Pedestrian Dynamics Tutorial 1

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1 Pedestrian Dynamics Tutorial 1 1 Table of Contents 1. Table of Contents Getting Familiar with Pedestrian Dynamics Starting Pedestrian Dynamics Pedestrian Dynamics Building a pedestrian flow model Drawing the environment Entering and exiting How agents plan their way through the environment Generating Agents Agent profiles Working with Layers Creating an evacuation model The Action timer element Using a Passageway element as an emergency exit Using an Escalator in an emergency model Output analysis Station hall construction work The Experiment Wizard The Result player Frequency and density maps Flow Counters Area Density Histogram Walking times Deciding on norms Meso versus micro simulation Simulation methods for modeling pedestrian flows; macro, meso and micro simulation 6.2. Modeling human walking behavior Comparing micro and mesoscopic level simulation Conclusion Stands 65 57

2 Pedestrian Dynamics Tutorial An ingress scenario An egress scenario Introduction to Transport A metro station 75-86

3 Pedestrian Dynamics Tutorial 3 2 Getting Familiar with Pedestrian Dynamics 2.1 Pedestrian Dynamics Pedestrian Dynamics is a software package to simulate pedestrian flows in and around buildings. It can be used to optimize the infrastructure of train stations, airport terminals, museums, shopping areas, sports venues and stadiums, hospitals, exhibition halls etc. With Pedestrian Dynamics you can easily build simulation models and show results about quality and safety of an infrastructure, by evaluating normal operation and performing evacuation scenario's. You can quickly build a 3D model of buildings and their walking areas. The behavior of the pedestrians is determined by parameters such as a minimum and maximum walking speed but most importantly by the list of activities they have to perform within the environment. Activities can be buying a ticket or waiting at certain locations in the area. It is easy to create groups of pedestrians, each with different walking speeds, 3D representations and destination lists. Having created such a model, an experiment can be run to simulate the pedestrian flow through the building. After the run it is easy to examine the output. You can perform all kinds of measurements concerning the walking times and pedestrian densities that occur in the building. In this tutorial you will learn the basics of working with Pedestrian Dynamics. You will be introduced to the elementary building blocks of the software and how to use them. You will also learn how to run an experiment and how to measure the results of the experiment. 2.2 Starting Pedestrian Dynamics Pedestrian Dynamics can be started using the start menu. During this phase, a splash screen, see Figure 1 first appears. Figure 1: Splash screen of Pedestrian Dynamics As soon as Pedestrian Dynamics is started up, you see several windows: a Main menu bar, a Start Page, and a Model Layout, see Figure 2 and 3 for an overview.

4 Pedestrian Dynamics Tutorial 4 Main menu bar Start Page Model Layout This is used, among others, for opening and saving files. An overview of resources available to get you started. This is where the model is developed. Figure 2: Description table of the windows visible after starting Pedestrian Dynamics. Figure 3: Layout of the opening window of Pedestrian Dynamics. The function and the appearance of the menus are similar to those in other Windows applications, such as Word and Excel. The most used menu options are explained in the table below. The main menu bar is subdivided as follows: File Display Modeling View Simulate Results Tools Help Make, open or save files, set preferences and control standard functions such as printing. Open builder and viewer layout windows, open tree views and display network settings. Edit model input settings and controls for network creation. Find elements in model or tree, find location in model, edit camera position and view agent and stands statistics. Run controls to run a simulation model. Design and perform an experiment. Evaluate results of an experiment, generate graphs. Open tools such as the 4DScript interact and error monitor. Open the documentation, tutorials, example descriptions as well as to find company and version information. Each main menu item is divided in to groups. See the documentation for a complete description.

5 Pedestrian Dynamics Tutorial 5 3 Building a pedestrian flow model In this chapter we will start with building some simple pedestrian flow models in Pedestrian Dynamics. The objective is to get familiar with the concepts Agent, Height Layer, Obstacle, Activity, Activity Locations and Activity Route and to learn how to build a simple model in Pedestrian Dynamics, i.e. drawing the environment and defining the behavior of the pedestrians within the environment. First, a quick overview of how to build and simulate a pedestrian flow model. When building a pedestrian flow model, you model both the physical environment and the behavior of the pedestrians in this environment. The environment includes the layout of floors and walls, stairs and escalators, designated walking areas, etc. The pedestrians are modeled by Agents. The behavior of an Agent is determined by various parameters such as walking speed and most importantly by the list of Activities the Agent plans to perform within the environment. An Activity could be buying a ticket which can take place in a ticket facility or buying groceries in a shop. A Ticket facility and a Commercial facility (shop) are examples of an Activity Location. These are areas where an Activity can take place. When we design the environment, we also have to create these Activity Locations in our model. When finished building the model, you can run an Experiment. Based on the Agent input settings, Agents will be created in the environment. Each agent will decide on a path through the environment so that it can fulfill its planned Activities at the various Activity Locations. After running the experiment the results are saved and can be analyzed at any time: you can examine the crowdedness of the whole environment or get specific data on corridors, stairs or any other area. We will first focus on modeling the environment. The dimensions don t really matter in the tutorial model. It is more about the techniques you learn. However, if you want to create an exact replica then the easiest way is to open an additional PD application in which you load the supplied tutorial model. You can then obtain the exact dimension from here. In this chapter we model a train station to get familiar with basic concepts, elements and techniques to build models in Pedestrian Dynamics. Note the there are special transportation elements and tools that make it easy to model a station. See Chapter Introduction to transport (Section 8). 3.1 Drawing the environment The first step in building a model in Pedestrian Dynamics is to draw the environment. When you draw the environment you always start with a Height layer. The Height layer bounds the area where the Agents can walk. When you create a new model in Pedestrian Dynamics it already contains an initial Height layer, see Figure 1. This layer is typically used to represent the first floor of a building, but it can also include the surroundings of the building. If the environment that is modeled has several floors, more Height layers must be added, one for each floor. Within the Height layer you draw Obstacles to create the physical environment. Obstacles are areas where Agents are not allowed to walk. These could be walls, statues, fountains or any other objects that Agents have to avoid when planning their route through the environment.

6 Pedestrian Dynamics Tutorial 6 Figure 1: The Model Layout window with one Height layer. The black square is the outline of the layer. On the left, the drawing toolbar is visible. Case 1: The pedestrian tunnel A pedestrian tunnel under the railway connects the town center with residential areas in the West part of town. The tunnel is also used as a train station. The tunnel is at street level. In the center of the tunnel, a flight of stairs and an escalator lead to the platforms. The tunnel contains two concrete columns to support the tracks above. A growing number of people use the tunnel either to go to the platforms or just to go from the town center to the West or vice versa. A second flight of stairs or escalator may be necessary to deal with the growing number of pedestrians. Exercise 1 Create a model of the tunnel with pedestrians entering and exiting the tunnel on the town center side and West side. The pedestrians have to avoid the columns to pass through the tunnel. We will first draw the environment. We use a Height layer to model the floor of the tunnel and an Obstacle for each of the concrete columns. The Height layer that represents the tunnel floor has already been drawn in the Model Layout. Resize the Layer to get a tunnel shape. Select the second 'pointing hand' icon from the top in the toolbar on the left hand side of the Model Layout, see Figure 1, to be able to select and resize the Layer. If no toolbar is visible, click on Draw in the menu bar of the Model Layout. The next step is to select the Layer by clicking it with the mouse. Black squares will appear on the sides and corner of the Layer. To resize the Layer, drag one of the small black squares on the edge of the Layer to the desired size, see Figure 2. When you resize an element such as a Layer, the edges of the element will align with the grid lines. This is caused by the Snap to grid option. By default Snap to grid is enabled and the lines of the grid are separated by 0.1 meter, this is the Grid size. Use the buttons in the View menu of the Layout window to hide the grid, set the Grid size, and disable or enable Snap to grid. For this case we will use a grid size of 0.5 meter. Switch to the View menu and set the grid size to 0.5 meter.

7 Pedestrian Dynamics Tutorial 7 When drawing the environment the Snap to grid option is often helpful. When you resize an element such as a Layer, the edges of the element will align with the grid lines if Snap to grid is enabled. Note that you can open several Layout windows and give them each different Snap to grid settings. Open for example two Model Layout windows and give them a different Grid size. A general Grid size can be set from the Visualization page of the General settings dialog that can be opened from the Modeling tab of the main menu. Each new layout window that is opened will have this general Grid size as default value. Figure 2: The Model Layout window showing the tunnel with the two Obstacles that represent the concrete columns that support the tracks. The next step is to draw the concrete columns, which will be represented by Obstacles. Both Height layers and Obstacles are drawn in the same way. Make sure that the drawing toolbar is visible on the left of the Model Layout, see Figure 2. If it is not visible click Draw in the menu bar of the Model Layout. Note that the fourth icon from the top represents a Height layer and the fifth an Obstacle. Click on the Obstacle icon. A second toolbar with a collection of shapes will appear. In this toolbar, the shape of the Obstacle can be selected. When drawing an Obstacle, several ready-made shapes such as a square, rectangle, circle or line are available, but a custom shape can be created using a polygon. For this exercise, select the rectangle. Move the mouse to the Height layer and click the left mouse button while holding the Ctrl-key. One of the corners of the rectangle is now fixed. If you move the mouse, the rectangle changes shape. Use Ctrl-click again to finalize the shape of the Obstacle. Do the same to draw the second column, or make a copy of the first one. To make a copy, first switch to the 'Select' mode, the second 'pointing hand' icon in the Drawing toolbar. Then select the first column and press Ctrl-C to copy and Ctrl-V to paste. The new copy has been created but at the same position as the first. To move the copy, switch to the 'Move' mode by selecting the third icon, the icon of the arrow pointing in four directions. Drag the second column away from the first and position it somewhere to the right. Alternatively, the position of an element can also be set using exact coordinates. Switch to the 'Select' mode and double click the column, a properties dialog will appear. On the coordinates page you can set the x, y position of the top left and bottom right corner. The Height layers also have a properties dialog. Switch to the 'Select' mode and double click one of the sides of the layer. The height layers also have a coordinates page where the x and y position of the top left and bottom right corner can be given.

8 Pedestrian Dynamics Tutorial Entering and exiting The next step is to add pedestrians to the model. Pedestrians (Agents) enter the model by performing an 'Entering' Activity and leave the model by performing an 'Exiting' Activity. In Pedestrian Dynamics, every Activity always takes place in an Activity Location. There are several types of Activity Locations. Technically each of these types is the same and can be used in any situation. Typically we will use an Entry/Exit area as a location in our environment from which Agents can enter and leave the model. We will now add Entry/Exit areas for the East and West entrance of the tunnel. To draw an Activity Location click on Areas in the menu of the Model Layout. The Activity Toolbar will appear on the left hand side of the Model Layout window. Notice that the first three icons, the Pan, Select and Move modes, are identical to those in the Draw Toolbar. Click on the 'green arrow pointing to an open door' icon to draw an Entry/Exit area. A second tool bar with a collection of shapes will appear. Select the rectangle and move the mouse to the Height layer. Again use the Ctrl-key to fix the top left and bottom right corner. In the same way, add a second Entry Exit area, see Figure 3. Figure 3: We are now ready to run our pedestrian flow model for the first time. With the default settings, pedestrians will enter through either of the Entry/Exit areas and leave the model through the other. To start the simulation, press the Run button of the Run Control, see Figure 4. You can find the Run Control in the Simulate tab of the main menu. A network of purple lines will appear. This is the Explicit Corridor Map which is used by Agents to determine their path through the environment avoiding all obstacles. During the simulation run you will see that small blue dots are created at the Entry/Exit areas. These dots represent the pedestrians. Watch how the pedestrians make their way through the environment without running into the obstacles. Adjust the horizontal slide bar in the Run Control to change the speed at which the simulation runs. Figure 4: The run controller page in the main menu

9 Pedestrian Dynamics Tutorial How agents plan their way through the environment With the current settings, the Agents do not visit the shops. They are created in one of the Entry/Exit areas and then walk through the tunnel avoiding the obstacles and leave the model through the other Entry/Exit area. This is the default behavior. This behavior can be modified but therefore we need to understand how it is created. The behavior of the Agents is determined by various parameters, but most importantly by the list of Activities the Agent plans to perform within the environment, its Activity Route. Recall that an Activity can be buying a ticket, shopping, waiting in a waiting area or exiting the building. The first Activity of an Agent is almost always to enter the environment through an Entry/Exit area. Subsequently, the agent will follow a list of desired Activities, its Activity Route. We will now take a look at the current Activities and the Activity Route. On the Modeling tab of the main menu click Agent input, the Agent Input Settings dialog will appear, see Figure 6. Figure 6: The Agent Input Settings dialog. Switch to the Activities page. Note that there are currently two activities defined: one Entry and one Exit Activity, see Figure 7.

10 Pedestrian Dynamics Tutorial 10 Figure 7: The Activity page of the Agent Input Settings dialog, with two Activities. If we switch to the Activity Routes page, we see one route named Default_Route, see Figure 8. In this route, two activities are to be performed: the Entry Activity and then the Exit Activity. Recall that these activities were defined on the Activities page. Figure 8: The Activity Routes page of the Agent Input Settings dialog, with one Activity Route. In the previous two exercises we have created the environment of our pedestrian flow model. The next step is to model the behavior of the pedestrians. To do so you need to define which activities pedestrians will perform and in which order. In this exercise all pedestrians perform the same three activities. The first activity is to enter the tunnel. This typically takes place in an Entry/Exit area. Recall that we have created two Entry/Exit areas through which the

11 Pedestrian Dynamics Tutorial 11 tunnel can be entered. The second activity is to visit a shop. We have created two Activities Areas of type Commercial facility where this 'shopping' activity can take place. The third and final activity is to leave the tunnel. The Agents are allowed to leave through the same Entry/Exit Area they used to enter the tunnel. Exercise 3 Create Agents that enter the tunnel via either the East or West entry, visit one of the shops according to some probability distribution and then leave the tunnel via the other exit. Above we saw that by default there are only two Activities defined for the agents, an Entry and an Exit Activity. To make the Agents visit one of the shops, we have to create a new Activity which we will call Shopping, and add it to the Activity Route of the agents. Open the Agent Input Settings dialog and go to the Activities page. Click Add, the Agent Activity dialog will appear. Here we can define our new Activity. Give it the name Shopping. This Activity can take place in any of the two Commercial facilities that we have created in our environment and not in for example Entry/Exit areas. Therefore select Commercial facility as the Activity type and set the Activity group to ***ALL***, see Figure 9, then click Apply. Figure 9: Agent Activity dialog. We have now created the new activity Shopping. If an agent performs this activity it must be at an Activity Location of type Commercial facility. We have set the Activity group to ***ALL*** which means that the agent can choose to perform this activity in any of the Commercial facilities that we have created in our environment. By default the agent will choose one of the Activity Locations that belong to the Activity group by means of a Uniform distribution. Recall that we created two Commercial facilities in our model, a gift shop and a flower shop. There are thus two locations within our environment where an agent can perform the shopping activity. For this exercise, we will use the default settings. This means that for each Agent that has the Activity shopping in its Activity Route it will have a 50% change to visit the flower shop and also a 50% change to visit the gift shop.

12 Pedestrian Dynamics Tutorial 12 Click on the Ok button of the Agent Activity dialog. Now you will see that a third row has been added to the table of Activities, see Figure 10. Figure 10: The Agent Input Settings dialog showing the Activity page, three Activities are defined: Entry, Exit and shopping. An Activity will only be performed by an Agent if it is part of its Activity Route. Switch to the Activity Routes page. Select the Default_Route and click Edit a new dialog will appear in which you can change the route, see Figure 11.

13 Pedestrian Dynamics Tutorial 13 Figure 11: In the Agent Activity route dialog, you can create/alter an Activity Route. Select the shopping Activity in the selection box and insert it in the list between Entry and Exit, see Figure 12. If you click Add, a new Activity of the currently selected type will be added to the bottom of the list. If you click Insert, the Activity will be inserted directly above the currently selected row of the Activity list.

14 Pedestrian Dynamics Tutorial 14 Figure 12: The shopping Activity is inserted in the Activity Route. Now click Ok in the Agent Activity route dialog and subsequently click Ok in the Agent Input Settings dialog. When agents plan to visit an Activity Location by default they will choose a random point within the location. Agents will walk to that point. If the agent has reached that point a new location will be determined based on the activity route or the agent will stay in that position for some time depending on properties of the location such as the activity time. Since part of the Commercial facilities overlap with the obstacles we need to make sure that all points of the Shops can be visited. Double click on the Commercial facility to open its property dialog. Switch to the Location page and enable Ensure walkable area. Do the same for the other shop. If you do not enable ensure walkable area some agents will lockdown because they want to visit part of the facility located on the obstacle representing the shop and they thus cannot find a path to reach that point. Run the model and see what happens. You will see that an Agent comes from an Entry, then visits a Commercial facility and finally heads for an Exit, as prescribed by the Activity Route! More precisely, the agents have three activities in their Activity Route. The first Activity is the Entry activity, which can take place in either of the Entry/Exit areas. The second activity is the Shopping activity that we created in this exercise. This activity can take place in any of the Commercial facilities in our model. The third and final activity is the exit activity that can by carried out at either of the Entry/Exit areas. For each of the activities the agents always have two choices. In general if there is more than one Activity Location where an Activity can be carried out, the Agent will pick one dynamically. By default the agents are distributed uniformly over the Activity Locations. In this case it means that the agents have a 50/50 chance to enter the tunnel through either of the Entry/Exit areas. After the agent has been created at one of the Entry/Exit areas its Activity route is checked to determine the next destination. This is the shopping activity which can be carried out at all of the Commercial facilities in our model. Thus the agent also has a 50/50 chance to go to either of the shops.

15 Pedestrian Dynamics Tutorial 15 One would expect that the agent also has a 50/50 chance to pick either of the Entry/Exit areas to leave the tunnel, but this is not the case. Run the model again and watch closely: the agents always use the opposite Entry/Exit area to leave the tunnel. Later we will explain why this happens. 3.4 Generating Agents We have created the environment of the tunnel and created an Activity Route such that the pedestrians visit one of the shops. The next step is to specify how many pedestrians enter the tunnel. This is specified in an Agent generator. It is used to specify when and what type of agents are created and which route plan they will follow. The generator contains an arrival list indicating when specific agents must be created. Exercise 4 Every two seconds a pedestrian enters the tunnel to visit one of the shops. Open the Agent input dialog and switch to the generators page. Select the Default_Generator and click Edit, the Agent generator dialog appears. On the Arrival List page, set the creation time of the Agent to two, see Figure 13. You can edit the values directly in the table. After you have made the changes click Ok and again Ok in the Agent input settings dialog. If you click Edit and use the edit fields in the top of the window do not forget to press Update before you press OK to close the Agent Generator window.

16 Pedestrian Dynamics Tutorial 16 Figure 13: The Arrival list page of the Agent Generator dialog. So far we have only viewed our model in the 2D model builder, the Model Layout. To see how your model looks in 3D, switch to the Results tab of the main menu. Click on 3D Output layout, a new window appears, see Figure 14. Hold both the left and right mouse buttons and move the mouse up and down to zoom in and out. Run the model again to see the pedestrian walk through the tunnel. viewer layout

17 Pedestrian Dynamics Tutorial 17 Figure 14: 3D Model view window. Before we finish our pedestrian flow model of the tunnel we first take a quick tour how to run an experiment and examine the output. Before we can examine the output we first have to run an experiment to collect data. Exercise 5 Run an experiment and examine the density and frequency map. Go to the Simulate page of the main menu and click Wizard in the Experiment group. A new dialog opens. Click Next twice and then click Start Experiment. Wait until you get the message "Scenarios Completed!". Click Ok. Go to the Results tab in the main menu and open the 2D output window, see Figure 15. On the left the Draw toolbar is visible and on the top you can see the Statistics toolbar. The last four icons in the Statistics toolbar are used to draw the density map, draw the frequency map, travel times map and to clear the layer, respectively.

18 Pedestrian Dynamics Tutorial 18 Figure 15: The 2D output window Click on the Density map Icon, a new dialog appears. Click Calculate, the density map will now become visible in the Output window. The result should be similar to Figure 16. The Density map shows the maximum density that occurred during the simulation. Note that most of the area where the agents can walk is colored light blue; this means that the density was never very high. On the North side of the tunnel between the shops and the columns the area is partly light green. In this area the density has been higher but was never very dense.

19 Pedestrian Dynamics Tutorial 19 Figure 16: The 2D output window showing the density map. Click the last Icon in the Statistics toolbar to clear the density output. Do the same to create a frequency map. The frequency map is simply a count of the total number of pedestrians that walked through the area during the simulation. 3.5 Agent profiles When you create a pedestrian flow model of a real system you will typically distinguish several groups of pedestrians that use the environment in different ways. These groups might have different activities they want to perform in the environment. For example, in our tunnel case not all of the pedestrians will use the tunnel to visit one of the shops. We have seen above that this can be modeled by creating different Activity routes. The Generator can create agents and assign them to different Activity Routes. There are also other differences between Agents, such as their walking speed and their 2D and 3D visualization. These differences belong to the Agent Profile. One common application is to create separate profiles for men and women with different looks. These can then be used in combination with different Activity routes which visit for example the Man and Women's locker rooms, respectively. In our Tunnel case, we will use Agent profiles to visually distinguish pedestrians who use the tunnel only to cross the railway from pedestrians that visit the shops. Exercise 6 Not all of the pedestrians that use the tunnel will visit one of the shops. Create two agent types Shoppers and Passers. The Passers enter the tunnel on either side and leave on the other side. The Shoppers enter the tunnel and visit one of the shops. 80% of the Shoppers leave the tunnel using the west exit. This means that some of the Shoppers leave the tunnel on the same side they used to enter. We have to create a new Agent profile but we will first change the name of the existing one. Open the Agent input settings dialog. Select, in the Profiles tab, the first row in the Agent profiles table and click Edit. The Agent profile dialog opens, see Figure 17. Change the name Default_Profile into Passers and click Ok.

20 Pedestrian Dynamics Tutorial 20 Figure 17: The Agent profile dialog. Click Add to add a new Agent profile. In the Agent profile dialog type Shoppers as the name for this profile. Furthermore, switch to the Visualization page and change the color to Red, see Figure 18. This way, we can distinguish between the Agent profiles during a simulation run, Passers blue vs. Shoppers red. Figure 18: The Visualization tab of the Agent profile dialog. From the exercise description, we learn that Passers enter the tunnel from one side and leave via the other. Shoppers

21 Pedestrian Dynamics Tutorial 21 also enter the tunnel via one side, then visit a shop, but subsequently sometimes leave the tunnel via the same side they used to enter. How do we put this information into the model? As we have two Agent profiles with each a different usage of the tunnel, it makes sense to use a different Activity Route for each Agent profile. For Shoppers, the Activity Route must contain three Activities: Entry, shopping and Exit. For Passers, the Activity Route must contain two Activities: Entry and Exit. Do we have any restrictions for the locations of the Activities? Yes. For Passers, the Exit location must not be the same as the Entry location. For Shoppers, the Exit location may be the same as the Entry location for some of the Shoppers. During exercise 2 and 3, we already saw that with the default settings, the Agents always used a different Entry and Exit location. We will now take a closer look at the location settings of the Exit Activity. You can do this in the following way: open the Agent Input Settings dialog, select the Activities tab, select the Exit Activity, click Edit and select the Locations tab, see Figure 19. Figure 19: The Locations tab of the Agent Activity dialog, Revisit allowed is unchecked. Notice that the Location distribution is set to Uniform. You thus would expect that the agents have a 50/50 chance to end up in either Entry/Exit area. This does not happen because the "Revisit allowed" checkbox is unchecked. If Revisit allowed is unchecked for a particular activity it means that the agent is not allowed to perform that activity at an Activity location that the agent already visited. In our example this means that if the Entry Activity was performed at EntryExit_1, the Uniform distribution will be overruled when it selects the same Activity Location for the Exit Activity, because revisit is not allowed! Therefore, the Agent will always have a different Entry/Exit area to perform the Entry and Exit Activity. In our current exercise, the situation as described above is the same for the Passers. Recall that 80% of the Shoppers

22 Pedestrian Dynamics Tutorial 22 will leave the tunnel from the side they used to enter the tunnel. Therefore we need to create a new Activity. We will name this activity: Exit_Shoppers. Open the Agent Activity dialog and create a new activity with the name Exit_Shoppers. Select as type Entry_Exit and as group ***ALL***. Switch to the Locations page and check Revisit allowed, see Figure 19. The agents will now have a 50/50 chance to go to either of the Entry/Exit areas in our model. Besides the uniform distribution other options for the Location distribution are an Empirical distribution or a UserDefined distribution. With the Empirical distribution, you can enter a percentage in the third column of the location table. With the UserDefined distribution you can select a predefined logic, such as picking the closest or fastest option, or distributed based on surface area. Advanced users can alter these logics or enter their own code in the 4DScript editor. If we want to make sure that 80% of the shoppers choose the West exit we have to change the Location distribution. Change the Location distribution to Empirical, a table appears on the location tab. You can now change the percentages in the table. Set the West Entry/Exit area to 80% and the east to 20%, see Figure 20. Figure 20: The Locations tab of the Agent Activity dialog. Now we have defined all the Activities necessary to build the Activity Routes for the Shoppers and Passers. Go to the Activity Routes page and create two Activity Routes: Passing_Route and Shopping_Route. Use the correct Activities for each Route. The result should be the same as Figure 21.

23 Pedestrian Dynamics Tutorial 23 Figure 21: The Activity Routes page of the Agent Input Settings dialog. Now we only need to adjust the Agent Generator, which is responsible for creating the Agents, so that both Agent profiles are created. Go to the Generators page in the Agent Input Settings dialog. Select the first row in the Agent generators table and click Edit. Click Add to add a new row in the Arrival List. Set the row properties in order to let the Generator create the two Agent Profiles each with its Activity Route. The results should be similar to Figure 22. Click Ok and again Ok in the Agent Input Settings dialog. Now run the simulation and see what happens.

24 Pedestrian Dynamics Tutorial 24 Figure 22: The Arrival List page of the Agent Generator dialog. With these settings, we see that most of the Shoppers leave the tunnel via the West side of the tunnel. 3.6 Working with Layers Recall that this tunnel not only connects the center of town and the West part of town, but also functions as a train station with railway tracks above the tunnel. In order to integrate this in our model, we need to add a second Height layer that represents the railway track level. We also need to create a connection between the tunnel level and the railway track level.

25 Pedestrian Dynamics Tutorial 25 Exercise 7 Create a second Height layer that represents the railway track level. Create a flight of stairs and an escalator that will act as the connection between the tunnel level and the railway track level. Also create arriving and departing passengers. Draw a rectangular elongated Height layer. Give it roughly the same dimensions as HeightLayer_1, but position it perpendicular to HeightLayer_1, see Figure 23. The track level is located 4 meter above the tunnel level therefore we need to set the z location of the layer to 4. Switch to the Select mode and double click one of the sides of the new layer, the properties dialog of the layer will appear. On the general page set the z-loc to 4. To easily manipulate a particular layer it can be useful to make the other layers invisible. Click Height layers in the menu of the Model Layout window. On the right side of the window, a Height layer settings panel appears. The eye icon before the name of a Height layer allows you to toggle the visibility of that layer on and off. You can only manipulate one layer at a time. This is called the Active layer. If you for example draw a new Obstacle it will be added to the active layer. The active layer's bar is marked with light blue. If you click another layer's bar it will become the active layer, see Figure 23. Figure 23: The Model Layout window with the two Height layers. The Height layer panel is visible and HeightLayer1 is the active layer. The next step is to build a connection between the two Height layers, such that agents can walk from one layer to another. There are several infrastructural elements in Pedestrian Dynamics that can form a connection between Height layers that have a different z-location. In this case the connection is formed by a flight of Stairs and an Escalator, but you can also use a Moving walk. First, we will build a flight of stairs. In the drawing toolbar select the Stairs icon. Draw a rectangle in HeightLayer_1, make sure that this is the active layer. Notice that the orientation of the stairs is east-west. Note that the East border of the Stairs is colored red. This indicates the bottom of the Stairs and is also the tilting edge of the Stairs element. In this case the Stairs should by orientated south-north and the north side should be the top of the stairs. To change the orientation of the Stairs select it and press F7. Fill in a rotation value between 0 and 360 degrees. In this case type 270 degrees. Switch to the Move mode to select and position the stairs. You can also press F8 after selecting the stairs and fill in a new location. The stairs do not yet form a connection between the two layers. Therefore switch to the Select mode and double-click the flight of stairs; a properties dialog of the stairs will appear. On the General page check the Transfer box in the connection settings group and set the 'layer from' and 'layer to' properties. Set these to connect HeightLayer_1 and HeightLayer_2. Since the stairs forms a connection between to

26 Pedestrian Dynamics Tutorial 26 Height layers we do not have to set a Tilt height for the Stairs. Open the 3D Output layout from the results tab of the main menu to see that the Stairs connects the layer properly. Now, the same steps can be repeated for the addition of an escalator. Select the Escalator icon in the Draw toolbar and add an escalator. Make sure the escalator forms a connection between the two Height layers. Make sure the escalator is set such that it caries passengers from the tunnel to the station platform. On the second Height layer we will build two more Entry/Exit areas to simulate an arriving or departing train. Switch to the Activities toolbar and add the two Entry/Exit areas, the result should look like Figure 24. Figure 24: The Model Layout window with the two Height layers an escalator and a flight of stairs form a connection between the two layers. We also need to model arriving and departing passengers. To be able to distinguish passengers from shoppers and passers we create a new profile Passengers and give them a different color. Open the Agent Input dialog, create a new agent profile passengers and set the color on the visualization tab to green. The next step is to think about the Activity Routes and Activities of the agents. The passers still go from one Entry/Exit area of the tunnel to the other, but they cannot go to all Entry/Exit areas. They will never visit the Entry/Exit areas on the platform. The shoppers enter through a tunnel Entry/Exit area, visit a shop and exit through a tunnel Entry/Exit area. The passengers will either enter through a tunnel Entry/Exit area and exit from a platform Entry/Exit area or enter from a platform Entry/Exit area and exit through a tunnel Entry/Exit. Until now we created activities that could be performed at all Activity Location of a certain type. For example, the Enter Activity could take place at ***ALL*** Entry/Exit areas that we created in our model. Because we added the Entry/Exit areas on the platform this isn't the case anymore. To model this behavior we can create two groups of Entry/Exit areas, the platform and the tunnel group. To add an Activity Location to a group, switch to the Select-mode and double click the location. The properties dialog of the location appears. On the General page, the name of a group can be typed. Open the properties dialog of the Entry/Exit areas of the tunnel and give the group the name Tunnel, see Figure 25. Do the same for the Entry/Exit areas of the platform set the name of the group to Platform.

27 Pedestrian Dynamics Tutorial 27 Figure 25: The properties dialog of the Entry/Exit area located on the West side of the tunnel. Now change the Enter, Exit and Exit_Shoppers activities to make sure that these only take place at the Entry/Exit areas that belong to the group tunnel. Open the Agent Input dialog and switch to the Activities tab. Select the Entry activity and click Edit, the Agent Activity dialog appears. Note that in the dropdown list of the Activity group Tunnel and Platform have been added. Change the setting of the Activity Group to tunnel, see Figure 26. Do the same for the Exit and Exit_shoppers activity.

28 Pedestrian Dynamics Tutorial 28 Figure 26: The Agent Activity dialog of the Entry Activity. To model the Arriving and Departing passengers we only have to add one new Activity. This activity is used to model the arrival or departure of a passenger on the platform. Click Add on the Activities tab of the Agent Input dialog. Give this new activity the name Arrive/Depart. Set the Activity type to Entry/Exit and the group to Platform and click Ok in the Agent Activity window. There are two Activity Routes that we need to add, one for departing passengers and one for arriving passengers. Add the Depart and Arrive Routes to the Activity Routes, the result should be similar to Figure 27.

29 Pedestrian Dynamics Tutorial 29 Figure 27: The Activity routes page of the Agent Input settings dialog for the tunnel. The last step we have to do is to make sure that the generator creates Agents of the type Passenger. We need to create passengers some of which should take the Depart route but others should follow the Arrive route. Change the Arrival list of the Generator and make sure the result is similar to Figure 28.

30 Pedestrian Dynamics Tutorial 30 Figure 28: The Arrival list for the tunnel. The Arrival list displayed in Figure 28 will after one second after the start of the simulation create a single agent of profile type two (Shoppers) that follows Activity route two (Shopping), after two seconds a single Agent of type Passers is created that will follow route 1 the Passing route, at second three a single agent of type 3 (Passengers) is created that will follow route 3 (Depart) and finally at second four a single agent of the type Passenger is created that will follow route 4 (Arrive). This list will be repeated continuous during a run creating more and more agents. From the results tab on the main menu open the 3D Output layout. Run the model and see how the pedestrians walk from the platform level to the tunnel, see Figure 29.

31 Pedestrian Dynamics Tutorial 31 Figure 29: The 3D view window. Run another experiment and examine the density map to see if the flight of stairs and the escalator have enough capacity for all pedestrians. Open the Experiment Wizard from the Simulate tab of the main menu. Click Next until you can Click 'Start Experiment'. After the simulation has finished switch to the Results tab and open the 2D output window and create a Density map. Click Height layer to open the Height layer options panel, the result should be similar to Figure 30. Especially on the escalator and flight of stairs the density is relatively high. Note that the densities on the Stairs and Escalator are partly drawn on the map of HeightLayer_1 and partly on HeightLayer_2. The transition area between the two layers seems to have a low density, but this is not the case. It is caused by the fact that data from one layer is not shared with the other. If you would create a separate Height Layer of the Stairs or Escalator and run another experiment then you will see that the density is higher over the whole Stairs and Escalator.

32 Pedestrian Dynamics Tutorial 32 Figure 30: The 2D Output window showing the density map of HeightLayer_2 of the tunnel7 model.

33 Pedestrian Dynamics Tutorial 33 4 Creating an evacuation model In this chapter we will build a model of a department store to examine the evacuation time of the building. The objective is to get familiar with the Action timer element and how elements such as a Passageway and an Escalator can be used in evacuation models and learn more about settings of the Activity Locations. Main goal is to learn how to build an evacuation model in Pedestrian Dynamics. Case 1: Evacuation of a department store A manager of a department store wants to investigate the evacuation time of the store and train his staff for an emergency evacuation. The department store has four floors with several departments selling different kinds of products, see Figure 1. Each day there are large numbers of people in the department store that are not very familiar with the layout of building. This makes it difficult and expensive to set up a proper fire drill. The manager wants to train the staff showing them different simulation scenarios with different emergency conditions so that they are better prepared to assist evacuating the customers during an emergency evacuation. Questions he has are; What is the evacuation time if everything goes as planned? What happens if a fire prevents access to one of the escalators? Can the building still be evacuated in reasonable time? Figure 1: 3DModel view of the department store. Exercise 1 Create a model of the first floor of the department store. We will first draw the environment and set the Agent Input such that the department store is functioning as on a

34 Pedestrian Dynamics Tutorial 34 normal day. Use a Height Layer of size 20 by 40 meters to represent the ground floor of the department store and some outside space. Use the snap to grid option or set specific coordinates for the Height Layer. In the selection menu of the 2D Builder layout you can enable and disable the snap to grid and also set the grid size. To set specific coordinates for an element switch to the Select mode and double click on the Height Layer, the dialog of the Height Layer will appear. Switch to the coordinates page to set the top left (TL) and (BR) coordinates. Change the name of the layer to Ground. The store has different departments selling products including clothing, home appliances, toys, cosmetics, sporting goods and toiletries. We use a Commercial facility to model each of these departments. Furthermore, we use an Entry/Exit area to model the Entrance and use several Obstacles to model walls that separate some of the departments. Together these elements form the environment of the Ground floor of the department store, see Figure 2. Note that we use an Obstacle to divide the Height Layer into two parts. Later we will use the smaller area on the right for emergency fire escape stairs. Switch to the Activities toolbar and draw an Entry/Exit area on the left side of the Height Layer to model the Entrance of the store. It is not a problem if the Entry/Exit area is (partially) drawn outside of the Height Layer. In that case make sure that you check the option Ensure walkable area of the Entry/Exit area. You can find this option on the Location page of any Activity Location. Next draw one Commercial facility which represents a single department. Before we draw the other departments we will first change the settings of this Commercial facility and then make copies of this element that will represent the other departments. For this case we assume that customers that visit a department on average spend 5 minutes in this area. The time an agent spends at an Activity Location can be set in the dialog of the Activity Location. One of the important settings that determine the time an agent spends at a Location is the Activity time. This is the time in seconds an agent will spend at this location. Set the Activity time to 120 if you want an agent to stay in the location for exactly 2 minutes. The time does not have to be fixed, you can also use a probability distribution. If the Activity time is set to NegExp(300) each time an agent visits this location a random number is drawn from the negative exponential distribution with a mean of 300. On average agents will spend 5 minutes at this location. Note that there are other settings that can influence the time an agent will spend at an Activity Location, making the period longer than the Activity time. For this case we set the Activity time to mins(negexp(5)). Switch to the Select mode and double click on the Commercial facility. The Activity time can be found on the General page. By default agents are not shown when they enter a Commercial facility. To be able to see the agents when they enter such a location set the option Exclude Agent to No instead of the default option Exclude_Hide. The Exclude Agent setting can be found in the dialog of the Commercial facility on the Location page. Finally change the name of the Commercial facility to Department. After you have fully set up the first department you can make copies to quickly create the other departments. Select the Commercial facility and press Ctrl+C to create a copy, and Ctrl+V to paste it. The Commercial facilities are now draw on top of each other. Switch to the move mode and drag the copy to a different location in the Height Layer. Create six departments on the ground floor leaving some space in the middle for the escalators. Finally switch to the draw toolbar and draw the Obstacles.

35 Pedestrian Dynamics Tutorial 35 Figure 2: 2D Model view of the ground floor of the department store. The next step is to define the behavior of the agents. In this case we choose to model customers arriving at the store, visit several departments and then leave the department store. Later we will add an element to start the evacuation. For evacuation analysis it is also possible to fill each floor with a certain number of customers and start the evacuation immediately. Open the Agent Input dialog and switch to the Activity page. Since the Entrance is also the exit of the department store check the Revisit allowed option of the predefined Exit activity this setting can be found on the Location page of Agent Activity dialog. Next add a new activity named Shop. This Activity takes place at all Commercial facilities. Therefore set the Activity type to Commercial facility and the Activity group to ***ALL***. We assume that a customer randomly chooses one department to visit. We can model this with an Empirical distribution. Switch to the Location page and set the Location distribution to Empirical and assign percentages to each of the departments such that they sum to 100%, see Figure 3. Switch to the Activity route page. Edit the Default_Route. Make sure the Agents first have the Entry activity, then the Shop and finally the Exit activity. Switch to the generator page.

36 Pedestrian Dynamics Tutorial 36 Figure 3: The Locations settings of the Shop activity. The location is assigned based on an Empirical distribution. In the table percentages for each location define the probability that an agent will visit this location when performing the shop activity. The arrival process for visitors of a store can often be modeled as a Poisson process. This means that the time between two arriving customers is exponentially distributed. The generator can generate agents based on an arrival list, but it is also possible to configure it as a random generator. Edit the Default generator and apply the following settings; Set the Repetitive mode to continuous, set the Offset time to NegExp(4), i.e., a negative exponential distribution with mean 4 seconds and set the delay time to 0. Make sure the arrival list has a single row and creates one agent at time zero, see Figure 4 and Figure 5. Run the model to check its validity.

37 Pedestrian Dynamics Tutorial 37 Figure 4: The General settings of the Agent generator configured as a random generator. Figure 5: The Arrival list settings of the Agent generator configured as a random generator. In real life, most of the customers will of course visit more than one of the departments. Some customers visit several departments while others have a specific purchase in mind and visit only one. Exercise 2 Make sure that most customers visit several departments, i.e., some will only visit one, others two or more with a maximum of five. To make sure that visitors go to several departments we only need to adapt the activity route. If we simply add five Shop activities to the route, every customer will visit five departments in a random order. To model customers who

38 Pedestrian Dynamics Tutorial 38 do not visit all five departments, we have to make some changes to the settings of the Shop activity. Essentially, we will make the visitors skip each Shop activity with a certain probability. One easy way to model this is to adapt the percentages in the Empirical distribution of the Shop activity, making the percentages no longer add up to 100%, see Figure 6. If the probabilities do not add up to 100%, the remaining fraction means "skip this activity". If you reduce the probabilities so that they add up to, say, 60%, the visitors will on average visit 60% of the 5 departments, which means that on average they will visit 0.6*5=3 department stores. The probabilities for each number of visited department stores can be computed using a binomial distribution. The probability of getting exactly k successes in n trials is given by the probability mass function: for k = 0, 1, 2,..., where This leads to the following probabilities that a customer will visit a specific number of department stores. # Visited Probability % % % % % % The probability that a department store is visited by a visitor is 60%. This probability is the same for all department stores. So when there are 100 visitors each department store will on average get 100 * 0.6 = 60 visitors. There is no correlation between the visits; a shopper who visits store 1 is neither more nor less likely to visit store 2. To model correlations you can define multiple routes where each route contains a specific number of department stores in a specific order. Alternatively you can write your own distribution via the user defined location distribution setting, where you take the currently visited store into account. You can use labels for this or use the functions Agent_GetVisitedDestinations and Agent_GetVisitedDestination.

39 Pedestrian Dynamics Tutorial 39 Figure 6: The Locations settings of the Shop activity. Note that the percentages of the Empirical distribution do not add up to 100% the remaining fraction gives the probability that the agent will skip this activity. Before we add the First, Second and Third floor to the environment of the department store we will first create an evacuation model. 4.1 The Action timer element It is very easy to create an evacuation model in Pedestrian Dynamics. After you have built the environment and added behavior to the Agents the only thing you have to do is add an Action timer element and apply the correct settings. An Action timer is a trigger, it allows you to determine the time that an incident occurs and evacuation has to start; of course this can also be based on a probability distribution. It is also easy to model what happens after the incident. Settings of the Action timer allows you to determine what happens to agents that still want to enter the building and when and how existing agents react. Will they leave the building immediately or will it take some time before they start walking to the exit? Furthermore, you can make changes to the infrastructure: an emergency exit should only be available during an emergency. The Action timer also displays a clock which can be reset when the incident starts counting the time that elapses until all agents have left the building. Exercise 3 Include an Action timer in your model to cause a trigger at which point the pedestrians will leave the building. The Action timer can be found on the Areas toolbar. Select the Action timer icon model, see Figure 7. In this case the location of the Action timer will have no effect. and draw it somewhere in the

40 Pedestrian Dynamics Tutorial 40 Figure 7: The Model layout with the ground floor of the department store. An Action timer is drawn on the right side of the ground floor. The Action timer allows us to model the occurrence of an incident and the effect it has on the agents and the infrastructure. In this case we use the Action timer to model the time that the alarm system of the department store goes off and moment that the evacuation starts. Check that after you have created an Action timer in your model, a new predefined Activity named Emergency_Exit is added to the activities and an Activity route named Emergency_route is added to the Activity routes. By default the agents do not yet use this activity and route. We want to change the settings of the Action timer such that after the alarm system goes off agents use this route to find an exit. Double click on the Action timer, the dialog of the Action timer will appear, see Figure 8.

41 Pedestrian Dynamics Tutorial 41 Figure 8: The dialog of the Action timer. The first important setting is the Event time, this is the time at which the incident occurs. If the Reset run clock option is checked, the clock visible in the Model Layout is reset and turns red at the moment the event occurs counting the time from the start of the incident. The simulation clock is not reset and will keep running counting the time from the start of the simulation. In this case we choose that the incident will occur after half an hour. At that moment the department store is already filled with agents. Set the Event time to 1800 seconds. Note that you can also use the 4DScript function hr and type hr(0.5). Make sure that the option Reset run clock is checked. All changes in behavior of the agents due to the incident can be set on the Effect on Agents page of the Action timer, see Figure 9.

42 Pedestrian Dynamics Tutorial 42 Figure 9: The Effect on Agents page of the Action timer dialog. In this case we assume that the moment the alarm of the department store goes off no new agents enter the department store. Therefore we need to stop the agent generation. Switch to the Effect on agent page of the dialog of the Action timer. Select the predefined logic {**Stop all immediately**} for the Stop agent generation property, this logic will make sure that all generators will immediately stop generating any agents. Other logics would allow you to only stop specific generators or stop them after a certain time has elapsed. Maybe a generator is responsible for the generation of agents out of a train. The train that just entered the station should still generate the agents from that train. The agents within the building are all following an Activity route. The moment an alarm goes off they should stop with their planned activities and need to find a way to leave the building. For this case we assume that all the visitors in the department store react immediately and try to find the exit. We can create this behavior with the setting available in the Trigger Agents group on the Effect on agents page of the Action timer. Check the Trigger active Agents box. This will make sure that all the agents that are in the model the moment the event is triggered will get the defined Response after a specified Reaction time if the agent fulfills the Condition. Set the Reaction time to 0 {**Immediate response**} such that the agents will react immediately after the event occurred. In practice for instance a fire bell is often ignored. It can take some time before people react and start to move to the exit. This can be modeled with the reaction time. The Condition can be used to select a certain group for the response. Maybe only a single floor needs to be evacuated so the response is only for the agents on a specific Height Layer. In this case we want all agents to evacuate so we can set the condition to True {**No specific condition**}. Most important is of course the Response itself which we can set to the Logic {**Switch to emergency route**}. By default this logic will make sure that the agents get the Emergency_route as their new route. By default the agents will select an Exit they can reach with the LeastEffort. The Action timer settings should be as in Figure 10.

43 Pedestrian Dynamics Tutorial 43 Figure 10: The Effect on agent page of the Action timer. After the Incident stop the generation of all agents and reroute the agents to the Emergency_route. Finally switch to the general page of the Action timer and make sure the option Stop simulation is checked. This will make sure the simulation stops the moment the incident occurs. This allows you the set the speed of the simulation to unlimited until the incident occurs after that you can set the Run Control to Slide control and decrease the speed. Start the simulation again pressing Run on the Run Control. Run the model, watch how the agents leave the building and check the evacuation time. 4.2 Using a Passageway element as an emergency exit Larger buildings will often have emergency exits. These exists are not to be used during normal operation. A Passageway element can be used to represent an emergency exit. A Passageway can be found on the draw toolbar. A Passageway is an area where agents can walk and if it overlaps an obstacle then the intersection also becomes an area where agents can walk. A Passageway can represent a door in a wall but it can also represent a turnstile. It is possible to control the direction that agents can pass the passageway. You can set it to uni-, bi-directional or even unavailable. We will use these features to represent an emergency exit which is only available during an emergency. Exercise 4 Create an emergency exit in the environment.

44 Pedestrian Dynamics Tutorial 44 Switch to the draw toolbar, select the Passageway icon and draw a rectangle shaped area overlapping the obstacle that represents the wall of the department store, the result should look as Figure 11. We wish to control the direction of the flow of the passageway, i.e. bidirectional during the emergency and else unavailable. The green arrow shows the direction in which the agents can pass. Figure 11: A Passageway element. There are in total four direction settings for the passageway: Unavailable, i.e., agents cannot pass the passageway Up, i.e., only agents coming from the up direction can pass Down, i.e., only agents coming from the down direction can pass Bidirectional, i.e., agents coming from both directions can pass Note that Up in this case means from left to right and Down from right to left. Rotate the passageway if you want to form a gateway in the other direction (North-South). In this case we want the passageway to be unavailable, because during the first time period of our simulation there is no emergency situation and agents are not allowed to use it. Open the dialog of the passageway and set the direction to Unavailable. Also set the discomfort factor to zero. This factor is used when agents plan their path, the higher the value, the less attractive the passageway becomes. During an emergency agents will not hesitate to take the emergency exit. To make sure that agents will use the emergency exit we need to create another Entry/Exit area outside the department, see Figure 12. Draw an Entry/Exit area on the bottom right keeping some space for emergency stairs. Figure 12: The Model Layout with the ground floor of the department store with an Action timer. The Passageway

45 Pedestrian Dynamics Tutorial 45 used as an emergency exit is closed before the incident occurs. We also need to change the Entry and Exit activities making sure that only the Entrance is used to generate agents and that during the first time period agents only leave through this Entry/Exit area. Open the Agent Input window and switch to the Activities page. Edit the Entry activity. Set the Location distribution to Empirical and set the percentage of the Entrance Entry/Exit area to 100. Do the same for the Exit activity. Finally, we need to make sure that our Action timer changes the direction of the emergency exit from unavailable to bidirectional. Open the dialog of the Action timer. Set the Passageways field to the {**Update all**} logic. Double click on the logic and make sure that the second parameter of the function is set to DIRECTION_BIDIRECTIONAL. Run the model, watch how the agents leave the building also through the emergency exit and check the evacuation time. 4.3 Using an Escalator in an emergency model In the event of an emergency modern escalators can stop smooth and controlled. After the stop pedestrians can still use the escalator to walk up or down. It is very easy to model this using the Action timer. Exercise 5 Add a new floor to the department store and create escalators to connect the floors. Also create emergency stairs outside of the building. It is very easy to create multiple floors with the same layout. Open the Height layer settings panel if it is not yet visible on the right hand side of the Model Layout. To open the panel click Height layers in the top menu of the Model Layout. Note that we only have a single Height layer named Ground. Select the ground floor Height layer, switch to the select mode and click the Height layer. At the bottom of the Model Layout window you can find the World coordinates, the scale but also the name of the element that is selected. Check that you have selected the Height layer. Press Ctrl+C to make a copy of the Height layer with all its elements. Press Ctrl+V to paste it. Note that a layer named Copy of Ground appears in the Height layer settings panel. Click on the eye icon before the Height layer named Ground. Copy of Ground is now the only visible Height layer. Remove the Entry/Exit areas and the Action timer. Open the dialog of the Height layer and change the name to First and set the z-loc to 4 meter, the result should be similar to Figure 13. If you like you can move and resize the Commercial facilities and Obstacles to create a different layout for the First floor. If you want to add some Obstacles or Commercial facilities do not forget the make the First floor layer the Active layer. To make a layer the Active layer, click on its name in the Height layer settings panel. A blue bar indicates the active layer. Figure 13: The Model layout with the first floor Height layer visible. The Ground floor is still the active layer.

46 Pedestrian Dynamics Tutorial 46 We still need to form a connection between the two Height layers, therefore we will use an escalator element. Before we draw the escalator, make the ground floor the only visible Height layer and make it the Active layer. Draw two escalator elements above each other. We want to make sure that the escalators are configured crisscross, i.e., when we later add escalators to the other floors all escalators that go in one direction are stacked, see Figure 14. Note that there are two sloping lines that intersect at the end of the escalator. The side where the lines are separate is the side that is connected to the lower level. Select one of the escalators and press F7, rotate the escalator 180 degrees. The green arrows give the direction of the elevator, i.e., is it moving Up or Down. Open the dialog of the escalator. Check the Transfer box and set the "Layer from" and "Layer to" fields of both escalators to Ground and First, respectively. Set the direction of the rotated escalator to Down. Figure 14: Criss Cross configuration of escalators. Draw a stair element on the outside of the department store. Rotate it 270 degrees and give it proper length. Open the dialog of the stairs and set the Layer from to Ground and the Layer to to First. The result should look similar to Figure 15.

47 Pedestrian Dynamics Tutorial 47 Figure 15: The Model Layout with the first floor Height layer visible. The final change we have to make to our model is the Location distribution setting of the Shop activity. The Location distribution of the Shop activity was set to Empirical distribution. The new Commercial facilities can be found in the table but their percentages are all zero. Open the Agent Input dialog and edit the shop activity. Change the percentages such that all Commercial facilities have non zero percentage. Run the model and check that the agents visit the First floor. Note that after the incident the escalators still work and the agents only use the escalator moving down. We need to make a change to the Action timer if we want the escalators to stop running and allow agents to walk on them. Open the dialog of the Action timer. In the "Effect on infrastructure" group, set the Other elements field to the {**Update All**} logic. This field applies to escalators, stairs and moving walk elements. Double click the field and make sure that the direction is set to bidirectional. Stairs are typically always bidirectional and after an emergency stop, escalators are bidirectional too. Exercise 6 Add two more floors to the department store and create escalators to connect the floors. Also create emergency stairs outside of the building. We need to repeat the steps for exercise 5. Make two copies of the First floor. Change the name and the z-loc of the new Height layers. Add escalator and stair elements to connect the floors. Change the percentages of the Location distribution of the Shop activity such that all locations have a non zero percentage. Run the model and determine the evacuation time.

48 Pedestrian Dynamics Tutorial 48 5 Output analysis After you have created a model with Pedestrian Dynamics, having drawn the environment and set the required agent behavior, you can run an experiment to simulate the pedestrian flow through the environment. After the run you can examine the output in many ways without having to run the simulation again. You can perform all kinds of measurements concerning the walking times and pedestrian densities that occur in the environment and easily create a report to present the outcomes. In this tutorial you will learn the basics of examining the output with Pedestrian Dynamics. You will also learn how to run an experiment and how to measure the results of the experiment from the 2D output window. 5.1 Station hall construction work Due to necessary construction work, part of the main hall of a regional train station needs to be closed off. The management is concerned with the safety and comfort of the passengers and wants to ensure that their norms for crowd densities will not be exceeded during the renovation. Figure 1: An overview of the layout of the main hall of the station. The main hall is an east-west passage located below the two platforms, which run north-south. Figure 1 gives an overview of the station. The city center is located to the west entrance of the station, which sees considerably more traffic than the east entrance: 70% versus 30%. The stations time table repeats every 30 minutes according to the following schedule: Time Platform # boarding # disembarking transfer (%) X:06 and X: % X:10 and X: % X:22 and X: % X:25 and X: % Table 1: Hourly time table of the station, with traffic estimates. You can see that each half hour two trains arrive at Platform 1 and two at Platform 2. In the table you see an estimate of the number of passengers that board and disembark each train during the morning rush hour. The table also gives the percentage of passengers that transfer to the other platform. Passengers who transfer to a train on the same platform do not appear in this table at all because they are not visible in the station hall. The station also functions as a East - West pass-through for about 1200 pedestrian per hour, during the morning rush hour 70% enters West and leaves East. During the renovation work, part of the main hall of the station is closed off, creating a corridor with a width of 5

49 Pedestrian Dynamics Tutorial 49 meter between the platforms. This means that all traffic needs to pass through this corridor except traffic between the West entrance and Platform 1 and traffic between the East entrance and Platform 2 as depicted in Figure 2. Figure 2: Station layout with construction work. Exercise 1 Using the data from Table 1, calculate the expected number of pedestrians crossing the corridor East-West and West-East per hour. Also calculate how many pedestrians enter and leave the West entrance of the station. We will use this later to validate the model. Description of the model The situation at the train station has been modeled in the file station hall construction.mod. Open this model in Pedestrian Dynamics and run it a few times to get familiar with it. Note that the passers, boarders, disembarkers and transfers have different colors: green, blue, red and purple, respectively. In the minutes running up to the arrival of a train, more and more boarders arrive. Then, when the train has arrived there is a large peak in traffic dominated by disembarkers. The first half hour of the run is not yet representative because for technical reasons, the boarders only appear later. During the first few minutes, only passers enter the model. After six minutes the first train arrives, depositing a number of disembarkers and transfers. At this moment the model also generates the agents that will eventually board the train that arrives half an hour later on that platform. These agents are delayed in such a way that you get a realistic arrival pattern, i.e. most of the passengers arrive in the minutes before the train departs. The same holds for the other trains. You have to keep this in mind when analyzing the results from this model. During a run you can click Agent Statistics in the Simulate tab of the main menu to get a breakdown of the number of agents in the model and per height layer. You can see how many agents are walking to their next activity and how many are busy with an activity. The window is updated dynamically. You can keep it open while the model is running to keep an eye on the number of agents. In this specific model there are no activities in which the agents spend any time so you will only see a zero for that. Exercise 2 Run the model and get an indication of the number of agents in the station at the busiest moments. What is the main cause for this peak in traffic? 5.2 The Experiment Wizard Most of the other analysis tools can only be applied if you have recorded data during a run. This can easily be done in the Experiment Wizard. The Experiment Wizard contains facilities to automatically run the model several times, optionally with different parameters. For example, you can schedule five runs with regular expected traffic, and five

50 Pedestrian Dynamics Tutorial 50 others with 25% more traffic, then compare the results. For each scenario multiple simulation runs are required, we call these Replications. This is needed to ensure statistical significance of the simulation results. You should never base your conclusions on the results of a single run of a model, so for each parameter combination you should run multiple replications, then compare the results. Exercise 3 Set up an experiment using the Experiment Wizard. Create one scenario which runs for 1.5 hours with 4 replications. After that start the experiment. Click the Wizard button on the Simulate tab of the Main Menu. The Wizard opens with an introduction page. If you are going to create many scenarios with similar settings you can use the Check Defaults button to modify the initial settings of a newly created scenario. In this case we will only create one scenario. Click Next to go to the second page. One scenario has already been defined. Click Edit to modify it. Fill in a name and description of the scenario. You can see that the output will be written to a directory named PD_Results. Click Edit again to modify the important parameters of the scenario such as the run length and the number of replications. Click Ok twice to get back to the main experiment page. Click Next to go to the third and final page of the Experiment Wizard. In this page you can determine which data needs to be recorded and start an experiment. For this experiment we need both the Output and the Footsteps to be logged so we can make all types of output graphs. If you would now click the Finish button, the Wizard would close but the settings will be saved with the model. If you open the Wizard again it will open on this third page so you can immediately start an Experiment. Click Start Experiment. The Builder window will be closed and you will notice that the clock is running. Occasionally, a message will appear that PD is writing results to file. After a while, a message appears that the experiment is finished. Switch to the Results tab of the Main Menu. Here you can open a special 2D Output window which is specialized to analyze the results of an experiment run. Normally, the data from the last run is already loaded unless you disabled this option on the third page of the Experiment Wizard. To open data from another replication, click the Open button. A window will appear in which you can select a replication directory. The experiment data is organized as follows: by default all data saved in the PD_Results directory. In PD_Results, each scenario has its own subdirectory. This means that it is very important to give scenarios a unique name, otherwise data will be overwritten. Within the scenario directory, each replication gets its own numbered folder. For example, the second replication of experiment Experiment1 will be stored in PD_Results\Experiment1\Rep2. Select the replication you want to view and click Load. The 2D Output window always shows the results from a single replication. To compare multiple replications you have to open them one by one. Later in this tutorial you will learn how to set up a report which can then be created for each replication. 5.3 The Result player After an experiment you can use the Result Player to play back the events from the selected replication. Click the Result Player icon on the Results tab of the main menu and wait for the Player controls to appear, see Figure 3. Figure 3: Result Player controls. You can use the player controls in an intuitive way to control replay of the events of the run. The results can be viewed not only in the 2D Output window but also in any of the other display windows, such as the 2D Builder and the 3D Viewer. The rightmost >> button can be used to change the replay speed, it cycles between 1x, 2x, 3x, 5x, 13x, 100x and 0x the real time speed. You can also drag the time bar to move forward and backward in time. Sometimes it takes a few seconds for the animation to continue when you let go of the time bar; this is normal. 5.4 Frequency and density maps

51 Pedestrian Dynamics Tutorial 51 Two very informative and easy to obtain analyses are the Density- and Frequency maps. Both use a color overlay to indicate which locations were crowded during this run, and which were not. Busy locations are shown red and purple, infrequently locations are blue. The Frequency map is purely a counter: it counts the total number of people who have crossed that location during the complete run, or during the time interval you're analyzing. As you can see in the Figure 4, the colors indicate absolute numbers of people: the floor starts out white, it turns blue when people walk over it, then green, etc. This way, the Frequency map gives an indication of the utilization of the area. Figure 4: Frequency map of the West side of the station with colors indicating the absolute number of pedestrians passing there. Where the Frequency map simply counts footsteps, the Density maps keeps track of the maximum density encountered over the run of the model. If a position was very crowded at any moment during the run of the model, the Density map will display it in red or purple. Essentially, the Density map breaks down time into a sequence of short time intervals, computes the average density during each time interval and shows the highest density it finds. The Density map is very useful as a quick indicator of whether there are bottleneck areas or choke points. It is important to realize that the Density map shows the highest density that occurred. You should be careful to interpret this correctly. First, the map does not show you how long a high-density condition persisted. A location will be drawn in purple if a high density was ever recorded there, regardless of whether it lasted for 20 seconds or 2 hours. To examine whether this is the case, see the explanation of the Area Density Graph below. Second, the densities shown in the Density map are highly sensitive to the granularity settings. If the time intervals are very finegrained, it is much more likely for a spike to occur than if the data is averaged out over fewer, coarser time intervals. By default, the Frequency- and Density maps take their data from the full run. The same holds for the various other tools discussed below. There are however many situations where it is better to focus on a smaller time interval. For example, it is usually better to exclude initial minutes of the run because the model starts empty and the data is not yet representative for a steady-state model. Also, in models with time tables, it may be interesting to analyze separately what happens at certain times of day. Exercise 4 Use the Frequency- and Density maps to determine the critical areas in the station hall. Compare data from multiple runs. Describe what you see.

52 Pedestrian Dynamics Tutorial 52 To display the Frequency map, click the Calculate frequency button, which can be found on the Statistics toolbar of the Output Window. Similarly, the Density map is created with the Calculate density button. To clear the maps, click the clear button. Recall that in this model the first half hour is not representative due to a lack of initial boarders. To configure the time interval to be analyzed, click the Output Settings icon. Set the start time to 30 minutes. PD always works in seconds and meters. To set it to 30 minutes, you should either type Mins(30) or express the time in seconds, that is, 30 x 60 = 1800 seconds. Leave the end time at 0, this will select the whole run. You can also set the sample interval of the Density map (and area, see below). With this parameter you can change the granularity of the density measurements. As discussed above, if you make this time interval short (fine grained), there will be many measurements of short time intervals. This allows you to detect short density peaks that would be averaged out if you would use a longer time interval. On the other hand, because the measurements are based on fewer measurements they are less accurate. If you choose a longer time interval, the measurements will be more accurate but less detailed. In this case, the time interval of 30 seconds is fine. Beside the granularity in time, you can also change the granularity in space. This can be done by changing the grid size on the Density norms tab of the General Settings window. The General settings window can be opened from the Modeling tab of the Main Menu. The same trade-offs apply as with the time granularity. Here you can also set the colors used to indicate the densities. The colors for the Frequency map are slightly more complicated because the number of pedestrians that passed depends on how long the model has run. Therefore, the Frequency map usually scales the color thresholds to compensate for that. In the window that appears when you click the Frequency map button, you can configure this: the rescaling can be made linear, logarithmic or it can be disabled, see Figure 5. Figure 5: The frequency map dialog. If Rescale is enabled, colors are chosen automatically, either according to a linear or logarithmic scale. If it is disabled, the colors can be configured manually. 5.5 Flow Counters

53 Pedestrian Dynamics Tutorial 53 Flow counters are a convenient tool for measuring traffic streams. A flow counter is a line segment that you draw in the 2D Output window. It indicates the number of pedestrians who crossed that line. For example, the flow counter in Figure 6 is drawn East-West and separately indicates the number of people who crossed it North-South and South-North. Figure 6: A flow counter showing the number of persons passing either way across the line. To draw a flow counter, open the Draw menu in the 2D Output Window and click the Flow Counter icon. Then select the line shape and draw the line north-west across the corridor in the station. You immediately see the counts appear. If you switch to Select mode and move the endpoints of the line segment, the counts are updated immediately. The flow counters have a very nice feature: it is very easy to produce a graph that displays the flow rate across the line segment over time. To do so, switch to Select mode and double click the flow counter. The graph will appear immediately, see Figure 7. The graph shows two time series: one for left-to-right, one for right-to-left, where left and right are taken relative to the direction from control point 1 to control point 2. Normally it's easiest to compare the color of the line with the color of the arrows on the flow counter in the 2D Output window. You can also conveniently zoom in by dragging the mouse inside the graph: dragging upper-left to lower-right zooms in on the selected part, dragging lower-right to upper-left zooms cancels the zoom. Figure 7: Flow counter graph obtained by clicking a flow counter line. The horizontal axis shows time. The vertical axis displays the flow in Agents per time unit, where the time unit, typically 30 seconds, is configured in the Output Settings.

54 Pedestrian Dynamics Tutorial 54 Exercise 5 Validate the model. Measure the flow in the corridor using flow counters and compare the results with the calculations done in Exercise Area Density Histogram Similar to the flow graph that can be obtained from a flow counter, it is also possible to look at how the density in a specific area evolves over time. Make sure you are in the 2D Output window, click the Area Density icon in the Draw toolbar and choose a shape. Then draw the area in an interesting location in the model. Switch to Select mode and double click the area, a graph similar to Figure 8 will appear. Figure 8: Area Density graph. The horizontal axis shows time. The vertical axis shows the crowd density in Persons per square meter. The Area Density graph is very useful to investigate whether a purple in the Density map is a case of serious overcrowding or that it is a spike that lasted only a few seconds. Exercise 6 Examine the dense areas in the station hall and determine which purple areas are seriously crowded and which were spikes. Switch to a longer time interval and explain the effect on the graph. 5.7 Walking times It is often very important to measure how long it takes for the pedestrians to walk from A to B. For example, in the train station you need to know how long it takes for passengers to transfer from one platform to another during rush hour. Also, in evacuation situations it is important to know which escape routes take longest. Pedestrian Dynamics provides a tool to measure this. In the Statistics toolbar of the 2D Output window, click the fourth icon to show output of an activity route. A window opens in which you can set up one or more output routes. A route goes from one activity to another and the graph will be restricted to pedestrians visiting precisely this route. By default, one route is created that goes from any Entry activity directly to any Exit activity. In the train station model this matches all pedestrians. Select the default route and click Show Graph, the activity route results window will appear. This window has several tabs each showing a chart containing output data of this output route. The output includes walking times, distances, travel experience, delay times, and maximum content of the output route. On the first tab a walking time histogram is shown with three very fat bars. This is because the walking times in this model are very short. Close the Output route results window and Edit the default route. In the chart settings table set the Interval (s) for the travel times to 10 seconds instead of 30. If you save this and view the graph again, the result should be similar to Figure 9.

55 Pedestrian Dynamics Tutorial 55 Figure 9: Travel time histogram showing all pedestrian movements between any Entry activity (either Entrance or Platform) to any Exit activity (also either Entrance or Platform). The first bar indicates the agents that took less than 10s. The second bar indicates the agents that took 10 to 20s, etc. It is of course more interesting to focus on a specific category of passengers, for example passengers that transfer between platforms. Exercise 7 Create a walking time histogram for passengers that walk from one platform to another. Click the show output of an activity route icon in the Statistics toolbar. Click Add to add a new route. There are two pages. On the first page adjust the time interval in the chart settings table for the travel times as with the previous graph. Like the default route, the new route goes from any Entry to any Exit activity, but we can be more specific. Switch to the route definition page. Select Activity type Entry_Exit and activity group Platform. In the Resulting activity dropdown below it, an even more specific selection appears automatically. Note that we can select each of the platform Entry_Exit locations. Select the option *** All of this Type & Group ***, then click Add. You will see the results in the activity list table row. Add a second entry to the list with the same settings. Click Apply and click Show graph. 5.8 Deciding on norms Before you can conclude whether or not the current plans for the construction work are acceptable, you have to decide on acceptable norms. In general densities higher than 4 persons per square meter in a moving crowd are very dangerous. Even values between 2 and 4 are considered undesirable. However, if you look for example at the ingress process of a sports stadium, higher densities are not uncommon. This can only be safe if high densities only occur in a limited time period and proper crowd management measures are in place, such as stewards who monitor and direct the flow of the crowd. In a station hall where a lot of pedestrian flows have to cross, densities should be lower to accommodate this. In this case study we will require the density to remain in general below 1 person per square meter, only allowing occasional deviations above this norm. The density is allowed to exceed 1 ped/m2 only 3 times an hour and never longer than 60 seconds. Peaks above 2.5 ped/m2 are not allowed in any case. We base these norms on a measurement interval of 30 seconds and a grid size of 1 x 1 meter.

56 Pedestrian Dynamics Tutorial 56 Exercise 8 Examine the four replications and check whether the norms are met. Describe how you used the tools to arrive at your conclusion. In the Output settings you can set an Approval Threshold and a maximum Threshold length which will be drawn in the Area Density graphs. The graph will also give an indication of the number of data points that exceed the threshold. However, even with these tools, it is sometimes useful to visually examine a peak in the graph. Depending on the measurements, a density peak with three data points over the critical threshold may look narrow, or a peak with one or two points may look wide. Drag a tall but very narrow box around the peak to zoom in on it. Look for the places where the graph line bends, these are the actual measurements. You can use this to make good judgment of the severity of the peak.

57 Pedestrian Dynamics Tutorial 57 6 Meso vs. micro simulation Pedestrian Dynamics is designed to simulate and evaluate large-scale infrastructures with large numbers of occupants moving through it. Modeling on the so-called mesoscopic scale Pedestrian Dynamics can handle models with crowds consisting of hundreds of thousands of agents. There are however situations in which this mesoscopic approach does not give satisfactory predictions of the pedestrian flow. In these cases the simulation can also be run on the so-called microscopic scale. This approach uses a more detailed representation of the pedestrian movements and provides more accurate results at the cost of higher computational effort. In this chapter you can find information about different modeling approaches that can be applied in Pedestrian Dynamics such as meso and micro simulation and examples in which microscopic simulation is preferable to mesoscopic simulation. 6.1 Simulation methods for modeling pedestrian flows; macro, meso and micro simulation In the literature, models for simulating pedestrian flows are typically classified into macroscopic and microscopic models. Macroscopic simulation models focus on the behavior of the crowd as a whole. For example, hydraulic models represent the movement of the crowd as the density and direction of movement in every location in the model, as with a fluid. In microscopic models each pedestrian is represented individually, with its own behavior and taking interactions with other agents into account. Collision avoidance is an important aspect of microscopic simulation models. A third scale of modeling can be distinguished, the mesoscopic scale. Here the individuality of a pedestrian is maintained but the computationally intensive collision avoidance is omitted. Simulation of pedestrian flows on the mesoscopic scale is therefore suitable for evaluating large-scale infrastructures with many simultaneously moving pedestrians. In many cases this scale of detail provides sufficient information and an acceptable scale of accuracy though in general a mesoscopic simulation model will yield relatively optimistic results compared to a microscopic model. There are situations in which microscopic modeling is required or preferable, for instance if the specific layout of the environment and the pedestrian movement within it leads to large differences in the results. In these cases the less detailed mesoscopic simulation fails to capture the essential properties of the situation and microscopic simulation gives more accurate results. For example, situations with opposing or crossing flows or situations where the flow is near the full capacity of a bottleneck. Also, when a high level of accuracy is required, micro simulation is preferable. Pedestrian Dynamics offers both micro- and mesoscopic scales of modeling. You can simply build one model and run it on either the micro- or the mesoscopic scale. You can set this with the Avoid agent collision checkbox that can be found on the General settings of the simulate page of the main menu. If this option is checked the simulation will run at the microscopic scale in those parts of the model where the crowd density reaches a certain threshold. If the property Density threshold of the General settings is set to zero, every interaction will be modeled at the microscopic scale. 6.2 Modeling human walking behavior In Pedestrian Dynamics the movement of an agent through the environment is determined by its Activity Route, a list of Activities the agent plans to perform within the environment. For each Activity you can define at which Activity Locations the activity can be performed. The agent will choose one of the Activity Locations based on the Location distribution defined on the Activity. The next step is that the agent picks a specific point within the location, based on the Location Approaching property of that location. The agent has to reach that point first before the activity can be performed. The agent has to find a route from its start position to the goal position in the next activity location. To do so, the agent first chooses a global route through the environment. When traversing this route local circumstances will influence the agent and determine the eventual path. This local behavior can be modeled on the microscopic or the mesoscopic scale. In general agents try to walk with their own desired speed which is determined by a probability distribution on the Agent Profile. However, local circumstances such as the terrain and in particular the presence of other agents may force them to move slower or to change direction.

58 Pedestrian Dynamics Tutorial 58 Determining the global route In Pedestrian Dynamics the Explicit Corridor Map (ECM) is used to find a global route from the start position of the agent to the desired goal position. This map describes the whole walkable space and is automatically created when a simulation run is started. An important part of the map is the medial axis, a set of curves describing the middle of the walkable space, see Figure 1a. The medial axis represents the global structure of the environment. When routing, the start and goal position of the agent are first mapped to points on the medial axis. Then the route along the medial axis between these points is computed based on the least effort principle. This is not yet a realistic path for a pedestrian, but it does describe a corridor through which the agent can reach its goal, see Figure 1c. Within this corridor there are many possible paths from the start to the goal position. For instance, the agent can choose to stay on the left or right side of the corridor, or to follow the shortest possible path. The so-called indicative route method (IRM) selects a realistic path through the corridor, the indicative route. The indicative route is the global route the agent will try to follow to reach its goal. (a) Medial axis (b) Explicit Corridor Map (c) Corridor Figure 1: (a) The medial axis, shown in purple, runs through the middle of the walkable space. (b) Closest-point annotations, shown in yellow, turn the medial axis into the ECM navigation mesh. (c) The corridor, shown in blue. The dotted lines show several possible routes through the corridor from the start position to the goal. The precise cost function that is used in the algorithm to compute the least effort route along the medial axis can be found in the documentation. This cost function takes into account the crowdedness along the route and the environment. For example, a flight of stairs is less attractive to use compared to an escalator and an agent will walk slower on a tilted area. These environmental influences are usually expressed as a discomfort factor. This is a property of stairs, escalators and other infrastructural elements and can be altered by the user. The parameters that are used to find the global route along the medial axis and to find an indicative route can be found on the first three pages of the Agent profile. The agent profiles can be created and edited from the Agent Input Settings that can be opened from the Simulate page of the main menu. For example the viewing distance is the distance along which the agent can take crowded areas into account. You can also enable the re-route periodically option and set a time period such that the agents will reconsider their global route at the start of each new period. An agent might switch to a different route if the crowded areas have changed or if the agent has become aware of a crowded area that is now within its viewing distance. On the route following page of the Agent profile, parameters that are used to find an indicative route can be found. The side preference gives a bias towards one side of the corridor, while the preferred clearance gives the distance the agent tries to keep from the obstacles. At the start of each simulation run the Explicit Corridor Map (ECM) that is used to determine global routes through the environment is computed. You can also create and clear this map manually using the buttons on the Simulate page of the main menu. On the Display page of the main menu in the section Show ECM Network you can find buttons that allow you to toggle the visibility of different elements of the ECM navigation mesh, as depicted in Figure 1. From left to right you find a button for the medial axis, vertices, the nodes and the closest points, see Figure 1b. If you have an extremely large model it might take a few minutes to create the ECM network. Once a network has been created it can optionally be saved to a file. If saved under the same name as the model it will be loaded automatically. If you then run a simulation the ECM is not recomputed but the loaded network will be used. You can save the network using the buttons in the ECM Network section of the File page of the main menu.

59 Pedestrian Dynamics Tutorial 59 Local behavior in micro models There are many different ways to model the local behavior of agents. The local behavior models the effect of interaction with other agents. Pedestrian Dynamics uses a vision based approach. Each agent has a field of view that determines the part of the environment that the agent can perceive directly. It is a cone with the origin at the agents position. Only agents that are within the field of view will be taken into account for the collision avoidance. While the agent moves along the indicative route towards the final goal at each simulation step small adjustments in speed and direction are made to avoid these collisions. The algorithm used to determine the adjustments takes the distance to the first collision and the deviation from the direction towards the local goal into account. The algorithm selects the speed and direction to find the most energy efficient way to avoid a collision. Changes in velocity and speed require energy, making minor detours sometimes more efficient than the shortest path. The parameters used for the local walking behavior can also be defined on the Agent profile. Most of them determine the Field of View (FoV). Local behavior in meso models On the mesoscopic scale the speed of the agents is also adjusted each simulation step, again to model the effect of interaction with other agents. These adjustments are made on a much coarser scale than on the microscopic scale. The speed is adjusted not because of interaction with specific nearby agents but only based on the general local crowdedness. While the agent is following its global indicative route, at each simulation step a new speed is determined based on a speed-density relation. The ECM keeps track of the current number of pedestrians in each of the polygonal areas in the model. In Figure 1b these areas are marked with white lines. These local density counts are used to determine the local density around an agent. Because agents do not avoid specific other individuals but only react to the local crowdedness, it can happen that the agents seem to move through each other. This may seem unrealistic but the effect of agents avoiding each other is in fact incorporated in the speed-density relation that governs their walking speed, giving a good first estimate of this effect. Although running the simulation on a mesoscopic scale is less realistic than running it on a microscopic scale the results obtained can still be useful. Especially if you are mostly interested in measuring the throughput or the density build up the mesoscopic scale can be sufficient. References The techniques described here to model the walking behavior are based on scientific research and can be found in literature. PD uses efficient crowd simulation algorithms and software, developed together with Utrecht University (UU) in Utrecht, The Netherlands [1]. The interested reader can find more information about the Explicit Corridor map (ECM) in [2], [3] and [5]. For more information on the indicative route method see [4]. The collision avoidance algorithm that PD uses is based on the vision based model developed by Moussaïd, Helbing and Theraulaz [6]. [1] Utrecht University - [2] R. Geraerts. Planning Short Paths with Clearance using Explicit Corridors. In IEEE International Conference on Robotics and Automation (ICRA'10), pp , [3] W.G. van Toll, A.F. Cook IV, and R. Geraerts. Navigation Meshes for Realistic Multi-Layered Environments. In IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS'11), pp , [4] I. Karamouzas, R. Geraerts, and M. Overmars. Indicative Routes for Path Planning and Crowd Simulation. In The Fourth International Conference on the Foundations of Digital Games (FDG'09), pp , [5] W.G. van Toll, A.F. Cook IV, and R. Geraerts. Real-Time Density-Based Crowd Simulation. Computer Animation and Virtual Worlds (CAVW), 23(1):59-69, [6] M. Moussaïd, D. Helbing, G. Theraulaz. "How simple rules determine pedestrian behavior and crowd disasters." Proceedings of the National Academy of Science(PNAS), Comparing micro and mesoscopic level simulation As we described in the previous sections, the mesoscopic scale describes the local behavior of the agents on a coarser level than the microscopic scale. Although the mesoscopic scale is less detailed, a simulation run on this scale still

60 Pedestrian Dynamics Tutorial 60 maintains a good approximation of local pedestrian behavior. Since at the mesoscopic scale the computational cost is much lower, the mesoscopic scale is suitable for evaluating large-scale infrastructures with many simultaneously moving pedestrians. There are however situations in which the mesoscopic scale does not give realistic predictions. The largest differences can be expected where there are a lot of interactions between agents, for instance when there are opposing pedestrian flows or if the flow is near the capacity of a bottleneck. If the goal is to measure the throughput or the density build up, simulation at the mesoscopic scale will typically be sufficient but if the goal is for example to measure the average travel time, the inter-agent interactions must be taken into account. In this section we will examine in several such situations the difference in results obtained at the meso- and microscopic scale. Pedestrian Dynamics has the capability of selectively enabling micro simulation once the density exceeds a certain threshold. This can be controlled using the Avoid agent collisions checkbox on the General Settings page. In all experiments described here, micro simulation is either completely turned off or completely turned on (with threshold=0). Counterflow It makes intuitive sense that more agent interaction occurs when two or more pedestrian flows overlap that do not share the same direction. Of course this also depends on the flow, in a sparse flow there are fewer interactions than in a dense flow. The more interactions, the larger the deviation we expect to see between the simulation results at the two scales. We will now describe some experiments we have run to examine these differences. In the first experiment we look at a situation with unidirectional flow at increasing densities, expecting the difference in travel times between micro and meso to increase with the density. In the second experiment we look at counterflow, two pedestrian flows in opposite directions in the same corridor. In this experiment we keep the number of pedestrians constant and vary the ratio between the two flows. Travel time is the primary performance metric considered in these experiments. We will examine the micro/meso sensitivity, that is, the ratio between the average travel times of a series of micro scale simulations and a series of meso scale simulations. Figure 2: Overview of parameter settings for experiment 1 with unidirectional flow. For each experiment we increase the in-flow. In the first two experiments we consider a corridor that is 200 meters long and 10 meters wide. The average walking speed of the pedestrians is set to 1.35 m/s and the effective walking distance in the corridor is 192 meter leading to an expected travel time of about 142 seconds if there is no interaction between the agents at all. In each experiment we measure the average travel time from one end of the hall to the other. We ignore the first two minutes of the run, during which the corridor is still filling up. Each experiment is performed on the mesoscopic scale as well as the microscopic scale. For each scenario we measure the average travel time to compute the micro/meso sensitivity. Figure 3: Results of Experiment 1: unidirectional flow In the first experiment we consider the situation in which all pedestrians walk in the same direction. From the literature we know that in a 10m wide corridor the maximum flow should be somewhere around 800 ped/min. We run the experiment varying the rate of pedestrians we introduce in the model, see Figure 2 for an overview of the different in flows, and Figure 3 for the results. At 200 ped/min we measure an average walking time of 139 seconds in the meso simulation and 148 seconds in the micro simulation which gives a deviation of about 6%. At the highest of 780 ped/min the deviation increases to 14%.

61 Pedestrian Dynamics Tutorial 61 You might not have expected such large differences even with unidirectional flow. The reason is that even with unidirectional flow the pedestrians walk at different preferred speeds. This means that in denser flows we get a lot of agent interactions because faster pedestrians overtake slower ones. Figure 4: Overview of parameter settings for experiment 2 with bidirectional flow. We keep the total flow fixed at 400 ped/min and change the ratio between the opposite flows. In the second experiment we introduce counterflow. We keep the total flow fixed at 400 ped/min and vary the number of pedestrians walking in the opposite direction, see Figure 4. Note that the West-East flow is always denser than the East-West flow. With 100% of the pedestrians walking West to East this reduces to the previous experiment, at lower percentages we have counterflow. We would expect the effect of enabling micro simulation to be much larger for the sparse flow than for the dense flow and that turns out to be case. With the dense flow at 90% and the counterflow at 10%, the difference between meso and micro is 15% for the dense flow and a staggering 42% for the sparse flow. When the dense flow reduces to 60% (40% counterflow) the percentages become 25% and 31%, respectively. This makes sense because the counterflow gives rise to a lot of interactions but the two flows are now more alike. Figure 5: Results of Experiment 2: bidirectional flow. Flow at cross sections We examine two types of crossing traffic. In experiment 3 we look at two unidirectional flows that cross perpendicularly. We vary the relative proportions of traffic traveling West-East (WE) and North-South (NS), see Figure 6. In experiment 4 we have a dense bidirectional stream flowing around the corner (50% WS and 50% SW) and a sparser bidirectional stream 50% WE and 50% EW. Again we vary the proportions of the streams, see Figure 7. Figure 6: Overview of parameter settings for experiment 3 with two perpendicular unidirectional flows. Keeping the total flow fixed at 200 ped/min we vary the ratio between the WE and NS flow. Figure 7: Overview of parameter settings for experiment 4 with a WS bidirectional corner flow and a WE

62 Pedestrian Dynamics Tutorial 62 bidirectional straight flow. Keeping the total flow fixed at 200 ped/min we vary the ratio between the two flows. For the WE traffic in experiment 3 the micro/meso sensitivity remains stable at around 9%, see Figure 8. This despite the fact that traffic in the WE direction drops from 360 to 200 ped/min. For comparison, in the unidirectional corridor experiment we saw 8% at 400 ped/min and 6% at 200. This indicates that the more frequent encounters in the 10x10 square meter crossing area compensate for the reduced crowdedness in the rest of the model. Figure 8: Results for Experiment 3, two perpendicular crossing flows. In experiment 4 we see an increase in the micro/meso sensitivity of the sparse WE traffic, see Figure 9. When the ratio between the WE traffic and the WS traffic is 10:90, i.e., the WS traffic is much denser than the WE traffic, the average walking time measured on a microscopic scale is about 11% higher while at a ratio of 50:50 where the two streams are equally dense we get about 16%. It is not surprising that we get an increase in the deviation at the 50:50 ratio because at that ratio the EW traffic has counterflow in the whole corridor at this ratio while if it is sparse there is only counterflow where it overlaps with the other flow. For the WS traffic the maximum sensitivity occurs at 80:20. Figure 9: Results for Experiment 4, a WS bidirectional corner flow and a WE bidirectional straight flow. Bottleneck situations Here we examine a bottleneck situation. We will see that the differences between simulation at the micro and meso scale are especially large when the bottleneck nears its maximum capacity. In fact, only micro scale simulation is

63 Pedestrian Dynamics Tutorial 63 able to predict the capacity. In this experiment, pedestrians move through a 20 meter long corridor with a width of two meters. They approach the bottleneck from an open area, see Figure 10. We have placed several flow counters in the corridor to measure the average flow. The simulation is run for 10 minutes of which the first two are ignored in the measurements of the average flow because the flow has not yet stabilized, see Figure 11. Figure 10: Situation sketch of Experiment 5, flow at a bottleneck. (a) Flow at meso scale (b) Flow at micro scale Figure 11: The simulation takes about 2 minutes to reach a steady flow rate. The difference between micro and meso scale is clearly visible in the density maps in Figure 12. We see that the micro level simulation in Figure 12b correctly predicts the pedestrians clogging near the entrance of the corridor and pedestrians trying to approach it from the sides whereas the meso picture shows how the pedestrians essentially follow a straight path from wherever they began to the entrance and only adjust their walking speed, not their path. As a consequence, in the meso simulation the highest densities occur inside the corridor instead of before it. (a) Density map at meso scale (b) Density map at micro scale Figure 12: Density map of the bottleneck at an arrival rate of 150 ped/min, (a) at meso scale, (b) at micro scale. It is also interesting to compare the flow rates further inside the corridor, as you can see in Figure 13. In the micro simulation clogging occurs before the corridor and the flow rate remains the same all through the corridor because the pedestrians can walk at a reasonable pace once they have passed the entrance. In the meso simulation the high density leads to slower walking speeds which in turn lead to even higher density. This can be seen clearly in Figure 13a where the flow at the first flow counter is significantly higher than at the third because the walking speed in the corridor has become so slow that many pedestrians have not yet been able to reach the third flow counter.

64 Pedestrian Dynamics Tutorial 64 (a) Flow results at the meso scale (b) Flow results at the micro scale Figure 13: Pedestrian flow at three positions along the corridor, (a) at meso scale, (b) at micro scale. If we look at the results for the third flow counter we see that for the micro simulation run the flow increases with the number of pedestrians until an average capacity of around 70 ped/min is reached. In the mesoscopic runs the flow increases until around 65 ped/min. Due to the crowded area before and in the beginning of the bottleneck the flow there is already decreased allowing lesser agents to move past the third flow counter. 6.4 Conclusion In this chapter we have learned that PD offers two scales of modeling, the mesoscopic scale and the microscopic scale. With the General settings Avoid agent collision checkbox one can easily switch between the two. The mesoscopic scale describes the local behavior of the agents on a coarser level than the microscopic scale. Although the mesoscopic scale is less detailed, a simulation run on this scale still maintains a good approximation of local pedestrian behavior. Since at the mesoscopic scale the computational cost is much lower, the mesoscopic scale is suitable for evaluating large-scale infrastructures with many simultaneously moving pedestrians. There are situations in which the mesoscopic scale does not give realistic predictions. We have seen that the largest differences occur where there are a lot of interactions between agents, for instance when there are opposing pedestrian flows or if the flow is near the capacity of a bottleneck. In these cases the micro/meso sensitivity, that is, the ratio between the average travel times of a series of micro scale simulations and a series of meso scale simulations, can rise up to 142%. When modeling its always a good approach to keep it simple and only take more detail into account when required. In many cases the mesoscopic scale will be sufficient and otherwise one can add more detail switching to micro scale by checking the Avoid agent collision check box. One always has to investigate if this is sufficient. If so then PD also has the capability of selectively enabling micro simulation once the density exceeds a certain threshold.

65 Pedestrian Dynamics Tutorial 65 7 Stands Pedestrian Dynamics has several special elements that make it easy to build models of stadiums. In this chapter these special stands elements such as the Stands element, as well as the related Stand section, Stand stairs and Stand portal elements are introduced. A simple model is build using the stands elements and an ingress and egress scenario is modeled to allow you to become familiar with the basic functionalities of these special stadium elements. Readers are advised to go through both scenarios, starting with the ingress scenario. Different functionalities are modeled in each scenario. We assume that the reader has basic knowledge of how to build a model in Pedestrian Dynamics. 7.1 An ingress scenario There are several elements that make it easy to build models of stadiums. On the specials toolbar of the model layout you will find these stands-related elements. These are the stands themselves, as well as stand stairs, a stand portal, stand section and stand obstacle. All these elements are drawn in the environment. One always starts drawing the stands element which is the infrastructural element. All other stands elements are drawn on top of a stands element. The seat areas are modeled using stand sections elements, these are also the activity locations which agents actually visit when performing an activity at the stands. To build a stadium model we start as usual with the environment. To build a model using the stands element we need at least two height layers. One layer will contain the stands element and one layer that models the concourse. The seating areas are modeled by stand section elements. Agents can walk between the seats of a stand section. Stand stairs elements should be used to create a walkable area such that agents can reach the different rows of seats. A stand portal is required as a transfer to connected the stands layer with the concourse layer behind the stand. Exercise 1 Build part of a stadium environment with one stands element and a concourse behind the stand that spectators can use to enter the model and get access to the stands. Open a new model in Pedestrian Dynamics, the model layout will already contain a height layer. We will first start to model the concourse area. Double click one of the sides of the height layer, the dialog of the height layer will appear. On the coordinates page adjust the size of the layer to 50 meters x 25 meters. Next draw a rectangular walkable area in the upper half of the height layer. The walkable area can be found in the draw toolbar of the model layout. When a walkable area element is drawn in a height layer then only this area of the height layer will be walkable. Obstacles can be drawn on the walkable area to again create non-walkable space. At the left side of the walkable area, draw an Entry/Exit area. The result should look like Figure 1.

66 Pedestrian Dynamics Tutorial 66 Figure 1: The concourse modeled with a walkable area. Stands element cannot be in the same height layer as the walkable area behind the stands that is reached through a portal. Before the stands element can be drawn in the layout, we first need to add a new height layer to the model. The height layer can be found in the draw toolbar. Draw a rectangular height layer on top of the existing height layer and open the layers toolbar. Here, you can change the names of the height layers in their GUI. Give the height layer with the walkable area the name Concourse and the new height layer the name Stands. Make sure that the Stands height layer is the active layer. Now we are ready to add a stands element to the model. Select the stands element and draw rectangular stands on top of the walkable area. The result should look like Figure 2. Please note that the stands automatically contain one stand section. This is the activity location which agents actually visit when performing an activity at the stands. More sections can be added. How to do this will be explained later in this chapter.

67 Pedestrian Dynamics Tutorial 67 Figure 2: The infrastructure of the stands model; the concourse layer and the stands layer with a stands element. The agents should be able to reach all the seats from the Entry/Exit area on the concourse. To achieve this, a stand portal and stand stairs needs to be added to the stands. The stand portal can be used by agents to travel between the stands layer and the concourse layer. The stand stairs can be used by agents to reach the different rows of seats of the stands. First, we will draw a stand portal. Select the stands portal and draw it on top of the stands. Be sure to have the portal and the walkable area that is used to model the walkable space of the concourse to overlap. The portal should also leaves enough space for agents to reach the seats directly above it. After you added or changed the location of a stand portal or stand stairs element you must open the dialog of the stands and press Apply or Ok to rebuild the stands. Note that there are no seats anymore in the stands portal area. Next select the stand stairs element and draw these stairs on both sides of the portal. You can draw both stand stairs, but you can also copy one by clicking on it in select mode (press the S key to quickly switch to select mode) and then copying and pasting it by pressing Ctrl-C and then Ctrl-V. Next move the copied stairs element with your mouse after you switch to the move mode (press the M key). The stand portal needs to form a connection between the stands layer and the concourse layer. The stand portal should be drawn on top of the stands element in the stands layer. To make sure that the portal connects to the concourse we need to set the Layer to property of the stands portal. Open the dialog of the portal and select the concourse layer in the dropdown of the Layer to property on the bottom of the general page. In 3D the portal and the concourse should be at the same height. Set the z-loc property of the concourse layer give it the same z-loc as can be found on the general page of the stand portal dialog. To improve the 3D view set the transparency 3D property on the visualization page of the concourse layer to maximum. It is important to check whether all the seats are reachable for agents by looking at the ECM Network ('About the Pedestrian Dynamics framework' in the on-line documentation). The medial axes and the walkable space should be checked visually. If the walkable space of this network is visualized in the same color throughout the model, this means that agents can reach every walkable point on the same height layer. It is also important to check that a medial axes connects the stair with the portal and the concourse behind the stairs. If both are in order then all seats are reachable for the agents. To check the ECM network, first select medial axis and walkable space in the display toolbar of the main menu. Next, press create in the modeling toolbar of the main menu. The visualized walkable space should have the same color everywhere between the rows of the seats, on the stairs, in front of the portal and on the concourse. In 2D and 3D view check that a medial axes goes through the portal. The model with a stand portal, stand stairs and the network should look like Figure 3.

68 Pedestrian Dynamics Tutorial 68 Figure 3: Stands element with Stand portal and two Stand stairs such that agents can reach each row of seats and the concourse behind the stands. The medial axes of the ECM network are visualized. In order to model an ingress scenario agents need to be added to the stadium environment. In most cases the number of agents required in an ingress or egress scenario will depend on the number of seats in the stadium. There are several special stands predefined logics that will help to build models for stadiums. For example, the predefined logic that determines the number of agents to generate based on the available seats in the stands. Exercise 2 Create an ingress activity route for an ingress scenario in which all the seats of the stadium are filled. The agent will arrive uniformly over the first ten minutes. The first step is to define an activity which is to be performed at the stand section. Open the agent input and switch to the activities tab. By default, an entry activity and an exit activity are already defined. Press Add to define an activity at the stand section, the agent activity dialog will appear. Several things have to be defined for this activity. First give it the name Stands, since the activity will take place at the stands. In the drop down menu of the activity type select stands. The activity group for this activity can be set to ***ALL***, since there is only one stand section in the model and we have not categorized this section in a particular group. Under the locations tab, the location distribution over all the activity locations corresponding to this activity can be defined. To make sure that the seats are randomly assigned a special predefined logic for stands can be used. Set the Location distribution to UserDefined, in the dropdown list of the location assignment select the logic {**Stands: Assign the stand sections in the given order based on their capacity**}. No changes have to be made to this logic. After you have added the stands activity, the information in the activities tab of the agent input menu should look like Figure 4.

69 Pedestrian Dynamics Tutorial 69 Figure 4: The agent input menu after the stands activity has been added. The next step is to create an activity route which includes the stands activity. If you go to the activity routes tab of the agent input menu, you will see that there is already a default route with the activities entry and exit. Update this route to create the ingress route. Press edit, the dialog for the default route appears. First give it an appropriate name, for instance Ingress_Route. Remove the exit activity from this route and then add the stands activity. A faster technique to update this route is to select the stands activity in the drop down menu at the top of the activity list field of the activity route dialog. Below this drop down menu the current activities of the route are listed. Click on the exit activity and then press Update, the stands activity will replace the exit activity. For the ingress scenario, we can keep the entry activity in the route. The activity routes tab of the agent input menu should look like Figure 5. Figure 5: The ingress route in the agent input menu The last step of modeling the ingress scenario is to adjust the generator in order to specify how many agents will

70 Pedestrian Dynamics Tutorial 70 enter the model. Furthermore, we will specify at which time these agents will arrive. If you open the generators tab in the agent input menu, you will see the already defined default generator. We will edit this generator for our ingress model. Press Edit, the dialog of the generator appears. Go to the general tab and adjust the name of the generator, for instance to Ingress_Generator. Go to the arrival list tab to specify an arrival pattern for the agents. In this tab, we can create a table specifying at which times how many agents will enter the model. We will start by setting the arrival time to 0 and the number of agents to the capacity of the stand section. To do this, select the first row of the arrival list and click edit. Click on the creation time edit field, a window appears. Change the value 60 to 0. The drop down menu of the nr of agents edit field contains a predefined logic named {**Stands: Use the capacity of the stand sections**}. As the name suggests, this predefined logic creates the number of agents needed to completely fill the stands. Select this logic for the number of agents and click on the edit field, a window appears containing the following code: Nr of agents {**Use the capacity of the stand sections**} do( var([valid], vbvalue), var([atmactgroup], vbatom), var([atmactivity], vbatom), var([valtotal], vbvalue, 0), {**Determine total number of agents**} valid := ExecString(cell(ROWINDEX, AGENTGENERATOR_COLUMN_ACTIVITYROUTE, c, 2)), atmactgroup := AgentInput_FindAgentActivityRoute(atmAgentInput, valid), atmactivity := AgentActivityRoute_GetAgentActivity(atmActGroup, 1), Repeat( nrows(atmactivity), valtotal := valtotal + StandSection_GetCapacity(AgentActivity_GetActivityLocationByIndex(atmActivity, Count)) ), valtotal ) We need to adjust one parameter in the code. The line that starts with atmactivity asks the position of the stands activity in the activity route of the agents. As you can see, this is now set to 1. Since the stands activity is the second activity in our ingress route, we should change this parameter from 1 to 2 in the code. Adjust the code, press Ok and observe that the settings for the activity route and agent profile do not have to be adjusted, since our ingress route has ID 1 and we have not defined additional profiles. We do not need to define a creation trigger for the the arrival pattern. Press update to apply the adjustment made in the edit fields in the arrival list. The arrival list only needs to be executed once. To do this, go back to the general tab of the generator dialog. You will see that the repetitive mode option in the repetitive settings fields is set to continuous. This means that our pattern will be executed continuously. Change this setting to NoRepeat in order to make sure that the arrival list is only executed once. We do not have to specify a maximum number of agents in this tab, since we have already indicated in the arrival list that the number of agents to create should completely fill the stand section. The last thing to do is to create a spread in the arrival times of the agents. With the current settings, all agents will arrive at time 0. With the delay time option in this tab, we can give each agent a unique delay before entering the model. Set this delay time to a uniform distribution between 0 and 10 minutes by using the following code: Delay time Mins(Uniform(0, 10)) This means that the agents will enter the model at random different times in this interval. You can check whether your model is correct by running it. Go to the simulate toolbar of the main menu and press Reset and then Run. Agents should enter the model at the entry location during a 10 minute interval and make their way to their respective seat. When all agents have reached their seat, the stand section should be completely filled. If you encounter any errors or abnormalities, please check whether all settings are implemented correctly and according to this tutorial. If the model is working fine, you can move on to the Egress scenario (Section 7.2). 7.2 An egress scenario

71 Pedestrian Dynamics Tutorial 71 In order to model an egress scenario, we will adjust the model from the Ingress scenario (Section 7.1). Please make sure that you have a correct version of the ingress model before you start this part of the tutorial. For the egress scenario, we will need a new activity route and a new agent generator. See the explanation of the ingress scenario for the basics on how to do this. In order to model an egress scenario we only need to make changes to the agent input. In this section we will also add a few stands elements to our model to learn how to work with multiple stands and stand section elements. Recall that stand sections model the seats and are the activity location at the stands. Extra stand section can be added for easy of modeling section of seats in a stadium, for example to model a VIP seat section or to easily create different egress scenarios. They can be part of one stands element but they can also overlap multiple stands elements. Often a stadium takes on an oval shape, there are stands all the way around. Stands elements can be drawn in rectangular and trapezoid shape, therefore in most cases a combination of rectangular and trapezoid shaped stands elements are required to create the oval shaped stadium environment. To demonstrate how to work with multiple stands elements we will add a second stands element for the egress scenario. By default this second stands element contains another stand section. A third stand section is added that overlaps both stands elements. A special predefined logic for the stands is used to fill all the stand sections with agents. Exercise 3 Adjust the model of the ingress scenario and create a model of a stadium with a rectangular and a trapezoid stands element. Add a third stand section that overlaps both stands. Adjust the seat color of the seats of this overlapping stand section. Make sure that ECM network can be properly build such that the agents can reach all the seats. First, we will add a stands element in the shape of a trapezoid on the right-side of our current rectangular stands. Select the height layer which contains the stands and go to the special toolbar in the model layout. Click on the stands icon and select the trapezoid shape. A trapezoid shaped stands element should always be drawn starting from a specific corner. Always first draw the corner which would be at the downright position if you were facing the stands. In our model, this means that you should first draw the actual downright corner. Continue to draw the stands in clockwise direction. Make sure that the current and new stands overlap. Otherwise there might not be a valid ECM Network ('About the Pedestrian Dynamics framework' in the on-line documentation) connection between them. On coordinates page of the trapezoid stands adjust the points coordinates such that it slightly (0.1 meter in the x-direction) overlaps. Check the ECM network, visualize the walkable space and check that the rows between the seats of the stands all have the same color. We will also add a new stand section which will overlap with both stands elements. Click on the stand section icon and select the polyline shape, which is the only available option. Draw a section that starts next to the right stairs of the rectangular stands and also covers part of the trapezoid shaped stands, the result should look like Figure 1. We have to make sure that our new stand section is assigned the seats it is supposed to cover. When drawing a stand section, it is connected to the stands element that it is located on. When a section covers more stands, it is initially connected to the stands element which was created first in the model. To determine the correct number of seats for our section which covers multiple stands, we should connect it to the trapezoid shaped stands element as well. Open the dialog of the trapezoid shaped stands and go to sections tab. You will see the new section in the add overlapping sections field. If there were other overlapping sections, they could also be shown in this drop down menu. Press Add section and then press Ok. You will see that the number of seats for the affected sections change. We should also update the number of seats for the original section on the rectangular stands. Open the dialog of the first stand and press Ok to rebuild this Stands and recalculate the seats in each contained section. For visualization purposes we can change the color of the seats of the new section. But first, open the dialog of trapezoid stands element and go to the section tab to check if the new section is indeed connected to this stands element. You can verify this by opening the select section drop down menu. The new section should be in this menu, together with the original stand section. If you want to disconnect a section from a stands element, select it in this menu and press Remove section. To change the color of the seats of the new section select it in the select section drop down and press Open section Gui, the dialog of this section appears. Switch to the visualization page and change the seat color. Press Ok to close the section dialog and Ok to close the Stands dialog. Now, all stand sections are properly connected to their corresponding stands and we can start modeling the agent input. You can also open the dialog of a stand section by double-clicking on one of its edges. However, an edge of a stand section may overlap with an edge of a stands element. To verify that you have selected a stand section, check whether the seats of the corresponding stands element are still visible. If this is not the case, you have selected the stands.

72 Pedestrian Dynamics Tutorial 72 Figure 1: The model with a rectangular and a trapezoid shaped stands element and a third stand section that overlaps and is part of both Stands. The seats of the third section are colored blue. The medial axes are visualized and form one network over both Stands elements. Exercise 4 Adjust the agent input to create an egress scenario. Agents are created at the start of the run in all Stand sections, the sections are filled completely. At the start of the run all agents should immediately move to the exit. Now that we have adjusted the layout of the model, we will implement the egress scenario. We can use the stands activity defined in the ingress scenario as the first activity in our activity route, since we want the agents to start at the stands. We will however have to adjust the location assignment because we are now dealing with more stand sections. Go to the activities tab of the agent input menu, select the stands activity and press Edit. Go to the locations tab and select the user defined option in the location distribution drop down menu. Select the predefined logic {**Assign the stand sections in the given order based on their capacity**} in the location assignment drop down menu. This will assign the agents to the stand section according to their capacities. Without adjustments, the first section in the table of the activity will be filled completely with agents before the next section in the table is filled and so on. Next adjust the defined activity route of the agents. First give it an appropriate name, for instance Egress_route. Set the first activity of this route to the stands activity and the second activity to the exit activity. When you're finished, the activity routes tab of the agent input menu should look like Figure 2.

73 Pedestrian Dynamics Tutorial 73 Figure 2: The egress activity route As our next step, we should adjust the agent generator to suit our egress scenario. In the ingress scenario the agents arrived during the first ten minutes. In most egress scenarios we will start with a full stadium and immediately start with the egress process. Open the dialog of ingress generator and give it an appropriate name, for instance Egress_Generator. Next go to the arrival list tab to adjust the arrival pattern. Note that the creation time can stay 0 and that the activity route and agent profile have the same ID as in our ingress scenario. This means that we do not have to adjust these settings. We also won't need a creation trigger, but we need to make one adjustment to the number of agents. As described in the explanation of the ingress scenario the code used for the number of agents requires the position of the stands activity in the activity route. We have changed this from the second step as it was in the ingress scenario to the first step of the activity route. This means that we need to adjust this part of the code for the number of agents: Segment of Nr of agents code atmactivity := AgentActivityRoute_GetAgentActivity(atmActGroup, 2) This should become: Segment of Nr of agents code atmactivity := AgentActivityRoute_GetAgentActivity(atmActGroup, 1) We want the agents to be in the stands from the beginning. Under the general tab, change the delay time to 0 such that all agent will be placed at their seat at time zero without any delay. Apply these settings and go to the simulate page of the main menu. Press Reset followed by Run to run the model and observe that all agents leave their seat immediately and make their way to the exit. In a normal egress scenario, we would expect some visitors to stay in their seats a little longer. We can model this by adding an activity time to the different stand sections. This is the time that agents spend at the section before leaving it. To illustrate the use of the stand sections, we will have the agents leave the different sections at different time intervals. Exercise 5 Most spectators will leave their seat immediately but some will stay in their seats a little longer before they leave for the exit. Create an egress scenario in which each section has a different time interval in which the agents start their way to the exit. They will leave the first section during the first minute of the simulation run, the second section during the second minute and the third section during the third minute.

74 Pedestrian Dynamics Tutorial 74 To change the activity time for a section click on a stands element and switch to the sections tab. Open a dialog of the section you want to adjust the activity time. In the section tab of the stand section dialog you can enter an activity time. Give each section an activity time in the form of: Activity time Mins(Uniform(a, b)) Where a is the start of the interval in minutes and b the end. Setting a = 0 and b = 1 then means that agents will leave the section at a random moment in the first minute of the simulation. Update the activity times of the stand sections so that agents will leave the first section during the first minute of a simulation run, the second section during the second minute and the third section during the third minute. Run the model again to see the effect. If you encounter any errors or abnormalities, please check whether all settings are implemented correctly and according to this tutorial. If everything is working as it should, you are now able to model your own ingress and egress scenarios.

75 Pedestrian Dynamics Tutorial 75 8 Introduction to Transport Pedestrian Dynamics has several special elements that make it easy to build models of stations or to simply model a location at which for example a train, bus or ferry arrives according to a time schedule that agents can board or alight. In this chapter these special transport elements such as the Transport Network and the Transport non-waiting elements are introduced. Furthermore we will explain how the Transportation Input can be used to generate different types of transport elements. A simple station model will be build and boarding and alighting passengers will be modeled to allow the user to become familiar with the basic functionalities of the transport elements. We assume that the reader has basic knowledge of how to build a model in Pedestrian Dynamics. 8.1 A metro station There are several elements and tools that make it easy to build models of the walking behavior in any place where public transport arrives and departs. Transport elements can be used to easily model public transport that makes scheduled stops which agents may board or alight, they can represent a train, subway, bus, ferry, airplane, etc. Transport elements are similar to agents, they are defined and generated using an input tool. The input tool for the transport elements is the Transportation Input which can be opened from the modeling page of the main menu. Using this tool transport elements with different characteristics such as capacity, length and boarding and alighting speed can be defined and generated based on any arrival pattern. On the specials toolbar of the model layout you will find two transport related elements. These are the Transport Network and the Transport non-waiting element which can both be drawn in the environment. The transport network is used to indicate the locations in the environment at which transport elements arrive and depart. Agent activities of the type transportation can be defined to create board and alight activities. If agents enter the model at a transport element via an alight activity they are still generated with an agent generator defined using the agent input. An important step in building models with transport elements is how to assign agents to specific transport elements. A platform where agents board and alight is always modeled using a walkable area. Along side a transport network one always draws a walkable area. In most cases passengers have to wait at a platform before they can board a transport element. The platform should therefore also be an activity location where agents can perform a waiting activity if their transport has not yet arrived. Usually there are a lot of areas on a platform such as the direct area before a flight of stairs where agents will not wait. Using a waiting activity location and the walkable area that models the platform and if required using the special transport non-waiting location elements it is easy to model the waiting activity at the platform. Special transport predefined logics will make it easy for passengers to skip the waiting activity if their transport has already arrived. In this chapter we will build a simple model of a metro station with one platform and two tracks along side. We will demonstrate how the transport elements are generated and how agents can board and alight these elements. Exercise 1 Build a metro station environment with one platform and two tracks along side the platform. Passengers enter the station at street level. The platform level is elevated and can be reached by two flight of stairs and an escalator. To model the metro station we need two layers one to model the street level and one to model the platform. We will first start to model the platform level. Open a new model in Pedestrian Dynamics. Double click one of the sides of the existing height layer, the dialog of the height layer will appear. On the coordinates page adjust the size of the layer to 100 meters x 20 meters. On the view tool bar of the model layout set the grid size to 1 meter. Important for the platform environment is to indicate the locations where the metro can stop. In this case we have a platform between a pair of tracks therefore we need two Transport Network elements. Click Special on the model layout, the special toolbar appears on the left side of the layout. Click the track icon and draw a line shaped transport network with a length of about 90 meters in the top half of the layer. Draw a second transport network in the bottom half. Switch to the draw toolbar and draw a rectangular shaped walkable area between the two tracks, the result should be similar to Figure 1. You can also compare your results with tutorial model metro station1.mod. The platform where agents board or alight a transport element must always be modeled using a walkable area element.

76 Pedestrian Dynamics Tutorial 76 Figure 1: The model layout with the special tool bar on the left side showing the layout of the platform. Two transport network element indicate the locations where transport element may arrive. A walkable area between the tracks is used to model the platform. Next we add the layer for the street level. First we change the name of the current height layer and make it elevated. Click layers in the menu of the model layout, on the right side the height layer settings panel appears. Click Open Gui and change the name to platform and set the z-loc to 6 meter. Add a second layer to model the street level. On the draw toolbar click the height layer icon. Draw a layer just larger than the platform layer and change the name to street level. Add two flight of stairs and an escalator, see Figure 2 for the general layout. Make sure the street level layer is the active layer, this is the blue indicated layer in the height layer panel. Click the stairs icon on the draw toolbar and add a rectangular shaped flight of stairs on the left side and the right side. Rotate the stairs on the rightside 180 degrees. Click selection in the menu of the model layout select the stairs on the right-side and click the rotate button in the menu, an input box appears. Type 180 and click Ok. Make the stairs 5 meter wide and 16 meter long. We need to make sure that the stairs make a connection between the walkable space of the platform and the street level. Open the dialog of the stairs. Click transfer and set the Layer from and to too street level and platform. Add an escalator next to the stairs on the right side and also make sure that it connects the layers. Figure 2: 2D view of the platform and street level layer. For visualization purposes we make sure that the layers are in order of their z-loc, thus we need to switch the order of the platform and street level layer. Open the environment tree from the display page of the main menu, a panel opens on the left side of the model layout. Select the platform level and click down pointing arrow on the edit page. Re-open the layers panel and check if the layers are switched. Open the 3D Viewer from the display tab of the main menu. We can improve the 3D view of our model. Double click the side of the platform layer, the dialog appears. Switch to the visualization page and set the transparency 3D to 100% of the platform layer. Open the dialog of the walkable area. Switch to the visualization page and set the combine drawing property to 2D & 3D. See Figure 3 for the 3D view of the metro station. See also tutorial model metro station2.mod.

77 Pedestrian Dynamics Tutorial 77 Figure 3: 3D view of the platform and street level layer. Important in any model of a place where passengers board and alight some form of public transport are the transport elements its self. If it is a bus, train or ferry important characteristics such as the boarding and alighting speed, door locations can all be set via the Transportation input. Similar to the agent input that can be used to define an agent profile the transportation input can be used to define different types of transport elements. A transport element like a train is formed by separate carriages. In Pedestrian Dynamics a transport type is always defined as a combination of transport subtypes. These subtypes are the carriages. General settings such as the width and the length can be defined for each subtype. A special table for the doors allows you to define the location and capacity to board and alight. Similar as for agents, generators can be defined to schedule the arrival and departure of certain type of transport elements. It is thus easy to define different types of transport elements for one model such as a metro and a bus and create two generators to define their scheduled arrivals. Exercise 2 Define and generate the metro elements. The metros all have four carriages each with a length of 15 meter and a capacity of 60 passengers. At the platform one metro line arrives heading in two directions and is scheduled to arrive each 10 minutes. First we start to define the metro carriages. Click transportation input in the main menu, the transportation input settings window appears. On the subtypes page click edit, the transport subtype window appears. On the general page change the name to MetroCar, adjust the capacity to 60 passengers and the length to 15 meter, see Figure 4. Switch to the doors page. By default 4 doors of 1 meter width are defined and the boarding and de-boarding speed is set to 50 agents per meter per minute, see Figure 5. We will use these default settings. In this case automatically only the two doors on the side of the platform will be used to board or alight. Click Ok and switch to the types page of the transportation input settings window. The metro transport type is composed out of four MetroCar carriages. To define the metro type click Edit, the transport types window will appear. Change the name to metro. In the subtype list dropdown you can select the defined subtypes and add these to list. At this moment the type is composed out of two carriages of the MetroCar subtype. Adjust the value in the table to 4 and click Ok.

78 Pedestrian Dynamics Tutorial 78 Figure 4: General page of the transport subtype window.

79 Pedestrian Dynamics Tutorial 79 Figure 5: Doors page of the transport subtype window. We will now define the scheduled arrivals of the two metro directions. Switch to the generators page of the transportation input window. In this case we choose to model both directions using one generator. Click Edit, the transport generator window will appear showing the arrival list page. We will define a 10 minute repeating schedule. At time zero one metro direction will arrive and depart one minute later. The metro in the other direction arrives 30 seconds later. Each direction will have one definition row in the arrival list. It is important to define the transport type that should be generated and set the network ID. Since we have one transport type this will be the same for both directions. The network ID is the ID of the transport network drawn in the environment, this is the location where the transport element should arrive. The different directions will stop at different sides of the platform. In the dropdown list the transport network elements drawn in the model can be selected. The StopLocation indicates the percentage with respect to the transport network at which the front of the transport element stops. We also need to change the direction of one of the metros, such that one metro will have the front on the left side and the other on the right side of the transport network. Adjust the two rows in the list as depicted in Figure 6 and click Apply. Figure 6: Arrival list settings for the generator of the two metro directions. Next switch to the general page of the generator. Set the repetitive mode to RepeatTime and select {**minutes**} mins(10) for the repeat time. It is important to limit the maximum number of transport elements in this case select Nr times to repeat the generator to 20. There are enough transport elements created to run the simulation for

80 Pedestrian Dynamics Tutorial 80 several hours. Only a finite number of transport elements can be generated. Therefore in repeat mode we need to limit the number of times to repeat or the maximum number of transport elements. Finally set the offset time to {**minutes**} mins(4). Since the arrival time of the first metro in the arrival list is zero this means that the first metro will arrive four minutes after the start of the run. Click Ok to save and close the generator settings and Ok to close the input window. Before we test the arrival of the transport elements we will first deactivate the agent generator. Set the multiplier property of the default agent generator to zero, this will deactivate the generator. Run the model and check that the first transport element arrives after four minutes. In the run control group on the simulate page of the main menu click Step during the simulation to immediately step to the next event, i.e., the arrival of the next transport element. Click Step again to jump to four and a half minutes where a second transport element arrives on the other transport network, see Figure 7. You can also compare your results with tutorial model metro station3.mod. First press Stop or reset before you make changes to the arrival list of the transport generator. Change's to the transport generator arrival list can only be saved when there is no simulation running. Figure 7: Simulation run of the metro model. After four and a half minutes a transport element has arrived on both transport networks. In this case the last step in our metro station model is to model the boarding and alighting passengers. As with any Pedestrian Dynamics model we create an activity route for the agents. For the boarding passengers this will be Entry -> Wait -> Board and for the alighting passengers Alight -> Exit. The board and alight activities take place at a transport element that arrives at a transport network and not a standard activity location. Besides the different types of activity locations one can also choose the type transportation. Furthermore there are special user defined location distributions to make sure an agent can find a transport element. These predefined logics make a distinction between boarding and de-boarding but also whether or not a transport generator is assigned. A transport generator can be assigned to an agent in different ways. Easiest is via a property of the agent generator. Another option is to assign a transport generator and later specify a transport element dynamically via the triggers for example of an action area. With the latter option you can assign an agent to a waiting location on a platform and then, when the agent arrives at the action area, assign it to the first available transport element that arrives at the platform and that meets the assignment condition. The wait activity has also special predefined logics that can be used to skip the wait activity if the train has already arrived. The wait location is the platform, a waiting area element can be used to transform the platform modeled by a walkable area in the waiting location. Exercise 3 Model the boarding and alighting passengers. During rush hour in both directions about 75% of the total capacity of the metro alight. On average each 3 seconds a new passenger enters the station and comes to take one of the metro directions. Most boarding passengers (65%) take the metro that goes in West-Direction. We will start to create the alighting passengers. We can use the default Exit agent activity defined in the agent input, but we still need to add the Exit location. Draw two Entry/Exit areas on the street level layer, one on the left side before the stairs and one on the right. Open the agent input and switch to the activities page. We need to define the Alight activity. Click Add, the agent activity appears. Name the activity Alight and select Transportation in the dropdown list for the activity type. The activity group can be set to ***ALL*** but does not have a function. Switch to the locations page. For the location distribution select UserDefined, now we can select one of the transportation logics in the dropdown list of the location assignment {**Transportation DeBoarding when transport generator is assigned to agent generator**}. Later when the agent generator is defined we will assign a transport generator. Click

81 Pedestrian Dynamics Tutorial 81 Ok twice to close the window. In the agent input window switch to the activity routes page. Edit the default route. Name it Alight_Route. In the dropdown list select the alight activity. Select the first row which is the default Entry activity in the activity list and click Update. Now the Alight_Route has the form Alight -> Exit. Click Ok and switch to the generators page. Edit the Default_Generator. Change the name to Alight_Generator. For alighting passenger it is logical to generate a group of agents for each transport element that arrives. Properties of the agent generator such as the number of agents and the creation time depend on the arrival time and the capacity of specific transport elements. Therefore we immediately assign an agent to a specific generator and transport element. To do this we will assign a transport generator to our agent generator. The repeat time of the agent generator and transport generator must be equal; each time the agent generator is repeated it searches for the transport elements in the same loop within the transport generator. Select the transport generator in the dropdown list of the property transport generator on the bottom of the general page of the agent generator form. Set the repetitive mode to Repeat Time, the repeat time to {**minutes**} mins(10) and the Nr time to repeat to 20. For the Offset time we use predefined logic {**Transportation: Use offset time of assigned transport generator**}, i.e., four minutes. Do not forget the activate the generator again and set the multiplier property to 1 to create all the agents according to the setting in the arrival list. Switch to the arrival list page. Now that we have connected the transport generator to the agent generator the transportid value in the arrival list is used to find the correct transport element. Same as in the transport generator we will create two rows one for each metro direction. On the arrival list page click edit, set the creation time to 0. The agent will thus be created at the same time the transport element is created. Recall that the transport element has a deboarding speed thus the agents will alight one after another. The Nr of agents will depend on the capacity of the transport element. For the Nr of agents select in the dropdown list the predefined logic {**Transportation: Use remaining capacity of the transport element**}. For the activity route select the {**Alight_Route**} route defined earlier. For the transport ID select metro_w, this is the ID if the first train, see Figure 6. Click Update the settings will be placed in the first row of the arrival list. For the second row change the row properties as follow; set the creation time to 30 and the transport ID to metro_e. To see the difference between the agents that alight the east and west direction of the metro we also set the creation trigger to color the agents. For the creation trigger select {**Set color of the agent**} Color(i) := ColorRed. Click add the create a second row in the arrival list with these new settings. Click Ok to close and save the agent generator form and Ok to save and close the agent input form. Run the model and check that blue colored agent alight from the metro in west direction and red colored agents alight the metro in east direction, see Figure 8. Figure 8: Simulation run of the metro station model with blue colored agents that alight from the metro in west direction and red colored agent that are alighting from the metro in east direction. Using the predefined logic {**Transportation: Use remaining capacity of the transport element**} for the number of agents without making alterations to the code assumes that the transport element is full to its capacity and all agents alight from the transport element. To adjust the code such that 75% of the total capacity of the metro alight we need to adjust one line of the code. In this code the capacity of the transport elements created by one repeat cycle the connected transport generator is determined. Multiply the capacity of the transport types with Type 0.75* before the function TransportType_DetermineCapacity(atmType). Make this adjustment in both rows of the agent generator. Adjusted predefined logic for the Nr agents property of agent generator {**Transportation: Use remaining capacity of the transport element**} if( And( AgentGenerator.TransportGenerator(c) > 0, Cell(ROWINDEX, AGENTGENERATOR_COLUMN_TRANSPORTROW, c) >= 0 ),

82 Pedestrian Dynamics Tutorial 82 do( var([atmtype], vbatom), var([valrow], vbvalue, Cell(ROWINDEX, AGENTGENERATOR_COLUMN_TRANSPORTROW, c)), atmtype := TransportInput_FindTransportType(atmTransportInput, TransportGenerator.ArrivalList.TransportType(AgentGenerator.TransportGenerator(c), valrow)), if( atmtype > 0, 0.75*TransportType_DetermineCapacity(atmType) - TransportGenerator.ArrivalList.InitialContent(AgentGenerator.TransportGenerator(c), valrow), 0 ) ), 0 ) You can compare your settings with tutorial model metro station4.mod. In practice the available data will have effect on the best way to setup your model for example how you will model the transport and agent generators. For the departing passengers it will sometimes be the easiest to immediately link the agent generator to a transport generator and assign an agent to a specific transport element. In the case of the metro model the depart passengers arrive according to a Poisson process, i.e., on average each three seconds a departing passenger enters the metro station. To model the agent generator for the departing passengers it is easiest to use a continuous repetitive model with a single row at time 0 and an Offset time of on average 3 seconds. We therefore cannot link it directly to the transport generator because it should then have the same repeating schedule. For the depart passengers we need to define an Entry, Wait and Board activity. In this case we only have one platform for our waiting activity but if there are several platforms knowing at what transport network element the train arrives make it possible to do the location assignment for the waiting location. Depending how the model is set up based on the available data, often knowing which transport generator generates the train that a passenger can take is important to determine to which platform an agent should go. Either to define the waiting activity or to define the board activity at some point we need to assign a transport generator and eventually a specific transport element to the agent. If this is not done beforehand via the transport generator property of the agent generator we can do this dynamically at any trigger. In this model we will use action area elements that the passengers pass when they enter the platform to assign them to a transport element. First we will create the waiting activity. We do not have to draw a waiting area location for the platform. We can draw a dummy waiting area in the platform layer and connect it to the walkable area that models the platform. Draw a rectangular shaped waiting area on the platform layer. Set the property activity time of the waiting area to {**Wait until triggered**} -1. Switch to the location page and set the location approaching property to {**Transportation: If no transport element assigned then determine random point in connected walkable area; else determine random waiting location near the assigned door**}. To use this logic we need to connect the waiting area to the walkable area. Open the view toolbar of the model layout. Click the show channels button or press Ctrl+R, yellow channel boxes appear on the top left of all elements in the model. Click the small + sign in the channel box of the waiting area, a so-called output channel appears as a green dot on the right hand side of the channel box. Zoom in on the left side of the platform. Click and drag a connection between the output channel and the yellow central channel of the walkable area element. The result should be similar to Figure 9. Click the Show channels button again the hide the channels. Right click and hold the central channel of the walkable area to get the name of the corresponding element and an overview of its connections. Most connection are used internally and created automatically.

83 Pedestrian Dynamics Tutorial 83 Figure 9: Channel connection are visualized. The first and only output channel of the waiting area is connected to the central channel of the walkable area that models the platform. Open the agent input and define a Wait activity that takes place at the waiting area, i.e., set the property activity type to waiting. Since there is only one waiting location we do not have to make any changes to the location distribution. Add an activity route named Board-Route that starts with the default entry activity and secondly performs the just defined wait activity. Deactivate the Alight-Generator, i.e., set the multiplier property to zero. Add a Depart- Generator. We can leave the repetitive mode to continuous and set the offset time to {**Negative exponentially distributed with mean e1**} NegExp(3). In the arrival list we will use one row that creates one agent at time 0 that is placed on the Board-Route. Run the model, on average three agents will enter the station and walk to the platform and wait. You can check the settings in tutorial model metro station5.mod. To be able to board a transport element an agent needs to be assigned to a specific transport element. When this is done we are able to make sure the agent will wait near a door and/or skips the waiting activity if the transport element has arrived. A specific transport element can typically be assigned when the agent arrives at the platform. We will do this by adding three action areas such that the agents are triggered when they reach the platform. We will place the action areas on the top of the stairs. Make sure the platform layer is the active layer. Open the actions toolbar of the model layout click action area. Draw three action area lines at the top of the escalator and flight of stairs on the platform, see Figure 10. Make sure that you draw the lines in the right direction. If an action area has a line shape only agents that cross the line in one direction will cause the entry trigger to fire. In general this code will not be triggered by alighting passengers. Only agents that cross from the right to the left side will cause the trigger to fire. Note that when selected the end point of the line are numbered. Agents that have point one at the left side will cause the trigger to fire. Figure 10: Line action area are placed at the top of flight of stairs and escalator which are the entrances to the platform. Double click the action area, the dialog of the action area appears. In the dropdown list of the Entry trigger select the

84 Pedestrian Dynamics Tutorial 84 predefined logic{**transportation: Assign first available transport element and re-evaluate current (waiting) activity**}. Part of the code of this predefined logic is as follows: Entry trigger action area {**Transportation: Assign first available transport element and re-evaluate current (waiting) activity**} do( if( Agent_GetTransportGenerator(i) = 0, Agent_SetTransportGenerator(i, TransportInput_FindTransportGenerator(atmTransportInput, 1 {id})) ), Agent_AssignTransportElement(i, [TransportGenerator_GetDepartureTime(c, ROWINDEX) >= Time + 10]), {**Re-evaluate current activity. E.g. determine correct waiting location or skip it when the transport element is alread at the platform**} Agent_ReEvaluateCurrentActivity(i) ) Above we have removed the first part of the code that can be used if transfer passengers are modeled. Furthermore we removed some comments enclosed between { and }. Since a transport generator is not yet assigned to the agent we need to make sure that it is assigned here. Make sure that the second parameter of the function Agent_SetTransportGenerator has the correct ID of the transport generator. To check the ID open the Transportation Input and switch to the generators page. Check the value in the second column of the transport generator. Next the first transport element that arrives is assigned to the agent. Note that in our case this can be both direction because we have chosen to model this using one transport generator. Finally the waiting activity is reevaluated. This allows us to make sure that it is skipped if the transport element is already at the platform. Furthermore the location approaching is re-evaluated such that the agent can wait near its door location. Select the same predefined logic for the entry trigger of the other action areas. Each action areas needs the same entry trigger. Pedestrian Dynamics has a tool that allows you to edit properties of multiple selected elements. Hold the Ctrl-key and left click to select multiple elements. Open the selection toolbar of the model layout and click Edit properties of multiple selected elements button, a properties window appears. It has the form of a table with in the first row the name of the property and in the second row its setting. Set a property and close the property window. To close the property window just click the close button on the top right of the window. If you only see a very short property list then you have probably selected different types of elements. To make sure that 65% takes metro direction west we need to change the condition parameter in this entry trigger logic. Hold the Ctrl-key and select both action areas. Click field behind the entry trigger, a 4Dscript edit box appears. Adjust the predefined logic where the agent is assigned a transport element, this part if the code should be as follows Assignment of a transport element Label([Direction], i) := Bernoulli(65,0,1), Agent_AssignTransportElement(i, [And( TransportGenerator_GetDirection(c, ROWINDEX) = Label([Direction], i), TransportGenerator_GetDepartureTime(c, ROWINDEX) >= Time + 1 Label([Direction], i) := 0, )] ), A label is used to store a direction for the agent. A Bernoulli distribution is used to return 0 or 1 to indicate the direction of the transport element. In 65% the Bernoulli distribution will return 0. The logical operator And is used to check multiple conditions. The direction and the departure time of the transport element should be as described by the condition for the agent can be assigned. For more information on 4DScript read the Pedestrian Dynamics scripting tutorial ('Scripting Introduction' in the on-line documentation).

85 Pedestrian Dynamics Tutorial 85 We can alter the Pre and Post conditions of the wait activity. The pre condition is evaluated when the agent is assigned to this activity this also happens when the activity is re-evaluated. We can use this to skip the waiting activity completely when the assigned transport element is already at the platform. The post condition is evaluated when the agent has arrived at a specific waiting point and is ready to perform the activity. Only when the condition is true the activity will be performed. For both condition we will use the predefined logic {**Transportation: Check if the transport element is already waiting at the platform, in that case skip waiting and go directly to train**}. Open the agent input and go to the activities page. Edit the Wait activity and select the logic for the pre and post condition. The first time the wait activity is assigned a transport generator is not yet assigned to the agent. In this case we can just start to walk to this activity. The code for the pre condition should be as follows: Pre condition for the waiting location {**Transportation: Check if the transport element is already waiting at the platform, in that case skip waiting and go directly to train**} do( var([atmelement], vbatom), atmelement := Agent_GetTransportElement(i), if( atmelement = 0, {**NOTE: If no transport element is assigned then the pre-condition is valid activity**} Return(1) ), ) -> the agent will continue with the assignment of this if(transportelement_getdirection(atmelement) = 0, color(i) := ColorRed), TransportElement_GetAtPlatform(atmElement) = 0 Finally we add a Board activity. Switch to the activities page and add an activity. Set the activity type to transportation and the group to ***All***. Switch to the location page. Note that in the action area we have already assigned the agent to a transport generator and even a specific transport element. For the Location distribution select the option UserDefined, we can now alter the location assignment property. In the dropdown list select the predefined logic {**Transportation Boarding when transport generator is NOT assigned to agent generator**}. Edit the Board-Route such that the board activity is the last step. To avoid that agents will wait directly for the area before the stairs and escalators or between the stairs and escalator we can add the special transport non-waiting element. Click Special in the model layout window, the special toolbar appears on the left. Click the Transport non-waiting icon and select the rectangular shape. Draw two transport nonwaiting elements on the platform layer before the flight of stair and escalator, see Figure 11. Figure 11: On the platform special transport non-waiting areas make sure that agents will not wait directly for the

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