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Space Syntax & multi-agent simulation
An Exploration of Architectural Theory In Multi-Agent Simulation Glenn Elliott – Robotics 790, Fall 2008
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Overview My project will investigate the applications Space Syntax, a theory from the field of Architecture, in multi-agent simulation. The project will strive to replicate human movement patterns derived from the relation between humans and their environment’s spatial configuration.
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Space Syntax Space Syntax is an Architectural theory that claims space, the voids between objects (including walls, floors, etc.), can be described as a traditional graph of nodes and edges. The major ramification of this is that computation may be performed on space-graph to show various spatial characteristics. Some of these have a strong influence on how humans move through the described space.
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Space Syntax Graphs Images from Space is the Machine by Bill Hillier. ^ Graphs describing the relations of blocks A and B to surface C in different configurations. Floor plans of the same area may have > radically different graphs.
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Prior Art The bulk of Space Syntax applications in multi- agent simulation has been done by Alan Penn and Alasdair Turner (see “Space Syntax Based Agent Simulation” in Proceedings of the 1st International Conference on Pedestrian and Evacuation Dynamics). I have not yet found any other published contributors to Space Syntax based multi-agent simulations.
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Prior Art – Penn & Turner’s Method
Step 1: Preprocess a 2D floor plan, deriving visibility of every point to every other point in the floor plan. This is known as a visibility map. (O(n2)) Points are generated from a uniform sample across the floor plan. Step 2: Store visibility information at each point in “angle buckets” such that queries on point visibility within a cone of vision can be quickly performed. Example: “Give me all points visible at point X between -60 and 60 degrees of vision.” Step 3: Place an agent in the environment with a cone of vision. Move the agent towards a random visible goal point within their cone of vision. Repeat every few steps.
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Prior Art – Penn & Turner’s Method
< An agent’s local view. Regions with high visibility have a high probability of being selected as a goal location. This effectively “draws” an agent into regions of higher visibility.
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Prior Art – Penn & Turner’s Method
< Frequency of many agents’ paths through an environment (Ikea store).
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Novel Aspects There appear to be promising areas of growth for Space Syntax in multi-agent simulation. The “Visibility Map” is only one of many Space Syntax measurements. There are several other higher-level metrics that may be useful an agent simulation. Penn and Turner approach multi-agent simulation from an Architect’s perspective. Their methods analyze an entire space/floor plan/building. Requires a costly O(n2) pre-computation.
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Goals Add Space Syntax ideas into existing UNC RVO multi-agent simulator. Evacuation scenarios. May enhance existing algorithms or develop on-the-fly methods. Agents may “explore” between waypoints towards building exit. Hide-and-Seek. Requires higher level Space Syntax metrics (Axial Map, Depth Map). Will not interfere with exiting RVO features such as Proxy Agents.
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