Lead, Follow, or Get in the Way

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Lead, Follow, or Get in the Way

Creating Social Agent Systems in Simulated

Physical Environments

Principal Investigator: Dr. Ben Aguirre

Research Assistant: Eric Best

(ericbest@udel.edu)

1

Why Social Agent Systems?

• Most simulations create a number of avatars that are largely homogeneous and do not have linked goals.

• Based on our research, we believe this is an inaccurate way to create models of human beings.

2

Disaster Research Center Work

• Based on our work at the Disaster Research

Center (DRC), we have found that people evacuating a hazard do not rely on individual goals and behaviors.

• Group behaviors and crowd behaviors impact goals and reasoning.

3

Why Group Behavior?

• Historically, the DRC has found that evacuees use social behavior when assessing and reacting to hazards.

• Social bonds are not ignored when dangers are present.

• Individual, social, and crowd behaviors interact together to influence decisions and goals.

4

Why Group Behavior?

• Recently, Dr. Ben Aguirre conducted a study that gathered detailed information about the victims and evacuees of The Station Nightclub fire.

• We are aware of detailed exit goals, social behaviors, and networks among victims and evacuees.

5

Why Group Behavior in ABM?

• Using this detailed dataset, we chose to create a set of models incorporating social behavior to replicate the immediate reaction to the disaster at The Station.

• Eventually, we hope to encourage other model builders to consider group behavior and nonhomogenous agents.

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Why Group Behavior in ABM?

Humans do not interact in a vacuum, but most simulations of humans account only for individual behavior.

Agent-Based modeling with learning agents is an obvious avenue for creating simulations with evolving group behavior models.

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Our Agent-Based Models

• Model builders are largely ignoring group and crowd behaviors, so we set out to build a model incorporating social behavior models.

• Today, we will discuss some of the conceptual and practical issues that must be addressed when creating models with group behavior attributes.

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In Practice

One of several first efforts in physical social agent simulation

Several benchmarks

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In Practice

• Goals for model creation:

– Benchmark current models and actual results.

– Analyze data and create an individual behavior model.

– Create models with group behavior attributes.

– Apply framework to other situations.

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Benchmarking

• For The Station, we have a detailed dataset with results that we can compare to output from models of the disaster.

• There are several models that have been created about The Station, many with a different focus, but none with social behavior.

• We have exit data and exit time data. Most results compare flow rates in aggregate.

11

Analysis

• The DRC conducted a study gathering highly detailed data of victims and evacuees, including social bonds to other participants.

• Using this data, we were able to approximate the likelihood of behavior changes based on different social bonds.

12

Individual Behavior Model

• Like many others, we created a model with individual behavior.

• This became our personal benchmark. If we can control all of the parameters, we can see the exact impacts of adding group behavior traits.

• Our individual behavior model has similar flow rates to data results and prior models.

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Background

• We began with an issue of geography. We had to create an accurate environment of The

Station. For now in two dimensions.

• We then added hazards, reasons to leave the building.

• We then created our avatars, or agents.

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Agents

• Our avatars have different behaviors based off of observed traits, such as age, gender, familiarity with the environment, and other factors. They are not homogenous.

• Every avatar has a large set of constraints, such as the inability to move through walls.

• Avatars also have to navigate in the changing environment due to other avatars moving.

15

Adding Behavior Layers

• Once our individual behavior model was running, we added other layers:

• Individual layer.

• Social group layer.

• Crowd layer.

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Adding Social and Group

Behaviors

• After creating an individual behavior model, we began to add group elements.

• Almost immediately, our efficiency plummeted, avatars stopped exiting, and our results made little sense when examined by a human.

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What Happened?

• It is easy to forget that computers are not nearly as smart as you are.

• Every time you add a variable to an agent's decision tree, you have to account for interactions.

• Conflicting goals will render a machine's reasoning system useless unless they are programmed to perform an action or prefer a result.

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What Happened?

• The moment the actions of other avatars matter to an agent, a high number of interaction variables emerge.

• A simple first-order interaction of 500 agents creates 125,250 unique relationships.

• Adding additional complications can increase interactions exponentially.

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Where to begin?

Before you can create rules or preferences, you have to identify the issues.

The simplest interactions can be hard to quantify.

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Building a Model

• There is a multi-step process of conceptualization, implementation, and robustness testing.

• This process is inherently interdisciplinary.

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Complications

These physical issues quickly become difficult computational and judgement problems.

Simple group movements require constant recalculation

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Complications

• Individual, group, and crowd behaviors create large numbers of scheduling issues and interactions that must be understood.

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Complications

• Reasoning that humans take for granted is often difficult to implement in computerized systems.

• It is not feasible to truly simulate humans, so it becomes important to focus on a few programmable traits.

• How are social traits programmable?

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Complications

• Here is an example meant to relay the concept of object permanence.

• How do you teach this to a computer, or even communicate it to a programmer?

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An Interdisciplinary Approach

• Identifying and coding behaviors merges ideas and techniques from sociology, psychology, computer science, economics, and statistics among others.

• The DRC is uniquely positioned to accept these challenges thanks to strong interdisciplinary programs and expertise sharing.

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Where Does ABM Fit In?

Agents that can interact together are a natural fit for physical environment simulations. In theory, they just require one more layer of rules to create a physical reality.

In practice, group behavior interactions and physical limitations are going to keep a young field busy for quite awhile. Humans are more difficult to simulate than one might imagine.

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How Do We Make Working

Models?

• Hurdles:

– High-Performance Computing: Relationships tax computing resources. Thankfully, we now have parallel systems and GPU computing.

– Peer Review: Designers are reluctant to share code, and even if shared, it is often difficult to understand. Debugging is very time intensive.

– What attributes to code: Who decides what aspects of group behavior are important?

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Where Are We Today?

• Currently, I spend most of my time tackling the third issue; which traits are most important to include.

• To begin, I created a version of our model with a simple leader/follower group model.

• These groups are small social dictatorships, where followers pattern a leader exhibiting an individual behavior model.

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Where Will We Go?

• Our eventual goal is to implement distributed social behavior models, approximating complex social relationships.

• These models will have decentralized and robust leadership, much like networked computer systems.

• Beyond groups, we will incorporate crowd models.

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