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Article history:
Received 10 March 2009
Received in revised form 19 July 2010
Accepted 28 July 2010
Available online 3 August 2010
Keywords:
Pedestrian simulation
Pedestrian navigation behavior
Micro-simulation
a b s t r a c t
Navigation is an innate ability for humans, but simulating this capability in a virtual environment is no
easy task and has been of interest to researchers for over a decade. This paper describes the development
of ISAPT, an individual-based Intermodal Simulator for the Analysis of Pedestrian Trafc. ISAPTs development is based on the observed behaviors of pedestrians reported from the literature and simulates
the strategies employed by pedestrians for collision avoidance, including changes in speed and trajectory,
passing strategies, and distance between objects. The implementation of these behaviors and strategies is
described in the paper along with the results from a validation study. These results illustrate that the
micro-level simulation of individual pedestrians gives ISAPT the ability to reproduce identied macrolevel pedestrian behavior, as well as the capability to reproduce the operational statistics of an observed
pedestrian corridor. Such functionality is necessary to support the use of simulation as a tool for designers and planners in the design and evaluation of intermodal facilities.
2010 Elsevier Ltd. All rights reserved.
1. Introduction
Capturing realistic pedestrian behavior in simulation is useful
for evaluation and planning in building design (Daamen, Bovy, &
Hoogendoorn, 2001; Okazaki, 1979), urban design (Jiang, 1999),
land use (Parker, Manson, Janssen, Hoffmann, & Deadman, 2003),
marketing (Borgers & Timmermans, 1986), passenger movement
(Zhang, Han, & Li, 2008) and trafc operations (Cetin, Nagel, Raney,
& Voellmy, 2002). The goal of our research is to develop a system
that can be used as an aid for designers and planners in the evaluation and operation of intermodal facilities. Based on a review of
published texts on architectural design and our conversation with
architects, there appears to be no real science associated with the
design of such facilities. It appears that design decisions are made
based on experiential knowledge concerning operations within
such facilities. It is believed that the availability of a simulation
system that realistically models the behavior of pedestrians and
crowds can be used as a tool to evaluate designs of new or existing
intermodal facilities, in terms of their impact on pedestrian trafc
performance in terms of such measures as level of comfort and
time to destination. The availability of performance measures in
concert with visualization will provide a powerful evaluation tool
for both designers and planners.
When planning pedestrian environments it is necessary that
designers take into consideration how pedestrians will respond to
their environment as they navigate in order to complete their individual and sometimes joint missions. It is a unique problem given
that you have a crowd of persons traveling to unique destinations
for various purposes. Some may be in a hurry to get to one specic
destination, while others may be visiting intermediate destinations
for the express purpose of wasting time prior to reaching their intended destination. As well, as crowd density increases, the path
a person takes to reach their destination becomes convoluted as
they make numerous variations in their journey while navigating
the crowds. Overall, the environment is one that is highly dynamic.
Navigation is an innate ability for humans, but simulating this
capability in a virtual environment is no easy task. This paper reports on operational behaviors of pedestrian trafc that have been
reported in the literature and then describes the implementation of
these observed behaviors within the simulation system. The system is referred to as the Intermodal Simulator for the Analysis of
Pedestrian Trafc (ISAPT). The discussion focuses on the development aimed at simulating behavioral traits exhibited by pedestrians as they navigate their environment. These reported behaviors
are described in concert with the strategy used for simulating
them. Examples from the simulation are provided to illustrate
these behaviors as they occur during the pedestrian simulation.
As well, a human study of a pedestrian corridor was performed
to provide another basis for validation. The results of this study
and its simulation are presented.
2. Background
When a pedestrian enters an environment, such as an airport,
they have an overall purpose in mind. One possible purpose may
be to ensure they reach their gate in a timely manner for the scheduled departure of a ight. This overall purpose will be carried out
taking into account one or more sub-objectives that are required,
or desired, in order to satisfy the overall goal. These objectives
might include such tasks as the requirement that they check their
luggage and/or get something to eat prior to arriving at their gate.
Therefore, navigation may entail the visitation of one or more
intermediate stops prior to arriving at their nal destination. While
navigating a selected path, the pedestrian will alter their route
based on such factors as crowd density and constraints imposed
by the architecture itself (e.g., walls, columns, etc.) and its contents
(e.g., furniture, planters, etc.). Given the static nature of these
items, a pedestrian is able to plan ahead, making slight modications to their direction as they move along a selected route (Bierlaire, Antonini, & Weber, 2003). While the pedestrian is following
their selected path, they will need to make modications to their
movement based on interactions with unforeseen moving obstacles that will likely cross their path as they travel. These obstacles
principally represent other pedestrians but may include such mobile items as courtesy vehicles.
In order to safely traverse their path, real-time reactionary decisions are made that steer the pedestrian to avoid collisions. Therefore, collision detection and avoidance represents a critical
component of navigation. The concept of reactive navigation does
not necessarily use predened paths. A pedestrian navigates based
on its reaction to items within the environment. Such methods include the use of social force elds, rule based methods, and XZT
space methods. Even though these methods permit a pedestrian
to navigate, the pedestrian still requires some overall goal or direction that motivates it to move. Therefore, it is not uncommon to
see these reactive methods used in combination with a dened target that a pedestrian is trying to reach, or a path that it is following.
The social force eld approach of reactive navigation involves
steering a pedestrian by the application of a combination of forces
that arise from the pedestrians interaction with the environment.
This approach is sometimes referred to by the name, particle systems, in that the pedestrians in the system are each represented
as a particle of a given mass moving in a specied direction at a dened velocity as a result of the combined effect of the surrounding
forces (Braun, Musse, de Oliveira, & Bodmann, 2003). For example,
a target position can be represented as an attractive force and
obstacles as repulsive forces. Such combined forces that dynamically change as the pedestrian moves through the environment result in a random path arising as they traverse the environment.
Helbing and Molnar (1995), Helbing and Molnar (1997) were one
of the rst to propose such an approach for pedestrian modeling.
Other examples of social force eld approaches include Lamarche
and Donikian (2004), that of Metoyer and Hodgins (2003) to support visualization of pedestrian movement as an enhancement to
the presentation of architectural and urban designs, and Heigeas,
Luciani, Thollot, and Castagne (2003) for visual rendering of
crowds in the ancient Greek agora of Argos.
A second approach involves the use of rule-based systems. Such
systems have been described as a fast approach (Soteris & Yiorgos,
2006), while at the same time touted as inappropriate for use with
large crowds (Heigeas et al., 2003). However, Loscos, Marchal, and
Meyer (2003) developed a rule-based system that is able to simulate large crowds up to 10,000 pedestrians using a 2D grid to represent the environment where each cell is either empty or
occupied by a pedestrian or obstacle (i.e., building). Pedestrian
navigation involves deciding which one of eight possible locations
to move to next. In this framework, collision detection and avoidance is implemented by each pedestrian exploring the grid up to 5
tiles ahead to identify potential collisions. A problem with this approach is that angular changes in direction are limited to 45 and 90
angles. This leads to unrealistic movement of pedestrians an affor-
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Table 1
Observed pedestrian behaviors from literature.
Category
Behavior
Source
Changes in speed
B
C
D
F
G
H
I
Passing strategies
J
K
L
Goffman (1971)
Daamen and Hoogendoorn (2003b)
Helbing, Molnar, Farkas, and Bolay (2001)
Distance between
objects
M
N
Changes in direction
4. Simulation system
The ISAPT system is an OpenGL-based application written in the
C++ programming language with an aim at supporting cross-platform use. The simulation was developed using the OpenSteer toolkit (Reynolds, 1999) that was originally created to aid in the
development of autonomous characters in animation and gaming
applications. It provides a foundation for the development of an
individual behavior-based simulation making use of an existing
graphical architecture. The application provides a basic framework
in which behaviors can be developed for 2D and 3D applications.
A pedestrian is represented in the simulation as a point mass
approximation providing it with the capability for linear momentum, but no rotational momentum. A pedestrian is dened in terms
of their position, mass, velocity, direction, and limitations (i.e.,
maximum force and speed). Since we are simulating humans, a pedestrians velocity arises from forces that are self-generated and
modied by changes in these forces (referred to as steering forces).
At this time, no consideration is given to forces that may arise
externally due to collisions with other pedestrians or obstacles.
The simulation employs a xed time advance mechanism with
each pedestrians position and velocity being updated in each iteration (time step).
The movement of each pedestrian within the simulation is dictated by a steering force vector that is the compilation of a set of
individual steering forces derived from individual behaviors programmed into the system. This steering force vector is resolved
into a position and velocity for the pedestrian. Unlike the 2D
grid-based approaches reviewed earlier that permit only discrete
positioning and incremental linear and angular movement of a pedestrian in the environment, the ISAPT system utilizes a threedimensional (3D) spatially continuous domain to describe the position and movement of a pedestrian. Each pedestrians position
(x(t)) is dened in terms of a 3D point in space, and vectors are employed to represent their velocity (v(t)) and acceleration (a(t)) all
dened with respect to some point in time (t) within the simulation. The Euler equations are used to simulate the physics of realistic movement of a pedestrian. Therefore, the velocity and
position of a pedestrian at each iteration is determined using the
equations:
~
v t ~
v t 1 ~at Dt
xt xt 1 ~
v t Dt
1
2
~
at ~
Ft=mt
739
obstacles and utilizes much of the same logic. The other behaviors
listed have not been modied from those offered within the OpenSteer framework and are described in Reynolds (1999).
5. Pedestrian behavior and simulation
The individual basic behaviors mentioned earlier represent the
basic building blocks ISAPT uses as a means for simulating more
complex macro-level behavior (e.g., formation of lanes in pedestrian trafc). However, a problem arises in determining how best
to combine the steering force contribution of each of these behaviors to determine the overall steering force vector applied by the
pedestrian. Depending on the situation, you may want only one
behavior to execute (e.g., brake at destination) or for several to
be applied in parallel (e.g., follow the path while avoiding obstacles). To execute just one behavior means that in a single iteration
only that one behavior would determine the overall steering force.
For times when it is desired that behaviors be applied in parallel,
the system would sum their individual steering force contributions.
It is possible that a situation may arise where the effects of parallel behaviors may cancel out resulting in no overall change. This
may result in an inability to avoid a collision. Therefore, some
mechanism is needed to determine how best to combine the
behaviors considered. After experimenting with various possible
methods for combining behaviors (weighted sums, lters, priorities, etc.), Reynolds (1999) found that the technique of prioritized
dithering was most useful. This involves prioritizing the behaviors,
and then if a behaviors consideration results in no action, then the
next most important behavior is considered. This continues until
either a response is determined or all behaviors have been considered. At this time, this mechanism has been implemented using the
logic shown below.
if (near Target)
applyBrake
steeringForce = 0
else if (need to avoid pedestrians)
steeringForce += Avoid Moving Collision
else if (need to avoid obstacles)
steeringForce += Avoid Stationary Collision
else
steeringForce += Follow Path
steeringForce += Seek Target
end if
This logic is not perfect and can still result in situations where a person may collide with another person or obstacle. However, watching any crowd of persons in actions reveals this is not an unusual
behavior in reality. The best strategy for combining these behaviors
is not settled at this point and represents a continuing research effort that will be formally explored in the near future. At this time,
this paper focuses on the specic mechanisms and strategies implemented in ISAPT for behavioral simulation at the operational level.
Examples are provided to illustrate the systems capability to correctly simulate the reported observed pedestrian behaviors summarized in Table 1.
The overall approach ISAPT uses involves each pedestrian evaluating their best move taking into account the future position of
the other pedestrians in their immediate vicinity. The system does
not try to predict changes that other pedestrians may make, but
works to create a response that is the least disruptive and will
allow other pedestrians to continue in their current paths. Using
the anisotrophy property (like Hoogendoorn & Bovy, 2001) the
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st st 1
t1
t2
where t1, time until the pedestrian will collide with their closest
threat; t2, lead time, the time period into the future within which
potential collisions are considered; v(t) = s(t) (forward direction
vector).
In ISAPT, the collision detection mechanism explores the immediate vicinity of each pedestrian looking for other pedestrians that
represent potential future threats, the system extrapolates the future paths of the pedestrians in the vicinity exploring successive
time periods out in the future. For example, the position of each
pedestrian in the vicinity Dt time periods out in the future would
be determined by:
xt Dt xt v t Dt
A collision is then tagged for those cases where the distance between these two pedestrians is less than the sum of their radii plus
a set personal space attribute of each pedestrian. This evaluation
assumes that each pedestrian is represented in the 2D plane by a
circle, but could be modied to consider other spatial geometries.
The system performs this evaluation for each pedestrian in the
vicinity, at each successive time period out in the future, up to
the specic lead time of the pedestrian under evaluation
(Dt = t2). After examining the collision potential of all other pedestrians in the immediate area, the system will return the time, t1,
representing the time until collision with the most imminent pedestrian. Given the two values, t1 and t2, their ratio provides a convenient factor for adjusting the speed to deal with an impending
threat. This capability of dealing with collision avoidance by
changing speed matches that of behavior C. The decision to change
speed as opposed to changing direction (a behavior discussed later)
in response to a potential collision is handled using probabilistic
settings with speed changes occurring x% of the time and direction
changes (1 x)% of the time with x > (1 x). A value of 80% is used
for x in the current implementation, but future studies are needed
to determine an appropriate value for this setting.
When a pedestrian is in an area consisting of several potential
threats, the same algorithm mentioned above results in a natural
reduction in speed to account for the crowded conditions illustrating the observed behavior D. Therefore, as crowd density increases
the pedestrians trailing behind others will begin to make adjust1
References to the individual behaviors listed in Table 1 will be indicated by the
use of italics (e.g., behavior A).
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Density measure
X directioni
i
distancei
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Table 2
Lane formation results.
Number of pedestrians No. lanes Lane: ow direction/width (m)/occupancy
40
60
80
80
80
100
120
140
200
3
3
3
3
2
3
3
3
2
Top lane
Middle lane
Bottom lane
Right/2/12
Right/2.5/21
Right/2/17
Left/1/8
Right/4/40
Left/2/26
Right/2.5/31
Right/2/33
Right/4/100
Left/4.5/20
Left/4.5/30
Left/4/40
Right/4.5/40
Right/1.5/8
Right/1/9
Right/2/23
Left/2.5/32
Left/4/40
Left/2/24
Right/2/29
Right/2/37
Left/4/100
Right/4/50
Left/3.5/60
Left/4/70
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ior at these intersections depends on the number of walking directions present. When only two trafc directions are present at an
intersection, striping formations emerge. If the two directions are
exactly opposite, the striping becomes lane formation. If, however,
the two directions are not exactly opposite, pedestrians form
stripes to proceed through the intersection. This is most noticeable
when two wide streams of pedestrians intersect. According to
Helbing,
Fig. 5. Lane formation for 80 pedestrians.
2001). This was tested using the same hallway setup for the case of
80 pedestrians moving in two lanes of bidirectional ow. Speed
data of each pedestrian was collected as they passed through a
0.1 m wide vertical zone halfway down the hallway. This zone
was further subdivided into 0.2 m wide blocks and the speed and
position of each pedestrian whose center passed through this block
was averaged. Graphs of these results are shown in Fig. 7 and illustrate the existence of a speed gradient supporting the observed
behavior.
6.1.4. Intersection striping
At intersections, pedestrians are forced to interact with other
pedestrians traveling in different directions. The emergent behav-
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The desired (mean) and max speeds for each agent are set to
the observed value for each individual pedestrian they
represent.
Case 2: The time between arrivals of agents is the same as in
Case 1. The desired speeds of the agents are normally distributed with those walking in each specic direction taken from
a different distribution whose parameters match those given
in Table 3. The max speeds of each agent are calculated by multiplying their desired speed by the ratio value from Table 3 for
their particular direction (e.g., the max speed of an agent walking left will be 2.12 desired speed).
Case 3: Time between arrivals of all agents follows an exponential distribution with a mean value equivalent to the mean
observed value (1.59 s), and each agents desired and max
speeds are dened using the same procedure as in Case 2.
Table 3
Pedestrian statistics.
Walking direction
Left
Right
Both
Mean
Variance
Mean
Variance
Mean
Variance
1.30
1.43
1.34
0.0083
0.0285
0.0189
2.75
3.18
2.90
0.115
0.236
0.197
2.12
2.23
2.16
0.049
0.047
0.050
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Walking direction
Number of pedestrians
Simulation
Time in system (s)
Observation
Time in system (s)
Error (%)
Mean
1
Right
Left
Both
18
33
51
8.08
8.78
8.53
Right
Left
Both
18
33
51
Right
Left
Both
18
33
51
Variance
Mean
Variance
Mean
Variance
Mean
Variance
1.22
0.52
0.86
8.06
8.77
8.52
1.01
0.52
0.80
0.25
0.11
0.12
20.79
0.00
7.50
0.063
0.030
0.042
0.041
0.012
0.022
8.02
8.79
8.52
1.03
0.49
0.82
8.06
8.77
8.52
1.01
0.52
0.80
0.50
0.23
0.00
1.98
5.77
2.50
1.108
0.722
0.865
2.282
0.875
1.359
8.17
8.92
8.65
0.98
0.46
0.78
8.06
8.77
8.52
1.01
0.52
0.80
1.36
1.71
1.53
2.97
11.54
2.50
1.119
0.718
0.870
2.123
0.876
1.302
Table 5
Results of paired t-test.
Per agent
|TSim TObs|
Table 7
Deviation in travel path for Cases 1 and 3.
Case
t value
95% CI
P-value
Case 1
1
2
3
0.56
0.02
1.08
(0.030, 0.053)
(0.262, 0.129)
(0.114, 0.381)
0.575
0.981
0.285
|Dx|
|Dy|
|Dx|
|Dy|
0.0937
0.00546
0.487
0.0310
0.0949
0.00422
0.357
0.0257
0.4070
0.0725
1.3460
0.0757
0.0878
0.00284
0.2639
0.0224
Simulation
Observation
Error (%)
1
2
3
90.10 s
89.69
88.85
90.10 s
90.10
90.10
0.00
0.46
1.39
Mean
Variance
Max
Min
Case 3
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(a)
(a)
(b)
(b)
(c)
ISAPT provides a system with the capability to simulate pedestrian trafc within intermodal facilities. Some of the unique characteristics of ISAPT include the fact that as opposed to the
discrete 2D grid-based systems that currently exist, ISAPT provides
a 3D spatially continuous domain to represent the position and
movement of pedestrians. The attributes of each pedestrian can
be set independently taking into account variations in their weight,
age, size, and mobility. Pedestrian speeds are allowed to vary on a
continuous scale following observed distributions characterized in
terms their preferred and maximum speeds. As opposed to analytical methods that are grounded in force theory alone, ISAPT has the
advantage in that the individual steering behaviors were developed based on the micro-level pedestrian behaviors that have been
reported in the literature. The animation of pedestrian trafc takes
place in real time permitting simultaneous display of the trafc
ow while the simulation is running.
The results of the pedestrian validation study indicate ISAPTs
ability to model pedestrian trafc at both the macro and micro-level. From the individual behaviors of the simulated agents emergent collective behaviors arose that were validated by published
studies of pedestrian behavior. These behaviors including lane formation, intersection striping, distribution of speeds across a corridor, and the reproduction of the speed versus density graphs from
the literature. As well, based on a simulation of an observed pedestrian corridor, the simulation was able to predict the macro-level
performance of the system while also exhibiting observed microlevel behavior of the individual pedestrians within the system.
The analytical results demonstrate ISAPTs ability to generate accurate trafc performance parameters (mean time in system, trafc
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