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EXIT = Way Out Julian Dymacek April 29

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EXIT = Way Out. Julian Dymacek April 29. Escape Panic Paper. Dr. Dirk Helbing, Illes J. Farkas, Dr. Tamas Vicsek Point mass simulation Uses psychological forces to keep agents apart and away from walls Uses friction to simulate the clogs in front of doors - PowerPoint PPT Presentation

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Page 1: EXIT = Way Out

EXIT = Way Out

Julian Dymacek

April 29

Page 2: EXIT = Way Out

Escape Panic Paper• Dr. Dirk Helbing, Illes J. Farkas, Dr. Tamas

Vicsek• Point mass simulation• Uses psychological forces to keep agents apart and

away from walls• Uses friction to simulate the clogs in front of

doors• Found a combination of rushing to doors and

following neighbors demonstrated escape panic

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Craig Reynolds

• Craig Reynolds – Boids– Separation, Alignment, Cohesion

• Craig Reynolds – Steering Behaviors– Obstacle avoidance– Wandering– Following

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Wander Behavior

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What do I want to do?

• Reproduce the escape panic simulation

• Allow agents to be controlled by behaviors not included in the escape panic paper

• Find behaviors that help agents quickly exit from a room

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Behaviors

• Closest– Distance to door/ max distance

• Follow your neighbors– Density of surrounding agents (agent area/ circle area)

• Go with the flow– Avg speed of agents in radius no return/ max speed

• Popularity– Density of agents around door (agent area/ half circle area)

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Chromosome for GA

• Each behavior is a 5 bit gene

• Wander is the default behavior

• Another 5 bit gene represents the order of applying behaviors

• A final 5 bit gene encodes desired speed

• 30 total bits

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Tests

• Solved for best strategy with a single agent and multiple agents

• Varied the percentage of agents who follow neighbors with 95%, 75%, 50%, 25% and 0%

• Used two separate distributions of agents• Agents had 20 seconds to escape• Fitness was 1-(time to escape/ 20)

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Results

• The Good– Found ways besides go to closest

• The Bad– Mostly found go to closest

• The Ugly– The multi-agent tests could become inflated

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The Good

Speed Closest Density Flow Friends Order Fitness

100% S 0.516129 0.322581 0.677419 0.322581 0.677419 11(2431) 0.700000

100% C 0.548387 0.322581 0.677419 0.322581 0.677419 10(2413) 0.666667

25% C 0.677419 0.322581 0.677419 0.322581 0.677419 10(2413) 0.700000

5% S 0.677419 0.322581 0.677419 0.838710 0.677419 10(2413) 0.700000

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The Bad

Speed Closest Density Flow Friends Order Fitness

50% S 0.451613 0.935484 0.064516 0.677419 0.322581 21(4231) 0.600000

100% C 0.677419 0.322581 0.161290 0.838710 0.677419 10(2431) 0.533333

5% C 0.516129 0.903226 0.290323 0.225806 0.322581 29(1234) 0.666667

25% S 0.838710 0.870968 0.322581 0.677419 0.322581 19(4132) 0.633333

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The Ugly

• Since multi-agents were spread throughout the clump they influenced the other “dumb” agents in ways which enabled them to get out faster

• Clumps of evolving agents together form a small pack which can increase exit speed by not getting trapped behind other agents

• Usually got out under 6 seconds

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Comments and Future

• Hard to debug and figure how multi-agents respond

• Sheep herding (aren’t we all just sheep) encouraging people exiting stadiums

• More complex environments/ distributions

• One final example/moral

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Questions, Comments, Cries of Joy?