Over the past two decades, researchers have made significant advancements in simulating human crowds, yet these efforts largely focus on low-level tasks like collision avoidance and a narrow range of behaviors such as path following and flocking. However, creating compelling crowd scenes demands more than just functional movement-it requires capturing high-level interactions between agents, their environment, and each other over time. To address this issue, we introduce Gen-C, a generative model to automate the task of authoring high-level crowd behaviors. Gen-C bypasses the labor-intensive and challenging task of collecting and annotating real crowd video data by leveraging a large language model (LLM) to generate a limited set of crowd scenarios, which are subsequently expanded and generalized through simulations to construct time-expanded graphs that model the actions and interactions of virtual agents. Our method employs two Variational Graph Auto-Encoders guided by a condition prior network: one dedicated to learning a latent space for graph structures (agent interactions) and the other for node features (agent actions and navigation). This setup enables the flexible generation of dynamic crowd interactions. The trained model can be conditioned on natural language, empowering users to synthesize novel crowd behaviors from text descriptions. We demonstrate the effectiveness of our approach in two scenarios, a University Campus and a Train Station, showcasing its potential for populating diverse virtual environments with agents exhibiting varied and dynamic behaviors that reflect complex interactions and high-level decision-making patterns.
View on arXiv@article{panayiotou2025_2504.01924, title={ Gen-C: Populating Virtual Worlds with Generative Crowds }, author={ Andreas Panayiotou and Panayiotis Charalambous and Ioannis Karamouzas }, journal={arXiv preprint arXiv:2504.01924}, year={ 2025 } }