5,528 research outputs found
Multiagent System Applied to the Modeling and Simulation of Pedestrian Traffic in Counterflow
An agent-based model to simulate a pedestrian crowd in a corridor is presented. Pedestrian crowd models are valuable tools to gain insight into the behavior of human crowds in both, everyday and crisis situations. The main contribution of this work is the definition of a pedestrian crowd model by applying ideas from the field of the kinetic theory of living systems on the one hand, and ideas from the field of computational agents on the other hand. Such combination supported a quantitative characterization of the performance of our agents, a neglected issue in agent-based models, through well-known kinetic parameters. Fundamental diagrams of flow and activity are presented for both, groups of homogeneous pedestrians, and groups of heterogeneous pedestrians in terms of their willingness to reach their goals.Agent-Based Modeling, Pedestrian Crowd, Activity Measurement
Automata with Nested Pebbles Capture First-Order Logic with Transitive Closure
String languages recognizable in (deterministic) log-space are characterized
either by two-way (deterministic) multi-head automata, or following Immerman,
by first-order logic with (deterministic) transitive closure. Here we elaborate
this result, and match the number of heads to the arity of the transitive
closure. More precisely, first-order logic with k-ary deterministic transitive
closure has the same power as deterministic automata walking on their input
with k heads, additionally using a finite set of nested pebbles. This result is
valid for strings, ordered trees, and in general for families of graphs having
a fixed automaton that can be used to traverse the nodes of each of the graphs
in the family. Other examples of such families are grids, toruses, and
rectangular mazes. For nondeterministic automata, the logic is restricted to
positive occurrences of transitive closure.
The special case of k=1 for trees, shows that single-head deterministic
tree-walking automata with nested pebbles are characterized by first-order
logic with unary deterministic transitive closure. This refines our earlier
result that placed these automata between first-order and monadic second-order
logic on trees.Comment: Paper for Logical Methods in Computer Science, 27 pages, 1 figur
Pedestrian vision and collision avoidance behavior: investigation of the information process space of pedestrians using an eye tracker
This study investigates the Information Process Space (IPS) of
pedestrians, which has been widely used in microscopic pedestrian
movement simulation models. IPS is a conceptual framework to define the
spatial extent within which all objects are considered as potential obstacles
for each pedestrian when computing where to move next. The particular
focus of our study was identifying the size and shape of IPS by examining
observed gaze patterns of pedestrians. A series of experiments was conducted
in a controlled laboratory environment, in which up to 4 participants walked
on a platform at their natural speed. Their gaze patterns were recorded by a
head-mounted eye tracker and walking paths by laser-range-scanner–based
tracking systems at the frequency of 25Hz. Our findings are threefold:
pedestrians pay much more attention to ground surfaces to detect immediate
potential environmental hazards than fixating on obstacles; most of their
fixations fall within a cone-shape area rather than a semicircle; and the
attention paid to approaching pedestrians is not as high as that paid to static
obstacles. These results led to an insight that the structure of IPS should be
re-examined by researching directional characteristics of pedestrians’ vision
Pedestrian Flow Simulation Validation and Verification Techniques
For the verification and validation of microscopic simulation models of
pedestrian flow, we have performed experiments for different kind of facilities
and sites where most conflicts and congestion happens e.g. corridors, narrow
passages, and crosswalks. The validity of the model should compare the
experimental conditions and simulation results with video recording carried out
in the same condition like in real life e.g. pedestrian flux and density
distributions. The strategy in this technique is to achieve a certain amount of
accuracy required in the simulation model. This method is good at detecting the
critical points in the pedestrians walking areas. For the calibration of
suitable models we use the results obtained from analyzing the video recordings
in Hajj 2009 and these results can be used to check the design sections of
pedestrian facilities and exits. As practical examples, we present the
simulation of pilgrim streams on the Jamarat bridge.
The objectives of this study are twofold: first, to show through verification
and validation that simulation tools can be used to reproduce realistic
scenarios, and second, gather data for accurate predictions for designers and
decision makers.Comment: 19 pages, 10 figure
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Two dimensional outflows for cellular automata with shuffle updates
In this paper, we explore the two-dimensional behavior of cellular automata
with shuffle updates. As a test case, we consider the evacuation of a square
room by pedestrians modeled by a cellular automaton model with a static floor
field. Shuffle updates are characterized by a variable associated to each
particle and called phase, that can be interpreted as the phase in the step
cycle in the frame of pedestrian flows. Here we also introduce a dynamics for
these phases, in order to modify the properties of the model. We investigate in
particular the crossover between low- and high-density regimes that occurs when
the density of pedestrians increases, the dependency of the outflow in the
strength of the floor field, and the shape of the queue in front of the exit.
Eventually we discuss the relevance of these results for pedestrians.Comment: 20 pages, 5 figures. v2: 16 pages, 5 figures; changed the title,
abstract and structure of the paper. v3: minor change
- …