crowd simulation model that outputs independent trajectories for characters. The learnt parameters for the tuned crowd motion model maintain the influence of the reference data which was used to weight the terms of QF.

cs.LG↗

Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd

The evaluation of robot capabilities to navigate human crowds is essential to conceive new robots intended to operate in public spaces. This paper initiates the development of a benchmark tool to evaluate such capabilities; our long term vision is to provide the community with a simulation tool that generates virtual crowded environment to test robots, to establish standard scenarios and metrics to evaluate navigation techniques in terms of safety and efficiency, and thus, to install new methods to benchmarking robots' crowd navigation capabilities. This paper presents the architecture of the simulation tools, introduces first scenarios and evaluation metrics, as well as early results to demonstrate that our solution is relevant to be used as a benchmark tool.

cs.RO↗

Data-Driven Crowd Simulation with Generative Adversarial Networks

This paper presents a novel data-driven crowd simulation method that can mimic the observed traffic of pedestrians in a given environment. Given a set of observed trajectories, we use a recent form of neural networks, Generative Adversarial Networks (GANs), to learn the properties of this set and generate new trajectories with similar properties. We define a way for simulated pedestrians (agents) to follow such a trajectory while handling local collision avoidance. As such, the system can generate a crowd that behaves similarly to observations, while still enabling real-time interactions between agents. Via experiments with real-world data, we show that our simulated trajectories preserve the statistical properties of their input. Our method simulates crowds in real time that resemble existing crowds, while also allowing insertion of extra agents, combination with other simulation methods, and user interaction.

cs.GR↗

Experimental Study of Collective Pedestrian Dynamics

We report on two series of experiments, conducted in the frame of two different collaborations designed to study how pedestrians adapt their trajectories and velocities in groups or crowds. Strong emphasis is put on the motivations for the chosen protocols and the experimental implementation. The first series deals with pattern formation, interactions between pedestrians, and decision-making in pedestrian groups at low to medium densities. In particular, we show how pedestrians adapt their headways in single-file motion depending on the (prescribed) leader's velocity. The second series of experiments focuses on static crowds at higher densities, a situation that can be critical in real life and in which the pedestrians' choices of motion are strongly constrained sterically. More precisely, we study the crowd's response to its crossing by a pedestrian or a cylindrical obstacle of 74cm in diameter. In the latter case, for a moderately dense crowd, we observe displacements that quickly decay with the minimal distance to the obstacle, over a lengthscale of the order of the meter.

physics.soc-ph↗

How do walkers avoid a mobile robot crossing their way?

Robots and Humans have to share the same environment more and more often. In the aim of steering robots in a safe and convenient manner among humans it is required to understand how humans interact with them. This work focuses on collision avoidance between a human and a robot during locomotion. Having in mind previous results on human obstacle avoidance, as well as the description of the main principles which guide collision avoidance strategies, we observe how humans adapt a goal-directed locomotion task when they have to interfere with a mobile robot. Our results show differences in the strategy set by humans to avoid a robot in comparison with avoiding another human. Humans prefer to give the way to the robot even when they are likely to pass first at the beginning of the interaction.

cs.RO↗