1,982 research outputs found

    How simple rules determine pedestrian behavior and crowd disasters

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    With the increasing size and frequency of mass events, the study of crowd disasters and the simulation of pedestrian flows have become important research areas. Yet, even successful modeling approaches such as those inspired by Newtonian force models are still not fully consistent with empirical observations and are sometimes hard to calibrate. Here, a novel cognitive science approach is proposed, which is based on behavioral heuristics. We suggest that, guided by visual information, namely the distance of obstructions in candidate lines of sight, pedestrians apply two simple cognitive procedures to adapt their walking speeds and directions. While simpler than previous approaches, this model predicts individual trajectories and collective patterns of motion in good quantitative agreement with a large variety of empirical and experimental data. This includes the emergence of self-organization phenomena, such as the spontaneous formation of unidirectional lanes or stop-and-go waves. Moreover, the combination of pedestrian heuristics with body collisions generates crowd turbulence at extreme densities-a phenomenon that has been observed during recent crowd disasters. By proposing an integrated treatment of simultaneous interactions between multiple individuals, our approach overcomes limitations of current physics-inspired pair interaction models. Understanding crowd dynamics through cognitive heuristics is therefore not only crucial for a better preparation of safe mass events. It also clears the way for a more realistic modeling of collective social behaviors, in particular of human crowds and biological swarms. Furthermore, our behavioral heuristics may serve to improve the navigation of autonomous robots.Comment: Article accepted for publication in PNA

    Drift- or Fluctuation-Induced Ordering and Self-Organization in Driven Many-Particle Systems

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    According to empirical observations, some pattern formation phenomena in driven many-particle systems are more pronounced in the presence of a certain noise level. We investigate this phenomenon of fluctuation-driven ordering with a cellular automaton model of interactive motion in space and find an optimal noise strength, while order breaks down at high(er) fluctuation levels. Additionally, we discuss the phenomenon of noise- and drift-induced self-organization in systems that would show disorder in the absence of fluctuations. In the future, related studies may have applications to the control of many-particle systems such as the efficient separation of particles. The rather general formulation of our model in the spirit of game theory may allow to shed some light on several different kinds of noise-induced ordering phenomena observed in physical, chemical, biological, and socio-economic systems (e.g., attractive and repulsive agglomeration, or segregation).Comment: For related work see http://www.helbing.or

    Generalized Force Model of Traffic Dynamics

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    Floating car data of car-following behavior in cities were compared to existing microsimulation models, after their parameters had been calibrated to the experimental data. With these parameter values, additional simulations have been carried out, e.g. of a moving car which approaches a stopped car. It turned out that, in order to manage such kinds of situations without producing accidents, improved traffic models are needed. Good results have been obtained with the proposed generalized force model.Comment: For related work see http://www.theo2.physik.uni-stuttgart.de/helbing.htm

    Structure and Instability of High-Density Equations for Traffic Flow

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    Similar to the treatment of dense gases, fluid-dynamic equations for the dynamics of congested vehicular traffic are derived from Enskog-like kinetic equations. These contain additional terms due to the anisotropic vehicle interactions. The calculations are carried out up to Navier-Stokes order. A linear instability analysis indicates an additional kind of instability compared to previous macroscopic traffic models. The relevance for describing granular flows is outlined.Comment: For related work see http://www.theo2.physik.uni-stuttgart.de/helbing.htm

    Time-evolving measures and macroscopic modeling of pedestrian flow

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    This paper deals with the early results of a new model of pedestrian flow, conceived within a measure-theoretical framework. The modeling approach consists in a discrete-time Eulerian macroscopic representation of the system via a family of measures which, pushed forward by some motion mappings, provide an estimate of the space occupancy by pedestrians at successive time steps. From the modeling point of view, this setting is particularly suitable to treat nonlocal interactions among pedestrians, obstacles, and wall boundary conditions. In addition, analysis and numerical approximation of the resulting mathematical structures, which is the main target of this work, follow more easily and straightforwardly than in case of standard hyperbolic conservation laws, also used in the specialized literature by some Authors to address analogous problems.Comment: 27 pages, 6 figures -- Accepted for publication in Arch. Ration. Mech. Anal., 201

    An Agent-Based Approach to Self-Organized Production

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    The chapter describes the modeling of a material handling system with the production of individual units in a scheduled order. The units represent the agents in the model and are transported in the system which is abstracted as a directed graph. Since the hindrances of units on their path to the destination can lead to inefficiencies in the production, the blockages of units are to be reduced. Therefore, the units operate in the system by means of local interactions in the conveying elements and indirect interactions based on a measure of possible hindrances. If most of the units behave cooperatively ("socially"), the blockings in the system are reduced. A simulation based on the model shows the collective behavior of the units in the system. The transport processes in the simulation can be compared with the processes in a real plant, which gives conclusions about the consequencies for the production based on the superordinate planning.Comment: For related work see http://www.soms.ethz.c

    Analytical Investigation of Innovation Dynamics Considering Stochasticity in the Evaluation of Fitness

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    We investigate a selection-mutation model for the dynamics of technological innovation,a special case of reaction-diffusion equations. Although mutations are assumed to increase the variety of technologies, not their average success ("fitness"), they are an essential prerequisite for innovation. Together with a selection of above-average technologies due to imitation behavior, they are the "driving force" for the continuous increase in fitness. We will give analytical solutions for the probability distribution of technologies for special cases and in the limit of large times. The selection dynamics is modelled by a "proportional imitation" of better technologies. However, the assessment of a technology's fitness may be imperfect and, therefore, vary stochastically. We will derive conditions, under which wrong assessment of fitness can accelerate the innovation dynamics, as it has been found in some surprising numerical investigations.Comment: For related work see http://www.helbing.or

    Modeling and Simulation of Multi-Lane Traffic Flow

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    A most important aspect in the field of traffic modeling is the simulation of bottleneck situations. For their realistic description a macroscopic multi-lane model for uni-directional freeways including acceleration, deceleration, velocity fluctuations, overtaking and lane-changing maneuvers is systematically deduced from a gas-kinetic (Boltzmann-like) approach. The resulting equations contain corrections with respect to previous models. For efficient computer simulations, a reduced model delineating the coarse-grained temporal behavior is derived and applied to bottleneck situations.Comment: For related work see http://www.theo2.physik.uni-stuttgart.de/helbing.htm

    Towards agent-based crowd simulation in airports using games technology

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    We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour
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