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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a More Comprehensive Estimation of Social Costs in Pedestrian Facilities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stefania Bandini</string-name>
          <email>bandini@disco.unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luca Crociani</string-name>
          <email>luca.crociani@disco.unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Vizzari</string-name>
          <email>vizzari@disco.unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CSAI - Complex Systems &amp; Arti cial Intelligence Research Center University of Milano-Bicocca Viale Sarca 336</institution>
          ,
          <addr-line>20126, Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper discusses several improvements to the computational model of MakkSim, with the aim of allowing simulation of aged people as well as persons with mobility impairments. In particular, a method for modelling heterogeneity in speed is discussed and two special objects of the environment (i.e., stairs and seats), have been de ned; in addition, a proposal for modelling the presence of a caretaker is described as a particular type of group of pedestrians. Finally, the paper presents a way of computing social costs implied by the environment taking into account the characteristics of pedestrians moving throughout the related facilities. The overall objective is to achieve a system usable for the evaluation of the usability and accessibility of planned environments and facilities by means of simulation, by also taking into account this category of people.</p>
      </abstract>
      <kwd-group>
        <kwd>Ageing Society</kwd>
        <kwd>Crowd simulation</kwd>
        <kwd>Agent-Based Models</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Urbanization is currently one of the most signi cant tendencies of the world
population: it has been forecast that by 2025 the 58% of the global population
will live in cities and urban agglomerates [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This phenomenon becomes even
more important if we also take into account two additional tendencies, which
are (i) the decrease of the fertility rate and (ii) the increase of life expectancy.
Those aspects lead to the well-known phenomenon of the Ageing Society [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
which represents one of the main challenges of the more economically developed
countries, since the working class will no longer be able to sustain the social and
economical costs of aged/not working people.
      </p>
      <p>
        The concept of Age-Friendly city, de ned by the World Health Organization
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], describes a framework for the development of cities which encourages the
active ageing of their citizens, allowing them to maintain an active and
productive status in the society, in order to delay the time in which they will become a
cost. Mobility represents a key feature of this framework, being signi cant with
respect both to transportation and accessibility and viability comfort inside
facilities.
      </p>
      <p>Nowadays, the usage of computer models for simulating the pedestrian
dynamics can help designers to perform a deep and dynamical analysis of their
projects, allowing them to populate and simulate environments by con guring
the so-called what-if scenarios. These tests support, therefore, the improving of
the overall security and perceived comfort of the plans. Given the importance
of this kind of analysis, several commercial simulators have been recently
developed and can be currently found on the market1. These tools provide simulation
frameworks whereby it is possible to con gure su ciently heterogeneous
populations of pedestrians (e.g. with a di erent walking speed) and, in some cases,
even to simulate the presence of groups of people (modelled with an attractive
force among members, although this feature is generally not systematically
documented and evaluated). However, although some signi cant results have been
achieved, the overall issue of simulating large and heterogeneous crowds of
pedestrians still presents open challenges, since the crowd is a complex system and
all of these mathematical/computational models can be improved for obtaining
more microscopic and realistic simulations.</p>
      <p>
        The work described in this paper is focussed on the realization of a
computational model speci cally tailored to simulate the presence of pedestrians with
restricted mobility (elderly people as well as persons with physical impairments),
basically characterized by a lower walking speed [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], but with potentially a
number of additional requirements for a realistic model de nition (they will tend to
avoid crowded situations, they will need seats during waiting situations and so
on) and the need of a di erent way to evaluate normal metrics for the evaluation
of environments and plans, like travel times.
      </p>
      <p>Finally, in fact, the paper presents a proposal for the calculation of the
socalled \social costs"2 which can emerge by the actual usage of the environment by
pedestrians. The presence of not comfortable elements (e.g. stairs) or situations
(e.g. waiting in a queue) in the navigable space, in fact, can increase stress and
fatigue of people and especially fragile ones. In addition to this, this kind of
facility and the need to employ it can lead to falls that can have signi cant
negative e ects for aged people and, therefore, imply healthcare costs sustained
by the society (in a di erent way according to local policies) therapies.</p>
      <p>The paper will, rst of all, introduce the modelling approach to show how
it can be applied to simulate the presence of particular categories of
pedestrians like elderlies and people with mobility impairments, sometimes moving with
an accompanying person. Then, a proposal for a comprehensive way to
evaluate social costs implied by the plan of an environment will be introduced and
discussed.
1 see http://www.evacmod.net/?q=node/5 for a signi cant although not necessarily
comprehensive list of simulation platforms.
2 Currently, several de nitions of the social costs can be found in the literature and
they are often built-in commercial simulation platforms, but an extension of this
concept with more speci c variables for this category of people can be very useful
for the designing of more Age-Friendly facilities.</p>
      <p>
        Computational Model: Baseline and Improvements
This section aims to explain the improvements introduced in MakkSim, an
agentbased model employing a discrete environment and the oor eld approach [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
in order to allow the simulation of people with restricted mobility. Starting from
a description of the baseline model, each proposed additional feature will be
discussed.
2.1
      </p>
      <p>
        Baseline
Baseline model is described through discussion of its main features: environment,
time, agents and social interactions.
2.1.1 Environment The environment is modelled in a discrete way and
represented as a grid of squared cells with 40 cm2 size (according to the average area
occupied by a pedestrian [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). Cells have a state indicating that they are either
vacant or occupied by obstacles or pedestrians. In order to manage overcrowded
situations3, we introduced the possibility that each cell can be occupied also by
two pedestrians.
      </p>
      <p>The information related to the scenario4 of the simulation is represented by
means of spatial markers, special sets of cells that describe relevant elements in
the environment. The model baseline contains three kinds of spatial markers: (i)
start areas, that are, generation points of agents in the scenario; (ii) destination
areas, possible targets of the pedestrians in the environment; (iii) obstacles.</p>
      <p>
        A oor eld -like approach[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is used for managing the navigation through
the environment, by using a set of superimposed grids (similar to the grid of
the environment) starting from the scenario con guration. Floor eld values are
spread on the grid as a discrete gradient and they are used to support pedestrians
in the navigation of the environment, representing their interactions with static
object (i.e., destination areas and obstacles) or with other pedestrians. Moreover,
oor elds can be static (created at the beginning and not changed during the
simulation) or dynamic (updated during the simulation). Three kinds of oor
elds are de ned in our model:
{ path eld, that indicates for every cell the distance from one destination
area, acting as a potential eld that drives pedestrians towards it (static).
      </p>
      <p>One path eld for each destination point is generated in each scenario;
{ obstacles eld, that indicates for every cell the distance from neighbour
obstacles or walls (static). Only one obstacles eld is generated in each simulation
scenario;
3 in which the density is higher than 6:25 m2 (i.e. the maximum density reachable by
our discetisation).
4 It represents both the structure of the environment and all the information required
for the realization of a speci c simulation, such as crowd management demands
(pedestrians generation pro le, origin-destination matrices) and spatial constraints.
{ density eld, that indicates for each cell the pedestrian density in the
surroundings at the current time-step (dynamic). Like the previous one, the
density eld is unique for each scenario.</p>
      <p>
        Chessboard metric with p2 variation over corners [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is used to produce the
spreading of the information in the path and obstacle elds. Moreover,
pedestrians cause a modi cation to the density eld by adding a value v = d12 to nearby
cells whose distance d from their current position is below a given threshold,
while value 1 is added to the cell where they are situated. Agents are able
to perceive oor elds values in their neighbourhood by means of a function
V al(f; c) (f represents the eld type and c is the perceived cell). This approach
to the de nition of a perception model moves the burden of its management
from agents to the environment, which would need to monitor agents anyway in
order to produce some of the simulation results.
2.1.2 Time and Update Mechanism In the baseline model, time is also
discrete, employing steps of 0.3 seconds. This choice, along with the adoption of
a Moore neighbourhood with radius equal to 1 cell, generates a linear pedestrian
speed of about 1:31 ms 1, which is comparable with the data from the literature
representing observations of crowd in normal conditions [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Regarding the update mechanism, three di erent strategies are usually
applied in this context [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: ordered sequential, shu ed sequential and parallel
update. The rst two strategies are based on a sequential update of agents,
respectively managed according to a static list of priorities that re ects their order of
generation or a dynamic one, shu ed at each time step. On the contrary, the
parallel update calculates the choice of movement of all the pedestrians at the
same time, actuating choices and managing con icts in a latter stage. The two
sequential strategies, instead, imply a simpler operational management, due to
an a-priori resolution of con icts between pedestrians.
      </p>
      <p>In the baseline model we chose to adopt the shu ed sequential strategy,
updating the list of agents using a dynamic list of priority that is randomly
generated every step.
2.1.3 Pedestrians and Movement Formally, our agents are de ned by the
following triple:</p>
    </sec>
    <sec id="sec-2">
      <title>P ed : hId; Group; Statei; State : hposition; oldDir; Desti</title>
      <p>with their own numerical identi er, their group (if any) and their internal
state, that de nes the current position of the agent, the previous movement and
the nal destination, associated to the relative path eld.</p>
      <p>Before describing agent behavioural speci cation, it is necessary to introduce
the formal representation of the nature and structure of the groups they can
belong to, since this is an in uential factor for movement decisions.</p>
      <p>
        Social Interactions { In order to deeper model social relationships, two
kinds of groups have been de ned in the model: the simple group, that indicates
a family or a restricted group of friends, or any other small group in which there
are a strong and simply recognizable cohesion; the structured group, generally
a big one (e.g. a group of team supporters or a touristic group), that shows a
slight cohesion and a natural fragmentation into subgroups, in which the cohesion
gets stronger. In particular, between members of a simple group like a family
it is possible to identify an evident tendency to stay quite close, in order to
guarantee the possibility to perform interactions by means of verbal or
nonverbal communication [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. On the contrary, in large groups people are mostly
linked by the sharing of a common goal, and the overall group tends to maintain
only a week compactness, with a following behaviour between members. In order
to model these two typologies, the formal representation of a group is described
by the following:
      </p>
    </sec>
    <sec id="sec-3">
      <title>Group : hId; [SubGroup1; : : : ; SubGroupm] ; [P ed1; ; P edn]i</title>
      <p>In particular, if the group is simple, it will have an empty set of subgroups,
otherwise it will not contain any direct references to pedestrians inside it, which
will be stored in the respective leafs of its three structure. Di erences on the
modelled behavioural mechanism in simple/structured groups will be analysed
in the following section, with the description of the utility function.</p>
      <p>Agent Behaviour { In order to perform the agent behaviour, its life-cycle
has been de ned on four steps: perception, utility calculation, action choice and
movement. The perception step provides all the information needed for choosing
its destination cell to the agent. In particular, if an agent does not belong to a
group (hereafter individual ), in this phase it will only extract values from the
oor elds, while in the other case it will perceive also the positions of the other
group members within a con gurable distance, for the calculation of the cohesion
parameter. The choice of each action is based on an utility value, that is assigned
to every possible movement according to the following function:
U (c) =
gG(c) + obOb(c) + sS(c) + cC(c) + iI(c) + dD(c) + ovOv(c)
d</p>
      <p>Function U (c) takes into account the behavioural component considered
relevant for pedestrian movement. For each function has been introduced a coe
cient for its calibration. The purpose of d is to constrain the diagonal movements,
in which the agents cover a greater distance (0:4 p2 instead of 0.4) and assume
an higher speed than the non-diagonal ones.</p>
      <p>The rst three functions combine information derived by local oor elds and
they model the basic factors considered in the pedestrian behaviour: goal
attraction (i), geometric (ii) and social repulsion (iii). The fourth and fth elements
aggregate the perceived positions of members of agent group, both simple (iv)
and structured (v), to calculate the level of attractiveness of each neighbour cell,
relating to cohesion phenomenon. Moreover, two factors represent preferences
with respect to movement, helping the model to reproduce more realistic
simulations both in qualitative and quantitative perspective: (vi) adds a bonus to
the utility of the cell next to the agent according to his/her previous direction,
while (vii) describes the overlapping mechanism, a method used to allow our
model the possibility to treat high density situations, allowing two pedestrians
temporarily occupying the same cell at the same step.</p>
      <p>As previously explained, the main di erence between simple and structured
groups resides in the cohesion intensity, which is signi cantly stronger in the
simple ones. Functions C(c) and I(c) have been de ned to correctly model this
di erence. Nonetheless, various preliminary tests on benchmark scenarios show
us that, used singularly, function C(c) is not able to reproduce realistic
simulations. Human behaviour, in fact, is very complex and people can react di erently
even in simple situation, for example by allowing temporary fragmentation of
simple groups in front of several constraints (obstacles or opposite ows). Acting
statically on the calibration weight, it is not possible to con gure this dynamic
behaviour: with a small cohesion parameter several permanent fragmentations
have been reproduced, while with an increase of it we obtained no group
dispersions, but also an excessive and unrealistic compactness of them.</p>
      <p>In order to face this issue, another function has been introduced in the model,
with the aim to balance the calibration weight of the three attractive behavioural
elements, depending from the fragmentation level of simple groups:
8 1 k + ( 2 k DispBalance)
Balance(k) = &gt;&lt; 133 k + ( 23 k (1</p>
      <p>3
&gt;:k</p>
      <p>DispBalance)) if k = kg _ k = ki
otherwise
if k = kc
DispBalance = tanh</p>
      <p>Disp(Group)
;</p>
      <p>Disp(Group) =</p>
      <p>Area(Group)
jGroupj
where ki, kg and kc are the weighted parameters of U (c), is the calibration
parameter of this mechanism and Area(Group) calculates the area of the convex
hull de ned using positions of the group members. As we will see in next
section, a dynamic and adaptive behaviour of groups has been obtained with this
mechanism, which relaxes the cohesion if members are su ciently compact and
intensi es it with the growing of dispersion.</p>
      <p>After the utility evaluation for all the cells in the neighbourhood, the choice
of action is stochastic, with the probability to move in each cell c as (N is the
normalization factor):</p>
      <p>P (c) = N eU(c)</p>
      <p>On the basis of P (c), agents move in the resulted cell according to their
set of possible actions, de ned as list of the eight possible movements in the
Moore neighbourhood, plus the action to keep the position (indicated as X):
A = fN W; N; N E; W; X; E; SW; S; SEg.
2.2</p>
      <p>Improvements
This section will focus on the improvements proposed for the model, in order
to obtain a simulated pedestrian behaviour similar to one of a person with
restricted mobility. In particular, several elements have been taken into
consideration: his/her lower speed, the possible presence of a caretaker or an
accompanying person, de ning a special case of group (i.e. the two persons will walk strictly
together, maintaining a constant speed) and other details of their behaviour like
the general need of the handrail in the stairs. As it will be described in the
following, several of them have already been developed in the simulator and are
under validation, while other ones are still in the developing phase.</p>
      <p>
        Each new feature will be discussed with the next subsections, starting from a
preliminary yet signi cant work about the agents update strategy and following
with the ones which directly regard the aims of this work.
2.2.1 Parallel update A preliminary work to improve the expressiveness of
the model has regarded the development of the parallel update strategy. This
mechanism, in fact, describes a parallel choice of movement by the agents and
leads to the generation of con icts, considered as another important aspect of
the crowd dynamics[
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
      </p>
      <p>With the new update strategy, the agents life-cycle does not change, but the
movement execution becomes dependent from the additional con ict resolution
rules of the model. The model overall activity ow, in fact, has been modi ed
with the following three step procedure:
{ update of choices and con icts detection for each agent of the simulation;
{ con icts resolution, that is the resolution of the detected con icts between
agent intentions, solved employing new rules in the model;
{ agents movement, that is the update of agent positions exploiting the
previous con icts resolution, and eld update, that is the recalculation of the
density eld according to the new positions of the agents.</p>
      <p>Since it is not the principal object of this paper, a thorough description of the
rules introduced for the management and resolution of con icts will not be
performed. However, it is mandatory to explain that our rules describe a stochastic
resolution with three possibilities: only one agent moves, two agents move
(overlapping) or no-one moves (friction). Two parameters have been introduced for
managing the calibration of this mechanism. In addition, when a con ict is arisen
between more than two pedestrians, the situation is simpli ed by extracting two
agents, which will be able to move according to con ict resolution rules, and
imposing non-movement to the others.
2.2.2 Heterogeneous Speed Pro les This feature represents the
experimental and innovative part of this work since, in the current literature, discrete
models for pedestrian dynamics generally assume only one speed pro le for all
the population. This is also considered one of the main criticism to this approach.</p>
      <p>
        We evaluated several ways to improve the expressiveness of our
computational model for this purpose, some of them taken by the literature[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]:
1. By improving agents movement capabilities (i.e. they can perform more than
1 movement per time step), according to its desired speed (his/her con gured
speed pro le). In this way, given k the side of cells of the discrete grid, its
possible to obtain speed pro les equal to n k m/step, with n 2 N.
2. By improving movement capabilities of the agents and modifying the current
space discretization towards a ner grain, described by a lower size of cells.
Thanks to this method, by xing a maximum speed of pedestrians, it is
possible to obtain a greater set of possible speed pro les.
3. By modifying the current time scale, so de ning an higher maximum speed
pro le of the pedestrians and rescaling the other speed pro les of each agent
in a stochastic way, that is, by means of a probability to not execute the
movement at a given step of the simulation.
4. By re ning the space discretization and also the time-scale, leaving agents
movement capabilities located in the cells surrounding the ones where they
are located. As for the previous one, also in this way the desired speed of
each pedestrian is obtained in a stochastic way.
      </p>
      <p>The rst two methods can be e ective (especially the second one), but they
both lead to complications and increases of computational costs for managing
micro-interactions and con icts, as shown in Fig. 1, therefore they have not
been chosen as a solution. The fourth method also su ers for the increasing of
computational times of the simulations, which increases proportionally to the
ratio So=Sn, with So and Sn respectively equal to the old and new size of cells
(e.g. if the size is half-divided, for performing the same space agents will need a
number of update cycles at least doubled). These reasons led to undertake the
third method, since it does not a ect computational complexity in a relevant
way and it is the simplest one to develop.</p>
      <p>The computational model has been modi ed in several parts. Each agent
has a new parameter Speedd in its State, describing its desired speed. For the
overall simulation scenario, a parameter Speedm is introduced for indicating the
maximum speed of the pedestrian in the simulation (describing, therefore, the
Algorithm 1 Life-cycle update with heterogeneous speed
if Random() = then
updateP osition()</p>
      <p>1
end if</p>
      <p>1
if == 0 then</p>
      <p>( ; ) = F rac( )
end if
assumed time scale). In order to obtain the desired speed of each pedestrian
during the simulation, the agent life-cycle is then activated according to the
probability = SSppeeeeddmd .</p>
      <p>By using this method, the speed pro le of each pedestrian is modelled in a
fully probabilistic way and, in a su ciently high number of step, their e ective
speed will be equal to the desired one. But it must be noted that in a lot of
cases the speed has to be rendered in a small window of time and in a small
portion of space (think about speed decreasing on stairs). In order to overtake
this issue, we chose to manage this variable as an extraction without remission,
updating the probability with moved or not moved events. The mechanism
can be formalized as the following.</p>
      <p>{ Let F rac(r) : R ! N2 be a function which returns the minimal couple
(i; j) : ji = r.
{ Let Random be a pseudo-random number generator.
{ Given the probability to activate the life-cycle of an arbitrary agent,
according to its own desired speed and the maximum speed con gured for the
simulation scenario. Given ( ; ) be the result of F rac( ), the update
procedure for each agent is described by the pseudo-code of Alg. 1. The method
updateChoices() describes the choice of movement by the agent5.</p>
      <p>
        This mechanism can be considered consistently better than using only the
probability , because it allows the synchronization between the e ective speed
of an arbitrary agent and its desired one in maximum Speedm 10 step, where
describes the number of decimal positions of Speedd (e.g. if the desired speed is
xed at 1.3 m/sec and the maximum one at 2.0 m/sec, the resulting F rac( ) =
1230 , therefore the agent will e ectively simulate its desired speed after 20 steps).
Results of the application of this approach in terms of the achieved fundamental
diagram6, have shown a good reproduction of average ows at di erent densities,
5 Remember that with the parallel update movement executions are performed
aposteriori of the con ict resolution phase.
6 It is used for analysing average pedestrian ows and velocities, at di erent values
of densities. Since a su cient amount of data can be found in the literature[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], the
fundamental diagram is actually the most important instrument for the quantitative
validation of the simulation model.
by simulating a corridor of width 3.6 m and length 20 m with bidirectional
ow (see [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] for more information about the experimental setting and achieved
results omitted here for sake of space).
2.2.3 Special Objects of the Environment In order to evaluate the
accessibility and usability of an arbitrary environment by means of simulations, the
computational model must be enriched also in the Environment component,
with special objects which act on the overall perceived comfort. Obviously, until
now it is only possible to make assumption since there are no consistent
empirical data about this issue, but it is possible to retain that element like stairs are
inconvenient and they increase the social costs, while other elements such as the
presence of seats can reduce them in areas where it is necessary to wait.
      </p>
      <p>Firstly, the stairs have been considered for this purpose, whose presence in
the environment has been modelled by means of an additional type of spatial
marker (Stairs). In particular, in order to recognize and di erentiate the
direction of movement (i.e., if agents are going upstairs or downstairs), the extremes
of the marker on the top and bottom sides are signed in a special way, as shown
in Fig. 2 (a).</p>
      <p>According to empirical data from the literature [15], the agents inside the
Stairs marker x their desired speed to 0.5 (0.4 for elderly people) m/sec, if
they are going up, or to 0.7 (0.6 for elderly people) m/sec if they are going
downstairs, until they reach the end of it.</p>
      <p>For modelling the usage of the handrail by elderly persons, we used the
obstacles eld in the reverse way inside the marker, in order to get this kind
of agents attracted towards the walls surrounding the stairs. Therefore, agents
of type \elderly" are changing the sign of their ob during the usage of stairs.
E ects are qualitatively displayed in Fig. 2 (b).</p>
      <p>The second special object that has been considered with this work are the
seats, whose introduction described more additional elements for the model:
stairs can be placed in the environment by means of another spatial marker
(Seats) and, in order to design its possible perception by nearby agents, another
dynamical oor eld has to be introduced. This eld is quite similar to the
density eld, with di erences residing in values update: their values are spread
within a xed radius of distance from each Seats cell, which de nes exactly one
seat, but only when this ones are free. If an agent temporary occupies one of
them, the others must not be able to perceive it.</p>
      <p>However, this feature has not yet been completely developed in the simulator,
since it is necessary to de ne also the particular behaviour of the pedestrian, that
is, when he/she starts feeling the need of a seat, either in a normal situation or
in a waiting situation, where additional improvements are needed even in the
environment section of the model. This will regard part of the future work.
2.2.4 Presence of a Caretaker Another relevant aspect which can
characterize a person with moving disabilities can be the presence of an accompanying
person, which drives him/her through the environment. This situation clearly
describes a group of type simple, but also a special case of it, since they will
walk strictly together (see Fig.3), like they were a single entity.</p>
      <p>In order to model this phenomenon, a rst proposal meant to use the function
Balance (which adapts the behaviour of group members regarding their
dispersion, see Sec.2.1.3) particularly and in a very strict way for this special group, for
not allowing fragmentation. The parameter of DispBalance function,
therefore, was xed to values lower than 1, in order to explore how strong the e ects
of this function can be. Results of this tests have shown that this method is not
suitable for a good simulation of the interested phenomenon: since the
probability to have a distance greater to one cell cannot be set to 0 with this mechanism,
an high cohesion of the simulated group has been achieved in this way, but in
several situations the simulated couple has fragmented itself anyway, even if in
a very light way (around 1 meter of distance).</p>
      <p>Since the walking path of the two persons in analysis will be practically the
same, because the aged person in this situation cannot walk by him/herself,
an alternative and more e ective method can be to abstract this situation by
representing the couple with a single, special, agent whose shape occupies 2 cells.
Naturally, this modelling assumption leads to complications in the computational
model, since new rules for managing its behaviour and its interactions with other
entities. A rst proposal for this method is described by the following rules:
1. the agent chooses its preferred movement according to the utility function,
evaluating all the cells surrounding its shape7;
2. according to the chosen direction:
(a) if the two cells next to the agent position are free, then update its position
in them;
(b) if only one cell is free, then move only the most fair cell of the agent
shape (this will cause a rotation).</p>
      <p>Since this method is still under development, no tests have suggested if the
simulated behaviour of the group is acceptable. Therefore, even this aspect
represents part of the future works.
3</p>
      <sec id="sec-3-1">
        <title>A Proposal for Social Costs Analysis</title>
        <p>The model features presented until now represent a viable approach for the
simulation of the behaviour of aged people, whose presence in our society is
becoming more and more important. The basic simulation outputs can already
give information to decision makers about what is the perceived comfort of the
planned environment: space utilisation and cumulative mean density maps are
well suited for identifying critical zones of the scenario, while statistics about
average travelling times and ows are able to describe their impact in its overall
security, by also granting an estimation of the evacuation times.</p>
        <p>Notwithstanding, the de nition of additional microscopic outputs in the
simulator (e.g. length of stair travelled, waiting times in queues) can be useful
for understanding the usability of the environment from the perspective of its
\users". These additional indicators must actually be considered in a di erent
way for young, healthy adults and elderlies or persons with restricted mobility
or other disabilities. The de nition of parameters for estimating probabilities of
injuries on one hand, like falls or faints due to stress and excessive fatigue, and
for obtaining an indicator of the overall perceived comfort of the environment on
the other, can be exploited for the calculation of these social costs. By analysing
these costs, users and decision makers will be able to act on the planned
environment in order to nd solutions which can lead to either less expenses, more
bene ts, or both. For giving an example, the application of heating systems for
the snow removal in side-walks is able to maintain the street clean and to allow
7 This set of cells is calculated by the union of Moore neighbourhood of each cell of
its shape.
persons, especially aged ones, to easily use them. In this way, possible falls are
prevented, directly decreasing social expenses (for public healthcare system or
for families); in addition, the accessibility of the city areas is improved,
allowing aged people to normally move themselves inside the city and to maintain
an active status, which implies bene ts also for the local economy (in addition
to being a useful action in the direction of an implementation of active ageing
policies, which in turn also aim at reducing social costs in the long run).</p>
        <p>The overall objective of this section is to sketch a general indicator that can
describe these average expenses paid by the society for the treatment of injuries
happened inside pedestrian facilities, or to pedestrian in general, but also the
implications of uncomfortable and non-accessible environments on the reduced
activities of elderlies, which might be deciding not to go to certain places to carry
out their tasks because of perceived unpleasant conditions in the environment.
Two elements are composing the indicator, both dependent from the overall
comfortability of the space: bad settings or situations leads to accidents, directly
causing social expenses, while perceived discomfort during the navigation of the
setting can lead fragile types of people to avoid its usage. The idea is to calculate
them with a two steps method, rstly calculating the di erent social costs and
then grouping them for obtaining an overall index of the space comfort, which
can be used for estimating the lack of incomes due to a reduction of potential
customers of the space.</p>
        <p>Regarding the rst step, that is, social cost estimation, we must consider
that accidents can naturally occur with di erent probabilities regarding di erent
situations (walking in stairs, walking outside, etc.), di erent con gurations (e.g.
temperature) and di erent types of pedestrian (i.e., younger ones will have a
lower probability). Provided that statistics about these accidents were available8,
the overall cost can be estimated by means of microscopic simulation with our
model.</p>
        <p>Formally, the method for the social costs analysis must consider the expenses
for each type of agent and single situation/activity performed in the scenario
navigation. This concept can be described as the following:</p>
        <p>SocialCosts = X X Ci(a);</p>
        <p>S = fC0;</p>
        <p>; Cng
a2P Ci2S
with S the set of all situations considered for the social costs calculation.
Each of these ones are described by an additional function able to quantify the
single element:</p>
        <p>Ci(a) = a;i AvgCosta;i
8 It is mandatory to say that studies and data actually present in the literature refer
only to particular cases: for example, in [16] useful data about accidents in stairs are
shown. Actually, commercial tools for pedestrian simulation are trying to ll this
gap by means of several local standards provided, for instance, by transportation
authorities (e.g. the London Underground Standard), but their scienti c validity is
not always demonstrated. Additional studies and surveys are, therefore, needed in
order to give a plausible and precise estimation of social costs.</p>
        <p>where a;i describes the quantity, in the respective measurement unit, of the
condition i (e.g. time passed in the queue) in the simulation for the agent a.
AvgCosta;i represents the average cost estimation9 generated per each unit and
for the category the agent a belongs to.</p>
        <p>By means of this function, each pedestrian travel can be evaluated
regarding elementary situations given by interesting components of the environment:
stairs, elements which usually generate queues (e.g. ticket machines), parts of
the oor which are usually wet and so on. In particular, for evaluating parts of
the environment a;i will represent the covered space, while for situations like
queues the measurement unit will be the time. On the other hand, complex
situations can be evaluated by splitting them into simpler ones, until they reach
an elementary level: for instance, waiting areas where the presence of a su cient
number of seats can be signi cant, it is necessary to divide the costs evaluation
regarding the time passed stood up and seated down. In addition, an extension
of the analysis to crowded zones in the scenario can be very important, since
they are uncomfortable and can also cause faints, especially to elderly people.
A thorough costs analysis has to consider the time passed in them, weighted by
means of average local density in that part of the environment.</p>
        <p>In order to estimate the bene t of reducing social costs, we must have an
approximate evaluation of missing economical activities due to avoiding of
environment usage by people: a more macroscopic analysis has to be done, once
calculated an index of comfort of the facility by means of the obtained social
costs. Similarly to the Level of Services calculation[15], the social costs can be
grouped into di erent classes for having an idea of the overall comfort and
walkability of the environment. Comfort is a fuzzy concept and de ning an indicator
could be not simple task, but studies from urban planners like White [17] can be
exploited for this purpose. In addition, the execution of surveys and interviews
to customers of di erent environments, in order to obtain additional data about
comfort of their components, can help the nal de nition of a comfort index.
This parameter can be, then, used with statistics about the local population
composition, regarding to age and walking impairments, to evaluate the possible
lack of incomes regarding this aspect.
4</p>
      </sec>
      <sec id="sec-3-2">
        <title>Conclusions and Future Works</title>
        <p>This paper has discussed several improvements to the computational model of
MakkSim, with the aim of allowing simulation of aged people as well as
persons with mobility impairments. The overall objective is to make the system
usable for evaluating planned environment by taking them into consideration,
in order to understand also their fatigue assumed through the navigation of the
environment, knowing if something could be done to make it more age-friendly.</p>
        <p>In addition, an experimental method for the estimation of social costs has
been proposed. This kind of analysis allows to understand the entity of the costs
9 It must refer to statistics about the average number of accidents, with respect to the
measurement unit of a;i and their average cost.
for the healthcare of accidents like falls or faints which can be generated by the
con guration the environment, as well as lack of incomes derived by people who
are not using environment for excessive discomfort.</p>
        <p>Future works are aimed, on one hand, at improving the expressiveness of
the computational model in order to consider more elements of the behaviour
and more elements of the environment. On the other one, a precise and feasible
estimation of social costs can be done only once having enough statistical data
about accidents and perceived discomfort in the environmental setting, therefore
additional studies must be performed in this direction. This line of work must
also try to integrate existing approaches and results of the so called walkability
analysis of the built environment [18].
15. Fruin, J.J.: Pedestrian planning and design. Metropolitan Association of Urban</p>
        <p>Designers and Environmental Planners (1971)
16. Health Education Authority: Older People and Accidents. (1999)
17. Whyte, W., Underhill, P.: City: Rediscovering the Center. University of
Pennsylvania Press, Incorporated (2009)
18. Gori, S., Petrelli, M.N.M.: Walkability indicators for pedestrian friendly
design walkability indicators for pedestrian friendly design walkability indicators for
pedestrian friendly design. In: Proceedings of the 93rd Transportation Research
Board annual meeting. (2014)</p>
      </sec>
    </sec>
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