<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Hybrid Agent Architecture for Endowing Floor Field Pedestrian Models with Tactical Level Decisions</article-title>
      </title-group>
      <contrib-group>
        <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>Alberto Invernizzi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Vizzari</string-name>
          <email>giuseppe.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; Artificial Intelligence Research Center, University of Milano-Bicocca</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>17</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>-For a comprehensive modeling of pedestrian dynamics in real-world scenarios the consideration of tactical level decisions in addition to operational ones is necessary. This paper presents a hybrid agent architecture employing a Floor Field approach at the operational level but granting agents an abstract representation of the simulated environment. The paper briefly presents the environmental model and hybrid agent architecture based on the floor field approach, then a sample practical application in a simple case study is also presented to show how it allows specifying abstract behavioural scripts for different groups of agents.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Index Terms—pedestrian simulation, agent-based modeling,
floor-field model, hybrid agents, environments for multi-agent
systems</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRODUCTION</title>
      <p>
        The Floor Field approach to the modeling and simulation
of pedestrian dynamics, first introduced by [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], represents a
viable option for the implementation of quantitatively
validated simulation systems based on a discrete approach to
the representation of the environment. However, a
comprehensive simulation system for pedestrian dynamics in
realworld scenarios requires the consideration of tactical level
decisions in addition to operational ones, as discussed by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
that are the main focus of the Floor Field approach. This paper
presents a hybrid agent architecture essentially employing a
Floor Field approach at the operational level but providing
agents an abstract representation of the simulated environment
for tactical level deliberation, a map automatically derived
from an annotated CAD-like description of the environment in
which the simulation must take place. This form of knowledge
is essentially a labeled graph in which nodes are associated to
regions and links represent connections among them; links and
other relevant points in the environment are associated to static
floor fields allowing agent navigation at the operational level.
Considering, instead, tactical level aspects, agents are provided
with a goal, a final target destination potentially enriched by
intermediate steps and movement constraints; they initially
autonomously inspect their knowledge and derive a plan
indicating intermediate destinations, associated to specific static
floor fields to be followed. The paper will briefly present the
environmental model, including a base CAD-like geometric
representation from which both the abstract representation and
a set of layers associated to static floor fields are automatically
constructed. The tactical level extension of a previous
agentbased model, also allowing the management of groups of
pedestrians, introduced by [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] will then be described to show
how this level and the existing operational layer interact.
Finally, a sample practical application in a simple case study
is also presented to show how it allows specifying abstract
behavioural scripts for different groups of agents.
      </p>
    </sec>
    <sec id="sec-3">
      <title>II. ENVIRONMENT</title>
    </sec>
    <sec id="sec-4">
      <title>As discussed by [4], the environment of an agent-based</title>
      <p>
        system is “a first class-abstraction that provides the
surrounding conditions for agents to exist and that mediates both
the interaction among agents and the access to resources”.
An environment for agent-based systems can encompass both
abstractions and mechanisms, for instance regulating the
outcomes of agents’ chosen lines of action, as discussed by [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Within this framework, for this particular application of an
agent-based modeling and simulation approach, the
environment does not only encompass a spatial representation of
the simulated area, but also a set of abstractions and data
structures (e.g. static floor field matrices) enabling agents’
perceptions, deliberations and actions. In particular, for our
purposes we need (i) a discretization describing the walkable
area subdivided into cells of configurable size (e.g. 40 cm
sided square cells); (ii) a similar discrete layer representing the
effect of obstacles on the overall cell desirability; (iii) similar
discrete layers representing the static floor field associated to
a given point of reference/interest; (iv) a graph-like abstract
representation of relevant sub-areas in the simulated space
connected according to the reachability relationship.
      </p>
      <p>In order to support an automated production of the above
elements and related data structures, a spatial representation of
the area in which the simulation must take place, in the form
of a CAD-like file, is required: on the other hand, this kind
of map is generally produced when planning the construction
of a building or available to managers of a premise. In order
to allow algorithms to actually explore this representation and
make sense of it, the designer is required to produce some
A
C</p>
      <p>B</p>
      <p>D
GATE Hall-B</p>
      <p>ENTRANCE 1 - EXIT 1</p>
      <p>HALL
ENTRANCE 2 - EXIT 2</p>
      <p>E
G</p>
      <p>F
H</p>
      <p>A
{lessonA}</p>
      <p>C</p>
      <p>B
D
form of annotation in it, as exemplified in Figure 1(a). In
particular, the sub-areas in which the environment is divided
into must be constrained by obstacles (in red in the figure),
or passages, gateways to another sub-area (in cyan), and they
must contain a specific block indicating a label that will be
associated to the area. Both gateways and these label blocks
are annotations that do not influence the walkability of the
associated cells. Additional annotations represent start areas,
in which pedestrian agents can be created (either initially or
even at later stages of the simulation), end areas, final targets
of movements in which pedestrian agents actually exit the
simulation, and intermediate destinations (also associated to
labels, not shown in the figure) that pedestrians must reach at
a certain point of a more articulated movement plan.</p>
      <p>
        The construction of such a plan requires the possibility to
explore and process a much simpler data structure, in
particular an abstract map in terms of a graph-like commonsense
representation of the environment, as discussed by [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This
structure, also exemplified in Figure 1(b), can be automatically
derived by the annotated CAD-like representation employing
an algorithm that cannot be reported here for sake of space. We
want to emphasize here the fact that intermediate destinations
(such as the one included in area A, labeled as “lessonA”) are
essentially included in the sub-area they are part of. Moreover,
final exits are represented as annotated edges (ExitNorth and
ExitSouth in the figure) leading to a vertex not associated to
a sub-area in the CAD-like representation of the environment
but rather related to the “outside” world. As we will discuss
in the following section, this structure is particularly suited
for simple path planning algorithms that can be employed in
agent’s tactical level.
      </p>
      <p>Instead, for managing operational level tasks in the Floor
Field approach, additional discrete grids containing
gradientlike structures supporting agents’ navigation of the
environment are necessary. Examples of these data structures are
shown in Figure 1(c) and 1(d), respectively related to the
static floor fields leading towards the gateway between the
subareas labeled as “Hall” and “E” and the southern exit of the
scenario. Once again, the annotated CAD-like representation
of the environment supports the automated generation of
these layers, by means of a simple cellular automaton whose
description is omitted here for sake of space. Please notice
that, however, we chose not to extend the diffusion of the
static floor field associated to an area or marker to all the
discrete representation of the environment, but to limit this
operation to the sub-areas that are in direct connection to the
target in the abstract commonsense representation. This, on
one hand, simplifies the environment set up phase (especially
considering relatively large environments, in which it would
not be practically feasible to do this) and, on the other, is
sufficient since the agents will be provided with a tactical level
behavioural model allowing them to generate plans requiring
the perception of these fields only in these adjacent sub-areas.</p>
      <p>Additional layers are actually included in the agent
environment to support the gathering of statistics about their
dynamics, but also their interactions (in particular, the mutual
perception of members of groups) and the management of
conflicts (movement intentions are stored into one of these
additional layers to support a simple identification and
management of the conflicts by the environment itself).</p>
    </sec>
    <sec id="sec-5">
      <title>III. AGENT ARCHITECTURE</title>
    </sec>
    <sec id="sec-6">
      <title>Considering the above structure for the agent environment,</title>
      <p>
        it is clear that the information provided to agents’ perceptions
is sufficient to support basic operational level behaviour for
pedestrian agents. In fact, whenever an agent knows where
it’s headed (i.e. can perceive the static floor field associated structure, they can search for their goal in the abstract map
to that destination), the basic floor field model is sufficient to and in particular the intermediate steps leading towards this
allow the agent to achieve its own movement goal. However, goal. The result of this search operation (that employs state of
as mentioned in the previous section, the static floor fields the art graph search algorithms whose description is omitted
is not spread in the complete discrete representation of the for sake of space), leads to the construction of a plan in the
environment, so an agent must actually plan a course of action, form of a set of operating instructions (in the vein of [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) as
implying a sequence of intermediate way-points associated to depicted in Figure 3. In this case, an abstract plan leading an
other static floor fields, leading to an area in which the target is agent from the “Hall” to the lecture hall where “Lesson E” is
finally perceivable. This particular reasoning requires a hybrid held, then to the hall where “Lesson H” is held, then finally to
architecture of the agent, whose “body” component reproduces leave the building through the southern exit will be expanded
the pure reactive behaviour (i.e. the raw movement at opera- to become a sequence of seven steps (intermediate passages
tional level), while a “mind” is dedicated to this cognitive level through gateways among rooms require a specific operating
reasoning, aimed at achieving a sequence of fields to follow in instruction).
order to reach the final target. A schematic description of the The current implementation of the search algorithm
repredevised agent architecture is shown in Figure 2: the operational sents a basic approach, that does not consider agent
preferlevel layer (denoted as body) is actually an implementation ences (e.g. avoid stairs and use escalators), or the crowding
of the extension to the floor-field model described by [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]1 conditions of the environment (e.g. when the most direct path
slightly modified to trigger the computation of tactical level is getting too congested, change the plan), but these extensions
choices (carried out by the layer denoted as mind) whenever have already been considered for extended search strategies:
it is necessary. An obvious condition for the activation of the recent developments along this line of research are described
tactical level is the fact that an agent has a final goal that is in another contribution in this volume [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
not immediately perceivable at operational level. For instance,
in the sample environment introduced in the previous section, IV. EXAMPLE APPLICATION
an agent situated in the sub-area “E” cannot perceive the floor
field associated to the northern exit. Nonetheless, agents are
provided with the spatial knowledge associated to the abstract
commonsense representation of the environment, which is a
data structure accessible by their tactical level. Therefore, since
they are able to understand what is their current location in this
      </p>
    </sec>
    <sec id="sec-7">
      <title>The example application of the hybrid agent model is related</title>
      <p>to the previously described environment; in particular, it is a
rough representation of a building including a set of lecture
halls (labeled from “A” to “E”), all of which reachable from
a central hall (actually including a surrounding corridor), with
a northern and southern exits.</p>
      <p>Within this scenario, exploiting the previously described
tactical level extension, it is relatively simple to model different</p>
    </sec>
    <sec id="sec-8">
      <title>1Additional details about the implementation are provided by [7].</title>
      <p>The green agents, in other words, are already in the
environment at the beginning of the simulation, in particular in lecture
hall “A”, then they have to move to the sub-area in which
“lessonE” takes place (i.e. lecture hall “E”) and finally they
must leave the environment, half of them through the northern
exit and the other half through the souther one. Yellow and
white agents, instead, enter the simulation area respectively
through the northern and southern entrances, then move to the
sub-area where “lessonA” takes place (lecture hall “A”), then
they have to move to “lessonH” (lecture hall “H”) and finally
leave the environment, also splitting equally between northern
and southern exits.It must be stressed the fact that the modeler
is not forced to precisely and extensively define the path to
be followed by the agents employing it, which will expand an
abstract plan into a proper sequence of actionable operational
level movements according to their tactical level knowledge.</p>
      <p>The yellow agents’ plan, for instance, will be expanded into a
sequence that is analogous to the one described in Figure 3.
groups of pedestrian agents associated to different groups of Some screenshots of this simulation are shown in Figure 4.
students, having different timetables. For instance we could In particular, in Figure 4(a) green agents are exiting hall
define three groups (Green, Yellow and White agents) whose “A” and moving towards hall “E” (using both exits of hall
tasks in the environment are the following: “A”), while yellow and white agents are moving to hall “A”.</p>
      <p>Green [A → lessonE → Exit{0.5 North; 0.5 South}] In Figure 4(b) the three groups have reached the respective
Yellow[EExnitt{ra0n.5ceNNoorrthth; 0.5→Southle}s]sonA → lessonH → tdheestiennavtiioronnsmanedn,t lawtehriloentihneFyigeullroew4(ca)n,dthewghriteeenggrorouupps lmeaovvees
White [EExnitt{ra0n.5ceNSooruthth; 0.5→Soutlhe}s]sonA → lessonH → taorwearerdaschliencgtutrheeihrafill n“aHl”.leFsisnoanllyb,eifnorFeigleuarvein4g(dt)h,ebeonthvirgornomupesnt.</p>
      <p>The fact that agents from the same group employ different
paths to reach the same movement target may depend, on one
hand, on the nature of the static floor field layer, but also on
the fact that, at the tactical level, they may choose different
intermediate steps (e.g. there are two gateways leading from
the main hall to lecture hall “A”).</p>
    </sec>
    <sec id="sec-9">
      <title>V. CONCLUSIONS AND FUTURE DEVELOPMENTS</title>
      <p>
        The paper has shown an extension of a floor field model to
encompass tactical level tasks and information. We introduced
a particular structure of agents’ environment allowing them to
perceive and act at the operational level, but also deliberate at
tactical level: environmental data structures are automatically
generated starting from an annotated CAD-like environment
description. The hybrid agent architecture, including a simple
reactive operational level able to trigger deliberation activities
of the tactical level whenever it is necessary, has also been
introduced. A sample application illustrating how this approach
(a) Green group leaves hall “A” while yellow and white ones move towards
it.
(b) All groups reached their intermediate targets.
(c) Green group leaves the environment, while yellow and white ones move (d) Yellow and white groups have almost completed their movement towards
towards hall “H”. hall “H”.
allows specifying simple behavioural scripts for relatively
complicated agent’s plans has finally been described. Future
works are aimed, on one hand, at supporting the possibility
to enrich the abstract commonsense spatial representation
for allowing tactical level reasoning about information like
estimated distances, level of crowdedness of visible areas or
passages, additional relevant information (e.g. a certain area is
a steep ramp or staircase, which would hinder the movement
of elderlies or persons on wheelchairs). Moreover, we are also
going to extend agents’ behavioural specification to allow the
coordination of group path planning and the definition of area
activities, in the vein of [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
    </sec>
    <sec id="sec-10">
      <title>ACKNOWLEDGEMENTS</title>
    </sec>
    <sec id="sec-11">
      <title>This work was partly supported by the ALIAS project (“Higher education and internationalization for the Ageing Society”), funded by Fondazione CARIPLO. REFERENCES</title>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>C.</given-names>
            <surname>Burstedde</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Klauck</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Schadschneider</surname>
          </string-name>
          , and
          <string-name>
            <given-names>J.</given-names>
            <surname>Zittartz</surname>
          </string-name>
          , “
          <article-title>Simulation of pedestrian dynamics using a two-dimensional cellular automaton,” Physica A: Statistical Mechanics and its Applications</article-title>
          , vol.
          <volume>295</volume>
          , no.
          <issue>3 - 4</issue>
          , pp.
          <fpage>507</fpage>
          -
          <lpage>525</lpage>
          ,
          <year>2001</year>
          . [Online]. Available: http://www.sciencedirect.com/science/article/pii/S0378437101001418
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>A.</given-names>
            <surname>Schadschneider</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Klingsch</surname>
          </string-name>
          , H. Klu¨pfel, T. Kretz,
          <string-name>
            <given-names>C.</given-names>
            <surname>Rogsch</surname>
          </string-name>
          ,
          <article-title>and</article-title>
          <string-name>
            <given-names>A.</given-names>
            <surname>Seyfried</surname>
          </string-name>
          , “
          <article-title>Evacuation dynamics: Empirical results, modeling and applications,” in Encyclopedia of Complexity and Systems Science</article-title>
          , R. A. Meyers, Ed. Springer,
          <year>2009</year>
          , pp.
          <fpage>3142</fpage>
          -
          <lpage>3176</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>G.</given-names>
            <surname>Vizzari</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Manenti</surname>
          </string-name>
          , and L. Crociani, “
          <article-title>Adaptive pedestrian behaviour for the preservation of group cohesion,” Complex Adaptive Systems Modeling</article-title>
          , vol.
          <volume>1</volume>
          , no.
          <issue>7</issue>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>D.</given-names>
            <surname>Weyns</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Omicini</surname>
          </string-name>
          , and
          <string-name>
            <given-names>J.</given-names>
            <surname>Odell</surname>
          </string-name>
          , “
          <article-title>Environment as a first class abstraction in multiagent systems,” Autonomous Agents Multi-Agent Systems</article-title>
          , vol.
          <volume>14</volume>
          , no.
          <issue>1</issue>
          , pp.
          <fpage>5</fpage>
          -
          <lpage>30</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>S.</given-names>
            <surname>Bandini</surname>
          </string-name>
          and G. Vizzari, “
          <article-title>Regulation function of the environment in agent-based simulation,” in Environments for Multi-Agent Systems III</article-title>
          , Third International Workshop,
          <year>E4MAS 2006</year>
          , Hakodate, Japan, May 8,
          <year>2006</year>
          ,
          <string-name>
            <given-names>Selected</given-names>
            <surname>Revised</surname>
          </string-name>
          and Invited Papers, ser. Lecture Notes in Computer Science, D. Weyns,
          <string-name>
            <given-names>H. V. D.</given-names>
            <surname>Parunak</surname>
          </string-name>
          , and
          <string-name>
            <given-names>F.</given-names>
            <surname>Michel</surname>
          </string-name>
          , Eds., vol.
          <volume>4389</volume>
          . Springer-Verlag,
          <year>2007</year>
          , pp.
          <fpage>157</fpage>
          -
          <lpage>169</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>S.</given-names>
            <surname>Bandini</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Mosca</surname>
          </string-name>
          , and
          <string-name>
            <given-names>M.</given-names>
            <surname>Palmonari</surname>
          </string-name>
          , “
          <article-title>Common-sense spatial reasoning for information correlation in pervasive computing</article-title>
          ,
          <source>” Applied Artificial Intelligence</source>
          , vol.
          <volume>21</volume>
          , no.
          <issue>4</issue>
          &amp;
          <issue>5</issue>
          , pp.
          <fpage>405</fpage>
          -
          <lpage>425</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>L.</given-names>
            <surname>Crociani</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Manenti</surname>
          </string-name>
          , and G. Vizzari, “Makksim:
          <article-title>Mas-based crowd simulations for designer's decision support,” in PAAMS, Y</article-title>
          . Demazeau,
          <string-name>
            <given-names>T.</given-names>
            <surname>Ishida</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. M.</given-names>
            <surname>Corchado</surname>
          </string-name>
          , and J. Bajo, Eds., vol.
          <volume>7879</volume>
          . Springer,
          <year>2013</year>
          , pp.
          <fpage>25</fpage>
          -
          <lpage>36</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>M.</given-names>
            <surname>Viroli</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Ricci</surname>
          </string-name>
          ,
          <article-title>and</article-title>
          <string-name>
            <given-names>A.</given-names>
            <surname>Omicini</surname>
          </string-name>
          , “
          <article-title>Operating instructions for intelligent agent coordination,” The Knowledge Engineering Review</article-title>
          , vol.
          <volume>21</volume>
          , no.
          <issue>01</issue>
          , pp.
          <fpage>49</fpage>
          -
          <lpage>69</lpage>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>L.</given-names>
            <surname>Crociani</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Piazzoni</surname>
          </string-name>
          , and G. Vizzari, “
          <article-title>Adaptive hybrid agents for tactical decisions in pedestrian environments</article-title>
          ,”
          <source>in Proceedings of WOA 2015 - XVI Workshop “</source>
          From Objects to Agents” ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>J.</given-names>
            <surname>Was</surname>
          </string-name>
          and
          <string-name>
            <given-names>R.</given-names>
            <surname>Lubas</surname>
          </string-name>
          ´, “
          <article-title>Towards realistic and effective agent-based models of crowd dynamics</article-title>
          ,
          <source>” Neurocomputing</source>
          , vol.
          <volume>146</volume>
          , pp.
          <fpage>199</fpage>
          -
          <lpage>209</lpage>
          ,
          <year>2014</year>
          . [Online]. Available: http://www.sciencedirect.com/science/article/ pii/S0925231214007838
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>