This article was downloaded by: [Columbia University] On: 15 November 2014, At: 05:03 Publisher: Taylor & Francis Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK Architectural Science Review Publication details, including instructions for authors and subscription information: http://www.tandfonline.com/loi/tasr20 Architectural evaluation of simulated pedestrian spatial behaviour a a Arash Jalalian , Stephan K. Chalup & Michael J. Ostwald b a School of Electrical Engineering and Computer Science , The University of Newcastle , Callaghan, 2308, Australia b School of Architecture and Built Environment , The University of Newcastle , Callaghan, 2308, Australia Published online: 31 May 2011. To cite this article: Arash Jalalian , Stephan K. Chalup & Michael J. Ostwald (2011) Architectural evaluation of simulated pedestrian spatial behaviour, Architectural Science Review, 54:2, 132-140 To link to this article: http://dx.doi.org/10.1080/00038628.2011.582372 PLEASE SCROLL DOWN FOR ARTICLE Taylor & Francis makes every effort to ensure the accuracy of all the information (the “Content”) contained in the publications on our platform. However, Taylor & Francis, our agents, and our licensors make no representations or warranties whatsoever as to the accuracy, completeness, or suitability for any purpose of the Content. Any opinions and views expressed in this publication are the opinions and views of the authors, and are not the views of or endorsed by Taylor & Francis. The accuracy of the Content should not be relied upon and should be independently verified with primary sources of information. Taylor and Francis shall not be liable for any losses, actions, claims, proceedings, demands, costs, expenses, damages, and other liabilities whatsoever or howsoever caused arising directly or indirectly in connection with, in relation to or arising out of the use of the Content. This article may be used for research, teaching, and private study purposes. Any substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing, systematic supply, or distribution in any form to anyone is expressly forbidden. Terms & Conditions of access and use can be found at http://www.tandfonline.com/page/terms-and-conditions Architectural evaluation of simulated pedestrian spatial behaviour Arash Jalalian1*, Stephan K. Chalup1 and Michael J. Ostwald2 1 Downloaded by [Columbia University] at 05:03 15 November 2014 2 School of Electrical Engineering and Computer Science, The University of Newcastle, Callaghan 2308, Australia School of Architecture and Built Environment, The University of Newcastle, Callaghan 2308, Australia The purpose of the software system described in this article is to support architects and urban designers to better assess the impact of pedestrian behaviour on planned urban spaces and streetscapes. A new method for modelling and simulating pedestrians in urban environments is proposed. It analyses pedestrian behaviour with a combined focus on movement trajectories, walking speed and the angle between the movement vector and the gaze vector of individuals in large groups of simulated pedestrians. The system learns a statistical model characterizing normal behaviour, based on sample observations of regular pedestrian movements without the impact of significant visual attractions in the environment. Sudden changes of the pedestrians’ behavioural characteristics, caused by the visual detection of ‘attractive’ objects, are considered as abnormal behaviour. The simulated environment can be automatically generated using scanned line drawings of two-dimensional street maps or public spaces. In the simulation model, a variety of scenarios can be defined and modified by altering different parameters. Using the example of Wheeler Place in Newcastle (Australia), our pilot experiments demonstrate how pedestrian behaviour characteristics can depend on selected abstract features in urban space. Among 10 different example scenarios, the analyser was able to identify the most frequently visited positions associated with attractive objects. Keywords: Design evaluation; human behaviour analysis; pedestrian behaviour modelling INTRODUCTION The analysis of pedestrian flow dynamics in indoor and outdoor areas is an important facet of architectural and urban design. While a range of software programs have been developed in recent years to model idealized pedestrian flow between entry and exit points in a plan, such software typically neglects to consider the impact of ‘attractors’ and of human gaze dynamics. In ‘public’ places, including both external environments (streets and plazas) and internal spaces (malls and museums), ‘attractor’ objects, like billboards or display stands, distract pedestrians from following a direct path towards their destinations. While there are a range of possible names for these visual distractions, in the present article they will be described as ‘attractive objects’. It can further be assumed that these objects have different levels of attraction: some will attract a pedestrian’s gaze, while others will completely interrupt their passage. An object with a low level of attraction, such as a piece of writing on the wall, would typically not attract pedestrians who walk fast. However, by placing objects with higher levels of attraction into the scene it is possible to reduce the speed of pedestrians, making them susceptible to being attracted to objects with lower levels of attraction. The importance of this type of analysis is that it can be a useful predictive and analytical tool not only in architecture and urban design, but also in crowd management, transport facilities management, crime prevention, disaster planning, marketing and epidemiology. Thus, the ability to predict the response of a pedestrian in an urban area to his or her surroundings is important in estimating the effects of changes in the built environment. The reality is that, contrary to most software simulations, pedestrians do not always follow a simple path along the line connecting origin to destination. Furthermore, in contrast to vehicular flows, which circulate along fixed corridors of the road environment and are subject to specific traffic rules, pedestrian flows are characterized by a significant degree of randomness, so that one could consider each individual’s trip as unique (Yannis and Golias, 2009). Simulating and analysing such a big data set of behaviours calls for an advanced intellectual method involving many ingredients such as navigation and orientation, evaluation and decision making, variation of personal behaviour and crowding. Therefore, computational tools are crucial for mapping this randomness into a real-time model that simulates pedestrian behaviour. Regression models (Older, 1968), gravity model formulations (Ness et al., 1969), doubly constrained models *Corresponding author: Email: arash.jalalian@uon.edu.au ARCHITECTURAL SCIENCE REVIEW 54 | 2011 | 132–140 doi:10.1080/00038628.2011.582372 #2011 Earthscan ISSN: 0003-8628 (print), 1758-9622 (online) www.earthscan.co.uk/journals/asre Downloaded by [Columbia University] at 05:03 15 November 2014 Pedestrian spatial behaviour simulation 133 (Hagishima et al., 1987), generic coupled differential equations (Gloor et al., 2003) and discrete choice models (Antonini et al., 2006) are all examples of applied analytical computational models in pedestrian behaviour simulations. In analytical models, changes in pedestrian behaviour are expressed as a mathematical function that controls the average pedestrian movement. Since the analytical models apply the same rules to all simulated individuals and perform a simulation based on average characteristics, they are restricted in simulating pedestrian behaviour, which in reality would vary much more depending on different plans, personal behavioural characteristics and social preferences. One of the useful ways of modelling pedestrian behaviour and overcoming the shortcomings of analytical models is to develop an agent-based simulation. An agent-based simulation is a computational model for modelling the behaviour of autonomous agents. In agent-based modelling, a system is modelled as a collection of autonomous decision-making entities called agents (Bonabeau, 2002). For an architectural or urban simulation to be useful for designers, agents should mimic real pedestrians and they should be of a number of different types with different movement abilities. It also should be possible to change their characteristics and numbers to fit the circumstances being examined. Considerable research has been done on the topic of multi-agentbased simulation systems (Bonabeau, 2002; Yan and Kalay, 2006; Yannis and Golias, 2009). For instance, researchers in Catania (Francesca Camillen et al., 2009) performed an agent-based simulation of people visiting and evacuating Planimetry of Castello Ursino in emergency situations. They modelled the environment in 2D using the NetLogo platform, which is a multi-agent simulation software (Wilensky, 1999). Francesca Camillen et al. (2009) confirmed the usefulness and effectiveness of agentbased simulations in the design and analysis of complex social systems. Such simulations are used to support more traditional strategies already available to engineers. For example, Gipps and Marksjo (1985) presented a macrosimulation cellular approach to model interactions between pedestrians, which is intended for use in graphical computer simulation. In agent-based pedestrian simulations, cellular automata and intelligent agents have been used extensively in recent years (Burstedde et al., 2001; Francesca Camillen et al., 2009; Wang and Chen, 2009). In another example, the team of Kazuhiro et al. (2007) proposed the use of real coded cellular automata as a new numerical model for pedestrian dynamics. They obtained the critical number of people beyond which clogging appears at exits of rooms. In all cellular approaches, researchers have assumed that in each cell only one agent can be placed. Cellular approaches ease the way for simulating pedestrians; however, they also reduce the accuracy of pedestrian models in urban areas. While agent movements in cellular models are limited by cell sizes, in the real world pedestrians are not limited to follow cells and can choose their next step in any direction. Placing virtual pedestrians in architectural space aids in analysing the effectiveness of the space and in improving the design of the space. Thiele (2002) discussed the importance of virtual architecture in design and using the computer world as a suitable medium through which designers can convey the human side of design. To demonstrate the idea of using simple intelligence instead of artificial intelligence, an outline of Cura, a virtual presenter, was presented by the author (Thiele, 2002). Simulating the behaviour of pedestrians in ‘normal’ situations is also important in urban planning (Jiang, 1999), land use (Parker et al., 2003) and traffic operations (Cetin et al., 2002). By analysing this behaviour in different spaces, the use of these spaces can be assessed. Behaviour normality analysis is an active research topic in increasing the security of public places such as museums, parks and cinemas. One of the most popular methods of detecting abnormal behaviours is by comparing behavioural characteristics with the most frequently observed behaviours in the past. Utilizing advanced technology increases our computational abilities to employ complex algorithms for comparing pedestrians’ behavioural characteristics. For instance, Suzuki et al. (2007) proposed a computational method to learn motion patterns and detect anomalies by human trajectory analysis. They employed hidden Markov models (HMMs) to model time-series features of human positions. Using a similarity matrix of HMM mutual distances and k-means clustering (a method to partition n observations into k clusters), they acquired features of human motion patterns. In the present article we simulated a multi-agent system with the characteristic dynamics of a crowd of moving pedestrians in a section of an abstract urban two-dimensional (2D) environment. A similar approach to 2D mapping of environments has previously been proposed (Leal et al., 2006), and it has also been used in robotics for the exploration of an office-like indoor environment using a multi-robot team (Lau, 2003). Our approach is based on artificially generated abstract point-like agents. In the proposed agent-based pedestrian behaviour simulation, each agent individually assesses its current situation and makes decisions on the basis of its current state and a set of rules. In the simulation, agents may carry out various behaviours resembling realworld pedestrian behaviour in an urban streetscape. The simulation generates a set of behavioural characteristics – for example, walking, running, standing, getting attracted to an obstacle and associated changes of gaze direction. The developed analyser software evaluates the simulated behaviours in order to identify the impacts of different walking environments on pedestrian behaviours. The analyser uses a combination of machine-learning classifiers and statistical algorithms to allow it to learn past normal behaviours and distinguish between normal and abnormal behaviours in future data. To demonstrate the software developed by the authors, a simulation using the plan of an urban space called Wheeler Place is presented. This space, located between the two ARCHITECTURAL SCIENCE REVIEW Downloaded by [Columbia University] at 05:03 15 November 2014 134 Jalalian, Chalup and Ostwald busiest streets in Newcastle (Australia), features a constellation of attractive objects and offers an excellent test environment for analysing different pedestrian behaviours (Figure 1). The space is next to Newcastle’s Civic Theatre and City Council Chamber, and these two busy buildings have made this area one of Newcastle’s most crowded public areas. There are also several places of different levels of attraction in this area itself, including the City of Newcastle Information Centre and Climate Meter, Juicy Beans Restaurant and Internet Cafe, a big public art work, the Civic Theatre and Civic Theatre Restaurant. In combination, these offer several destinations for pedestrians who can be differentiated in behavioural characteristics, physical characteristics and personal preferences. As shown in Figure 1, the vicinity’s five entrances (black squares) and exits (red exit signs) are restricted to several distinguishable points, and pedestrians mainly choose one of these points to enter and exit Wheeler Place. The present article is an expanded and revised journal version of a conference paper (Jalalian et al., 2010b) and continues our previous work presented in Jalalian et al. (2010a). PEDESTRIAN MODEL Figure 2 demonstrates our agent model in the proposed multi-agent-based pedestrian simulation. In the real world, individuals have several characteristics representing their spatial behaviours in an urban streetscape such as speed of movement, head direction and location. Table 1 describes the parameters we used for modelling a pedestrian’s behaviour. Figure 1 | Wheeler Place simulation in scenario 1 ARCHITECTURAL SCIENCE REVIEW Figure 2 | Simulated agent: UFOV (grey area), speed vector (short line), gaze direction (long line) and the angle between them (a) At the start of the simulation, each agent is initialized using the described parameters. Some parameters are generated randomly and others are calculated based on those ranj i domly generated. In the initialization step endx;y and startx;y Table 1 | Pedestrian model parameters Parameter Description Unit, symbol Location Location of an agent in the urban plan at time pixel, (xt, yt) Speed Speed of an agent at time t, determined by speed category and location of the agent relative to its surroundings pixel, dx dy , dy dt or (b, s) Angle Angle between head direction and speed vector at time t degree, at Field of view Standard pedestrian’s functional or useful field of view (UFOV), which is assumed to be 958 (Ball and Owsley, 1991) degree, UFOV Sight Random number that represents an agent’s visual ability. It is associated with the agent’s sight category pixel, V Starting point First location of the agent in the plan pixel, startix,y Destination Final destination where the agent is going to leave the urban area pixel, endix,y Speed category Five different speed categories to model different pedestrian behaviours subject to speed Scat Sight category Five different sight categories to model different pedestrian behaviours subject to vision capability Vcat Downloaded by [Columbia University] at 05:03 15 November 2014 Pedestrian spatial behaviour simulation 135 are generated based on random values, and one start point and one end point are selected among the defined start points and end points in our urban model. In the urban model we have different categories of behaviours that are defined by Scat and Vcat. In each category, we have varieties of behaviours defined by a random function. To separate the behaviour of each category from others, in each category the range of randomness is restricted by defined maximum and minimum values. After initializing Scat and Vcat for each agent, V and ksk are calculated based on Vcat and Scat, respectively. In the simulation, when there are no stimuli to attract pedestrians’ attention in urban space, the angle a, controlling gaze direction, remains a small random value. This is because under normal conditions, pedestrians would typically look straight ahead such that the gaze vector can be assumed to be almost parallel to the speed vector. In all other conditions, a will be changed accordingly. The aim of each i agent is to reach endx;y , and therefore the direction of movement, b, is determined by a random value and the direction i i of an imaginary line passing through endx;y and startx;y . URBAN MODEL In our simulation the urban model was obtained by using a scan of a plan of Wheeler Place. As shown in Figure 1, the considered area has five entrances and exits j i ðstartx;y ; endx;y : i; j ¼ 1; . . . ; 5Þ. Each attractive object is surrounded by a circle that indicates its assumed level of attraction. The radius corresponds to the attraction level. In the reported simulation experiments, we have selected five positions (Pos#1, Pos#2, . . . , Pos#5) where attractive objects can be placed (see Figure 2). During simulation, once an agent’s UFOV overlaps with the attraction area of an object the agent will move towards the object with the maximum allowed speed in its speed category Scat. Therefore, objects with higher levels of attraction can attract agents with the same Vcat from further distances. On the other hand, agents with bigger V can be attracted by further objects with the same level of attraction. In the urban model, the following terms are used: image plan is an aerial one-point perspective plan of the area, start points are the locations of the entrances, end points are the locations of the exit points, object location indicates location of the attractive object on the image plan (objx,y), object visit counter shows the number of agents that have been attracted to the object and finally object attraction level defines the level of attraction for an attractive object. We have also assumed that boundaries of pathways and other obstacles such as trees are impermeable. BEHAVIOUR SIMULATION In the simulation, each agent assesses its behaviour according to several decision-making rules defined by the pedestrian model and the urban model. We defined two major types of agents: attracted agents and normal agents. While the former is attracted to an attractive object, the latter has not seen any attractive object and just moves along the normal direction of movement towards its destination. Normal directions of movement are defined by the lines between start points and destinations. Each agent has selected one normal direction in the initialization stage. Agents may carry out various behaviours roughly resembling real-world pedestrian behaviour in an urban streetscape such as walking, running, standing or becoming attracted to an obstacle. Regarding pedestrians’ reaction to attractive objects in an urban area, pedestrians may have four different spatial behaviours: becoming attracted (when they can see the object for the first time, and believe the object is attractive for them), not becoming attracted (when they can see the object for the first time, and believe the object is not interesting enough for them to move closer to it), visiting (stopping while they are studying the object) and normal (when they cannot see any attractive object). In the simulation, various behaviours are defined by changing an agent’s characteristic parameters. To obtain the next location for each agent, we first calculate the direction of movement, btþ1 , as follows: ! 8 i > end x t > x 1 > tan þ rnd bosc ; > > > endyj yt > > > > > normal/not becoming attracted < btþ1 ¼ bt ; visiting ! > > > i > obj x t > x 1 > tan þ rnd bosc ; > > > objjy yt > > : becoming attracted Here rnd is a random value in [0,1] at time t. Since pedestrians do not walk exactly on a straight line, we simulated this behaviour by using bosc ¼ 208, which indicates the oscillation range for b. When the UFOV for an agent overlaps with the circle indicating an object’s level of attraction, the simulated agent will be notified of the attractive object. In this case, the agent uses the ‘becoming attracted’ equation to calculate btþ1. By using this equation, the agent moves towards the object instead of the end point. When the agent comes close enough to the object, it will spend some time standing at the object and studying it. During this period (‘visiting’), the direction of movement remains constant. At all other times, the agent shows normal spatial behaviour and uses the ‘normal’ equation to calculate btþ1 . In a real-world scenario, while pedestrians are moving, they do not always look straight ahead. To simulate this behaviour, we defined aosc as the oscillation range for the relative gaze angle at in normal behaviour, which is calculated as follows: at ¼ ðrnd 2 aosc Þ aosc In ‘not becoming’ and ‘becoming attracted’ behaviours, the agent’s gaze vector points to the attractive object. ARCHITECTURAL SCIENCE REVIEW 136 Jalalian, Chalup and Ostwald To obtain the next location for each agent, we also need to calculate the speed of movement, ksk. In the simulation, we used five different speed categories for each agent. Each category has a maximum speed and a minimum speed. Agents choose their speed category when they are initialized, and this category remains constant during the agent’s lifespan. ksk is obtained as follows: Downloaded by [Columbia University] at 05:03 15 November 2014 81 > s ðrnd þ scat 1Þ; > > > 5 max > > > normal/not becoming attracted < ksk ¼ 0; visiting > > 1 > > > rndðsmaxscat Þ; > > :5 becoming attracted where smax is the maximum possible speed and rnd is a random value in [0,1]. By applying btþ1 ; ksk and ðxt ; yt Þ in the following equations and solving them for ðxtþ1 ; ytþ1 Þ, we obtain the next location for each agent: 8 2 xt Þ2 þ ðytþ1 yt Þ2 < ksk ¼ ðxtþ1 x xt : btþ1 ¼ tan1 tþ1 ytþ1 yt Since we assumed boundaries of pathways and other obstacles such as trees to be impermeable, we developed an algorithm to extract the boundaries and obstacles from the image plan using image processing techniques. We applied Otsu’s method, which chooses the threshold to minimize the intraclass variance of black and white pixels, to extract objects from the image plan (Otsu, 1979). The extracted boundaries and obstacle information are then used to validate the obtained next location for each agent ðxtþ1 ; ytþ1 Þ. We have developed the simulation software, the analyser (described in the next section) and their graphical user interface (GUI) in the MATLAB R2010a environment. Our GUI provides several tools to change different parameters of simulation. This includes changes in the maximum number of agents in the scene, methods of training the classifiers, image plan, start points, end points, number of speed categories, number of sight categories, levels of attraction for attractive objects, animation settings and visualization settings. The interface also provides the ability to save a running simulation and load it in the future. This helps designers to change a variety of settings and examine the impacts of those settings on the same design. Employing MATLAB and developing the simulation software from scratch enables us to store the simulation results in any desired data format. This provides enough flexibility for other software developers to use our simulation results in other software and programming platforms. ARCHITECTURAL SCIENCE REVIEW PEDESTRIAN BEHAVIOUR ANALYSER In order to analyse pedestrian behaviour, we have previously proposed and applied a new approach for outlier detection (Jalalian et al., 2010a). This approach utilizes a combination of one-class support vector machines (SVMs) and dynamic time warping (DTW) to identify pedestrians who show abnormal changes in their direction of movement, gaze direction or walking speed. Our system analyses pedestrian behaviour with a combined focus on ðxt ; yt Þ; bt ; ksk; at and d at =dt of individuals in large groups of simulated pedestrians. The system learns a statistical model characterizing normal behaviour, based on sample observations of regular pedestrian movements without the impact of significant visual attractions in the environment. Irregular pedestrian behavioural characteristics, mainly caused by detection of visually attractive objects, are considered as abnormal behaviour. We employed one-class SVMs combined with DTW to separate agents into two classes: attracted agents and normal agents. One-class SVMs are able to differentiate one class of data from the rest of the data in the input space based on similarities (Vapnik, 1998). They are useful when we have either only positive or only negative data because they are trained on one group of data only. Since in the simulation attracted agents may show unpredictable behaviours, it would be impractical to train classifiers with their behavioural data. Therefore to detect outliers and distinguish between normal samples and attracted samples, we fed normal data to the classifiers. Our implementation uses SVMs with Gaussian kernel function as provided by the LIBSVM toolbox (Chang and Lin, 2009). Classification of noisy features can be a serious challenge. To keep the false detection rate as low as possible, we applied DTW combined with SVMs. DTW is a popular method that has been used for comparing two different sound spectrums with different lengths (Sakoe and Chiba, 1978; Keogh and Pazzani, 2001). The ability of DTW to compare two different signals and calculate the distance between them makes it a suitable tool for comparing the complete sequences of locations, speeds, angles and their derivations. EXPERIMENTAL RESULTS Although human walking speed can vary greatly depending on factors such as height, weight, age, terrain, surface, load, culture, effort, gender and fitness, it can be categorized into five distinguishable ranges in urban areas (Burnfield and Powers, 2006). Figure 4 shows five different speed categories and their typical random characteristics for five agents in our simulation. As shown in this figure, there is a considerable difference in speed, ksk, among different speed categories. Each agent moves with a random speed within the boundaries of its speed category. Using different Downloaded by [Columbia University] at 05:03 15 November 2014 Pedestrian spatial behaviour simulation 137 categories of speed and sight simulates different spatial behavioural characteristics. The experiment shown in Figure 3 displays the simulated agents’ trajectories. In this example, we used the five speed categories and distinguished them by colour coding in the Hue saturation value colour system. From left to right, the colour bar at bottom of Figure 3 represents speed categories with higher speed. In this figure each circle represents an attractive object. The number of agents attracted to each object is shown in the centre of the circles. The number of agents that have been attracted to an object depends on many factors such as level of attraction for the object, and location of the object relative to start points, end points and other objects. Figures 5 and 6 illustrate typical simulated behavioural characteristics for an agent. As shown in this figure, although the agent could see two objects, it was attracted to the first one but not to the second one. The period that the agent was attracted by an attractive object is called the visiting period (dark grey areas in the figures). During this period the agent was not moving and most of the behavioural characteristics remain constant. Just before the visiting period there is the ‘becoming attracted’ period. In this period the agent moves towards the object with highest allowed speed defined in its speed category (Figures 5 and 6). The b curve also shows a significant change during this period, which represents change in direction of movement. Figure 7 highlights trajectories for normal and attracted agents in scenario 10. The type of each trajectory is identified by the analyser using simulated values for ðxt ; yt Þ; bt ; ksk; at and d at =dt. Previous approaches often employed two-class classification of normal and abnormal data. However, this can increase the error rates when only a small proportion of all possible abnormal behaviours can be observed (i.e. the data are unbalanced). In our pilot experiments we used one-class SVMs and achieved an accuracy of 93% (Jalalian et al., 2010a). Figure 3 | Colour-coded speed representation in scenario 2 Figure 4 | Five agents with five different speed categories While the actual level of attractiveness of an object, to any given person, cannot be predicted with any accuracy, we can make several informed assumptions about object attractiveness to support the early stages of simulation testing. For example, as discussed in the introduction, at Wheeler Place there are five obvious locations that can represent attractive objects, including the art work and the Civic Theatre (which can be regarded as highly attractive and the rest as less attractive). In Figure 1, we have indicated five positions in the plan to place five attractive objects. We assume that there are two levels of attraction: ‘high’ and ‘low’. Table 2 lists 10 possible scenarios that were considered in our simulation experiments of Wheeler Place. Because we have five positions to put place five objects, two of which have a Figure 5 | Simulated behavioural parameters for an agent: visiting period (dark grey area), becoming attracted period (light grey area), and normal behaviour (white area) ARCHITECTURAL SCIENCE REVIEW 138 Jalalian, Chalup and Ostwald Downloaded by [Columbia University] at 05:03 15 November 2014 Table 2 | Possible scenarios for two categories (low, high) of attractive objects in Wheeler Place Figure 6 | Simulated behavioural parameters for an agent: visiting period (dark grey area), not becoming attracted period (patterned area) and normal behaviour (white area) low level of attraction and three with a high level of attraction, the number of permutations for placing objects in positions without repetition is 5!/(3! 2!) ¼ 10. Figure 8 shows the probability of attraction for different positions in all possible scenarios with respect to the number of simulated agents. The results shown in this figure were obtained by simulating 5000 pedestrians for each scenario. As shown, the fourth position has the highest probability of attracting agents in all scenarios. Placing a highly attractive object in this position and a less attractive object in the fifth position (as in scenario 2) will balance attracted crowds on both sides of Wheeler Place. The last column of Table 2 shows the probability of attracting a pedestrian to an attractive object in Wheeler Place. Figure 7 | Normal (black) and attracted (grey) trajectories of agents in scenario 10 ARCHITECTURAL SCIENCE REVIEW Scenario Pos#1 Pos#2 Pos#3 Pos#4 Pos#5 1 Low High Low Low High 2 High Low Low High Low 3 High Low High Low Low 4 Low Low High High Low 5 Low Low High Low High 6 Low High High Low Low 7 Low High Low High Low 8 Low Low Low High High 9 High High Low Low Low 10 High Low Low Low High These simulations demonstrate that arranging the objects based on scenario 2 will result in the highest number of attractions compared with the other scenarios. DISCUSSION Pedestrian spatial behaviours depend on different plans, personal behavioural characteristics and social preferences. Using analytical models (Gloor et al., 2003) to simulate these behaviours based on average characteristics leaves a considerable proportion of behaviour categories unexplained. Using multi-agent-based cellular models, on the other hand, to overcome this problem has its own difficulties. In the real world, pedestrian movements include a great variety of speeds and directions. Using cellular approaches (Burstedde Figure 8 | Probability of attraction for different positions in different scenarios Downloaded by [Columbia University] at 05:03 15 November 2014 Pedestrian spatial behaviour simulation 139 et al., 2001; Francesca Camillen et al., 2009; Wang and Chen, 2009) to model pedestrian spatial behaviours restricts this variation to several available cells for each agent. The cellular approaches restrict freedom of choice in direction at each step and agents’ speed can only be generated based on cell sizes. In contrast, in our approach agents can be designed with a high degree of freedom. They can have a wide variety of speeds and directions at each time step (as shown in Figures 3, 5 and 6). The fact that eye movements are linked by attention does not mean that these two systems are completely mutually dependent. Observers can direct their visual attention to different areas of visual space even while the eyes remain fixed. Thus, the relationship between attention and eye movements is one of partial interdependence (Jalalian et al., 2011). Attention is free to move independently of eyes, but eye movements require visual attention to precede them to their goal. While pedestrians are walking in an urban space, their eyes always scan their surroundings using saccadic eye movements. These saccadic eye movements occur at a rate of about 3–4 per second (Jalalian et al., 2011). This explains why sight category and a (the angle between movement direction and gaze vector) are used to analyse pedestrians’ reaction to their surrounding area, including attractive objects. Future extensions of the described simulation software will also include phenomena such as dynamic attractive objects and crowd attraction (Jalalian et al., 2011). spatial behavioural analysis in urban space. The simulation adds two unique features to the conventional model: gaze vector and attractor objects. The benefits of this new approach become especially clear in cases of complex spatial arrangements where changing the configuration of walking environments (and thus adapting designs) is possible. A software system and its GUI were developed by the authors to read plans, extract boundaries and obstacles from them, run the simulation and then analyse behavioural characteristics of simulated agents. The GUI offers a userfriendly environment for architects who may not be familiar with complex computer programming problems. The simulation was run for a real-world space, Wheeler Place in Newcastle. Different scenarios with different configurations and their impacts on pedestrian behaviour were presented and discussed. The experiments show that an approximate behavioural model has been produced to evaluate the authors’ behavioural analysis system. The system can be used to demonstrate that changes in the configuration of the physical/visual built environment can be reflected by measurable changes in agent behaviour. Finally, the authors are planning to employ the analyser system described in this article for examining real-world video data collected by a pedestrian detection and tracking system. ACKNOWLEDGEMENT CONCLUSION This study describes the development and testing of a new multi-agent-based software simulation for pedestrian This research was supported by ARC DP1092679 ‘Modelling and predicting patterns of pedestrian movement: using robotics and machine learning to improve the design of urban space’. References Antonini, G., Bierlaire, M. and Weber, M., 2006, ‘Discrete choice models of pedestrian walking behavior’, Transportation Research Part B: Methodological 40, 667 – 687. Ball, K. and Owsley, C., 1991, ‘The useful field of view test: a new technique for evaluating age-related declines in visual function’, Journal of American Optometric Association 64, 71 –79. Bonabeau, E., 2002, ‘Agent-based modeling: methods and techniques for simulating human systems’, Proceedings of the National Academy of Sciences of the United States of America 99, 7280 – 7287. Burnfield, J. and Powers, C., 2006, ‘Normal and pathologic gait’, in J.D. Placzek and D.A. Boyce (eds), Orthopaedic Physical Therapy Secrets, Hanley & Belfus. Burstedde, C., Klauck, K., Schadschneider, A. and Zittartz, J., 2001, ‘Simulation of pedestrian dynamics using a two-dimensional cellular automation’, Physica A: Statistical Mechanics and its Applications 295, 507 –525. Cetin, N., Nagel, K., Raney, B. and Voellmy, A., 2002, ‘Large-scale multi-agent transportation simulations’, Computer Physics Communications 147, 559 –564. Chang, C.C. and Lin, C.J., 2009, LIBSVM: a Library for Support Vector Machines [Online]. Available: www.csie.ntu.edu. tw/~cjlin/libsvm/ [accessed 9 September 2010]. Francesca Camillen, Salvatore Capri, Cesare Garofalo, Matteo Ignaccolo, Giuseppe Inturri, Alessandro Pluchino, Andrea Rapisarda and Salvatore Tudisco, 2009, ‘Multi agent simulation of pedestrian behaviour in closed spatial environments’, Science and Technology for Humanity (TIC-STH) IEEE Toronto International Conference, IEEE. Gipps, P.G. and Marksjo, B., 1985, ‘A micro simulation model for pedestrian flows’, Mathematics and Computers in Simulation 27, 95 – 105. Gloor, C., Cavens, D., Lange, E., Nagel, K. and Schmid, W., 2003, ‘A pedestrian simulation for very large scale applications’, in A. Koch and P. Mandl (eds), Multi-Agenten-Systeme in der Geographie vol. 23, Austria, University of Klagenfurt, 1 –16. Hagishima, S., Mitsuyoshi, K. and Kurose, S., 1987, ‘Estimation of pedestrian shopping trips in neighborhood by using a spatial interaction model’, Environment and Planning A 19, 1139 – 1152. Jalalian, A., Chalup, S.K. and Ostwald, M.J., 2010a, ‘Intelligent evaluation of urban streetscape designs by ARCHITECTURAL SCIENCE REVIEW Downloaded by [Columbia University] at 05:03 15 November 2014 140 Jalalian, Chalup and Ostwald analysing pedestrian body dynamics’, The Third International Workshop on Advanced Computational Intelligence (IWACI2010), China, IEEE. Jalalian, A., Chalup, S.K. and Ostwald, M.J., 2010b, ‘Simulating pedestrian flow dynamics for evaluating the design of urban and architectural space’, in C. Murphy, S.J. Wake, D. Turner, G. McConchie and D. Rhodes (eds), 44th Annual Conference of the Australian and New Zealand Architecture Science Association, Unitec, Auckland, New Zealand, 24th– 26th November. Jalalian, A., Chalup, S.K. and Ostwald, M.J., 2011, ‘Agent-agent interaction as a component of agent-environment interaction in the modeling and analysis of pedestrian visual behaviour’, Circuit Bending, Breaking and Meding: Proceedings of the 16th International Conference on Computer-Aided Architectural Design Research in Asia CAADRIA 2011, The University of Newcastle, Newcastle, Australia. Jiang, B., 1999, ‘SimPed: simulating pedestrian flows in a virtual urban environment’, Journal of Geographic Information and Decision Analysis 3, 21 – 30. Kazuhiro, Y., Satoshi, K. and Nishinari, K., 2007, ‘Simulation for pedestrian dynamics by real-coded cellular automata (RCA)’, Physica A: Statistical Mechanics and its Applications 379, 654 – 660. ARCHITECTURAL SCIENCE REVIEW Keogh, E.J. and Pazzani, M.J., 2001, ‘Derivative dynamic time warping’, First SIAM International Conference on Data Mining. Lau, H., 2003, ‘Behavioural approach for multi-robot exploration’, Australasian Conference on Robotics and Automation (ACRA 2003), Sydney, Australia, 1 –7. Leal, J., Scheding, S. and Dissanayake, G., 2006, ‘Probabilistic 2D mapping of unconstructed environment’, Australasian Conference on Robotics and Automation, Sydney, Australia. Ness, M.P., Morral, J.F. and Hutchinson, B.G., 1969, An analysis of central business district pedestrian circulation patterns, Highway Research Record 283, 11 – 18. Older, S.J., 1968, ‘Movement of pedestrians on footways in shopping streets’, Traffic Engineering and Control 10, 160– 163. Otsu, N., 1979, ‘A Threshold Selection Method from Gray-Level Histograms’, IEEE Transactions on Systems, Man, and Cybernetics 9, 62 – 66. Parker, D.C., Manson, S.M., Janssen, M.A., Hoffmann, M.J. and Deadman, P., 2003, ‘Multi-agent systems for simulation of land-use and land-cover change: a review’, Annals of the Association of American Geographers 93, 316 – 340. Sakoe, H. and Chiba, S., 1978, Dynamic programming algorithm optimization for spoken word recognition, IEEE Transactions on Acoustics, Speech and Signal Processing 26, 43 – 49. Suzuki, N., Hirasawa, K., Tanaka, K. and Kobayashi, Y., 2007, ‘Learning motion patterns and anomaly detection by human trajectory analysis’, IEEE International Conference on Systems, Man and Cybernetics, ISIC, 498 – 503. Thiele, L., 2002, ‘Virtual people and architecture representation’, in M. Luther, T. Dawson, J. Ham, M. Moore, J. Rollo and G. Treloar (eds), 36th Annual Conference of the Australian and New Zealand Architectural Science Association (ANZAScA). Deakin University, School of Architecture and Building, Australia. Vapnik, V.N., 1998, Statistical Learning Theory, New York, Wiley-Interscience. Wang, T. and Chen, J., 2009, ‘An improved cellular automation model for urban walkway bi-directional pedestrian flow’, International Conference on Measuring Technology and Mechatronics Automation, China, IEEE. Wilensky, U., 1999, in I. Evanston (ed), NetLogo, Center for Connected Learning and Computer-Based Modeling, Northwestern University. Available at: http://ccl.northwestern. edu/netlogo/. Yan, W. and Kalay, Y.E., 2006, ‘Geometric cognitive and behavioral modeling of environmental users’, Design Computing and Cognition, Netherlands, Springer, vol. 1, 61 – 79. Yannis, G. and Golias, J., 2009, ‘A critical assessment of pedestrian behaviour models’, Transportation Research Part F: Traffic Psychology and Behaviour 12, 242 – 255.