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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Experimental and Real World Applications of Agent-Based Pedestrian Group Modeling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giuseppe Vizzari, Lorenza Manenti</string-name>
          <email>manenti@disco.unimib.it</email>
          <email>vizzari@disco.unimib.it</email>
          <email>{vizzari,manenti}@disco.unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kazumichi Ohtsuka, Kenichiro Shimura</string-name>
          <email>shimura@tokai.t.u-tokyo.ac.jp</email>
          <email>tukacyf@mail.ecc.u-tokyo.ac.jp, shimura@tokai.t.u-tokyo.ac.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Complex Systems and Artificial Intelligence research center, Universita` degli Studi di Milano-Bicocca</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Research Center for Advanced Science &amp; Technology, The University of Tokyo</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-The simulation of pedestrian dynamics is a consolidated area of application for agent-based models: successful case studies can be found in the literature and off-the-shelf simulators are commonly employed by decision makers and consultancy companies. These models, however, generally do not consider the explicit representation of pedestrians aggregations (groups), the related occurring relationships and their dynamics. This work is aimed at discussing the relevance and significance of this research effort with respect to the need of empirical data about the implication of the presence of groups of pedestrians in different situations (e.g. changing density, spatial configurations of the environment). The paper describes an agent-based model encapsulating in the pedestrian's behavioural specification effects representing both traditional individual motivations (i.e. tendency to stay away from other pedestrians while moving towards the goal) and a simplified account of influences related to the presence of groups in the crowd. The model is tested in a simple scenario to evaluate the implications of some modeling choices and the presence of groups in the simulated scenario. Moreover, the model is applied in a real world scenario characterized by the presence of organized groups as an instrument for crowd management. Results are discussed and compared to experimental observations and to data available in the literature.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Agent–based approaches to the simulation of complex
systems represent a relatively recent but extremely successful
application area of concepts, abstractions, models defined
in the area of autonomous agents and multi–agent systems
(MAS). Agent-based models have been adopted to model
complex systems in very different contexts, ranging from
social and economical simulation to logistics optimization,
from biological systems to traffic. Large groups and crowds
of pedestrians represent a typical example of complex system:
the overall behavior of the system can only be defined in
terms of the actions of the individuals that compose it, and
the decisions of the individuals are influenced by the previous
actions of other pedestrians sharing the same space. Sometimes
the interaction patterns are competitive, since pedestrians may
have conflicting goals (i.e. they might wish to occupy the same
spot of the shared environment), but collaborative patterns
can also be identified (e.g. leave room to people getting off
a subway train before getting on). The overall system is
characterized by self-organization mechanisms and emergent
phenomena.</p>
      <p>
        Despite the complexity of the studied phenomenon, the
relevance of human behaviour, and especially of the
movements of pedestrians, in built environment in normal and
extraordinary situations, and its implications for the activities
of architects, designers and urban planners are apparent (see,
e.g., [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]), especially considering dramatic episodes such as
terrorist attacks, riots and fires, but also due to the growing
issues in facing the organization and management of public
events (ceremonies, races, carnivals, concerts, parties/social
gatherings, and so on) and in designing naturally crowded
places (e.g. stations, arenas, airports). Computational models
for the simulation of crowds are thus growingly investigated
in the scientific context, and these efforts led to the
realization of commercial off-the-shelf simulators often adopted
by firms and decision makers1. Models and simulators have
shown their usefulness in supporting architectural designers
and urban planners in their decisions by creating the possibility
to envision the behavior of crowds of pedestrians in specific
actual environments and planned designs, to elaborate
whatif scenarios and evaluate their decisions with reference to
specific metrics and criteria. Despite the substantial amount
of research efforts this area is still quite lively and we are far
from a complete understanding of the complex phenomena
related to crowds of pedestrians in the environment: one
of the least studied and understood aspects of crowds of
pedestrians is represented by the implications of the presence
of groups [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In particular, little work in the direction of
modeling and simulating relatively large groups within a crowd
of pedestrians encompassing some form of validation (either
quantitative or qualitative) against real data can be found in
the literature.
      </p>
      <p>The main aim of this work is to present motivations,
fundamental research questions and directions, and results
of an agent–based modeling and simulation approach to the
multidisciplinary investigation of the complex dynamics that
characterize aggregations of pedestrians and crowds. In
particular, in this paper we will present an agent–based model
of pedestrians considering groups as a first–class abstraction
influencing the behaviour of its members and, in turn, of the
whole system. The model has been tested (i) in a schematic
situation that has also been analyzed by means of field
1see http://www.evacmod.net/?q=node/5 for a significant although not
necessarily comprehensive list of simulation platforms.
experiments to characterize the implications of groups in the
overall pedestrian dynamics and (ii) in a real world scenario
in which pedestrians were organized in large groups for sake
of crowd management.</p>
      <p>The paper breaks down as follows: the following section
will set the present work in the state of the art of pedestrian
and crowd modeling and simulation, with specific reference
to recent works focusing on the modeling and implications of
groups. Section III will introduce the model that was adopted
in an experimental scenario, described in section IV, and in
a real world scenario, described in section V. The scenarios
will be described and the achieved results will be discussed.
Conclusions and future developments will end the paper.</p>
      <p>This work is set in the context of the Crystals project2,
a joint research effort between the Complex Systems and
Artificial Intelligence research center of the University of
Milano–Bicocca, the Centre of Research Excellence in Hajj
and Omrah and the Research Center for Advanced Science
and Technology of the University of Tokyo. The main focus
of the project is on the adoption of an agent-based pedestrian
and crowd modeling approach to investigate meaningful
relationships between the contributions of anthropology, cultural
characteristics and existing results on the research on crowd
dynamics, and how the presence of heterogeneous groups
influence emergent dynamics in the context of the Hajj and
Omrah. The implications of particular relationships among
pedestrians in a crowd are generally not considered or treated
in a very simplistic way by current approaches. In the specific
context of the Hajj, the yearly pilgrimage to Mecca that
involves over 2 millions of people coming from over 150
countries, the presence of groups (possibly characterized by an
internal structure) and the cultural differences among
pedestrians represent two fundamental features of the reference
scenario. Studying implications of these basic features is the
main aim of the Crystals project.</p>
    </sec>
    <sec id="sec-2">
      <title>II. RELATED WORKS</title>
      <p>
        A comprehensive but compact overview of the different
approaches and models for the simulation of pedestrian and
crowd dynamics is not easily defined: scientific
interdisciplinary workshops and conferences are in fact specifically
devoted to this topic (see, e.g., the proceedings of the first edition
of the International Conference on Pedestrian and Evacuation
Dynamics [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and consider that this event has reached the fifth
edition in 2010). A possible schema to classify the different
approaches is based on the way pedestrians are represented
and managed. From this perspective, pedestrian models can be
roughly classified into three main categories that respectively
consider pedestrians as particles subject to forces, particular
states of cells in which the environment is subdivided in
Cellular Automata (CA) approaches, or autonomous agents
acting and interacting in an environment.
      </p>
      <p>
        The most successful particle based approach is represented
by the social force model [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], which implicitly comprises
2http://www.csai.disco.unimib.it/CSAI/CRYSTALS/
fundamental proxemical [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] concepts like the tendency of a
pedestrian to stay away from other ones while moving towards
his/her goal. Proxemics essentially represents a fundamental
assumption of most modeling approaches, although very few
authors actually mention this anthropological theory [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        CA based approaches can be roughly classified in ad-hoc
approaches for specific situations (like the case of bidirectional
flows at intersections described in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) and general approaches,
whose main representative is the floor-field approach [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
in which the cells are endowed with a discretized gradient
guiding pedestrians towards potential destinations.
      </p>
      <p>
        While particle and CA based approaches are mostly aimed
at generating quantitative results about pedestrian and crowd
movement, agent based approaches are sometimes aimed at
the generation of effective visualizations of believable crowd
dynamics, and therefore the above approaches do not
necessarily share the same notion of realism and validation. Works
like [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] essentially extend CA approaches,
separating the pedestrians from the environment, but they essentially
adopt similar methodologies. Other approaches like [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
are more aimed at generating visually effective and believable
pedestrians and crowds in virtual worlds. Other approaches,
like [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], employ cognitive agent models for different goals,
but they are not generally aimed at making predictions about
pedestrian movement for sake of decision support.
      </p>
      <p>
        A small number of recent works represent a relevant effort
towards the modeling of groups, respectively in
particlebased [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] (extending the social force model), in
CAbased [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] (with ad-hoc approaches) and in agent-based
approaches [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] (introducing specific behavioral
rules for managing group oriented behaviors): in all these
approaches, groups are modeled by means of additional
contributions to the overall pedestrian behaviour representing the
tendency to stay close to other group members. However,
the above approaches only mostly deal with small groups in
relatively low density conditions; those dealing with relatively
large groups (tens of pedestrians) were not validated against
real data. The last point is a crucial and critical element of this
kind of research effort: computational models represent a way
to formally and precisely define a computable form of theory
of pedestrian and crowd dynamics. However, these theories
must be validated employing field data, acquired by means
of experiments and observations of the modeled phenomena,
before the models can actually be used for sake of prediction.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. GA-PED MODEL</title>
      <p>
        We will now briefly introduce a model based on simple
reactive situated agents based on some fundamental features
of CA approaches to pedestrian and crowd modeling and
simulation, with specific reference to the representation and
management of the simulated environment and pedestrians; in
particular, the adopted approach is discrete both in space and
in time. The present description of the model is simplified and
reduced for sake of space, reporting only a basic description
of the elements required to understand its basic mechanisms;
an extended version of the model description can be found in
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <sec id="sec-3-1">
        <title>A. Environment</title>
        <p>The environment in which the simulation takes place is a
lattice of cells, each representing a portion of the simulated
environment and comprising information about its current
state, both in terms of physical occupation by an obstacle
or by a pedestrian, and in terms of additional information,
for instance describing its distance from a reference point or
point of interest in the environment and/or its desirability for
pedestrians following a certain path in the environment.</p>
        <p>
          The scale of discretization is determined according to the
principle of achieving cells in which at most one pedestrian
can be present; traditionally the side of a cell is fixed at 40
or 50 cm, respectively determining a maximum density of 4
and 6.5 pedestrian per square meter. The choice of the scale
of discretization also influences the length of the simulation
turn: the average speed of a pedestrian can be set at about
1.5 meters per second (see, e.g., [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]) therefore, assuming
that a pedestrian can perform a single movement between
a cell and an adjacent one (according to the Von Neumann
neighbourhood), the duration of a simulation turn is about
0.33 seconds in case of a 50 cm discretization and 0.27 in
case of a finer 40 cm discretization.
        </p>
        <p>
          Each cell can be either vacant, occupied by an obstacle or by
a specific pedestrian. In order to support pedestrian navigation
in the environment, each cell is also provided with specific
floor fields [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. In particular, each relevant final or intermediate
target for a pedestrian is associated to a floor field, representing
a sort of gradient indicating the most direct way towards
the associated point of interest (e.g., see Fig.1 in which
a simple scenario and the relative floor field representation
are shown). The GA-Ped model only comprises static floor
fields, specifying the shortest path to destinations and targets.
Interactions between pedestrians, that in other models are
described by the use of dynamic floor fields [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ], in our model
are managed through the agent perception model.
B. Pedestrians
according to their perception of the environment and their goal,
but their action is actually triggered by the simulation engine
and they are not thus provided with a thread of control of
their own. More precisely, the simulation turn activates every
pedestrian once in every turn, adopting a random order in
the agent selection: this agent activation strategy, also called
shuffled sequential updating [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], is characterized by the fact
that conflicts between pedestrians are prevented.
        </p>
        <p>Each pedestrian is provided with a simple set of attributes:
pedestrian = hpedID , groupID i with pedID being an
identifier for each pedestrian and groupID (possibly null, in case
of individuals) the group the pedestrian belongs to. For the
applications presented in this paper, the agents have a single
goal in the experimental scenario, but in more complex ones
the environment could be endowed with multiple floor fields
and the agent could be also characterized by a schedule, in
terms of a sequence of floor fields and therefore intermediate
destinations to be reached.</p>
        <p>The behavior of a pedestrian is represented as a flow made
up of three stages: sleep, movement evaluation, movement.
When a new iteration starts each pedestrian is in a sleeping
state. The system wakes up each pedestrian once per iteration
and, then, the pedestrian passes to a new state of movement
evaluation. In this stage, the pedestrian collects all the
information necessary to obtain spatial awareness. In particular,
every pedestrian has the capability to observe the environment
around him, looking for other pedestrians (that could be part of
his/her group), walls and other obstacles, according to the Von
Neumann neighbourhood. The choice of the actual movement
destination between the set of potential movements (i.e. non
empty cells are not considered) is based on the elaboration of
an utility value, called likability, representing the desirability
of moving into that position given the state of the pedestrian.</p>
        <p>Formally, given a pedestrian belonging to a group g and
reaching a goal t, the likability of a cell cx,y is defined as:
li(cx,y, g, t) = wt · goal(t, (x, y)) + wg · group(g, (x, y))
wo · obs(x, y)
ws · others(g, (x, y)) + ✏. (1)</p>
        <p>Pedestrians in the GA-PED model have a limited form
of autonomy, meaning that they can choose were to move
where the functions obst counts the number of obstacles
in the Von Neumann neighbourhood of a given cell, goal
returns the value of the floor field associated to the target
t in a give cell, group and other respectively count the
number of members and non-members of the group g, ✏
represents a random value. Group cohesion and floor field
are positive components because the pedestrians wish to reach
their destinations quickly, while staying close to other group
members. On the contrary, the presence of obstacles and other
pedestrians have a negative impact as a pedestrian usually
tends to avoid them. A random factor is also added to the
overall evaluation of the desirability of every cell.</p>
        <p>In the usual floor field models, after a deterministic
elaboration of the utility of each cell, not comprising thus any random
factor, the utilities are translated into the probabilities that the
related cell is selected as movement destination. This means
that for a pedestrian generally there is a higher probability of
moving towards his/her destination and according to proxemic
considerations, but there is also the probability, for instance,
to move away from his/her goal or to move far from his/her
group. In this work, we decided to include a small random
factor to the utility of each cell and to choose directly the
movement that maximizes the agent utility. A more thorough
comparison of the implications of this choice compared to the
basic floor field approach is out of the scope of this paper and
it is object of future works.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. EXPERIMENTAL SCENARIO</title>
      <p>The GA-Ped model was adopted to realize a set of
simulations in different starting conditions (mainly changing density
of pedestrians in the environment, but also different
configurations of groups present in the simulated pedestrian population)
in a situation in which experiments focused at evaluating the
impact of the presence of groups of different size was being
investigated.</p>
      <sec id="sec-4-1">
        <title>A. Experiments</title>
        <p>The environment in which the experiments took place is
represented in Fig. 1: a 2.5 by 10 m corridor, with exits on
the short ends. The experiments were characterized by the
presence of two sets of 25 pedestrians, respectively starting at
the two ends of the corridor (in 2 by 2.5 m areas), moving
towards the other end. Various cameras were positioned on
the side of the corridor and the time required for the two sets
of pedestrians to complete their movement was also measured
(manually from the video footage).</p>
        <p>Several experiments were conducted, some of which also
considered the presence of groups of pedestrians, that were
instructed on the fact that they had to behave as friends or
relatives while moving during the experiment. In particular,
the following scenarios have been investigated: (i) single
pedestrians (3 experiments); (ii) 3 couples of pedestrians for
each direction (2 experiments); (iii) 2 triples of pedestrians for
each direction (3 experiments); (iv) a group of six pedestrians
for each direction (4 experiments).</p>
        <p>One of the observed phenomena was that the first
experiment actually required more time for the pedestrians to
complete the movement; the pedestrians actually learned how
Den.
0,4
0,8
1,2
1,6
2,0
2,4
2,8
3,2</p>
        <p>Fig. 2. Fundamental diagram for different configurations of pedestrian based
on simulation results in Table I.
to move and how to perform the experiment very quickly,
since the first experiment took them about 18 seconds while
the average completion time over 12 experiments is about 15
seconds.</p>
        <p>
          The number of performed experiments is probably too
low to draw some definitive conclusions, but the total travel
times of configurations including individuals and pairs were
consistently lower than those not including groups. Qualitative
analysis of the videos showed that pairs can easily form a line,
and this reduces the friction with the facing group. Similar
considerations can be done for large groups; on the other
end, groups of three pedestrians sometimes had difficulties in
forming a lane, retaining a triangular shape similar to the ‘V’
shaped observed and modeled in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], and this caused a total
travel times that were higher than average in two of the three
experiments involving this type of group.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Simulation Results</title>
        <p>
          We applied the model described in Sect. III to the previous
scenario by means of an agent-based platform based on
GAPed approach. A description of the platform can be found
in [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. We employed the gathered data and additional data
available in the literature to perform a calibration of the
parameters, essentially determining the relative importance of
(a) the goal oriented, (b) general proxemics and (c) group
proxemic components of the movement choice. In particular,
we first identified a set of plausible values for the wt and
wo parameters employing experimental data regarding a
onedirectional flow. Then we employed data from bidirectional
flow situations to further tune these parameters as well as the
value of the wg parameter: the latter was set in order to achieve
a balance between effectiveness in preserving group cohesion
and preserving aggregated measures on the overall pedestrian
flow (an excessive group cohesion value reduces the overall
pedestrian flow and produces unrealistic behavior).
        </p>
        <p>
          We investigated the capability of our model to fit the
fundamental diagram proposed in the literature for
characterizing pedestrian simulations [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] and other traffic related
phenomena. This kind of diagram shows how the average
velocity of pedestrians varies according to the density of the
simulated environment. Moreover, we wanted to distinguish
the different performance of different agent types, and
essentially individuals, members of pairs, groups of three and five
pedestrians over a relatively wide spectrum of densities. To do
so, we performed continuous simulations of the bidirectional
pedestrian flows in the corridor with a changing number of
pedestrians, to alter their density. For each density value
displayed in the graph shown in Figure 2 is related to at least
1 hour of simulated time.
        </p>
        <p>The achieved fundamental diagram represents in
qualitatively correct way the nature of pedestrian dynamics: the flow
of pedestrians increases with the growing of the density of
the corridor unit a critical value is reached. If the system
density is increased beyond that value, the flow begins to
decrease significantly as the friction between pedestrians make
movements more difficult.</p>
        <p>An overview on the results of the simulations are shown in
Table I in which values on average speed and flow, considering
different densities of pedestrians and different configurations
of groups are presented.</p>
        <p>The simulation results are in tune with the experimental
data coming from observations: in particular, the flow of pairs
of pedestrians is consistently above the curve of individuals.
This means that the average speed of members of pairs is
actually higher than the average speed of individuals. This is
due to the fact that they easily tend to form a line, in which
the first pedestrian has the same probability to be stuck as an
individual, but the follower has a generally higher probability
to move forward, following the path “opened” by the first
member of the pair. The same does not happen for larger
groups, since for them it is more difficult to form a line: the
curves related to groups of three and five members are below
the curve of individuals for most of the spectrum of densities,
precisely until very high density values are reached. In this
case, the advantage of followers overcomes the disadvantage of
offering a larger profile to the counter flow and the combined
average velocity is higher than that of individuals.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. REAL WORLD SCENARIO</title>
      <sec id="sec-5-1">
        <title>A. Environment and observations</title>
        <p>The model was also adopted to elaborate different
whatif scenarios in a real world case study. In particular, the
simulated scenario is characterized by the presence of a station
of the Mashaer line, a newly constructed rail line in the area
of Makkah. The goal of this infrastructure is to reduce the
congestion caused by the presence of other collective means
of pilgrim transportation (i.e. buses) during the Hajj: the yearly
pilgrimage to Mecca that involves over 2 millions of people
coming from over 150 countries and some of its phase often
result in congestions of massive proportions. In this work, we
are focusing on a specific point of one of the newly constructed
stations, Arafat I. One of the most demanding situations that
the infrastructure of the Mashaer Rail line must be able to
sustain is the one that takes place after the sunset of the
second day of the pilgrimage, which involves the transport of
pilgrims from Arafat to Muzdalifah. The pilgrims that employ
the train to proceed to the next phase of the process must be
able to move from the tents or other accommodation to the
station in an organized flow that should be consistent with
the movement of trains from Arafat to Muzdalifah stations.
Since pilgrims must leave the Arafat area before midnight, the
trains must continuously load pilgrims at Arafat, carry them to
Muzdalifah, and come back empty to transport other pilgrims.</p>
        <p>The size of the platforms was determined to allow hosting
in a safe and comfortable way a number of pilgrims also
exceeding the potential number of passengers of a whole train.
Each train is made up of 12 wagons, each able to carry 250
passengers for a total of approximately 3000 persons. In order
to achieve an organized and manageable flow of people from
outside the station area to the platforms, the departure process
was structured around the idea of waiting–boxes: pilgrims
are subdivided into groups of about 250 persons that are
led by specific leaders (generally carrying a pole with signs
supporting group identification). The groups start from the
tents area and flow into these fenced queuing areas located
in immediately outside the station, between the access ramps.
Groups of pilgrims wait in these areas for an authorization by
the station agents to move towards the ramps or elevators. In
this way, it is possible to stop the flow of pilgrims whenever
the number of persons on the platforms (or on their way to
reach it using the ramps or elevators) is equal to the train
capacity, supporting thus a smooth boarding operation.</p>
        <p>Three photos and a schematic representation of the real
world scenario and the related phenomena are shown in
Figure 3: the bottom right photo shows a situation in which
the waiting-box principle, preventing the possibility of two
flows simultaneously converging to a ramp, was not respected,
causing a higher than average congestion around the ramp.
This anomaly was plausibly due to the fact that it was the
first time the station was actually used, therefore also the
management personnel was not experienced in the crowd
management procedures.</p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Simulation Results</title>
        <p>Three different scenarios were realized adopting the
previously defined model and using the parameters that were
employed in the previous case study: (i) the flow of a group
of pilgrims from one waiting box to the ramp; (ii) the
simultaneous flow of two groups from two different waiting boxes to
the same ramp; (iii) the simultaneous flow of three groups of
pilgrims, two as in the previous situation, one coming directly
from the tents area. Every group included 250 pilgrims. The
goal of the analysis was to understand if the model is able
to qualitatively reflect the increase in the waiting times and
the space utilization when the waiting box principle was not
respected.</p>
        <p>
          The environment was discretized adopting 50cm sided cells
and the cell space was endowed with a floor field leading
towards the platform, by means of the ramp. The different
speed of pedestrians in the ramp was not considered: this
scenario should be therefore considered as a best case situation,
since pilgrims actually flow through the ramp more slowly
than in our simulation. Consequently, we will not discuss here
the changing of the travel time between the waiting boxes
and the platform (that however increased with the growth of
the number of pilgrims in the simulated scenario), but rather
different metrics of space utilization. This kind of metric
is tightly related to the so called level of service [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], a
measure of the effectiveness of elements of a transportation
infrastructure; it is also naturally related to proxemics, since
a low level of service is related to a unpleasant perceived
situation due to the invasion of the personal (or even intimate)
space.
        </p>
        <p>The diagrams shown in Figure 4 report three metrics
describing three different phenomena: (i) a situation in which
an agent in a cell of the environment was willing to move
but it was unable to perform the action due to the excessive
space occupation; (ii) a situation in which an agent actually
moved from a cell of the environment; (iii) the “set sum” of
the previous situations, in other words, the situations in which
a cell was occupied by agent, that either moved out of the cell
or remained stuck in there. More precisely, diagrams show the
relative frequency of the above events on the whole simulation
time. The three metrics are depicted graphically following the
same approach: the background color of the environment is
black and obstacles are red; each point associated to a walkable
area (i.e. a cell of the model) is painted in a shade of gray
according to the value of the metric in that specific point. The
black color is therefore associated to point if the environment
in which the related metric is 0; the white color is associated
to the point in which the metric assumes the highest value in
the scenario (also shown in the legend). For instance, in all
diagrams in the third row the points of space close to the ramp
entrance are white or light gray, while the space of the waiting
area from which the second group starts is black in the first
column, since the group is not present in the related situation
and therefore that portion of space is not actually utilized.</p>
        <p>The difference between the first and second scenario is
not apparent in terms of different values for the maximum
space utilization metrics (they are actually slightly lower in
the second scenario), but the area characterized by a
mediumhigh space utilization is actually wider in the second case. The
third scenario is instead characterized by a noticeably worse
performance not only from the perspective of the size of the
area characterized by a medium-high space utilization, but also
from the perspective of the highest value of space utilization.
In particular, in the most utilized cell of the third scenario, an
agent was stuck about 66% of the simulated time, compared
to the 46% and 44% of the first and second scenarios.</p>
        <p>This analysis therefore confirms that increasing the number
of pilgrims that are simultaneously allowed to move towards
the ramp highly increases the number of cases in which
their movement is blocked because of overcrowding. Also the
utilization of space increases significantly and, in the third
situation, the whole side of the ramp becomes essentially a
queue of pilgrims waiting to move towards the ramp. Another
phenomenon that was not highlighted by the above diagrams
is the fact that groups face a high pressure to mix when
reaching the entrance of the ramp, which is a negative factor
since crowd management procedures adopted in the scenario
are based on the principle of preserving group cohesion and
keeping different groups separated. According to these results,
the management of the movement of group of pilgrims from
the tents area to the ramps should try to avoid exceptions to
the waiting box principle as much as possible.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>VI. CONCLUSIONS</title>
      <p>The paper has discussed a research effort aimed at
investigating the implication of the presence of groups in pedestrian
and crowd dynamics. In particular, the paper has shown a
sample situation in which data coming from experimental
observations were used to calibrate and validate a simulation
model that correctly captures some aspects of the impact of
groups in the overall system dynamics. The validation was
performed considering both travel times and other data gathered
in actual experiments and also by comparing the achieved
fundamental diagram with existing results from the literature. In
addition, a real-world case study was also described: this work
considered a train station in which different policies for crowd
management were compare adopting space utilization metrics.
The achieved results are in tune with observations carried out
on the field and the model is able to reproduce phenomena
related to group behaviours in pedestrian simulation.</p>
      <p>Future works are aimed at modeling and simulating more
complex group structures, such as hierarchical group structures
(e.g. families, friends, elderly with accompanying persons
inside larger groups) and their implications on overall system
dynamics, validating results both quantitatively and
qualitatively with specific reference to the morphology assumed by
the group in medium and high density situations.</p>
    </sec>
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