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Strategies for simulating pedestrian navigation with multiple reinforcement learning agents

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Abstract

In this paper, a new multi-agent reinforcement learning approach is introduced for the simulation of pedestrian groups. Unlike other solutions, where the behaviors of the pedestrians are coded in the system, in our approach the agents learn by interacting with the environment. The embodied agents must learn to control their velocity, avoiding obstacles and the other pedestrians, to reach a goal inside the scenario. The main contribution of this paper is to propose this new methodology that uses different iterative learning strategies, combining a vector quantization (state space generalization) with the Q-learning algorithm (VQQL). Two algorithmic schemas, Iterative VQQL and Incremental, which differ in the way of addressing the problems, have been designed and used with and without transfer of knowledge. These algorithms are tested and compared with the VQQL algorithm as a baseline in two scenarios where agents need to solve well-known problems in pedestrian modeling. In the first, agents in a closed room need to reach the unique exit producing and solving a bottleneck. In in the second, two groups of agents inside a corridor need to reach their goal that is placed in opposite sides (they need to solve the crossing). In the first scenario, we focus on scalability, use metrics from the pedestrian modeling field, and compare with the Helbing’s social force model. The emergence of collective behaviors, that is, the shell-shaped clogging in front of the exit in the first scenario, and the lane formation as a solution to the problem of the crossing, have been obtained and analyzed. The results demonstrate that the proposed schemas find policies that carry out the tasks, suggesting that they are applicable and generalizable to the simulation of pedestrians groups.

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Notes

  1. The term ‘trial’ situated in the abscissa of the graphics has the same meaning that the term ‘episode’ in the text.

  2. In machine learning, many different approaches are used to fill in unobserved features. We have studied informally some of them, specifically random imputation and mean imputation, obtaining similar performances.

  3. In the experiments, we will show that 18 iterations is a value large enough to ensure convergence in all the proposed scenarios.

  4. Assuming that a soft variation in the values of the parameters produce a soft variation in the learning performance (the experiments agree with this assumption), the way of finding the values for the learning parameters consists of a coarse search inside the allowed values followed by a refinement over the candidate with better performance.

  5. Specifically, the policy \(\pi _0\) choose randomly from the set of actions that turns the agent’s velocity vector towards the right side of the corridor

  6. In order to fit the size of the table, we have abbreviated the names of the schemas in all the tables. Thus, IT means ITVQQL and the prefix TF means “with transfer of knowledge”.

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Acknowledgments

This work has been jointly supported by the Spanish MICINN and European Commission FEDER funds under grants Consolider-Ingenio CSD2006-00046 and TIN2009-14475-C04-04. Fernando Fernández is supported by Spanish MINECO under Grant TIN2012-38079-C03-02 and TRA2009-0080.

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Martinez-Gil, F., Lozano, M. & Fernández, F. Strategies for simulating pedestrian navigation with multiple reinforcement learning agents. Auton Agent Multi-Agent Syst 29, 98–130 (2015). https://doi.org/10.1007/s10458-014-9252-6

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