• Login
    View Item 
    •   Eurographics DL Home
    • Graphics Dissertation Online
    • 2015
    • View Item
    •   Eurographics DL Home
    • Graphics Dissertation Online
    • 2015
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Reinforcement learning in a Multi-agent Framework for Pedestrian Simulation

    Thumbnail
    View/Open
    Thesis (6.562Mb)
    Date
    2014-10-23
    Author
    Martinez-Gil, Francisco
    Item/paper (currently) not available via TIB Hannover.
    Metadata
    Show full item record
    Abstract
    This thesis proposes a new approach to pedestrian simulation based on machine learning techniques. Specifically, the work proposes the use of reinforcement learning techniques to build a decision-making modulefor pedestrian navigation. The thesis presents a multi-agent framework in which each agent is an embodied 3D agent calibrated with human features. The virtual worls is also a 3D world in which objects such as walls or doors are placed. The agents perceive their local neighborhood (objects and the rest of agents) and learn to move in this virtual world towards a place inside the environment. The thesis studies different algorithmic approaches based on reinforcement learning and analyzes the results in different scenarios. These scenarios are classic studied situations in the field of pedestrian modelling and simulation (bottlenecks, crossings inside a narrow corridor,...). The results show that the approach is capable of solving successfully the navigational problems. Besides emergent collective behaviors appear such as arch-like grouping around an exit in the bottleneck problem or lanes formation in the crossing inside a corridor scenario. The work opens a new research line in the pedestrian simulation studies which offers advantages as: - The behavioral design is in charge of the learning process and it is not coded by humans. - The agents learn independently different behaviors attending to thheir personal experiencies and interactions with the 3D world. - The learned decision-making module is computationally efficient (because the learned behavior is stored in form of a table or a linear function approximator). The approach has also limitations: - The learned behaviors can not be edited directly, making non trivial the task of implementing authoring tools. - The quality of the learned behaviors is not homogeneous. There are agents that learn very well their task but others do not. -The learned process is not controllable in terms of when and whatis learned in each moment.
    URI
    http://diglib.eg.org/handle/10.2312/14456
    Collections
    • 2015

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    Statistics

    View Usage Statistics

    BibTeX | TOC

    Create BibTeX Create Table of Contents

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA