Local Dynamics Models for Crowd Simulation
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Transcript Local Dynamics Models for Crowd Simulation
Local Dynamics
Models for Crowd
Simulation
Yeh, Hengchin
Outline
Introduction
Optimal Velocity Model
Helbing’s Model and Extensions
Rule Based and Others
HiDAC in More Detail
References
Introduction– Definition
Narrow
Helbing’s
social forces.
Introduction– Definition
Narrow
Helbing’s
social forces.
Broad
Forces
Change
of positions an velocities
According to local environment
Everything not Global (planning, navigation
and so on)
Introduction– Design flow
Observation
Choose
the macroscopic phenomena you
want to reproduce.
Introduction– Design flow
Observation
Choose
the macroscopic phenomena you
want to reproduce.
Design the form of (microscopic) forces.
Highly
arbitrary and heuristic.
Analogous to physics.
Introduction– Design flow
Observation
Choose
the macroscopic phenomena you
want to reproduce.
Design the form of (microscopic) forces.
Highly
arbitrary and heuristic.
Analogous to physics.
Simulation
Fix the problems.
Introduction - Examples
Domain
Roadmaps
Cellular
automata
Continuous space
etc.
Methods
Particle
dynamics and potential field
Rule based, eg. flocking
Special, eg. RVO.
CA: Very popular in
Statistical Physics (eg.
Physica A), but not in
Graphics
1D-Optimal Velocity Model (OVM)
From Transportation Science
1D
traffic flow.
Imaging driving on highway:
A
car will keep the maximum speed with
enough the distance to the next car.
A car tries to run with optimal velocity
determined by the distance to the next car.
Safety distance
1D-OVM
Formula
a:
How “fast” the car
wants to accelerate
to the desired speed.
V: optimal (desired)
speed.
b, c: constants
Distance to the next car
tanh? Any monotonic increasing
function with upper/lower bounds
suffice.
1D-OVM
Demo
Phenomena: Congestion, phase transition
The
uniform flow becomes unstable when a <
2 V(L/N).
Intuition: lag in response time magnifies
fluctuations.
2D-OVM
Similar ideas
For
Only
attraction
θ
For
Both
attraction and repulsion
2D-OVM
_
Anything
that models
(approximates) the anisotropic
nature of human perception /
reaction.
For example:
Self driving force
Range of consideration
θ
2D-OVM
Similar phenomena
Lane
formation in low
density.
Congestion in high
density
Helbing’s Forces
[Helbing and Molnar 1995]
[Helbing et al. 2000]
“The paper”, published in Nature.
[Helbing et al. 2002]
[Lakoba and Kaup 2005]
[Helbing et al. 2005]
[Helbing et al. 2007]
Social force model for pedestrian dynamics
Crowd turbulence: the physics of crowd disasters
[Yu and Johansson 2007]
Modeling Crowd Turbulence by Many-Particle Simulation
Helbing 2000
Main equation
Add features or modify this equation.
Example:
HiDAC
AERO
Self-Driven Force
First term
Deviation
of current velocity from preferred velocity
p: panic parameter; (in)dependence
: preferred velocity; “own” velocity.
: average velocity within a radius around the
agent himself; “collective” velocity.
Self-Driven Force
First term
Deviation
of current velocity from preferred velocity
p: panic parameter; (in)dependence
: preferred velocity; “own” velocity.
: average velocity within a radius around the
agent himself; “collective” velocity.
Compared to OVM
No
distance dependence for preferred velocity.
No concept of safety distance. Can be added.
Interactive Forces
Second Term
Interactive Forces
Social force:
Baseline,
A,
B, dij
almost in every paper
Interactive Forces
Pushing force:
Kernel
k, elasticity, spring constant
Interactive Forces
Frictional force – relative velocity
But no static friction, alternative
Agent-Obstacle
Force
Analogously
Or, again
Summary of Helbing 2000
The social force do not have a physical
source.
Body force and sliding friction forces do.
But
rather simple
no ground friction
no dynamic constraint
Details; Qualitative vs quantitative.
Summary of Helbing 2000
Phenomena
Nick
talked about them
Pressure buildup (Pressure discussed later)
Clogging at bottleneck
Jamming at widening
Faster is slower
Inefficient use of alternative exits (due to
panicking and herding)
Lakoba and Kaup 2005
Title: Modifications of the Helbing-MolnárFarkas-Vicsek Social Force Model for
Pedestrian Evolution
HMFV
later on.
Fix some counterintuitive results of HMFV,
by changing numerical values;
as well as modifying the model
Problem 1 of HMFV
Overlapping:
HMFV
allows overlapping, it
NEEDS overlapping for
pushing forces and frictional
forces.
But
no limit.
Overlapping
There should be a “core”
which is not penetratable.
Overlapping
There should be a “core”
which is not penetratable.
Maximum overlapping or
squeezing
Smax,
say, 20 % of the
radius.
Collision Elimination
Methods for Handling Overlapping
HMFV: use high k in
In order to prevent overlapping
makes humans very stiff springs or bouncy
balls.
5cm 5000 N, or ~ 7G
Problem:
Potential Barrier:
for
approaches
infinity as dij Rij – 2 Smax
Potential Barrier
Numerically, Stiff equation
Since
f
unbounded, very large.
In order to be stable, (i.e. x not “blowing off”)
only very small time step can be used.
Runs forever.
Implicit
integration is expensive too
Lakoba & Kaup – OEA
Overlap-Eliminating Algorithm
(OEA)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
n= total number of pedestrians; count = 0;
While (overlapping occurs && count < n)
Find the most overlapped pedestrian pi.
If (pi intersects with the wall)
Move pi away from the wall
set vi,n 0; vi ,t stays the same.
make pi “stationary”
end if
Move all pj’s away from pi.
Set vj vi
end while
OEA
Set vj vi this only
works for uni-goal
system, such as egress.
Still no guarantee.
But probability very low.
Can we do better?
What if the only collision
free configuration is a
“packing” one?
Finite packing? HARD
OEA time step
Determine the maximum allowable time
step by letting each pedestrian to move
No less than Smax.
Can be even bigger if all (obstacles and
pedestrians) are at least d > Smax apart.
OEA time step
OEA is a physical
process. Need time.
Deduce the needed
time from change of
momentum and
feasible “force”.
time left for
other physical
processes
fOE
fOE
a free parameter, how
hard he can bounce
away from overlapping
objects.
Related to skeleton
elasticity, c.f. k for
“muscle” elasticity.
Problem 2 of HMFV
Too small B
8
cm ~ 1.4G
or say, 50 cm for
less then a weight of
a baseball.
Consider walking
toward a wall.
Too bouncy.
Oscillation
expected.
Density Effects of the Social Force
Since B is larger now
need
to suppress the
social repulsion as the
person approaches a
dense crowd density is
high.
K0 =0.3
K1 >1
Normalized density
D0 diameter of pedestrian
Orientational Dependence of the
Social Force
Face-to-back: W1
Give extra weight to
Face-to-face: W2
Orientational Dependence of the
Social Force
Face-to-back: W1
Give extra weight to
Face-to-face: W2
Helbing ‘05
Add some more features
Impatience
: average speed into
the desired direction of
motion.
Long
waiting times decrease
the actual velocity compared
to the desired one, which
increases the desired velocity
More features
Fluctuation
Orientational effects
0.2
0.8
[Helbing ‘05] Interesting
Suggestions
[Helbing ‘05] Interesting
Suggestions
What is left in this lecture
Examples
of method-specific local dynamics
in AERO
in Autonomous Pedestrians [Shao and
Terzopoulos ‘05]
HiDAC
in more details
following Nick’s lecture.
Local Dynamics in AERO
Local Dynamics in AERO
New face: Roadmap force
field
lk
p
Autonomous Pedestrians
Rule-based.
local
rules
A B D E F: collision
avoidance.
C Modified Potential field. To
maintain separation in a
moving crowd.
Autonomous Pedestrians
Temporary Crowd:
Moving
in similar directions
Situated within a parabolic
region in front of H.
ri repulsiveness
di distance
fi
to Ci
di
HiDAC
Position for agent i is
Avoidance Forces
f & F: not force. but unit directional vector.
Used to “direct” the speed (scalar).
Avoidance Forces
desired attractor (FiAt)
walls w (FwiWa)
obstacles k(FkiOb) and
other agents j (FjiOt)
trying to keep its previous direction of
movement to avoid abrupt changes in its
trajectory (FiTo[n −1]).
Avoiding Obstacles
Rectangle of influence
Perpendicular to dki
or nw
Tangent.
Avoiding Agents
Tangent
distance factor
orientation factor
Repulsion Force
Recall
Dimension: displacement
Use: directly move the agent out of the
overlapping situation
: 0.3 priorities between agents and walls or
obstacles.
Repulsion Force (Displacement)
Note
Unlike Helbing’s model. More like RVO.
Directly manipulate velocities. No real forces.
Speed never “blows off”. Decide directions
mostly.
Stops and waits: next page.
Resolving Shaking
Stopping rule:
If
others push against you
and you are not panicking,
you stop.
To avoid deadlock, a timer
is set.
alpha becomes zero: can
change position only if
pushed by others.
Resolving Shaking
Waiting rule:
If
another agent j
walking in the same
direction falls within
the disk.
Timer too.
Until the condition no
longer holds.
Pushing
Waiting rule:
If
another agent j
walking in the same
direction falls within
the disk.
Timer too.
Until the condition no
longer holds.
Panic
High level:
Communication
Low level
crowd
density goes up.
pushing occurs frequently.
…
References
OVM
Social Force
A. Nakayama and Y. Sugiyama. “Two-Dimensional Optimal Velocity Model for Pedestrians and Biological
Motion”. AIP Conference Proceedings 2003;661:107
A. Nakayama and Y. Sugiyama. “Group Formation of Organisms in 2-Dimensional OV Model.” Traffic and
Granular Flow ’03 2005;399-404
A. Nakayama, Katsuya Hasebe and Y. Sugiyama. “Instability of Pedestrian Flow and Phase Structure,”
Physical Review E 2005;71:036121
D. Helbing, I. Farkas, and T. Vicsek, "Simulating Dynamical Features of Escape Panic," cond-mat/0009448,
September 2000.
D. Helbing et al., "Self-Organized Pedestrian Crowd Dynamics: Experiments, Simulations, and Design
Solutions," Transportation Science, vol. 39, pp. 1-24, 2005.
T.I. Lakoba, D.J. Kaup, and N.M. Finkelstein, "Modifications of the Helbing-Molnar-Farkas-Vicsek Social
Force Model for Pedestrian Evolution," SIMULATION, vol. 81, pp. 339, 2005.
D. Helbing, A. Johansson, and H.Z. Al-Abideen, "Dynamics of crowd disasters: An empirical study," Physical
Review E, vol. 75, pp. 46109, 2007.
W. Yu and A. Johansson, "Modeling crowd turbulence by many-particle simulations," Physical Review E, vol.
76, pp. 46105, 2007.
Crowd Simulation in Graphics
W. Shao and D. Terzopoulos, "Autonomous pedestrians," Proceedings of the 2005 ACM
SIGGRAPH/Eurographics symposium on Computer animation, pp. 19-28, 2005.
N. Pelechano, J.M. Allbeck, and N.I. Badler, "Controlling individual agents in high-density crowd simulation,"
Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. 99-108,
2007.
A. Sud et al, "Real-time navigation of independent agents using adaptive roadmaps," Proceedings of the
2007 ACM symposium on Virtual reality software and technology, pp. 99-106, 2007.