Abstract
We present a GPU-based hybrid model for crowd simulations. The model uses reinforcement learning to guide groups of pedestrians towards a goal while adapting to environmental dynamics, and a cellular automaton to describe individual pedestrians’ interactions. In contrast to traditional multi-agent reinforcement learning methods, our model encodes the learned navigation policy into a navigation map, which is used by the cellular automaton’s update rule to calculate the next simulation step. As a result, reinforcement learning is independent of the number of agents, allowing the simulation of large crowds. Implementation of this model on the GPU allows interactive simulations of several hundreds of pedestrians.
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Notes
- 1.
A complete survey on crowd simulation can be found in [28].
- 2.
Deep Reinforcement Learning techniques are out of the scope of this research.
- 3.
Thirty to forty five ms per simulation step.
- 4.
Multi-threading was exposed by Thrust’s TBB backend.
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Acknowledgements
This research used resources of the Oak Ridge Leadership Computing Facility, which is a DOE Office of Science User Facility supported under Contract DE-AC05-00OR22725. We thank NVIDIA for the donation of the Titan X GPU used in this research. Sergio Ruiz would like to thank the Tecnologico de Monterrey Computer Department for its support.
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Ruiz, S., Hernández, B. (2019). A Hybrid Reinforcement Learning and Cellular Automata Model for Crowd Simulation on the GPU. In: Meneses, E., Castro, H., Barrios Hernández, C., Ramos-Pollan, R. (eds) High Performance Computing. CARLA 2018. Communications in Computer and Information Science, vol 979. Springer, Cham. https://doi.org/10.1007/978-3-030-16205-4_5
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