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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Agent-Based Simulation of Human Behavior In the Case of Dangerous Events</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mikołaj Grotowski</string-name>
          <email>mikolaj.grotowski@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Management AGH University of Science and Technology Kraków</institution>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Faculty of Management AGH University of Science and Technology Kraków</institution>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-The present world is struggling to a greater extent, with the problem of ensuring security. Hence the growing demand for simulations of dangerous events. Most of these events involve people's participation. In the case of large groups, it is easier. However, the problem remains of simulating the actions of individuals, especially those who are under the influence of strong emotions that usually accompany such events. The authors have attempted to solve this problem based on solutions previously used only in the computer games industry. The work discusses the basic assumptions, implemented mechanisms, and results of the first tests of the use of these mechanisms in simulations of building evacuation processes. The work consists of the following parts: Introduction, review of existing solutions, the proposal of a solution, description of the implementation, and discussion of the results so far.</p>
      </abstract>
      <kwd-group>
        <kwd>Security</kwd>
        <kwd>human behavior modeling</kwd>
        <kwd>agent-based simulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION</p>
      <p>The need to ensure that safety is one of the basic human
needs. To ensure them, all knowledge available to man is
used. No wonder, then, that the simulation of non-safe
phenomena has been used since the possibilities of computers
allowed them. However, most of the currently used
algorithms have the disadvantage that it does not allow to
investigate how human emotions can affect a simulated
phenomenon. Our research aims to introduce the influence of
emotions to the variables under consideration in the
simulation process. This is intentional because human
emotions have a very significant impact on the course of
activities such as the evacuation of the building or the course
of the attack. This is especially important when the dangerous
phenomenon is the result of intentional criminal activity, not
the forces of nature.</p>
      <p>For research reasons, we have focused our research on the
problem of simulating the evacuation process of a building.
The simulated cause of evacuation can be both a natural
phenomenon (fire, construction disaster), as well as a
detrimental operation (bursting of an explosive charge, attack
with a firearm, attack with a melee weapon).</p>
    </sec>
    <sec id="sec-2">
      <title>Jerzy Mikulik</title>
    </sec>
    <sec id="sec-3">
      <title>STATE OF THE ART</title>
      <p>A.</p>
      <sec id="sec-3-1">
        <title>Approaches To the Problem of Evacuation Simulation</title>
        <p>
          In their work [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] Eric D. Kuligowski and Richard D.
        </p>
        <p>
          Peacock, and later [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] from Bryan L. Hoskins, carried out a
detailed breakdown of the evacuation models. As you can see
in these combinations, many models propose the use of a
global approach to simulated people, which assumes that we
study the overall flow of people. In such models, it is not
possible to introduce individual behavior of people, as they
do not exist as individual objects. It is also unintentional to
simulate with these models the situations resulting from the
intentional operation of the units present in the building since
their impact is usually limited to individual units, and to a
lesser extent to the flow of people as a whole. In the case of
models treating individual evacuees individually, we can
notice that the models that do not take into account the
specific behavior of persons prevail or they consider them in
a previously determined, deterministic way. However, more
and more times there are more and more models attempting to
simulate behavior in a more realistic way, through a
combination of scenarios and random factors. It should also
be noted that despite the manufacturers' declarations, one can
not speak in such simulations about the use of artificial
intelligence as a factor controlling evacuated units. What is
called AI by producers is only a more complex system of
assumptions and random factors. It does not contain a basic
learning factor for the definition of AI. At the same time, it
seems that it is not advisable to introduce self-learning
systems for such simulations because in reality, people who
are getting involved in the evacuation, for the most part, have
no previous experience with this process.
        </p>
        <p>Another issue in discussing existing models is the way in
which the route that evacuees are moving. Many models
assume that it will be the optimal route, without taking into
account the knowledge of the participants of the event. A
large group of models assumes that all people are moving in
the same direction, which is usually true in the case of events
such as fire, but it can be a problem when other situations are
simulated. Another problem is whether during the movement
the influence of neighboring people is examined. This is
important when trying to simulate such situations as panic
during the evacuation, where the greatest threats are precisely
the result of the interaction of individuals.</p>
        <p>Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)</p>
        <p>The last aspect to which we would like to draw attention
is the way of presenting the evacuated area. At present, the
models considering evacuation on the plane prevail. The third
dimension is either omitted or used only in visualization. This
prevents a full analysis of the "field of vision" of the
simulated persons, which translates into a higher level of
abstraction in making decisions about behavior. It is also
difficult in such an environment to carry out simulation of use
firearms, because, as demonstrated by experience, in such
situations the key factor was often the possibility of hiding
from the attacker, and these opportunities resulted mainly
from three-dimensional nature of rooms.</p>
        <p>B.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Analysis of Requirements</title>
        <p>Due to the fact that criminal activities are becoming more
and more serious, it seems that the current approach to the
problem of evacuation must change. Today, when planning
an evacuation, in the majority of cases only the fire hazard is
taken into account. Potentially, it creates weak spots in the
building's security that can be used to attack. To counteract
this, during the simulation, not only fire scenarios or similar
risks should be considered, but also potential criminal
activities. In order to be able to interpret the simulation results
effectively, it is advantageous that they should be carried out
on the same model. After tracing the available solutions, we
decided that we need a model that meets the following
requirements:
•
•
•
•
•
•</p>
        <p>Enables simulation of criminal activities on par with
natural phenomena
Can simulate various behaviors of people, including
non-rational ones, resulting from emotional states
resulting from an event
It is possible to simulate complicated interactions
between people
It is possible to differentiate the parameters of
simulated persons
It is possible to carry out a large number of
simulations at a reasonable time with various
parameters and variants, which are also automatically
created.</p>
        <p>The predicted route of movement is dynamically
created on the basis of information available for a
specific person.</p>
        <p>Similar models are used in the video game industry to
create opponents for players - bots. Hence, we decided to use
the solutions used in creating games, as it is about simulating
the influence of emotions, interactions and the ability to make
decisions under the influence of stress.</p>
        <p>III.</p>
        <p>PROPOSED MODEL</p>
        <p>
          According to the classification contained in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ],
the created model can be defined as a behavioral model with
risk assessment capabilities, models that can simulate any
type of building, continuous Grid/Structure, individual
perspective, conditional and probabilistic behavior,
interperson distance movement, and 3d space modeling.
        </p>
        <p>The basis for the model is the use of objects - agents with
the ability to interact with the environment.</p>
        <p>Each agent has a set of statistic defining its capabilities in
the reception of information and in its impact on the
environment. These statistics can change during the
simulation. They can be divided into two categories,
"psychic", responsible for the reception of stimuli and
"physical" responsible for interacting with the environment.
In addition, the agent may have assigned markers that
indicate sensitivity or insensitivity to specific factors. At the
current stage, a model using six statistics is tested:
•
•
•
•
•
•</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Speed - determines the speed of the movement</title>
      <p>Strength - defines the possibility of an impact on the
environment
Durability - defines resistance to the influence of
physical factors, reduces penalties to speed and
strength for such factors as the strength of other
people or smoke
Knowledge - knowledge of the area, affects the chance
to choose a better route without using the signage
Perceptiveness - a feature that increases the chances of
choosing a route based on marking and reacting to
changes in the environment
Mental resilience - a factor determining how the agent
is influenced by psychological factors</p>
      <p>Each factor affecting the agent has the following
parameters: a range of impact (distance or line of increase),
type of interaction (physical/psychological), and effect
(modifiers to the characteristics of the agent). All impacts are
modified by random distribution. Also included is a marker of
non-sensitivity or vulnerability. The insensitivity mark
decreases five times, and the vulnerability marker increases
the factor's impact on statistics five times.</p>
      <p>The path is determined as follows: first, it is tested by
means of a random factor modified by the perceptive eye, or
the agent sees where there is a way out of a particular room.
If so, the road is defined as the route with the smallest cost of
interactions towards the evacuation marker. If this is not the
case, a random test is performed with the feature of knowing
if the agent still chooses a good exit. If not, it moves to the
site where the impact is the smallest. It is not necessary to
create a separate principle of following the crowd, because in
this case the lowest cost usually causes such behavior.</p>
      <p>Emotional effects are simulated by modifying
characteristics - for example, panic is defined as an increase
in strength and endurance along with a decrease in perception
and knowledge. The influence of physical factors is simulated
in a similar way, for example, smokiness means a decrease in
strength, speed and perceptiveness.</p>
      <p>As you can see the basic principles of the model are quite
simple, which allows for easy implementation and good
computational efficiency.</p>
    </sec>
    <sec id="sec-5">
      <title>IV. THE PLANNED ASSESSMENT METHOD</title>
      <p>At the moment, it is planned to evaluate this model with
two methods. First, the simulation results are compared to the
passage of real events. Unfortunately, this must be real cases,
not exercises, because this model focuses on phenomena that
do not occur during tests. The second method is a comparison
with other models, mainly with the BENTLEY SYSTEMS
Legion model as the have most similar functionally.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENT</title>
      <p>The authors wish to thank AGH UST for providing
financial means for the research and publication of the paper.</p>
    </sec>
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</article>