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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>To quit or to cruise? Modeling parking search decisions based on serious games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nir Fulman</string-name>
          <email>nirfulma@post.tau.ac.il</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Itzhak Benenson</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eran Ben-Elia</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Geography and Environmental Development, Ben-Gurion University of the Negev</institution>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Geography and Human Environment, School of Geoscience, Tel Aviv University</institution>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>1Knowing when a driver will quit cruising and either leave the area or park at an expensive off-street facility is critical for modeling parking search. We employ a serious game PARKGAME for estimating the dynamics of drivers' decision making. 49 Participants of a game experiment were involved in three scenarios where they had to arrive on time to a fictional appointment or face monetary penalties, and to choose between uncertain but cheap on-street parking or a certain but costly parking lot. Scenarios diverged on the time to appointment and distance between the meeting place and parking lot locations. Players played a series of 8 or 16 computer games on a Manhattan grid road network with high on-street parking occupancy and nearby parking lot of unlimited capacity. Players' choices to quit or to continue search, as dependent on the search time, were analyzed with an accelerated-failure time (AFT) model. Results show that drivers are mostly risk-averse and quit on-street parking search very soon after potential loses begin to accumulate. The implications of game-based methods for simulation model development and sustainable parking policy are further discussed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Future automated vehicles will definitely simplify urban
transportation and parking [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Until that happens, long search for
parking is an inherent component of a car trip to the center of the
city, with negative externalities including traffic congestion, and
air and noise pollution [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Cruising typically involves
time-tomoney tradeoffs between certain but expensive parking at a paid
and possibly distant off-street facility and uncertain yet usually
cheaper on-street parking. Understanding driver behavior in
response to on-street and off-street parking conditions and prices is
a basic step on the way to sustainable parking policy.
      </p>
      <p>
        Urban parking space is highly heterogeneous and adequate
representation of drivers’ parking search demands a high-resolution
and spatially-explicit representation of cruising drivers and parking
options. This can be achieved with Agent-Based models (ABM)
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Knowledge on individual driver parking behavior has the
potential of turning ABM into a highly effective policy support
tool. Significant efforts have been made to understand drivers’
reaction to parking prices [6], yet we still lack a formal description
of drivers’ reaction to prominent factors such as the occupation
rate, time stress and distance between parking place and
destination.
      </p>
      <p>The goal of this paper is to experimentally establish models of
individual parking search behavior in a highly occupied area, under
the dilemma of the very uncertain and cheap on-street versus
certain and expensive off-street parking. The models can be used to
characterize agent-drivers in a spatially-explicit, empirically-based
parking ABM, and thus improve our ability to study the collective
consequences of parking policy. To this end, we study and analyze
parking behavior based on gamified lab experiments with the
PARKGAME Serious Game.
2</p>
    </sec>
    <sec id="sec-2">
      <title>METHODOLOGY 2.1</title>
    </sec>
    <sec id="sec-3">
      <title>PARKGAME serious game platform</title>
      <p>Our experiments are performed with PARKGAME – a flexible
serious game platform for studying parking search behavior and
decision-making. The urban road and parking infrastructure in
PARKGAME are represented by GIS layers of street links and
parking lots in a standard shapefile format. On-street parking spots
are constructed automatically by the game software at 4m distance
from each other along the street links in line with the direction of
traffic. Figure 1 presents the user interface of PARKGAME:
Onstreet parking spots are presented to the player as green (vacant) or
red (occupied) dots and a parking lot is represented by a larger
circle, and the destination is marked by a red flag. A green arrow
that appears above the car, represented by a blue rectangle,
functions as a virtual compass and points the driver in the direction
of the destination.</p>
      <p>The player navigates – advances, accelerates, decelerates and
takes turns using the keyboard arrow keys. The field of view is
only 5 parking spaces ahead at any moment; spots further ahead
remain colorless until the driver approaches them. Although other
cars competing with the player for free spots are currently not
included in the interface, the effect of other cruising drivers is
indirectly represented in the game by a random turnover process
whereby on-street parking spots are randomly occupied and
vacated at a preset rate.</p>
      <p>The player can only park at a vacant spot with a maximum
speed of 12 km/h, similar to real-life conditions [5]. A slider on the
top right corner of the screen changes from green to red when the
speed is too high for safe parking. The player parks the car by
pushing the SPACE button and this ends the game. The software
then calculates the walking distance from the selected spot to the
destination. Based on the preset walking speed, it then computes
the walking time and adds it to the total time of the game.</p>
      <p>In the game, players are expected to attend a fictional meeting
in Ta minutes from the start of the game. They start the game with
a fixed budget B, out of which the on-street Con or lot Coff parking
costs are deducted, based on the eventual parking choice. Lot
parking is always available but, to roughly reflect local conditions,
at double the price of parking on-street, Coff ~ 2*Con. Players cruise
for parking, park the car and walk to the destination at a constant
speed of 3.6 km/h = 1m/sec. The total game time is calculated as
the sum of the search time and walk to the destination. If players
reach the destination later than Ta minutes from the start of the
game, they are fined based on a per-minute lateness rate Lminute.
Thus as in reality, the goal of the player is to find parking quickly
and close to the destination. The maximum allowed cruising time is
Tm &gt; Ta and the player that still cruises at Tm is considered to have
decided to park at a lot at a moment Tm, in which case we overlook
the time of driving to the lot. The on-street and lot parking costs
Con and Coff, as well as the remaining time until the meeting, the
walking time from the current position of the car to the destination
and the per-minute late fine Lminute, are presented to the player on
the screen (figure 1). The game administrator’s UI enables
modifying key game parameters. The output of the game includes a
detailed log of all the decisions taken by the player during the
game.
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>Experiment design, participants and procedure</title>
      <p>In pilot experiments, it became clear that in realistic irregular
street layouts, cruising is strongly affected by the network topology
and one-way traffic, resulting in confounding effects with
topology-enforced wayfinding. For this reason the experiment was
performed on a Manhattan-like city grid of 10X8 blocks. Each link
is considered as two-way traffic, 90m long with 20 parking spots
on each side. The on-street occupancy rate r was set very high, to r
= 99.75%, enforcing long cruising for on-street parking. Every 15
seconds, several spots were assumed to be occupied by “other”
drivers an identical number of randomly selected occupied spots
were vacated. Lot parking was always available.</p>
      <p>The starting point in all games is 315 meters from destination,
equivalent to ca 1-minute drive at the maximum allowed speed of
30km/h (figure 2). This starting point is far enough from the
destination to distinguish between the start of a game and start of
the parking search, and close enough to avoid unnecessary
navigation. The parking prices and lateness fee used in the
experiments are presented in table 1.</p>
      <p>The parking lot was always located down the road beyond the
destination from the perspective of the player’s starting position
and direction. The maximum allowed search time Tm was 9
minutes in all scenarios.</p>
      <p>Cruising behavior of drivers was tested in three scenarios
(figure 2, table 2). In scenario A, the lot was located 45m from the
destination, and the time until the expected meeting was 3:00 min.</p>
      <p>At a walking speed of 1m/sec, the walk between the parking lot
and destination took 0:45 min. Scenarios B and C were devised for
studying the influences of the parking lot’s location on cruising
behavior. The distance between the destination and the lot in these
scenarios is 135m and thus Woff = 2:15 min. Players had less time
to search for on-street parking in scenario B than in scenario A,
while in scenario C, the additional walk is seemingly neutralized
by increasing Ta from 3:00 to 4:30 minutes.
49 participants (30 men and 19 women) holding a valid driving Following this they participated in a training session of 4
license between the ages of 19 to 67 (Avg. = 32, STD = 11) were consecutive games playing scenario A. The objectives of this
recruited through an online ad to participate in the experiment. The session were to practice the use of the keyboard, and to get used to
participants arrived at the lab after registering online and were the on-street parking availability observed in the game. Players
randomly divided into game sessions of up to 4 players per session, participating in pilot sessions were debriefed and shown videos of
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      <p>After arriving to the computer lab, participants were provided a Following the training session, the experimental session
show up fee of ILS30 and signed a mandatory consent form. They commenced. At the end of an experimental session, cumulative
sat individually, each in front of the computer with 21 inch screens. rewards were tallied up and granted to players.
All 49 participants played scenario A. In addition, 10 randomly
chosen players also played scenario B and another 10 participants
played scenario C. Five players of each of the latter groups started
out with scenario A and continued with B or C and five played in 3 RESULTS – TEMPORAL DECISION
an opposite order - B or C and then A. MAKING</p>
      <p>After a 10-minute oral briefing of the game mechanism and
scenarios details, players filled in a pre-test questionnaire regarding
their parking habits as well as basic socio-demographic data.</p>
      <p>Cruising drivers make two types of decisions at junctions. The first
decision is whether to continue the search for the uncertain yet
cheaper on-street parking or head to the certain but more expensive
lot. The second decision is where to drive, that is whether to
approach, remain at the same distance or recede from the
destination and/or parking lot. In this paper we focus on the former
choice, and leave the latter for later examination.</p>
      <p>Overall, players parked at the lot in 59% (231 out of 392) of the
games in scenario (A), 69% (55 of 80) in scenario (B) and 51% (41
of 80) in scenario (C). Every player parked at the lot at least once
during the series of 8 games of a certain scenario. The minimal
number of times a player parked at the lot in a scenario is 2 and the
maximal is 8. On average, players park at the lot in 4.7 of 8 games
in scenario A, 5.5 of 8 games in scenario B and 4.1 of 8 games in
scenario C, with STDs of 1.2, 1.6 and 1.2 respectively. The
differences between the distributions of the number of lot choices
in the three scenarios are insignificant (χ2 = 3.32, p &gt; 0.1)
according to a Kruscal-Wallis test.</p>
      <p>To study the dependence of the player’s decision to quit
cruising and park at the lot we applied actuarial survival analysis
[6], where survival means continuing cruising for on-street
parking. Formally, the survival is relevant for games where players
parked at the lot before reaching the maximal game time Tm,
whereas games concluding with on-street parking and the two
games where players cruised for the entire game time Tm without
succeeding to park are considered as “right-censored”.</p>
      <p>Figure 3a presents the Kaplan-Meier survival curves – i.e. the
probability S(t) to continue cruising, in scenarios A, B and C. The
horizontal axis represents the time t in seconds, and the vertical
axis shows the fraction of drivers still cruising at time t. The
logrank test suggests the scenarios' survival curves differ substantially,
(χ2 = 39.98, df = 2, p &lt; 0.001). Figure 3b presents the
corresponding kernel-smoothed instantaneous hazard function
ℎ( ) =  / log( ( )) for the three scenarios that reflects the
instantaneous rate to park off-street at t if a player failed to park on
street before.</p>
      <p>As evident, the hazard rates h(t) are non-linear in all three
scenarios: They grow from the start of the game and until shortly
after the time of the meeting, and many games end with the player
parking off-street and paying no fine or a minor fine. The hazard
rates then decrease reflecting players who take the risk of being
late and continuing cruising despite the fine time.</p>
      <p>To assess the influence of scenario parameters on players’
choice to quit on-street parking search we employ parametric
hazard models. Namely, we fit an accelerated-failure time (AFT)
model, the analytical form of which is ℎ( | ) = ℎ0( )  , where
 is a vector of covariates, ℎ0( ) is the baseline hazard that is, the
hazard function assuming all components of  are zero, and  is a
vector of coefficients to be estimated.</p>
      <p>We compare four parameterizations of the basic hazard function
ℎ0( ): Lognormal, Log-logistic, Weibull and Exponential and
consider the time until meeting and distance between parking lot
and destination as covariates. Akaike’s Information Criterion
(AIC) is applied to compare goodness of fit for different
parameterizations [7].</p>
      <p>As can be seen in table 3, the log-logistic and the lognormal
models provide the best and similar approximation of the
experimental data and both generate hazard functions that fit very
well to those presented in figure 3b. The Weibull model and the
exponential model are the worst.</p>
      <p>The analytical form of the hazard function that is based on the
best approximating log-logistic hazard is as follows
resulting in survival function of the form
where  =   =  ∑    ,   are covariates, and   and  are
estimated from the data. If 1/ &gt; 1, the conditional hazard first
rises and then falls, and if 1/ &lt; 1, it declines monotonously.</p>
      <p>The parameters’ estimates for the log-logistic model are
presented in table 4 and Wald statistic (z), indicates that the
influence of both covariates is highly significant (p &lt; 0.001).</p>
      <p>As can be seen, 1/ =  1.252823.5, indicating
nonmonotonous unimodal hazard function, as in Figure 3b. The
positive value of β for the meet_time indicates longer on-street
search when the time between the start of the game and the
meeting increases, while negative β for lot_dist covariate indicates
shorter search in case the lot is farther away from the destination.</p>
      <p>Given the Log-logistic hazard model, the empirical equation for
λ is, thus
 =  −(3.99823−0.0036×
_
+0.00701×
_</p>
      <p>)
and the overall survival function is</p>
      <p>( ) = {1 + ( )3.5}−1
while the hazard - conditional probability to decide to quit the
on-street search and park at the lot, is given by</p>
    </sec>
    <sec id="sec-5">
      <title>IS CRUISING FOR PARKING RISKY?</title>
      <p>Experimental data make it possible to investigate an issue critically
important for parking modeling: Do drivers decide to quit the
search based on the instantaneous stress of being late or is there a
general search strategy that they apply? To answer this question,
we propose a theoretically optimal model of player behavior and
compare it to the experimental results
Consider a series of games that start at a time moment 0, of
duration Tm and assume that the player is cruising at the speed that
is close to the maximal possible (30 km/h) and decreases the speed
to the parking limit of 12 km/h immediately upon noticing a vacant
on-street spot. In this case, the time necessary to traverse a 90m
street link is close to 10 seconds and the appointment time Ta and
maximum allowed game time Tm can be considered in 10-sec time
steps. In the model below on-street parking at t is defined as
“finding a vacant parking spot by the end of time step t” and
parking at a lot at t is defined as “parking at the lot at the
beginning of time step t”.</p>
      <p>Parameters of the model are as follows: initial game budget B, the
cost of parking on street Con and on the lot Coff and fine L10 per
additional 10-second delay, L10 = Lminute/6. For the average
occupation rate r, the probability to find on-street parking while
traversing a random link with its 20 parking spots (that takes a time
step of 10 seconds) can be estimated as
 = 1 −  20
(6)
The accumulated late fine for arriving at the destination is denoted
below as L(t), and counts down starting from the Ta. For the driver
arriving at the destination at time-step t, it is
 ( ) = {
0
 10 × ( −   )
  ≤  
  &gt;  
We assume that a player that cruises until the end of the game (Tm)
and fails to park on-street, parks at the lot at the beginning of time
step Tm + 1, pays the lot cost, walks to the destination from the lot
and pays the maximal late fine calculated as L(Tm + 1 + woff).
The probability of failing to find a vacant on-street parking spot
during the time interval [0, t] is:</p>
      <p>(1 −  )
The gain of a player who parked on-street, if cruised during the
time interval [0, t] and parked by the end of a time step t is:
  ( ) =  −  
−  ( +   )
The gain of a player who parked at the lot, if cruising during a time
interval [0, t] and then parked at the lot at the beginning of time
step t + 1 is:
(7)
(8)
(9)
 
( ) =  −  
−  ( +  
)
(10)
For our experiment design, the walk time after parking off-street is
woff = 45 sec = 4.5 time-steps in scenario A and woff = 135 sec =
13.5 time steps in scenarios B and C. The value of won evidently
varies between drivers and in what follows employ the rough value
of won = 2 min = 12 time steps in all three scenarios.</p>
      <p>4.1</p>
    </sec>
    <sec id="sec-6">
      <title>Optimal strategy of a rational player</title>
      <p>A perfectly rational player is assumed to choose a strategy,
depending on the game parameters, on the cruising duration of for
finding on-street parking that results in a maximal possible gain M.
Based on (8) – (10), the gain M(t) from unsuccessful cruising
during [0, t], and parking at the lot at t + 1 is:
 ( ) = (∑ == 1  × (1 −  ) −1 ×   ( )) + (1 −  ) ×  
( + 1) (11)
In all three scenarios lot parking price exceeds on-street parking
price. This is the major reason why  ( )/ is always positive,
and thus M(t) monotonously increases in all three scenarios. This
holds true even if we assume the highest observed won of 200 sec.
The optimal strategy of a rational player in all scenarios is
therefore to cruise until the very end of the game. The optimal
strategy is especially rewarding considering each player
participated in a series of 8 or 16 games. For the exploited values
of parameters, the average gain (11) of an optimally behaving
player will be between 9 – 10 ILS over 8 games, depending on the
scenario.</p>
      <p>Players that did not follow the optimal strategy presented above
may be considered as “myopic” that is, sensitive to the events
during the game and deciding anew, depending on the course of a
game, whether to continue cruising or quit and park at the lot. In
the latter case, their decisions are based on the accumulated search
time t and the experience gained during previous games.
To understand these players’ choices, we consider a player who
searched for on-street parking unsuccessfully during the time</p>
      <p>In figure 5, each curve starts at a different t and represents
 ( , ∆ ) - the gain of a player, searching unsuccessfully until t, if
they continue searching for additional time Δt. For each t, the
entire curve  ( + 1, ∆ ) is below the curve  ( , ∆ ) and
eventually  ( , 0) becomes negative. In addition, for the values of
t for which  ( , 0) is negative, the time Δt1 that is necessary to
return to a positive-reward state of  ( ,  1) &gt; 0, increases. That
is, the gain from “cruising a bit longer” for on-street parking
decreases throughout the course of the game. “Myopic” and, thus,
bounded-rational players, unlike their rational and “strategic”
counterparts, may interpret this as the potential reward from a long
and unsuccessful search that gradually diminishes regardless of
which course of action they choose. Eventually they become
discouraged from very long cruising and head to the lot
prematurely. According to the results presented in section 3, this is
what indeed happens in our game experiments. Namely, the
players’ behavior is myopic and they cancel their search soon after
the fine period starts (Figure 3). None of the players followed
optimal strategy and only in 2 out of 552 games players played
until the very end of the game.
5</p>
    </sec>
    <sec id="sec-7">
      <title>DISCUSSION</title>
      <p>As we have demonstrated, PARKGAME players’ behavior can be
considered risk-averse. They do not follow the optimal strategy
that is to search until the end of the game. Instead, when the fine
for being late starts to grow the probability to quit on-street search
and park off-street grows as well. Shortly after that, the hazard
function peaks and then starts to decline (figure 3). That is, despite
general risk aversion tendency, some players in certain games may
behave in a risk seeking (and optimal) manner and, despite
accumulating losses, decide to search up to the very end of the
game. No player behaved in this optimal risk seeking way over
several games. Thus further experiments are needed to investigate
the decline of the hazard function. It should be noted that this
decline may well be considered a game artifact: players were aware
that the total loss is limited and, thus, additional loss from
searching to the last minute or two of a game was not substantially
high. However, recognition of this effect demands a different
organization of the experiment.</p>
      <p>The choice of when to quit cruising on-street and head to a
parking lot is well approximated by the accelerated-failure time
model with the log-logistic hazard function. The parameter γ of the
log-logistic function is essentially larger than 1 reflecting the
hazard function with a maximum soon after the time at which a late
fee for lot-parking starts to accumulate, while parameter λ of the
accelerated-failure time model increases as the meeting time
approaches and decreases if the distance between the destination
and parking lot increases. That is, in a very intuitive manner, the
shorter the time to the meeting and larger the distance between the
destination and the off-street lot, the higher the probability
becomes to quit cruising and park at the lot (figure 4).</p>
      <p>The revealed rules of drivers’ parking decisions can be
incorporated into an agent-based parking simulation model. An
advantage of the Log-logistic hazard (1) – (2) equations is in the
estimated coefficients that can serve for the model’s initial
parameters. Then, the modeler can investigate the consequences of
stronger or weaker reactions of drivers to the time- and distance
related factors by varying the parameters of these analytical rules.
This approach of game-based modeling can benefit the reliability
of policies and services established using the model. It is especially
relevant in the context of parking search, where empirical studies
are scarce and little is known about the dynamics of the process.</p>
      <p>The choice of whether and when to quit cruising and head to the
expensive parking lot or continue searching for cheaper on-street
parking is one of two major component of driver’s parking
behavior. The second major decision that of the search path. We
leave it for an additional paper.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGEMENTS</title>
      <p>We express our gratitude to Dr. Nadav Levy for coming up with
the idea of a game-based parking search model.</p>
    </sec>
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