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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Pedestrians' Route Choice Model for Shopping Behavior</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Bruno Rocha Werberich Carlos Oliva Pretto Helena Beatriz Bettella Cybis Department of Production Engineer Federal University of Rio Grande do Sul Porto Alegre</institution>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents an agent-based model to address the pedestrian route choice problem in shopping malls. Route choice in shopping malls may be defined by a number of causal factors. Shoppers may follow a predefined schedule, they may be influenced by other people walking, or may want to get a glimpse of a familiar shopping. The route choice process assumes that the cost of each route can be calculated as a function of three factors: route length, impedance generated by other pedestrians and attraction for areas of interest on the environment. The impedance generated by the friction between pedestrians is assumed to exist even before physical contact, due to the psychological tendency to avoid passing close to individuals with high relative velocity. Pedestrians seek minimal route length and minimal friction with other pedestrians. In order to represent shopping areas environments, a new factor is being considered in the calculation of the route cost: the attraction for areas of interest on the environment. Simulation results were compared to real data collected by video recording in a shopping mall.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Modelling of pedestrian’s behavior is a complex task and
has been studied by different research areas. In order to
represent motion of pedestrians more realistically, models
are required to simulate several processes, including sense
and avoidance of obstacles, interaction with other
pedestrians and route choice. Agent-based abstraction has
been widely used for pedestrian modeling, mainly due to its
capacity to provide insights about system´s reactions from
changes on entities proprieties, capturing information over
space and time at a detailed level [Klügl and Bazzan 2012;
Macal et al. 2006; Rossetti R. et. al. 2002]. Agent-based
models represent agents’ decision-making ability based on
their profile and perception over the environment.
Agent-based pedestrians models require the aggregation of
different levels of abstraction, that are modeled on different
layers. The majority of pedestrian models present a
multilayer simulation approach [Gaud et al. 2008; Hoogendoorn
et al. 2002] composed by, at least, two layers: a tactical and
an operational layer.</p>
      <p>The tactical layer chooses a path regarding an
origindestination pair and a route choice criteria such as minimum
distance and/or travel times. The tactical model determines
the desired pedestrian directions, which are used in the
operational model [Pretto et al. 2011].</p>
      <p>The operational model determines the low level microscopic
movements of pedestrians. It is ruled by principles of
pedestrians’sense and avoidance of obstacles. Most models
reported in literature can be regarded as using force-based
approaches [Helbing et al. 1991; Helbing et al. 1995]. In
force-based models, agents evaluate forces exerted by
infrastructure and by other agents. Helbing and Molnar
(1995) presented a relevant work on force-based models in
which they use Newtonian mechanics and a continuous
space representation to model a long-range interaction. The
concept behind this approach suggests that the motion of a
pedestrian can be described by combination of several
forces (including the repulsive forces from walls and other
pedestrians). The social force model reproduces various
emergent phenomena observed on pedestrian´dynamics.
The tactical model is responsible for route choice. Realistic
route choice is a complex process because most route
selection strategies are based on subconscious decisions.
Most models presented in the literature are concerned only
with the quickest or shortest route, like Kirik et. al. (2009),
Dressler et. al. (2010) and Lämmel et. al. (2014). However,
other factors play an important role in route choice
behavior, such as: peoples’ habits, number of crossings,
pollution and noise levels, safety, shelter from poor weather
conditions and other environment stimulations
[Papadimitriou E., 2012]. Most relevant route choice models
are concerned with pedestrians' evacuation. In Kretz et. al.
(2011), for instance, pedestrians routes are chosen based on
the minimal remaining travel time to destination. Kretz et.
al. (2014) introduce a generic method for dynamic
assignment used with microsimulation of pedestrian
dynamics. In the paper, the routes mark the most relevant
routing alternatives in any given walking geometry,
reducing the infinitely many trajectories by which a
pedestrian can move from origin to destination to a small set
of routes. Crociani and Lämmel (2016) present a work with
two major topics. In the first topic, a novel cellular
automaton (CA) model is proposed, which describes the
pedestrian movement by a set of simple rules, and the
second topic describes how the CA can be integrated into an
iterative learning cycle where the individual pedestrian can
adapt travel plans based on experiences from previous
iterations. Patil et. al. (2010) propose an interactive
algorithm to direct and control crowd simulation. The model
presented by Treuille et. al., (2006) unifies route planning
and local collision avoidance by using a set of dynamic
potential and velocity. Teknomo (2008) and Teknomo et al.,
(2008) described a self-organization route choice approach
to model the dynamics of agents, such as pedestrians and
cars on a simple network graph. The agents decide, when
reaching a vertex, which edge to enter next. This decision is
based on a set of rules regarding the agent’s observation of
the local environment. In order to represent complex
networks, such as shopping areas and urban scenarios,
agents need to represent more complex caracteristics and
capabilities.</p>
      <p>The literature presents several agent-based applications to
simulate different pedestrians’ behaviors and environments.
The pedestrians’ simulation in a commercial environment,
such as shopping malls, is particularly complex since
pedestrians are exposed to different stimulus and attractions
[Wang, W. et. al. 2014]. Agent-based simulation is
particularly valuable for these cases because environment
stimulus exert distinct influences depending on the person
profile. Dijkstra et al., (2013) provide a model for pedestrian
activity simulations in shopping environments. This
framework provides an activity agenda for pedestrian
agents, guiding their shopping behavior in terms of
destination and time spent in shopping areas. Pedestrian
agents need to successively visit a set of stores and move
over the network. The authors assumed that pedestrian
agents’ behavior is driven by a series of decision heuristics.
Agents need to decide which stores to choose, in what order
and which route to take, subject to time and environment
constraints.</p>
      <p>Route choice in shopping malls may be defined by a number
of causal factors. Shoppers may follow a pre-defined
schedule, they may be influenced by other people walking,
or may want to get a glimpse of a familiar shopping.
Shopping agents, as described in the literature [Borgers, A.,
and Timmermans, H., 1986; Ali, W. and Moulin, B., 2006]
usually decide (i) in which stores to stop, (ii) in what order
and (iii) which route to take. In practice, however, shopping
mall users´ behaviour is a combination of planned and
unplanned decisions. Planned decisions can defined by a set
of origin-destination pairs. Unplanned decisions may be
resultant from eventual impulses or the attraction exerted by
shopping windows.</p>
      <p>This paper presents an agent-based route choice model to
represents pedestrians’ in a shopping mall environment. The
pedestrian model allows the representation of shopping
users capable to perform either planned and unplanned
behaviour, depending on the agent´s profile. Simulation
results were compared to real data collected by video
recording in a shopping mall.
2</p>
    </sec>
    <sec id="sec-2">
      <title>The Model</title>
      <p>An agent-based model is proposed to address pedestrian
route choice problem. Agent-based models represent agents’
decision-making ability based on agents’ characteristics
profile and perception over the environment. In the
proposed model, pedestrians are agents able to choose and
recalculate routes. Pedestrians are not assigned to
predetermined routes.</p>
      <p>In this model, a route is a set of coordinates followed by a
pedestrian from origin to destination. Route choice process
comprises three factors for calculation: (i) distance, (ii)
interaction with other pedestrians (avoiding jams) and (iii)
attraction for areas of interest on the environment (in this
specific case: shop windows).</p>
      <p>The framework adopted to describe pedestrian behavior in
this model (Figure 1) presents a three-layer structure, each
layer representing:
(i) Demand for travel - set of origin and destination.</p>
      <p>Each origin-destination pair is associated to a
number of trips and a pedestrian generation rate.
Origins and destinations are associated with nodes
on the environment layer.
(ii) Simulation environment structure -.The
environment is described as a continuous space and
is composed by geometric entities, such as rooms,
doors, and other obstacles. The environment
entities are linked by a graph-based structure
providing a route to all entities. In this model,
nodes are defined by a set of coordinates (x, y).
Nodes also contain properties defining local
features of the environment.
(iii) Pedestrians movement, sense and avoidance of
obstacles: set of equations and agents behavior
rules. The social force model (1) describes
pedestrian walking behavior regarding agents’
lowlevel motion, collision avoidance and velocity
adaptation. Pedestrians freely walk on the
modeling environment seeking the next graph node
of the designated route. Pedestrians’ movements
are ruled by the sense and avoidance model and are
not restricted to a strict set of links.
The presented route choice process is derivate from model
established by Werberich et. al. (2014). Werberich et. al.
propose that the cost of each route can be calculated as a
function of two factors: route length and the impedance
generated by other pedestrians. The impedance generated by
the friction between pedestrians is assumed to exist even
before physical contact, due to the psychological tendency
to avoid passing close to individuals with high relative
velocity [Helbing D. et al., 2000]. Pedestrians seek minimal
route length and minimal friction with other pedestrians. In
this model, a new factor is being considered in route cost
calculation: attraction for areas of interest on the
environment.</p>
      <p>The total route cost is the sum of all link costs. Dijkistra
algorithm [Dijkstra E., 1959] is adopted to generate valid
routes for any origin/destination pair. Figure 2 describes the
cost calculation for a link.</p>
      <p>Impedance exerted by the pedestrians in the simulation is
calculated by simple vectors operations. Subtracting the
desired velocity of pedestrian α from the velocity of
pedestrians closer to node n ( pedestrians ) it is possible to
estimate I! (equation 1).</p>
      <p>I! =</p>
      <p>! ! −
where:
v! = Pedestrian’s β current velocity;
r! = Node’s n vector position;
r! = Node’s u vector position ;
!!= Pedestrian’s α desired speed.
!!!!!
!!!!!
∗ !!
(1)
The calculation of I! considers a neighborhood area around
the node n, defined by the radius R!. All pedestrians inside
the neighborhood area, at the instant of the route choice, are
nominated pedestrians β. I! is the sum of the friction forces
exerted by each pedestrian β over the desired velocity of the
pedestrian α.</p>
      <p>As mentioned above, the graph nodes contain properties that
classify local features of the environment. Node properties
define the environment characteristics. For example,
properties can be defined as female clothes store, male
clothes store, electronics store, shoe store, etc. Nodes are
defined by a set of values for all simulated properties.
Higher properties values mean the node is closer of the
related feature. Properties can assume values in the range [0
– 1].</p>
      <p>The attraction exerted by these nodes properties on
pedestrians vary dependeing on pedestrians profiles.
Pedestrians' profiles also present a set of values for all
simulated environment properties, that represent their
attraction for these features. For example, male pedestrians
probably have higher values for a property relating to a male
clothes store. These properties also assume values in the
range [0 – 1].</p>
      <p>The attraction of node n, perceived by pedestrian α (A!!), is
calculated as a weighted average (Equation 2):
!! =
!
!!! !!!∗!!!
!
!!! !!!
(2)
p = total number of properties;
P!! = pedestrian α property i value;
N!! = node n property i value.</p>
      <p>The total estimated cost for pedestrian α to walk from node
u to n (W!!,!), is a balance between distance, impedance and
attractiveness, as described in Equation 3:</p>
      <p>W!!,! =
r! − r! . (1 + I! /I!"# + (1 - A!!))
(3)
where:
I!"# = settable parameter that adjusts the balance between
distance and impedance. Further description of this
parameter can be obtained in Werberich et al. (2014).
Elected routes minimize the total cost W!. Equation 3
ensures pedestrians are attracted to areas of interest
considering their profile. Pedestrians also avoid congested
areas and passing close to other pedestrians with high
relative velocity.</p>
      <sec id="sec-2-1">
        <title>2.2 Pedestrian Stopping Behavior</title>
        <p>It is expected that pedestrians walking on shopping
environment, when attracted by an environmental stimulus,
may stop for a while. For example, pedestrians attracted by
a shop window frequently stop walking when they get
closer to this interest point. This model simulates
pedestrians route choice process subjected to attraction by
interest areas, tipical of shopping environments.</p>
        <p>To simulate pedestrians’ stopping behavior the model
introduces the concept of hotspots. Hotspots are defined by
a location on the environment ( and  coordinates) and a
neighborhood area (radius ). Hotspots have the same
environment properties as graph nodes. When a pedestrian
reaches the neighborhood area of a hotspot, he decides
whether to stop or not. This decision process considers the
pedestrian profile and the hotspot properties. Pedestrian
profile includes a value denoting the tendency to stop on a
hotspot (T!). Higher values of T! means the pedestrian have
higher tendency to stop on hotspots. T! values also respect
the range [0–1]. Equation 4 defines the probability of a
pedestrian α stopping on a hotspot q (S!!).</p>
        <p>!
! =
!!!!(!!!∗!!!)
! !
!!! !!
∗ !
where:
p = total number of properties;
P!! = pedestrian α property i value;
H!! = hotspot q property i value;
T! = pedestrian α tendency to stop on a hotspot.
(4)
If a pedestrian decides to stop on a hotspot neighborhood,
the hotspot coordinates become his new destination for the
stopping period. The balance between the pedestrian desired
speed vector (!!) and the forces exerted by the hotspot
walls, keep the pedestrian standing in the neighborhood
area. During this period, the interaction between pedestrians
is maintained, allowing a realistic representation of
pedestrians behavior at window shops. When a pedestrian
stopping time has expired, a new route is recalculated to the
final the destination.</p>
        <p>The time a pedestrian stops at a hotspot may has variable
assumptions. In this formulation, pedestrians stopping time
is assumed to be fixed, equal to 20 seconds. Assumptions
about stopping times can be discussed in more detail. An
important work regarding time spent at store windows was
developed by Dijkstra J. et. al. (2014). In this paper, authors
describe the time spent in a store based on pedestrians
profile and store segment.
As presented in this flowchart, a pedestrian only performs a
route recalculation procedure after stopping at a hotspot. A
Social Force-based route choice process considers the
interaction with other pedestrians, which provides a
dynamic behavior. However, if necessary, when simulating
complex scenarios, the model structure allows the
introduction of route recalculation areas. When simulating
small scenarios, where the decision at the beginning of the
trip was based on a good assessment of the way forward for
all simulation timeframe, route recalculation may not be
necessary.
Video data were collected in a shopping mall of Porto
Alegre, Brazil. The camera collected images from a hall that
connects the two main corridors of the first floor. Figure
4 presents an image of the studied area and the collected
pedestrian routes.</p>
        <p>The software Tracker was used to collect pedestrians’ data
in a semi-automatic process. The collected data is composed
by a set of coordenates (x and y) over 1 minute of video for
each pedestrian.</p>
        <p>In order to simplify the data analysis, the enviroment was
segmented in cells. A color map representing the cumulative
occupation of each cell is shown at figure 5, segmented by
gender.
Data analysis allows the identification of three stores with
higher pedestrian attraction . Table 1 shows the number of
pedestrians, men (M) and women (W), that were attracted
and stopped closer to these areas.
The proposed model has the potential to represent several
properties regarding agents’ profile and environment
characteristics. In order to simplify the simulation, only two
properties were considered in this experiment: Male Store
Attraction (MSA) and Female Store Attraction (FSA).
These two properties were applied to:
i. Scenario elements: hotspots and graph nodes (MSAs and
FSAs);
ii. Agents (MSAa and FSAa).</p>
        <p>The experiment was developed to identify the influence of
MSAa and FSAa in the number of pedestrians that are
attracted to hotspots. The MSAa and FSAa were calibrated
based on collected data.</p>
        <p>The model was implemented using c# programming
language (simulation engine) and Windows Presentation
Foundation for the graphical interface.</p>
      </sec>
      <sec id="sec-2-2">
        <title>4.1 Simulation Scenario</title>
        <p>Figure 6 shows the simulation scenario built to represent the
observed environment. Green areas (h1, h2, h3) are the
hotspots. The hotspots correspond to stores where mall
users used to stop on the real site. Dots are the graph nodes.
Rectangles represent mall kiosks.
Table 2 shows the values for MSAs and FSAs considered for
the hotspots and its surronding yellow graph nodes. Blue
graph nodes (Figure 6) exert no attraction over the agent, the
value for both MSAs and FSAs are zero. The MSAs and
FSAs values were assumed to be constants. The MSAs and
FSAs definition can be enhanced by considering effects of
various design and management attributes. An example of
the evaluation of consumers attraction can be found in
Oppewal, H., and Timmermans, H. (1999). The authors
estimated a stated preference model from responses to
descriptions of an hypothetical shopping centers considering
attributes such as: area for pedestrians, window displays,
street layout, and street activities.</p>
      </sec>
      <sec id="sec-2-3">
        <title>4.2 Calibration</title>
        <p>The calibration process aimed to calibrate the agents’ profile
(MSAa and FSAa) in order to reproduce the number of
stopped pedestrians at each hotspot. For this purpose, four
groups of simulations were run (s1, s2, s3, s4). For each
simulation group, 50 simulations were performed. Two
agents classes were implemented: male agents (MA) and
female agents (FA). By definition, male agents have FSAa =
0 and female agents have MSAa = 0. Table 3 shows the
configuration profiles defined for each simulation group.</p>
        <p>FA
FSAa = 0.1
FSAa = 0.5
FSAa = 0.7
FSAa = 0.9
s1
s2
s3
s4
The only variables in simulations were MSAa and FSAa.
The scenario configuration was kept constant. Agents’
tendency to stop (!) was set to 0.7. According to observed
data, each simulation run comprised 80 agents, 40% MA
and 60% FA. Pedestrians are generated with a fixed rate
over time, with 40% of change to be male and 60% of
change to be female. Figure 7 shows a simulation
screenshot, MA are green circles and FA are red circles. A
simulation video is availiable at:
https://youtu.be/10OUgNMaoNA.</p>
      </sec>
      <sec id="sec-2-4">
        <title>4.2 Simularion Analysis</title>
        <p>Simulation group s3 presented the best ajustment to the
observed data. Higher values of MSA and FSA lead to
higher attraction to hotspots. However, it is important to
highlight that even though a pedestrian chooses a route to
get closer to a shop window, he needs to reach a hotspot to
stop. If the hotspot area is too crowded, he may not reach
the hotspot, due to the social force effect, and do not stop.
Thus, the attraction effect has a tendency to be balanced.
Figure 9 show the s3 color map and the color map generated
from real data. The s3 color map is one of 50 simulations. It
is possible to observe differences in color patterns between
simulation and real data. This difference is due the noise of
pedestrians’ tracking process and camera perspective. It is
important to highlight stopping pattern at hotspots is similar.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5 Conclusions</title>
      <p>The modeling approach presented in this paper provides a
sound representation of pedestrian route choice dynamics
considering the attraction to shop windows. Route choice is
based on a combination of distance, impedance generated by
other pedestrians and shop window attraction. The model
differs from other pedestrians’ route choice approaches
because it seamlessly incorporates pedestrians social force
into the route choice decision process.</p>
      <p>In this model, we have created an association between the
pedestrian’s profile and store segment. When a pedestrian
defines a route, due to its attraction to a store, he draws his
chance to stop at a hotspot. The formulation of stopping
chances can be enhanced through a more complex agent
abstraction. However, it is well known that increasing
model complexity usually leads to an increase in the
calibration process effort.</p>
      <p>The analysis from simulations indicates that the agents’
emerging behavior provides a promising approach for real
case applications. This model formulation is capable of
supporting more complex agents’ profiles and aplications to
different enviroments, such as variable shopping premisses,
expositions sites and passengers terminals.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>The authors wants to thank the financial supported by the
National Council for the Improvement of Higher Education
(CAPES) and National Council for Scientific and
Technological Development (CNPq), both of Brazil.</p>
    </sec>
  </body>
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