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Agentbased Modeling Geospatial simulation course

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Title: Agentbased Modeling Geospatial simulation course


1
Agent-based ModelingGeospatial simulation course
  • Spring 2008 Sini Ooperi

2
Categorizing Automata
  • Geographic cellular automata (GCA)
  • cellular automata operating in a geographic space
    (geo-referenced media)
  • Geographic automata (GA)
  • geographic cellular automata (GCA)
  • fixed objects and moving agents
  • houses, residents
  • buildings, vehicles, pedestrians
  • habitat patches, animals

Is the subject of MAS (multi-agent systems) l
3
Multi Agent Systems, a definition
  • A multiagent system is one that consists of a
    number of agents, which interact with one-another
  • In the most general case, agents will be acting
    on behalf of users with different goals and
    motivations
  • To successfully interact, they will require the
    ability to cooperate, coordinate, and negotiate
    with each other, much as people do

4
Multi Agent Systems are inter-disciplinary
  • The field of Multi Agent Systems is influenced
    and inspired by many other fields
  • Economics
  • Philosophy
  • Game Theory
  • Logic
  • Ecology
  • Social Sciences
  • This can be both a strength (infusing
    well-founded methodologies into the field) and a
    weakness (there are many different views as to
    what the field is about)
  • This has analogies with artificial intelligence
    itself

5
What is an agent?
  • The main point about agents is that they are
    autonomous capable of acting independently,
    exhibiting control over their internal state
  • Thus an agent is capable of autonomous action in
    some environment in order to meet its objectives

AGENT
output
input
ENVIRONMENT
6
General settings of agent-based models
  • agents are heterogeneous, not clones
  • each agent has its own characteristics,
    "personality"
  • characteristics determines the outcome of
    decision-making which in many cases is a movement
    choice
  • movement is not restricted to neighboring cells,
    also migration to further away is possible
  • agents have their individualistic goals
  • agents react differently to their environment and
    to other agents
  • agents can react both close- and far-located
    agents or other modeled objects
  • Moving objects vehicles in pedestrian
    simulations
  • Fixed objects buildings in pedestrian
    simulations

7
General properties of agents
  • agents are so-called adaptive autonomous objects
    trying to satisfy their set of goals (fixed or
    time-dependent)
  • bounded rationality concerning internal
    decision-making (emotional state and stochastic
    "noise" affect the choice making)
  • agents react not only to environment but to other
    agents as well, they can for instance be
    cooperative, they are communicative
  • agents are adaptive, they can use their
    experience to continually improve their ability
    to deal with shifting goals and motivations

8
An agent's goals can take on diverse forms
  • desired local states
  • desired end goals
  • selective rewards to be maximized
  • internal needs (or motivations) that need to be
    kept within desired bounds

9
Balancing reactive and goal-oriented behavior
  • We want our agents to be reactive, responding to
    changing conditions in an appropriate (timely)
    fashion
  • We want our agents to systematically work towards
    long-term goals
  • These two considerations can be at odds with one
    another
  • Designing an agent that can balance the two
    remains an open research problem

10
Social ability
  • The real world is a multi-agent environment we
    cannot go around attempting to achieve goals
    without taking others into account
  • Some goals can only be achieved with the
    cooperation of others
  • Social ability in agents is the ability to
    interact with other agents (and possibly humans)
    via some kind of agent-communication language,
    and perhaps cooperate with others

11
Other properties
  • mobility the ability of an agent to move around
  • rationality agent will act in order to achieve
    its goals, and will not act in such a way as to
    prevent its goals being achieved at least
    insofar as its beliefs permit
  • learning/adaption agents improve performance
    over time

12
Abstract architecture for agents
  • Let
  • R be the set of all such possible finite
    sequences (over E and Ac)
  • RAc be the subset of these that end with an
    action
  • RE be the subset of these that end with an
    environment state
  • Every agent has
  • a set of actions from which to choose and
  • a set of internal states which are possible

13
Abstract architecture for agents
  • Assume the environment may be in any of a finite
    set E of discrete, instantaneous states
  • Agents are assumed to have a repertoire of
    possible actions available to them, which
    transform the state of the environment
  • A run, r, of an agent in an environment is a
    sequence of interleaved environment states and
    actions

14
Environments - Static vs. dynamic
  • A static environment is one that can be assumed
    to remain unchanged except by the performance of
    actions by the agent
  • A dynamic environment is one that has other
    processes operating on it, and which hence
    changes in ways beyond the agents control
  • Other processes can interfere with the agents
    actions
  • The physical world is a highly dynamic environment

15
State transformer functions
  • A state transformer function represents behavior
    of the environment
  • Note that environments are
  • history dependent
  • non-deterministic
  • If ?(r)?, then there are no possible successor
    states to r. In this case, we say that the system
    has ended its run
  • Formally, we say an environment Env is a triple
    Env ?E,e0,?? where E is a set of environment
    states, e0? E is the initial state, and ? is a
    state transformer function

16
Agents and Objects -gt Emergence
  • The three ideas central to agent based models are
  • social agents as objects
  • emergence
  • complexity
  • Agent based models consist of dynamically
    interacting rule based agents. The systems within
    which they interact can therefore create
    complexity like that which is seen in the real
    world. These agents are
  • Intelligent and purposeful, but not so
    intelligent as to reach the cognitive closure
    implied by game theory.
  • Situated in space and time.
  • They reside in networks and in lattice-like
    neighborhoods.
  • The location of the agents and their responsive
    and purposeful behavior are encoded in
    algorithmic form in computer programs.
  • The modeling process is best described as
    inductive. The modeler makes those assumptions
    thought most relevant to the situation at hand
    and then watches phenomena emerge from the
    agents' interactions.

17
Multi-agent system (MAS)
  • Is a community of agents situated in an
    environment
  • from the bottom up approach means that the
    interplay of agents with their environment and
    with other agents give emergence to global
    behavior of the system
  • basic question of the modeler
  • " What low-level rules and what kind of
    heterogeneous, autonomous agents do I need in
    order to synthesize the system's observed
    high-level behavior in its environment?"

18
Goals of studying MAS
  • Researcher moves the individual agents around,
    change their behavior, and modify the
    environment, for example,
  • to find simplest body of rules that are able to
    generate the global phenomenon
  • to extract maximum amount of behavioral
    complexity from the least complicated set of
    rules
  • to gain novel insights to collective dynamics

19
Suitable phenomena for MAS applications
  • Any system whose top-level behavior is a
    consequence of the aggregate behavior of
    lower-level entities
  • ecological systems (schooling fish, flocking
    birds)
  • social systems (housing patterns in the cities)
  • economic systems (domestic markets, stock
    markets)
  • transport systems
  • traffic (vehicles)
  • move of pedestrians

20
Example combat
  • soldiers respond to
  • the geometry of the terrain (battlefield) like
    rivers and mountains
  • changing conditions like changes in own firepower
    or firepower of the pack
  • changes in their own state like getting wounded
    or fatally shot
  • to the location of the enemies

21
Schematic of three sample rules
  • movement rules for advance and retreat depending
    of the position of the others fighting in the
    same pack
  • rules for shooting if an enemy is within a
    certain range (depends on the weapon)

22
EINSTein land war combat
  • http//www.cna.org/isaac/
  • http//www.cna.org/isaac/einstein_avi.htm

23
Example Modeling pedestrians in SimWalk
  • Purpose of Pedestrian simulations
  • design, safety and egress audit of public spaces
    and buildings (train stations, airports,
    hospitals, public places etc.)
  • control and improvement of pedestrian flows in
    urban planning and architecture
  • walkability studies
  • implementation of human movement in traffic
    scenarios
  • every pedestrian is simulated as an autonomous
    agent who follows a certain direction according
    to his goal - e.g. a emergency exit - and is
    constrained by other agents or the architecture
    of the building.

24
Pedestrian flow with SimWalk
  • SimWalk is a flexible pedestrian simulation
    software focused on traffic and urban
    planning applications
  • Analysis of pedestrian safety and comfort
  • SimWalk is a decision support software for
    traffic engineers and urban planners
  • SimWalk provides a range of traffic
    related analysis tools like Levels of
    Service (LOS), person countig or space
    utilization analyis

25
Pedestrian algorithm
  • pedestrian movement is influenced by
    object and pedestrian pressures
  • pedestrians move destination directed
    (shortest path to destination), avoiding
    congestions and other pedestrians and
    decide depending on the actual situation
    (e.g. avoid congested exits etc.)
  • http//www.simwalk.com/downloads/thanks.html

P
26
Means of analysis
  • density analysis (bottlenecks etc.)
  • person counting (e.g. exits or self defined
    in space counting line or area)
  • walking speeds (mean and single
    pedestrians)
  • travel times (mean or single pedestrians)
  • space analysis space utilization
    pedestrians per square meter)
  • pedestrian trails
  • levels of service (LOS) Fruin, Polus,
    Tanaboriboon etc. or self defined

Density analysis of a train station
27
Example Traffic flow CA models
  • CA models use integer variables to describe the
    dynamical properties of the system. The road is
    divided into sections of a certain length ?x and
    the time is discretized to steps of ?t.
  • Each road section can either be occupied by a
    vehicle or empty and the dynamics are given by
    update rules of the form
  • (the simulation time t is measured in units of
    ?t and the vehicle positions xa in units of ?x).
  • the time scale is typically given by the reaction
    time of a human driver, ?t 1s. With ?t fixed,
    the length of the road sections determines the
    granularity of the model. For example, if spatial
    discretization is ?x 1.5m, this leads to a
    smallest acceleration of 1.5m / s2.
  • CA models have the ability to reproduce a wide
    range of traffic phenomena. Due to the simplicity
    of the models, they are numerically very
    efficient and can be used to simulate large road
    networks in real time or even faster.

28
Traffic congestion
  • is a condition on any network as use increases
    and is characterized by slower speeds, longer
    trip times, and increased queuing
  • physical use of roads by vehicles
  • occurs when traffic demand is greater than the
    capacity of a road (or of the intersections along
    the road).
  • extreme traffic congestion, where vehicles are
    fully stopped for periods of time, is
    colloquially known as a traffic jam
  • http//vwisb7.vkw.tudresden.de/treiber/MicroApple
    t/

29
Some MAS web sites
  • http//www.swarm.org/wiki/Main_Page
  • http//www.red3d.com/cwr/boids/
  • http//transims.tsasa.lanl.gov/
  • http//tmip.fhwa.dot.gov/transims/
  • http//www.cna.org/isaac/
  • http//www.savannah-simulations.com/simwalk/index.
    html
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