A DECISION MAKING MODEL OF THE DOORWAY CLUE FOR AN AGENTS EVACUATION SIMULATION

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A DECISION MAKING MODEL OF THE DOORWAY CLUE FOR AN AGENTS EVACUATION SIMULATION Chengyu Sun Bauke de Vries College of Architecture and Urban Faculty of Architecture, Building and Tongji University Technische Universiteit Eindhoven 0009 Shanghai, P. R. China P.O Box 513, 00 MB Eindhoven, the Netherlands ibund@16.com B.d.Vries@tue.nl Zhong Tang Jan Dijkstra College of Architecture and Urban Faculty of Architecture, Building and Tongji University Technische Universiteit Eindhoven 0009 Shanghai, P. R. China P.O Box 513, 00 MB Eindhoven, the Netherlands tangzzzk@163.com J.Dijkstra@tue.nl KEYWORDS Agent-based simulation, Evacuation, Architectural clue ABSTRACT In this research, an agent-based simulation model AMUSE is being developed for the evacuation behaviour of humans induced by the architectural characteristics of the environment. From previous research the architectural characteristics are interpreted as a list of so-called architectural clue types, which are related to three groups of evacuation strategies with a different priority. The Doorway clue is taken as an example of all the clue types to be investigated. With it a basic research method is explained. With an initial sixvariable decision making model, a set of virtual scenes were constructed and implemented in a Head-CAVE system, in which 10 subjects were tested as in an evacuation game. With the Binary Logistic Regression the utility function of the model is estimated indicating how these variables affect human choice on any pair of doorways in a scene. Finally, as a sub-model of AMUSE, the decision making model of the Doorway clues is setup, from which evidence was found that the distance from the decision point to the doorway is not always the most important factor as it is assumed in other evacuation models. INTRODUCTION As many mega cities in China, Shanghai is entering a period of booming underground space development in the next 0 years. As the government planned, the subway system will increase from 8 km to more than 400 km by the year 010, and the number of daily passengers will increase from 1.3 million to 6 million. With the big step of the underground space development, the security problem on how the public space evacuates people in an emergency is coming to the surface. In our previous paper (006), an architecture-based model for underground space evacuation simulation (AMUSE) was introduced, in which the focus is located on the architectural clues that drive the agent s movement through the space. All the other factors investigated in the existing evacuation simulation models such as fire, smoke, toxic gases, alarm, signalling, etc. (Kuligowski and Peacock 005) are excluded. The outline of this paper is as follows: First, we will describe the development of AMUSE including the list of architectural clues and the related evacuation strategies. Next, the Doorway clue is taken as an example of all the clue types to be investigated. With it a basic research method is explained, followed by the analysis of the data. Finally, as a sub-model of AMUSE, the decision making model of the Doorway clues is setup altogether with some preliminary conclusions. THE DEVELOPMENT OF AMUSE From previous research a list of so-called architectural clue types was deduced, namely Outdoors, Exits, Stairs, Slopes, Escalator, Raised Ceilings, Columns and Doorways (Sun and Vries 006). Based on these architectural clue types, 3 evacuation strategies are introduced ordered in a priority from high to low. Strategy I. Go to the safety Any architectural clue indicating itself as a safety termination of the evacuation such as Outdoors and Exits in the subject s view will be picked as a target to approach. Strategy II. Go to the higher floor Proceedings 1st European Conference on Modelling and Simulation Ivan Zelinka, Zuzana Oplatková, Alessandra Orsoni ECMS 007 ISBN 978-0-9553018--7 / ISBN 978-0-9553018-3-4 (CD)

Any architectural clue indicating itself useful to get the subject closer to the ground level such as Stair, Escalator, Slope in the subject s view will be picked as a target to approach. Strategy III. Try the more likely way Any architectural clue indicating that it might lead to a probable way out such as Columns / Doorways leading to other spaces with lower or higher Ceilings in the subject s view will be picked as a target to approach. The assumption is that from all the architectural clues in sight, the agent selects the one with the highest priority and performs a related strategy (Lawson 001). If there are several clues with the same priority, for example three Exits in the same view, the subject has to pick the most probable one by a choice mechanism through paired wise comparison. In the following table, we summarized how the architectural clue types are divided into three groups for the three strategies. Angle between the view direction and the doorway, defined as A1; Angle between the view direction and the doorway axis, defined as A; Besides the above variables, the left-right preference will be considered as another variable LR. TABLE 1: Grouped Architectural Clue Types by Strategies Evacuation Strategy Go to the safety Go to the higher floor Try the more likely way Architectural Clue Type Outdoors / Exits Stairs / Slopes / Escalator Doorways with or without various Ceiling / Columns The agent uses its vision to perceive the environment and recognize the above clues in the 3-dimensional space to support the decision making during the evacuation simulation. The pixel-based recognition algorithm of the clues in the agent s vision will be presented in another publication. In the following section the research method is described to determine the decision making parameters that lead to the selection of a specific evacuation strategy. RESEARCH METHOD The development of AMUSE raises a lot of questions, such as: are the priorities right, what about the preference between architectural clues with the same priority and finally, does the interpretation leads to valid behaviour of the agents? In this paper we will focus on the second question and on one priority level, namely the Strategy III Try the more likely way, because the research methodology here is basic to the rest of the research project. We initially set up a six-variable decision making model for the paired choice of the Doorway clues according to the geometry definition from the view of an agent. The variables are in the following and illustrated in Figure 1. Distance from the entrance to observation point, defined as D; Width of the doorway, defined as W; Height of the doorway, defined as H; Figure 1: The Definition of the Variables of Doorway. The paired choice mechanism enables the agent to choose the more likely doorway among the several doorways in the same view to escape to, which depends on the probability predicted for each doorway option by Equation 1. p( a i = exp[ U ( ai )] exp( xiβ ) C) = exp[ U ( a )] exp( x β ) j= 1 j j= 1 j (1) Where: p( a i C) is the probability that choice alternative a i (a specific doorway) is chosen from set C (several doorways in the same view). U ( a i ) = β + β + β W + β H + β A1 + β A + β LR 0 1D 3 4 5 6 β0 is a constant, β i is the parameter for every variable. The above equation is based on the statistic choice model Binary Logistic Regression, which is used as a model in the following experiment design. Through it we can measure the relative importance of attributes influencing human s choices on the doorways. Hereby, human s responses to the doorway options are observed

in hypothetical situations designed in controlled experiments in such a way as to satisfy the assumptions of the statistical choice model. To maximize statistical efficiency, attribute profiles and choice sets are designed according to the principles underlying the design of statistical experiments. It results in two sets of 3 scenes as indicated in Table. Table : The Two Scene Sets Scene Set A Scene Left Doorway Right Doorway ID A1 A W D H A1 A W D H 01 5 0.5 30 3 30 45 5 45 4 0 30 45 5 45 4 5 0.5 30 3 31 5 45 5 45 4 30 0.5 30 3 3 30 0.5 30 3 5 45 5 45 4 Scene Scene Set B Left Doorway Right Doorway ID A1 A W D H A1 A W D H 01 5 0.5 30 3 55 90 7.5 60 5 0 55 90 7.5 60 5 5 0.5 30 3 31 5 90 7.5 60 5 55 0.5 60 3 3 55 0.5 30 3 5 90 7.5 45 5 In the experiment, the subjects choices in every scene will be recorded and used as statistic samples for Binary Logistic Regression. According to the paired choice mechanism, two doorway options in a scene are recorded into two samples as in Table 3, in which p(a i C) = 1 if the doorway is chosen otherwise p(a i C) = 0. TABLE 3: Two Samples of One Choice in A Scene. Scene ID p D W H A1 A LR 01 1 30 5 4 5 45 0 01 0 45.5 3 30 0 1 Etc. From previous experiments we learned that the scenes with a wide angle view presented on a flat screen have a big distortion on the subject s depth perception, which plays an important role in the measurement of the human behaviour (Sun, de Vries and Dijkstra 007). There are precedents of research on human behavior in built environment done in virtual environment. To provide the subjects with a nearly 170 degree view (Turner and Penn 00), such experiments generally use CAVE systems (Achten, Jessurun, and de Vries 004). In this research, we built a Head-CAVE system with three LCDs, as shown in Figure. Figure : The Head-CAVE System. According to the previous scene configurations in Table, two scene sets (A and B) were constructed in virtual space, each set containing 3 scenes. Every scene has two doorway options on the sides, each with different attributes values. The subjects observed two doorway options in every scene through the T-window as showed in Figure 3. All the choices were recorded in the format indicated in Table 3. With enough such samples, Binary Logistic Regression could help us to figure out all the parameters in Equation 1, which can tell us the different importance of the six variables in the initial decision making model and explain how they influence the human s choice when the escaper faces with any two doorway options in the view. Then we can build the decision making model of the Doorway clue as a sub model of AMUSE. EXPERIMENT To measure all the parameters from human behaviour, a Head-CAVE system was setup, on which an experiment is designed and carried out. Figure 3: The Observed Scene with Two Doorway Options through the T-window of the HEAD-CAVE.

Altogether 10 subjects took part in the evacuation experiment, which was designed to be something like a first person shooting game, such as DOOM. Every subject can see a timer on the screen and hear from his earphone a heartbeat as well as an alarm urging him to evacuate. In the Head-CAVE system, the subject is faced with scenes from the two sets of experiment at random. He is required to imagine himself in an underground space and to get out of there as soon as possible by choosing either the left or the right doorway. He is also required to act on instinct. The subject who escapes the building in the least time wins. Actually, every subject experiences all 64 scenes no matter how he makes his choices. So every subject is required to go through the experiment only once. We found that under the effect of the sound, the timer, and the dramatic game, the subjects were all rather absorbed in the experiment. ANALYSIS In every scene there were only two doorway options, a single choice of a subject brings about two statistical samples, each concerning one doorway. Each sample contains one dependent variable (p) and six independent variables (D, W, H, A1, A, LR), as in Table 3. When a doorway is chosen, p is recorded as 1, or else 0. If the doorway is on the left, LR is recorded as 1, or else 0. For the reasonable comparison among the six variables weights, the smaller values of the other five independent variables are encoded into 0, and the larger ones into 1. As an example, Table 3 was encoded into Table 4. TABLE 4: The Encoded Samples of One Scene. Scene ID p D W H A1 A LR 01 1 0 1 1 0 1 0 01 0 1 0 0 1 0 1 We used Binary Logistic Regression (Forward Stepwise LR) in SPSS to analyze the results. The most significant variables (Sig. equals 0.000) are shown in Table 5, from which we can find that in the initial six-variable model, A1, W, D are the three main ones, which correlate to the subjects decision making process of the Doorway clues strongly. TABLE 5: The Main Variables of the Model Scene Set A B S.E. Wald df Sig. Exp(B) A1 -.35.057 38.060 1.000.703 W.058.059 136.418 1.000 7.834 D -.99.058 88.605 1.000.371 Constant -.357.054 44.39 1.000.700 Scene Set B B S.E. Wald df Sig. Exp(B) A1 -.779.057 188.635 1.000.459 W 1.564.058 7.04 1.000 4.776 D -1.47.058 641.336 1.000.9 Constant.344.053 41.480 1.000 1.410 The experiment was conducted with two scene sets. Between the two sets, the ratio of the two levels of the same variable is different, which is used to indicate if the ratio itself will influence the weight. In Scene Set A the ratio of the variable D is 1:1.5, the ratio of the variable W is 1: and the ratio of the variable A1 is 1:6; whereas in Scene Set B, the ratio of D rises to 1:, the ratio of W rises to 1:3 and the ratio of A1 rises to 1:11. We observed: In Scene Set A, the main variables and their weights in order are: W (.058), D (-.99), A1 (-.35); In Scene Set B: W (1.564), D (-1.47), A1 (-.779). Here, a positive weight means that the larger variable value the higher chance the doorway being chosen, while a negative weight means the larger value the less chance. PRELIMINARY CONCLUSION From the data above, we found that the decision making model of the Doorway clues has three main variables, namely D, W and A1. And the ratio of the two levels of the variable influences its weight in the model. Based on the different weights of the model, we also discovered that the assumption in other existing evacuation models that people always evacuate to the nearest doorway is inaccurate, or at least tenable only under certain circumstances. In scene set A, the width of the doorways had a crucial effect on the observer s decision (with a weight twice that of the distance and making up 60% of the total weight); whereas in the scene set B, the weights of the width and the distance became rather the same (each 6% of the total weight). From this trend, we deduced that when the ratio of the distances from the two doorways to the observer is higher than 1:, the weight of the distance will continue increasing while the weight of the width will fall, which means that the distance will play a crucial part in effecting the evacuation behavior. Therefore, only then the nearest-doorway assumption is tenable. This conclusion can be used to correct the judgment on the pedestrian flow made by architects in designing a plan. It is obvious that when the ratio of the distances from the two doorways to the evacuees is lower than 1: the architect can guide evacuation by widening one of the doorways, as show in Figure 4. Otherwise, the misusage of the nearest-distance assumption and the

neglect of the significance of the width of the doorways can cause problems in evacuation, as shown in Figure 5. Figure 4: Correct Prediction with the Width Factor. Figure 5: Wrong Prediction without the Width Factor. SUMMARY AND OUTLOOK In this paper, we raised an initial six-variable decision making model of the Doorway clues, and introduced a Head-CAVE-based experiment on measuring the human s evacuation behavior in front of any two doorway options. The parameters of the model were figured out from the experiment data by Binary Logistic Regression. Finally the six variables were reduced into three main ones. A design application of such a result was also introduced, in which we indicated the nearest doorway assumption in other evacuation models is questionable in some circumstances. Moreover, the relative critical value of the distance ratio is discovered. Through this study, many new questions are raised: how to carry out a more complete research on the weights of the Doorway variables as they vary with different ratio of the variable levels; how to build experiments to investigate the other architectural clues with this basic research method; how to make use of the advanced VR technology to improve the experiment environment to increase the reliability of the interior architectural space researches. The authors will carry out further research in the future concerning these questions, believing that such a series of investigations will lead to AMUSE for the prediction of the architectural inducement on human behavior in the emergency. ACKNOWLEDGEMENTS This research is funded by the National Natural Science Foundation of China (50408038) and supported by the Netherlands Organization for Scientific Research (NWO) and the National Laboratory of Modern Technology in Urban and Design, Tongji University. REFERENCES Achten, HH, AJ Jessurun and B. de Vries. 004. The Desk- Cave - A Low-Cost Versatile Virtual Reality Design and Research Setup Between Desktop and CAVE. In Proceedings of the nd International Conference on Education and Research in Computer Aided Architectural Design in Europe, Royal Danish Academy of Fine Arts, Copenhagen, pp. 14-147. Arthur, P and R. Passini. 199. WAYFINDING People, Signs, and Architecture, McGraw-Hill Book Company, New York. Kuligowski, ED and RD. Peacock. 005. Review of Building Evacuation Models, NIST TN 1471, NIST Technical Note 1471, 153 p. Lawson, B. 001. Language of space, Architectural Press, Oxford. Sun, CY and B. de Vries. 006. An Architecture-Based Model for Underground Space Evacuation. In Proceedings of the 0-th European Conference on Modelling and Simulation ECMS 006, Bonn, pp. 578-583. Sun, CY, B. de Vries and J. Dijkstra. 007. Measuring human behaviour using a Head-CAVE. In Proceedings of CAADFutures 007, Sydney. (forthcoming) Turner, A and A. Penn. 00. Encoding natural movement as an agent-based system: an investigation into human pedestrian behaviour in the built environment. Environment and B: and Design 9: 473-490. AUTHOR BIOGRAPHIES CHENGYU SUN was born in Shanghai, China. He studied architecture and obtained his Master degree in Tongji University. Now he is working on a PhD project in TU/e, The Netherlands. His email: ibund@16.com BAUKE DE VRIES was born in The Netherlands. He is Professor at the Eindhoven University of Technology and chair of the Design Systems group. His e-mail is: B.d.Vries@tue.nl ZHONG TANG was born in Shanghai, China. He is an Associate Professor at Tongji University, P. R. China. His e-mail is: tangzzzk@163.com JAN DIJKSTRA was born in Eindhoven, The Netherlands. He is an Assistant Professor at the Eindhoven University of Technology. His e-mail is: J.Dijkstra@tue.nl