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Using Graphs of Queues and Genetic Algorithms to Fast Approximate Crowd Simulations

dc.contributor.authorSagredo Olivenza, Ismael
dc.contributor.authorCárdenas Bonett, Marlon
dc.contributor.authorGómez Sanz, Jorge Jesús
dc.contributor.authorPavón Mestras, Juan Luis
dc.date.accessioned2023-06-17T12:38:27Z
dc.date.available2023-06-17T12:38:27Z
dc.date.issued2018-10-25
dc.description.abstractThe use of Crowd Simulation for re-enacting different real life scenarios has been studied in the literature. In this field of research, the interplay between ambient assisted living solutions and the behavior of pedestrians in large installations is highly relevant. However, when designing these simulations, the necessary simplifications may result in different ranges of accuracy. The more realistic the simulation task is, the more complex and computational expensive it becomes. We present an approach towards a reasonable trade-off: given a complex and computational expensive crowd simulation, how to produce fast crowd simulations whose results approximate the results of the detailed and more realistic model. These faster simulations can be used to forecast the outcome of several scenarios, enabling the use of simulations in decision-making methods. This work contributes with a simplified faster simulation model that uses a graph of queues for modeling an environment where a set of agents will navigate. This model is configured using Genetic Algorithms (GA) applied to data obtained from complex 3D crowd simulations. This is illustrated with a proof-of-concept scenario where a 3D simulation of one floor of a faculty building, with its corresponding students, is re-enacted in the network of queues version. The success criteria are achieving a similar total number of people in particular floor areas along the simulation in both the simplified simulation and the original one. The experiments confirm that this approach approximates the number of people in each area with a sufficient degree of fidelity with respect to the results that are obtained by a more complex 3D simulator.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.sponsorshipMinisterio de Economía y Competitividad (MINECO)
dc.description.sponsorshipComunidad de Madrid/FEDER
dc.description.statuspub
dc.eprint.idhttps://eprints.ucm.es/id/eprint/67628
dc.identifier.doi10.3390/proceedings2191216
dc.identifier.issn2504-3900
dc.identifier.officialurlhttps://doi.org/10.3390/proceedings2191216
dc.identifier.relatedurlhttps://www.mdpi.com/2504-3900/2/19/1216
dc.identifier.urihttps://hdl.handle.net/20.500.14352/12682
dc.issue.number19
dc.journal.titleProceedings
dc.language.isoeng
dc.page.initial1216
dc.publisherMDPI
dc.relation.projectIDColoSAAL (TIN2014-57028-R )
dc.relation.projectIDMOSI-AGIL-CM (S2013/ICE-3019)
dc.rightsAtribución 3.0 España
dc.rights.accessRightsopen access
dc.rights.urihttps://creativecommons.org/licenses/by/3.0/es/
dc.subject.keywordcrowd simulation
dc.subject.keywordgenetic algorithms
dc.subject.keywordAmbient Intelligence
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.ucmProgramación de ordenadores (Informática)
dc.subject.unesco1203.04 Inteligencia Artificial
dc.subject.unesco1203.23 Lenguajes de Programación
dc.titleUsing Graphs of Queues and Genetic Algorithms to Fast Approximate Crowd Simulations
dc.typejournal article
dc.volume.number2
dspace.entity.typePublication
relation.isAuthorOfPublication99c6203f-0e5b-4c2e-8df2-7d88175aff3d
relation.isAuthorOfPublication665acbdc-5829-4651-9c46-646d423a2546
relation.isAuthorOfPublication.latestForDiscovery665acbdc-5829-4651-9c46-646d423a2546

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