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Improved Crowd Control Utilizing a Distributed Genetic Algorithm John Chaloupek December 3 rd, 2003
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Overview Why Crowd Control? “Distributed” Genetic Algorithm? Goals Distributed Design GA Design & Representation Results Future Work
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Crowds Bad Stuff happens –Fires –Terrorist Attacks –Weapons of Mass Destruction –Natural Disasters
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Crowds People act irrationally in a disaster. –Panic –Confusion Crowds often make the situation worse. Sometimes the crowd is more dangerous than the disaster.
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Crowd Control First Responders (Police, Fire Dept., etc.) have limited capabilities to deal with crowds. –Barriers –Riot gear
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Why use an EA? Doable –Few other ways exist to simulate crowd behavior. –Can test new methods and ideas before putting them to work in a genuine situation.
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Why use an EA? Novel Methods –EA’s can help gather support for new methods that have yet to be proven effective. Unexpected Discoveries –Could come up with methods that haven’t been thought of before.
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“Distributed” GA? Actually more of a Client/Server model. Fitness evaluation is the most computationally intensive part of real world sized problems. Fitness evaluations can be done in parallel, on multiple processors or multiple machines.
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Similar Distributed Projects Distributed.Net –Cryptography, Optimal Golomb Rulers Seti@home –Signal Analysis United Devices –Protein Modeling
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Goals See if a system for simulating crowd behavior & crowd control using a GA can be developed. Reduce (virtual) fatalities. Do it all in a reasonable amount of time.
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Client/Server Model Server runs GA and passes out members of the population to be evaluated. Clients evaluate fitness.
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Server
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GA Design Highlights Rank based selection Rank based competition (w/Elitist) Uniform crossover User specifiable parameters –Pc, Pm, Steepness of –Pop Size, #of Gens to run, How often to log,
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GA Design Highlights User specifiable parameters –Pc, Pm –Steepness of the Rank based probabilities. Can set independently for selection and competition. –Pop Size, #of Gens to run –How often to log –Can specify a RNG Seed
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Representation - Map Walls, Exits and Damage sources (fires, chemical spills, etc.) are loaded from a BMP file.
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Representation - Members Members consist of what actions could be taken to control a crowd. –Place barricades –Set up noise sources –Direct people away from the scene
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Evaluation Simplistic AI “victims” are randomly placed on the scene. –Panic –Shortest Route to exit –Run away from most damage/noise –Follow the crowd Try to pick proportions to most accurately simulate real situation.
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Fitness As victims remain on the scene, and fail to get away from sources of damage, they become hurt. Fitness is the average of the health of the victims.
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Results
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23.6% Improvement in 100 generations. –Pop Size: 1000 –B of Selection: 2 –B of Competition: 2 –Prob. Crossover:.2 –Prob. Mutation:.2
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Summary Client/Server code not working all that great. Lots of room to expand in the future. Surprisingly good results for what’s currently running.
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Questions?
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