Purpose: A crowd of pedestrians is a complex system in which individuals exhibit conflicting behavioural mechanisms leading to self-organisation phenomena. Computer models for the simulation of crowds represent a consolidated type of application, employed on a day-to-day basis to support designers and decision makers. Most state of the art models, however, generally do not consider the explicit representation of pedestrians aggregations (groups) and their implications on the overall system dynamics. This work is aimed at discussing a research effort systematically exploring the potential implication of the presence of groups of pedestrians in different situations (e.g. changing density, spatial configurations of the environment). Methods: The paper describes an agent-based model encompassing both traditional individual motivations (i.e. tendency to stay away from other pedestrians while moving towards the goal) and an adaptive mechanism representing the influence of group presence in the simulated population. The mechanism is designed to preserve the cohesion of specific types of groups (e.g. families and friends) even in high density and turbulent situations. The model is tested in simplified scenarios to evaluate the implications of modelling choices and the presence of groups. Results: The model produces results in tune with available evidences from the literature, both from the perspective of pedestrian flows and space utilisation, in scenarios not comprising groups; when groups are present, the model is able to preserve their cohesion even in challenging situations (i.e. high density, presence of a counterflow), and it produces interesting results in high density situations that call for further observations and experiments to gather empirical data. Conclusions: The introduced adaptive model for group cohesion is effective in qualitatively reproducing group related phenomena and it stimulates further research efforts aimed at gathering empirical evidences, on one hand, and modelling efforts aimed at reproducing additional related phenomena (e.g. leader-follower movement patterns).
This paper presents a model to simulate unsignalized pedestrian crosswalks. Principal scope of the model is to develop a tool to be used by decision-makers to evaluate the necessity of introducing a new crosswalk and/or switching to a traffic light and estimate the potential benefits of such a measure in term of Level of Service. The model is based on empirical evidence gained during an observation of an unsignalized crosswalk in Milan. Pedestrian motion is simulated using a simple Cellular Automata model in which only static floor field is implemented. Vehicles use a continuous car following model inspired on Gipps equations in which driver's reaction time is considered. Pedestrian's decision-making process on crossing attempt and model parameters are directly obtained from the analysis of pedestrian-vehicle interactions observed in reality. The model developed employs small time steps, thus allowing the consideration of different pedestrian speeds (intrinsically allowing to consider elderly) and smoothly reproducing car-pedestrian interactions. In order to validate the model, delays (or waiting times) measured for both pedestrians and drivers were compared with simulated values. Results show a good agreement between empirically obtained time delay and values computed in the simulation.
Real environments in which agents operate are inherently dynamic -the environment changes beyond the agents' control. We advocate that, for multi-agent simulation, this dynamism must be modeled explicitly as part of the simulated environment, preferably using concepts and constructs that relate to the real world. In this paper, we describe such concepts and constructs, and we provide a formal framework to unambiguously specify their relations and meaning. We apply the formal framework to model a dynamic RoboCup Soccer environment and elaborate on how the framework poses new challenges for exploring the modeling of environments in multi-agent simulation.
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