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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>F. Gasparini);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>an experimental agent-based modeling approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francesca Gasparini</string-name>
          <email>francesca.gasparini@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marta Giltri</string-name>
          <email>marta.giltri@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniela Briola</string-name>
          <email>daniela.briola@uninsubria.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alberto Dennunzio</string-name>
          <email>alberto.dennunzio@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefania Bandini</string-name>
          <email>stefania.bandini@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>DISTA, University of Insubria (Varese)</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Informatics, Systems and Communication, Università degli Studi di Milano-Bicocca</institution>
          ,
          <addr-line>Viale Sarca 336</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Meguro-ku, Tokyo 153-8904</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>RCAST - Research Center for Advanced Science &amp; Technology, The University of Tokyo</institution>
          ,
          <addr-line>Komaba Campus, 4-6-1</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Many manifestations of interactive human behavior (social and with the environment) are conditioned by emotions, influencing reasoning and other rational decision making activities. The study of the interplay of emotional and non-emotional behaviors (spatial motion) is here faced through the modeling of afective agents where afective states are explicitly measured and represented thanks to the collection of data in a dedicated experiment with humans. During this experiment, we observed that subjects of diferent ages (focusing on elderly) react diferently to particular spatial stimuli (proxemics distance calculation), manifesting a strict relation between distancing and emotional states. The agent-based modeling and simulation of this behavior here presented is a contribution to the comprehension of complex interplays between spatial distances and afective states, amplified by the recent experience of pandemic, where aware distancing become a mandatory and afecting factor of the life, especially for fragile and aged people. The presented modeling approach relies on data collected with an online experiment performed to understand what kind of personal, psychological and situational factors influenced people's behavior while distancing from others, in particular during the COVID-19 pandemic. The focus of the experiment was in the comparison of diferent age reactions, involving 80 participants aged between 16 and 92 years.</p>
      </abstract>
      <kwd-group>
        <kwd>afective agent</kwd>
        <kwd>proxemics</kwd>
        <kwd>social distancing</kwd>
        <kwd>COVID-19</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Simulating a human subject and his behaviour is an always up-to-date research topic, especially
in the artificial intelligence field: adopting an agent modeling approach often comes as the most
natural way to represent a human, since the definition of an agent [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] as a hardware or software
system situated in an environment, autonomous, reactive, proactive and social directly maps to
the main features of a human too.
nEvelop-O
      </p>
      <p>
        The role of emotions and afect in producing more realistic agent behaviors is becoming
increasingly crucial, given the important part they play in the interactions a person has with
others and with the environment in which he/she lives. Emotional reactions in a given environment
afect the subject’s behavior diferently depending on the subject’s age. For instance, elderly
people appear less reactive in driving ability [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and tend to behave more cautiously while
walking and facing an obstacle, passing it only when they feel save [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Thus in the definition of
an afective agent, the influence of age in the emotional perception of the environment should
also be modeled.
      </p>
      <p>
        In this paper we propose an “afective agent model”, namely, an Afective Multiagent System,
and we report its initial evaluation exploiting an Agent-Based Simulation that relies on data
collected with an online experiment. The key idea is to define an agent that describes the
behavior of subjects belonging to diferent age groups, while interacting with strangers, during
the COVID-19 pandemic. The subjects behavior, and in particular the distance perceived as
safe, are conditioned by the fear of getting sick and by the government’s impositions on the
distances to be respected, among other factors. This behaviour is strictly related to the concept
of Proxemics, and of the dimensions of the human distances introduced and deeply studied by
Edward Twitched Hall [
        <xref ref-type="bibr" rid="ref4">4, 5, 6</xref>
        ]. The paper is organized as follows. In Section 2 the context
background and a quick review of the state of the art about afective agents and proxemics are
reported. The online experiment and its results are synthesized and commented in Section 3.
The core of our model proposal is detailed in Section 4, and the simulation where the model is
tested on the data acquired by the online experiment is reported in Section 5. Finally, conclusions
and future works are drawn in Section 6.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>In this Section, the context background and a quick review of the state of the art are reported.
In particular, in the following subsections the definition of Multiagent Systems (MAS) and
preliminary works that tried to model emotions in agents are briefly sketched. Furthermore the
Hall’s theory on proxemics and the factors that influence human distances are introduced to
better understand the online experiment. This experiment provides the data for the Agent-Based
Simulation reported in this paper to evaluate the Afective Multiagent System proposal.</p>
      <sec id="sec-2-1">
        <title>2.1. Multiagent Systems and Agent-Based Simulations</title>
        <p>Multiagent Systems (MAS) are well-known models for modeling and studying and complex
systems. Formally, a MAS is a collection of a certain number  of individuals or entities, called
agents, each of them identified by an index  ∈ {1, … , } and taking a state from a set  , called
the set of states. The state of each agent includes the information about the position of the
agent itself inside the common  -dimensional space  ⊆ ℝ  where all the agents are situated. A
configuration of a MAS is a snapshot of all states of the agents, i.e., a vector  = ( 1, … ,   ) ∈   ,
where for every  ∈ {1, … , } , the element   ∈  is the state of the agent  . For each  ∈ {1, … , } ,
the  -th agent updates its own state according to a map   ∶   →  on the basis of the states
of (possibly all) the other agents. All the agents update their own state synchronously at each
discrete time step. In this way, the overall update of the states of all the agents at any time step
is described by the transition function  ∶   →   defined as:</p>
        <p>∀ ∈   ,  () = ( 1(), … ,   ()) ,
and hence the sequence {  ()} ∈ℕ , is nothing but the dynamical evolution, or orbit, of a given
MAS starting from its initial configuration  ∈   , where for every  ∈ ℕ the element   () of
that sequence is the configuration of the MAS at time  ∈ ℕ . We stress that the set { 1, … ,   }
completely determines the transition function  of a MAS. Therefore, a MAS can be concisely
defined as the triple ⟨, , { 1, … ,   }⟩.</p>
        <p>An Agent-Based Simulation (ABS) is a MAS as described before together with all the
information needed for performing a simulation, i.e., the description/reproduction of a specific dynamical
evolution of the given MAS, or, better, a finite segment of that, including, for instance, the data
for setting up the initial configuration of the MAS, the total number of time steps corresponding
to the duration of the phenomenon the MAS models (the duration of the considered online
experiment in our case), and so on.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Modeling emotions in Agents</title>
        <p>In the case of agent-based simulations, the design of a new generation of systems supporting
agent modeling taking into account emotions and afects represents a new research frontier,
research that also prides itself of multidisciplinarity by involving human disciplines [7].
Numerous researchers have already started working towards integrating new factors into agent
modeling, in order to obtain more realistic and plausible simulations, with diferent approaches
to the matter leading to diferent objectives and results.</p>
        <p>One first example can be given by investigating the works of Colombi et al. [ 8] and of Feliciani
et al. [9]. In the presented papers, pedestrian agents with diferent behaviours were designed
and modeled after observing people’s behaviour in a real-live experimentation. Rather than
concentrating on emotions, though, the researchers modeled the agents in their simulations to
reflect the subjects’ behaviour by focusing on movement and speed, basing their designs on the
information contained in the videos recorded during the experimentation.</p>
        <p>Adam et al. [10] introduced in their design the notion of fear as the only emotion involved
in the agent modeling. Emotion dynamics and propagation were then modeled after popular
psychological theories in literature.</p>
        <p>Tsai et al. [11] focused their work on an evacuation modeling that contemplated spread of
knowledge, emotional contagion and social comparison between groups of diferent agents.
Their design too was influenced by previously done research on matter of evacuation scenarios
and psychological theories.</p>
        <p>Looking at works more concerned on human personality used as blueprint for agent
simulation and modeling, Zoumpoulaki et al. [12] and Belhaj et al. [13] both focused their work
on implementing emotion and personality inside their agents following famously recognized
psychological models. In particular, the ones they contemplated were the OCEAN (or BIG5)
model [14] and the Ortony Clore Collins (OOC) model [15].</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Proxemics</title>
        <p>
          Proxemics is one among several subcategories in the study of nonverbal communication, and
the term was coined by cultural anthropologist Edward Twitched Hall in 1963. He described
proxemics as an ensemble of interrelated observations and theories regarding human use of
space. In particular, Hall focused on how people diferently used the space because of their
cultural diferences. The anthropologist reported his findings in many publications [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], [5], [6].
The majority of studies done on proxemic behaviors relates to Hall’s research and, in particular,
to the definition he gave on four distinct zones on human interpersonal distances: intimate,
personal, social and public (fig. 1).
        </p>
        <p>Human behaviors regarding proxemic distances can be influenced by a series of factors:
personal attitude, relationship, and cultural characteristics among others. Gender proved to be
one of those factors. Women, in fact, show a lower tendency to physical contact, especially when
interacting with people of the opposite gender, and stranger [16, 17, 18, 19]. More diferences
were found regarding age [20, 21, 18]. The concept of proxemic matures with increasing age:
children under 12 interact with other at very close distances, sometimes entering the intimate
space, then the interaction distance increases, hitting its apex during adulthood, while nearing
elderly age, this distance starts to decrease once again, and this tendency seems to be justified
by the lower social independence of the elderly [22]. Also, the perceived safety can influence
the comfortable distance from the others [23, 23, 24].
The perception of safety while choosing a proper distance from another subject is strongly
conditioned by the emotional state of the person, and influenced by the surrounding situation
[25], [23], [26]. Nowadays this distance can also be linked to the fear of infection induced by the
COVID-19 pandemic. Our risk perception is heavily influenced by information coming from the
media and by our personal experiences [26, 27]. As a direct consequence, diferent intensities
of fear, anxiety and stress inevitably condition interpersonal interactions and distances.</p>
        <p>We decided to perform on online experiment to collect distances adopted while interacting
with others during the COVID-19 era in diferent scenarios. These data are strongly conditioned
by the afective state of the participant, not only as a consequence of government impositions,
but also due to the fear of contagion. These distances depend on afective reactions among
other factors and can be related to the four Hall’s distances, and provide valuable data for an
Agent-Based Simulation to support our proposal of Afective Multiagents System.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Online Experiment</title>
      <p>The virtual experiment has the aim of collecting the distances perceived as comfortable by the
participants in diferent environments. The experiment was made public between 27/12/2020
and 18/01/2021, We involved 80 subjects that had not previously contracted COVID-19, (44
women), between 16 and 92 years old, (25 of them elderly i.e. aged 65 and older).</p>
      <p>The first phase of the experiment involved the administration of a questionnaire, introduced
by a policy statement to better present the experiment and its finality. The participants were
informed of the anonymous nature of the questionnaire.</p>
      <p>The questionnaire was divided into three main parts, in order to gather diferent types of
information:
• generic information: age, sex, sociability level, population density of their municipality
and living conditions (with or without others).
• part administered only to elderly. The questions were focused on the aids the subject had
(glasses, hearing aid, walking cane).
• information about the fear of being infected by the COVID-19 virus, and about the
perception of safety during diferent day-life activities.</p>
      <p>In the second part of the experiment, we developed virtual figure-stop activities inspired by
previous studies [25, 28, 22]. The experiment can be described as follows:
• Subjects were presented an avatar (fig. 2), chosen in respect of their indicated gender and
age group, positioned in an outdoor (park) or indoor (restaurant) environment.
• While their avatar was on the left side, there was another figure of opposite gender and
age group, positioned on the left side of the environment (fig. 3 right).
• Participants were then instructed to move their avatar towards the other figure through a
slider, stopping when they felt that the distances between them and the figure could get
uncomfortable if shortened further.</p>
      <p>A total of eight tasks were presented to the participants, using both of the environments
previously mentioned and four diferent mask configurations (fig. 3 left) for the figurines in
each of the environments: (1) the subject’s avatar and the other avatar both had a mask on, (2)
only the subject’s avatar had a mask on, (3) only the other avatar had a mask on and (4) no
avatar had a mask on.</p>
      <p>The collected data were analyzed by applying a Generalized Linear Model (GLM).</p>
      <p>We designed 6 between subject factors (gender, sociability level at home and outside, hearing
problems, movement impairments and fear index), 1 between subject covariate (age) and 2
within subject factors (environment and mask).</p>
      <p>We here report only the results obtained from the performed analysis, that are more related
to our goal of defining an afective agent model. The factors that influence more distances are:
• gender: in particular females tend to leave their character farther away from the other
ifgure;
• age: we noticed that, the older the person, the farthest was the distance adopted from the
other agent in order to feel comfortable;
• mask conditions: people generally deemed safe being closer to the other figure when
both of them had a mask on, while the complete absence of masks compelled them to
stop way farther in order to remain comfortable;
• fear of contagion (evaluated from the questionnaire over 9 levels): people with lower fear
levels adopt shorter distances, while people who fear contagion much more tend to stay
farther from the others;
• sociability levels (evaluated from the questionnaire): people who do not usually interact
with people at home tended to adopt farther distances, and this tendency changed the
more people were included in the participant household.</p>
      <p>Thus, from data analysis of this experiment it is possible to correlate the distance perceived
as safe with several factors, and to relate the distances, chosen varying the environmental
conditions, to the 4 distances of the Hall space.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Agent Modeling</title>
      <p>Starting from data collected with the online experiment, we intend to model an Afective
Multiagent System able to capture the afective state of subjects while interacting with strangers
and the corresponding distances adopted with respect to the four Hall distances. The information
included inside the agent modeling coming from the experiment were gender, age group, mask
information and Hall’s proxemic spaces derived from the recorded distances.</p>
      <sec id="sec-4-1">
        <title>4.1. Afective Multiagent Systems</title>
        <p>We now define the MAS that integrates afectivity into agent modeling.</p>
        <p>Definition 1. An Afective Multiagent System (AMAS) is a MAS ⟨, , {
states  =  ×  ×  ×  ×  ×  ×  , where
1, … ,   }⟩ with set of
-  ⊆ ℝ  is the  -dimensional space of all the possible positions the agents can be in;
-  ,  , and  are the sets of the binary values  ,  , and  , respectively, that state, when
associated with any agent  , if  is male ( = 1) or female ( = 0) , if  wears a mask ( = 1)
or not ( = 0) , and if  can move around the environment ( = 1) or  stays in a fixed
position ( = 0) , respectively;
-  = { ,  , , } is the set of the age groups an agent can belong to ( = young,   =
young-adult,  = adult,  = elderly);
-  = {,  , , } is the set of zones coming from Hall’s interpersonal distances of humans
an agent can embrace ( = intimate,  = private,  = social,  = public); The individuation
of one of these Hall spaces using diferent factors (as it will be later explained) influences
the  value explained next, since every Hall space has precise upper and lower bounds;
-  ⊆ ℝ + is the set of values for the minimum distance an agent can have from any other
agent.</p>
        <p>In the sequel, for any state  ∈  and for each  = 1, … , 7 , the  -th component of  will be
denoted by   . In other words, we will write  = ( 1,  2,  3,  4,  5,  6,  7), where, clearly,  1 ∈  ,
 2 ∈  ,  3 ∈  ,  4 ∈  ,  5 ∈  ,  6 ∈  , and  7 ∈  .</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. The AMAS modelling our online experiment</title>
        <p>The AMAS modelling our online experiment is ⟨, , { 1, … ,   }⟩ where the number of agents is
 = 2 and the maps  1,  2 ∶  2 →  are defined as follows.</p>
        <p>As to  1, for any configuration  = ( 1,  2) ∈  2, the state  1() ∈  is such that
 1() 1 = ⎨ 111 − sgn( 11 −  21) ⋅ 
where sgn is the standard signum function and  is a positive real number which indicates the
step length of the moving agent 1 ( = 0.1 in our model), while  1()  =  1 for every  ≠ 1 .</p>
        <p>The map  2 is simply defined as</p>
        <p>∀ = ( 1,  2) ∈  2,  2() =  2
In this way, during the evolution of such an AMAS starting from any initial configuration
( 1,  2) ∈  2, the following facts hold according to what happens in our online experiment:
• agent 1 can move, while agent 2 always stays in a fixed position (the initial one  21);
• except the position of agent 1, all the other components of the state of both the agents
keep unchanged;
• if  11 &lt;  21, agent 1 always keeps itself on the left of the agent 2 and at each time step it
moves to the right, resp., left, of a space quantity  if its distance from agent 2 is at that
time large enough, resp. too small, with respect to the limit dictated by  17, while it no
longer moves if it is as far as dictated by  17 from agent 2.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Simulation</title>
      <p>We decided to implement the present AAS on the Netlogo1 platform (a free, open source
simulation environment already widely used for agent based simulation) to simulate the data
collected by our virtual experiment.</p>
      <p>Figure 4 shows the Netlogo interface for the simulation after the environment and the agents
have been properly instantiated through the setup function.</p>
      <p>In the simulation, we took into consideration the variables that were identified during the
modeling phase. We took the gender of the main agent, its age group and the mask configuration
both its and of the second agent and, together with the environment type, we defined them as
the variables the user can attune as wished before starting the simulation (the green buttons in
ifg. 4). The Hall space and the distance that the agent will reach before halting its movement
and terminating the simulation execution are then showed below the simulation rectangle (the
yellow windows in fig. 4), since these two variables are not actively chosen by the user.</p>
      <p>The first thing that needs to be done to prepare the simulation is the proper set up of the initial
configurations of the agents, the ones that we referred to as  1 and  2 in the previous section. In
order to do this, every component of the two configurations needs to be instantiated accordingly
to the role of the agent, the one that  14 and  24 specify. In our case, being the simulation a virtual
transposition of the online experiment, two agents are involved in the simulation, where the
1Netlogo Homepagehttps://ccl.northwestern.edu/netlogo/
ifrst and main agent (agent 1) is the one that moves and the second one (agent 2) remains still
throughout the trial.</p>
      <p>To be more precise, each value of the two agent configurations is selected in the following
way:
• The initial position of the agent ( 11 and  21) is randomly selected for agent 1 following a
uniform probability distribution, while being set in coordinates (200, 0) for agent 2;
• The gender of the agent ( 12 and  22) is selected by the user just for agent 1, since for agent
2 it is automatically set as the opposite gender;
• The information indicating if the agent has its mask on or not ( 13 and  23) is selected for
both agents;
• The age group the agent belongs to ( 15 and  25) is selected by the user just for agent 1,
since for agent 2 this is not a relevant information and is thus left undefined;
• The Hall space embraced by the agent ( 16 and  26) is selected for agent 1 by the
system, which follows a discreet, non uniform probability distribution taking into account
 12,  13,  23,  15. Each of the diferent combinations of these four factors leads up to a diferent
probability distribution, previously extracted from the experimental results taking into
consideration the same information. This value too remains undefined for agent 2;
• The maximum distance the agent gets to while approaching other agents ( 17 and  27) is
randomly selected for agent 1, following a uniform probability distribution, within the
bounds identified before with the choice of  16. Once again, since this could only provide
a superfluous information for agent 2, this parameter remains undefined;</p>
      <p>After everything has been properly set up, then, the simulation is ready to be started, and
the main agent (on the left) acts just as the character the participants moved in the online
experiment, with the only diference that now it can be placed near or far the other agent in
order to observe its behaviour when its distance isn’t respected from the start.</p>
      <p>Following the behaviour described in sec. 4.2, the agent can found itself being far or near the
other agent. In the first case, the simulation starts with the agent beginning to move towards the
other one, and it ends when it gets too close following the distance randomly selected before. In
the second case, the simulation starts with the agent going backwards since it needs to distance
itself from the other agent in order to respect its distance, and it ends when the agent distanced
itself enough.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>In this paper we made a first step in formalizing an Afective Multiagent System integrating the
notion of afective state, here related to safety perception, into a formal agent model that we
were then able to concretely implement in our simulation. The interesting and encouraging
results obtained are a good first start to proceed in this direction and investigate more this
particular research area, and some next steps are already being contemplated in order to further
this work, in particular in the direction of the Afective Multiagents modelling expansion. The
example presented here is still in a primitive state, especially considering how not all of the
variables introduced into the virtual experiment were contemplated when designing the agent
tuple and the relative function.</p>
      <p>Also, another fundamental step regards the validation of the model once its design is complete:
trying in a real simulation the agents’ behaviour and comparing it to the results obtained by
the virtual experiment is a needed verification in order to understand if our model correctly
depicts the information we acquired.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>Thanks to Andrea D’Amato for his work directed to the experiment execution and the following
data gathering and statistical analysis.
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