No Arabic abstract
Increasing attention is being given to the modeling and simulation of traffic flow and crowd movement, two phenomena that both deal with interactions between pedestrians and cars in many situations. In particular, crowd simulation is important for understanding mobility and transportation patterns. In this paper, we propose an emotion-based crowd simulation model integrating physical strength consumption. Inspired by the theory of the devoted actor, the movements of each individual in our model are determined by modeling the influence of physical strength consumption and the emotion of panic. In particular, human physical strength consumption is computed using a physics-based numerical method. Inspired by the James-Lange theory, panic levels are estimated by means of an enhanced emotional contagion model that leverages the inherent relationship between physical strength consumption and panic. To the best of our knowledge, our model is the first method integrating physical strength consumption into an emotion-based crowd simulation model by exploiting the relationship between physical strength consumption and emotion. We highlight the performance on different scenarios and compare the resulting behaviors with real-world video sequences. Our approach can reliably predict changes in physical strength consumption and panic levels of individuals in an emergency situation.
The effectiveness of resource allocation under emergencies especially hurricane disasters is crucial. However, most researchers focus on emergency resource allocation in a ground transportation system. In this paper, we propose Learning-to-Dispatch (L2D), a reinforcement learning (RL) based air route dispatching system, that aims to add additional flights for hurricane evacuation while minimizing the airspaces complexity and air traffic controllers workload. Given a bipartite graph with weights that are learned from the historical flight data using RL in consideration of short- and long-term gains, we formulate the flight dispatch as an online maximum weight matching problem. Different from the conventional order dispatch problem, there is no actual or estimated index that can evaluate how the additional evacuation flights influence the air traffic complexity. Then we propose a multivariate reward function in the learning phase and compare it with other univariate reward designs to show its superior performance. The experiments using the real-world dataset for Hurricane Irma demonstrate the efficacy and efficiency of our proposed schema.
Antagonistic crowd behaviors are often observed in cases of serious conflict. Antagonistic emotions, which is the typical psychological state of agents in different roles (i.e. cops, activists, and civilians) in crowd violent scenes, and the way they spread through contagion in a crowd are important causes of crowd antagonistic behaviors. Moreover, games, which refers to the interaction between opposing groups adopting different strategies to obtain higher benefits and less casualties, determine the level of crowd violence. We present an antagonistic crowd simulation model, ACSEE, which is integrated with antagonistic emotional contagion and evolutionary game theories. Our approach models the antagonistic emotions between agents in different roles using two components: mental emotion and external emotion. We combine enhanced susceptible-infectious-susceptible (SIS) and game approaches to evaluate the role of antagonistic emotional contagion in crowd violence. Our evolutionary game theoretic approach incorporates antagonistic emotional contagion through deterrent force, which is modelled by a mixture of emotional forces and physical forces defeating the opponents. Antagonistic emotional contagion and evolutionary game theories influence each other to determine antagonistic crowd behaviors. We evaluate our approach on real-world scenarios consisting of different kinds of agents. We also compare the simulated crowd behaviors with real-world crowd videos and use our approach to predict the trends of crowd movements in violence incidents. We investigate the impact of various factors (number of agents, emotion, strategy, etc.) on the outcome of crowd violence. We present results from user studies suggesting that our model can simulate antagonistic crowd behaviors similar to those seen in real-world scenarios.
The antagonistic behavior of the crowd often exacerbates the seriousness of the situation in sudden riots, where the spreading of antagonistic emotion and behavioral decision making in the crowd play very important roles. However, the mechanism of complex emotion influencing decision making, especially in the environment of sudden confrontation, has not yet been explored clearly. In this paper, we propose one new antagonistic crowd simulation model by combing emotional contagion and deep reinforcement learning (ACSED). Firstly, we build a group emotional contagion model based on the improved SIS contagion disease model, and estimate the emotional state of the group at each time step during the simulation. Then, the tendency of group antagonistic behavior is modeled based on Deep Q Network (DQN), where the agent can learn the combat behavior autonomously, and leverages the mean field theory to quickly calculate the influence of other surrounding individuals on the central one. Finally, the rationality of the predicted behaviors by the DQN is further analyzed in combination with group emotion, and the final combat behavior of the agent is determined. The method proposed in this paper is verified through several different settings of experiments. The results prove that emotions have a vital impact on the group combat, and positive emotional states are more conducive to combat. Moreover, by comparing the simulation results with real scenes, the feasibility of the method is further verified, which can provide good reference for formulating battle plans and improving the winning rate of righteous groups battles in a variety of situations.
We use grey forecast model to predict the future energy consumption of four states in the U.S, and make some improvments to the model.
Collaboration requires agents to align their goals on the fly. Underlying the human ability to align goals with other agents is their ability to predict the intentions of others and actively update their own plans. We propose hierarchical predictive planning (HPP), a model-based reinforcement learning method for decentralized multiagent rendezvous. Starting with pretrained, single-agent point to point navigation policies and using noisy, high-dimensional sensor inputs like lidar, we first learn via self-supervision motion predictions of all agents on the team. Next, HPP uses the prediction models to propose and evaluate navigation subgoals for completing the rendezvous task without explicit communication among agents. We evaluate HPP in a suite of unseen environments, with increasing complexity and numbers of obstacles. We show that HPP outperforms alternative reinforcement learning, path planning, and heuristic-based baselines on challenging, unseen environments. Experiments in the real world demonstrate successful transfer of the prediction models from sim to real world without any additional fine-tuning. Altogether, HPP removes the need for a centralized operator in multiagent systems by combining model-based RL and inference methods, enabling agents to dynamically align plans.