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  About site: http://pedsim.silmaril.org/

Title: Software/Simulation - pedsim A Modular, Distributed Pedestrian Crowd Simulation System.
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pedsim - a pedestrian crowd simulation O --- O pedsim.silmaril.org [EXAMPLES] [DOCUMENTATION] [DOWNLOAD] [HOME] | O --- O |

PEDSIM

A Modular, Distributed Pedestrian Crowd Simulation System PEDSIM is a simple, microscopic pedestrian crowd simulation system. Itconsists, for the time being, of only a small simulation coreand some functions to direct the pedestrians' desire. Theoutput of the program is some POV-Ray files generated directlyfrom the main executable (someone needs to separate this eventually),and a data stream in an XML-like format. This stream can be used to attachexternal viewers in order to watch progress of the simulation in real time.These viewers are available, but are at the moment not under GPL. This package is suitable for use in crowdsimulation (e.g. evacuation), games, and movies. At the moment, it will produce a hard-coded animation sequence of somesword-fighting warriors as an example. If there is enough interest in thissimulation package, I will definitely improve the code in a way that it becomes more generally usable (e.g. add a user interface). See the examples page for example pictures, a shortmovie, and for screenshots.PEDSIM was initially developed for RedHat Linux (i686) using gcc3.2.2, and was tested on a Opteron 64bit machine with Fedora Core 1.It should compile on every POSIX compatible operating system. However,for windos, you might have to change the networking code. You can download the source code.There is much more code available than presented here. However,not all of that code is under the GPL. Please contact me if you areinterested in other software related to this simulation package. Notethat the simulation presented here is very similar to the one used inour academical project, but was basically rewritten from scratch.Therefore, contact me as well if you consider using PEDSIM, since my future efforts on this GPL'ed project depend on the feedback I get.Please let me know in which direction this projectshould be extended, and for which purpose this could be of interest toyou.Here follows a small introduction to the technique used in the code ofPEDSIM. Much more about PEDSIM, pedestrian simulations and distributedcomputing in general can be found in the book"Distributed Intelligence in Real-Word Mobility Simulations" byChristian Gloor, Hartung-Gorre, ISBN 3-86628029-7, available e.g. here (if you cannot order this book, contactme). The simulation core takes care of the physicalaspects of the system, such as interaction of the agents with theenvironment or with each other. Typical simulation techniques for suchproblems are:In microscopic simulations, each particle is representedindividually. In macroscopic or field-based simulations, particles areaggregated into fields. The corresponding mathematical models arepartial differential equations, which need to be discretized forcomputer implementations.It is possible to combine microscopic and field-based methods,which is sometimes called smooth particle hydrodynamics. In SPH, the individuality ofeach particle is maintained. During each time step, particles areaggregated to field quantities such as density, then velocities arecomputed from these densities, and then each individual particle ismoved according to these macroscopic velocities.As a fourth method, somewhat on the side, exist the queuingsimulations from operations research. Here, particles move in anetworks of queues, where each queue has a service rate. Once aparticle is served, it moves into the next queue. For PEDSIM, we need to maintain individual particles, sincethey need to be able to make individual decisions, such as routechoices, throughout the simulation. This immediately rules outfield-based methods. We also need a realistic representation ofinter-pedestrian interactions, which rules out both the queue modelsand the SPH models.For microscopic simulations, there are essentially two techniques:methods based on coupled differential equations, and cellular automata(CA) models. In our situation, it is important that agents can movein arbitrary directions without artifacts caused by the modelingtechnique, which essentially rules out CA techniques.A generic coupled differential equation model for pedestrian movementis the social force model (by Helbing et al., see here)where m is the mass of the pedestrian and v its velocity.v0 is its desired velocity; in consequence, the first term on the RHS models exponential approach to that desired velocity, witha time constant tau. The second term on the RHS modelspedestrian interaction, and the third models interaction of thepedestrian with the environment. The social force model should beconsidered as an example on how to model the pedestrian interaction.It is easy to understand and simple to implement. However, a future implementation of PEDSIM might use a different model. Pedestrians interact with each other, which includes avoidingcollisions (short range interaction), and attraction to enemies (longrange, which represents the "will" of the agents. This attraction toenemies is just an example and should be replaced by some morecomplicated and meaningful functions). Also avoidance of objects liketrees is implemented. O --- O (c) 1995-2004 by Christian Gloor [contact]
 

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Modular,

Distributed

Pedestrian

Crowd

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System.

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A Modular, Distributed Pedestrian Crowd Simulation System.

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