Title: Agentbased Modeling Geospatial simulation course
1Agent-based ModelingGeospatial simulation course
2Categorizing 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
3Multi 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
4Multi 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
5What 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
6General 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
7General 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
8An 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
9Balancing 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
10Social 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
11Other 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
12Abstract 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
13Abstract 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
14Environments - 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
15State 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
16Agents 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.
17Multi-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?"
18Goals 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
19Suitable 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
20Example 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
-
21Schematic 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)
22EINSTein land war combat
- http//www.cna.org/isaac/
- http//www.cna.org/isaac/einstein_avi.htm
23Example 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.
24Pedestrian 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
25Pedestrian 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
26Means 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
27Example 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.
28Traffic 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/
29Some 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