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Geocomputation Part A:

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Chapter 8 Geocomputation Part A: Cellular Automata (CA) & Agent-based modelling (ABM) Geocomputation the art and science of solving complex spatial problems with ... – PowerPoint PPT presentation

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Title: Geocomputation Part A:


1
Chapter 8
  • Geocomputation Part A
  • Cellular Automata (CA) Agent-based modelling
    (ABM)

2
Geocomputation
  • the art and science of solving complex spatial
    problems with computers www.geocomputation.org
  • Key new areas of geocomputation
  • Presentation 8A Geosimulation (CA and ABM)
  • Presentation 8B Artificial Neural Networks
    (ANNs) Evolutionary computing (EC)

3
Geocomputation
  • Many other, well-established areas
  • Automated zoning/re-districting (e.g. AZP)
  • Cluster hunting (e.g. GAM/K)
  • Interactive data mining tools (e.g. brushing and
    linking, cross-tabbed attribute mapping)
  • Visualisation tools (e.g. 3D and 4D
    visualisation, immersive systems some also very
    new!)
  • Advanced raster processing (e.g. ACS/distance
    transforms, visibility analysis, image processing
    etc.)
  • Heuristic and metaheuristic spatial optimisation,
    . and more!

4
Geocomputation Geosimulation
  • For the purposes of this discussion
  • Geosimulation includes
  • Cellular automata (CA)
  • Agent-based modelling (ABM)
  • Geosimulation is particularly concerned with
  • Researching processes
  • Identifying and understanding emergent behaviours
    and outcomes
  • Spatio-temporal modelling

5
Geocomputation ANNs
  • In the next presentation on geocomputation
  • ANNs discussed include
  • Multi-level perceptrons (MLPs)
  • Radial basis function neural networks (RBFNNs)
  • Self organising feature maps (SOFMs)
  • ANNs are particularly concerned with
  • Function approximation and interpolation
  • Image analysis and classification
  • Spatial interaction modelling

6
Geocomputation Evolutionary computing
  • In the next presentation on geocomputation
  • EC elements discussed include
  • Genetic algorithms (GAs)
  • Genetic programming (GP)
  • EC is particularly concerned with
  • Complex problem solving using GAs
  • Model design using GP methods

7
Cellular automata (CA)
  • CA are computer based simulations that use a
    static cell framework or lattice as the
    environment (model of space)
  • Each cells has a well-defined state at every
    specific discrete point in time
  • Cell states may change over time according to
    state transition rules
  • Transition rules that are applied to cells depend
    upon their neighbourhoods (i.e. the states of
    adjacent cells typically)

8
Cellular automata
  • State variables
  • typically binary (e.g. alive/dead), but can be
    more complex
  • may have fixed (captured) states
  • Spatial framework
  • typically a regular lattice, but could be
    irregular
  • boundary issues and edge wrapping options
  • Neighbourhood structure
  • Typically Moore (8-way) or von Neumann (4-way)
  • Typically lag1 but lag2 .. and alternatives are
    possible
  • Transition rules
  • Typically deterministic but may be more complex
  • Time treated as discrete steps and all operations
    are synchronous (parallel not sequential changes)

9
Cellular automata
  • Neighbourhood structure
  • Typically Moore (8-way) or von Neumann (4-way)
  • Typically lag1 but lag2 .. and alternatives are
    possible

10
Cellular automata
  • Example 1 Game of life
  • State variables cells contain a 1 or a 0 (alive
    or dead)
  • Spatial framework operates over a rectangular
    lattice (with square cells)
  • Neighbourhood structure 4 adjacent (rooks move)
    cells
  • State transition rules time tn?tn1
  • Survival if state1 and in neighbourhood 2 or 3
    cells have state1 then state ? 1 else state ? 0
  • Reproduction if state0 but state3 or 4 in
    neighbouring cells then state ? 1
  • Death (loneliness or overcrowding) if state1
    but stateltgt2 or 3 in neighbourhood then state ? 0

11
Cellular automata
Life (ABM framework) Click image to run model
(Internet access required)
t0 35 cell occupancy Randomly assigned
tn evolved pattern (still evolving to density
4)
12
Cellular automata
  • Example 2 Heatbugs
  • State variables
  • Cells may be occupied by bugs or not
  • Cells have an ambient temperature value ?0
  • Bugs have an ideal heat (min and max rates
    settable) i.e. a state of happiness
  • State transition rules time tn?tn1
  • Bugs can move, but only to an adjacent cell that
    does not have a bug on it
  • Bugs move if they are unhappy too hot or too
    cold (if they can move to a better adjacent cell)
  • Bugs emit heat (min and max rates settable)
  • Heat diffuses slowly through the grid and some is
    lost to evaporation

13
Cellular automata
Heatbugs (ABM framework) Click image to run
model (Internet access required)
14
Cellular automata
  • Example geospatial modelling applications
  • Bushfires
  • Deforestation
  • Earthquakes
  • Rainforest dynamics
  • Urban systems
  • But..
  • Not very flexible
  • Difficult to adequately model mobile entities
    (e.g. pedestrians, vehicles)? interest in ABM

15
Agent-based modelling
  • Dynamic systems of multiple interacting agents
  • Agents are complex individuals with various
    primary characteristics, e.g.
  • Autonomy, Mobility, Reactive or pro-active
    behaviour, Vision, Communications capabilities,
    Learning capabilities
  • Operate within a model or simulation environment
  • Time treated synchronously or asynchronously
  • CA can be modelling using ABM, but reverse may be
    difficult
  • Bottom-up rather than top-down modelling

16
Agent-based modelling
  • Sample applications
  • Archaeological reconstruction
  • Biological models of infectious diseases
  • Modelling economic processes
  • Modelling political processes
  • Traffic simulations
  • Analysis of social networks
  • Pedestrian modelling (crowds behaviour,
    evacuation modelling etc.)

17
Agent-based modelling
  • Example 1 Schelling segregation model
  • Actually a CA model implemented here in an ABM
    framework. Agents represent people agent
    interactions model a social process
  • Spatial framework Cell based
  • State variables grey cell unoccupied red
    occupied by red group black occupied by black
    group
  • Neighbourhood structure (Moore)
  • State transition rules
  • If proportion of neighbours of the same colour
    ?x then stay where you are, else
  • If proportion of neighbours of the same colour
    ltx then move to an unoccupied cell or leave
    entirely

18
Agent-based modelling
Schelling (ABM framework) Click image to run
model (Internet access required)
19
Agent-based modelling
  • Example 2 Pedestrian movement
  • Realistic spatial framework
  • Multiple passengers arriving and departing
  • Multiple targets ticket machines, ticket
    booths, subway platforms, mainline platforms,
    shop, exits
  • Free movement with obstacle avoidance

20
Agent-based modelling
Pedestrian movement Click image to run model
(Internet access required)
21
Agent-based modelling
  • Advantages of ABM
  • Captures emergent phenomena
  • Interactions can be complicated, non-linear,
    discontinuous or discrete
  • Populations can be heterogeneous, have
    differential learning patterns, different levels
    of rationality etc
  • Provides a natural environment for study
  • Spatial framework can be complex and realistic
  • Flexible
  • Can handle multiple scales, distance-related
    components, directional components, agent
    complexity etc

22
Agent-based modelling
  • Disadvantages of/issues for ABM
  • What is the real purpose of model?
  • What is the appropriate scale for research?
  • How are the results to be interpreted?
  • How robust is the model?
  • Can the model be replicated?
  • Can the results be validated?
  • Are behaviours/patterns observed likely to occur
    in the real world?
  • How much is the outcome dependent on the model
    implementation (design, toolset, parameters
    etc.)?

23
Agent-based modelling
  • Choosing a simulation/modelling system
  • Ease of development
  • Size of user community
  • Availability of support
  • Availability of demonstration/template models
  • Availability of how-to materials and
    documentation
  • Licensing policy (open source, shareware/freeware,
    proprietary)

24
Agent-based modelling
  • Choosing a simulation/modelling system
  • Key features
  • Number of agents that can be modelled
  • Degree of agent-agent interaction supported
  • Model environments (and scale) supported
    (network, raster, vector)
  • Multi-level support (agent hierarchies)
  • Spatial relationships support
  • Event scheduling/sequencing facilities

25
Agent-based modelling
  • Major simulation/modelling systems
  • open source SWARM, MASON, Repast
  • shareware/freeware StarLogo, NetLogo, OBEUS)
  • proprietary systems AgentSheets, AnyLogic
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