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FireSim.nlogo
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extensions [array table]
turtles-own [speed ]
globals [
xdim
ydim
map_table
spawn_patch
block_patch
speed_table
default_speed
default_color
speed_color_table
safety_color
;mean ticks till escape metrics
total-escaped
total-ticks-till-escaped
mean-escape-time
max-escape-time
]
patches-own
[
cost ; for brute force weight pathing
]
;TODO add model termination when agents are all gone
to setup-globals
; x and ydims are half the distance of the map e.g. 33 width = xdim 16
set xdim 16
set ydim 16
set map_table table:make
;set person_path_weight 3
; set map table file values to patch colors
; grass
table:put map_table 0 55
; floor
table:put map_table 1 35
; wall
table:put map_table 2 38
; safety
table:put map_table 3 126
set safety_color table:get map_table 3
; the color of patch that allows people to spawn on it
set spawn_patch table:get map_table 1
; the color of patch that people cant move through
set block_patch table:get map_table 2
; a mapping of speed settings to numerical speed
set speed_table table:make
table:put speed_table "slow" Slow-Speed
table:put speed_table "medium" Medium-Speed
table:put speed_table "fast" Fast-Speed ; if fast is over 1 they might jump over an exit patch
; mapping of speed to color
set speed_color_table table:make
table:put speed_color_table "slow" 13
table:put speed_color_table "medium" 43
table:put speed_color_table "fast" 63
set default_speed table:get speed_table "medium"
set default_color table:get speed_color_table "medium"
end
to setup
clear-all
setup-globals
setup-patches
setup-agents
calc-weights
ifelse display-path-cost?[
display-weights
]
[ remove-weights ]
reset-ticks
end
to reset-defaults
set person_path_weight 2.0
set People 200
set Slow 33
set Medium 33
set Fast 33
set Slow-Speed .1
set Medium-Speed .4
set Fast-Speed .8
set add-person-spacing? True
set people-wait? True
set equal-diagonal-weight? true
end
to display-weights
ask patches [set plabel cost]
end
to remove-weights
ask patches [set plabel ""]
end
; calc the distance weights for each path to the exit
; this is done each tick and determines where agents will move next
to calc-weights
; init
ask patches [set cost -1 ]
ask patches with [pcolor = safety_color] [set cost 0 ]
ask patches with [pcolor = block_patch] [set cost -2]
let current-patches patches with [cost = 0]
let current-distance 0
;display-weights
while [ any? current-patches]
[
;show current-distance
let next-patches no-patches
ask current-patches [
let patch_neighbors no-patches
ifelse equal-diagonal-weight?[
set patch_neighbors neighbors4 with [cost = -1]
][
set patch_neighbors neighbors with [cost = -1]
]
ask patch_neighbors [set cost (current-distance + 1)]
set next-patches (patch-set patch_neighbors next-patches)
;set next-patches fput patch_neighbors next-patches
]
set current-distance (current-distance + 1)
set current-patches next-patches
]
; add person weights
ask turtles [
ask patch-here [set cost (cost + person_path_weight)]
; todo make this weight scaling factor variable
if add-person-spacing? [
ask neighbors4 with [cost != -2] [set cost (cost + (person_path_weight / 10 ) ) ] ; divide neighbor weights by scaling factor of person weight
]
]
end
to go
move-turtles
evac-turtles
calc-weights ; fixes a bug where a patch misses being incremented/decremented
ifelse display-path-cost?[
display-weights
]
[ remove-weights ]
if set-fire?[
burn-patches
]
calc-mean-escape-time
tick
end
to calc-mean-escape-time
ifelse total-escaped = 0[
set mean-escape-time 0
][
set mean-escape-time (total-ticks-till-escaped / total-escaped )
]
end
to burn-patches
; how to start the fire?
end
to move-turtles
ask turtles [
;ask patch-here [set cost (cost - person_path_weight)]
; move towards the least cost
; TODO switch neighbors4 to neighbors (8) but need to figure out how not to get stuck in wall corners
;TODO broaden the search get the min for a larger expanse (maybe 2 or 3 out)
let patch_to_move one-of neighbors4 with [cost != -2 ] with-min [cost]
; this wont work because people can see past walls and the get stuck to walls
;let patch_to_move one-of patches in-radius 2 with [cost != -2 ] with-min [cost]
;add a scaling factor for determining if a person should move
; reduce this patches cost by person path weight / by some scaling factor
; this is to reflect that it can be advantageous to stay still
;todo make this person path weight scalable
let this-cost ( cost - ( person_path_weight / 2 ) )
; dont move if its more expensive
if (not people-wait? ) or ( [cost] of patch_to_move < this-cost) [
set heading towards patch_to_move
;right random 360
forward speed
if pcolor = block_patch [
back ( speed )
]
]
]
end
to evac-turtles
ask turtles [
if pcolor = safety_color [ask patch-here [set cost 0]]
if pcolor = safety_color [set total-escaped (total-escaped + 1) set total-ticks-till-escaped (total-ticks-till-escaped + ticks ) set max-escape-time ticks die ]
]
end
to setup-agents
ask n-of People patches with [pcolor = spawn_patch and not any? other turtles-here] [sprout 1]
ask turtles [set shape "person"]
assign-speeds
ask turtles [ask patch-here [set cost (cost + person_path_weight)]]
end
; assign speeds to agents based on slider distribution
to assign-speeds
let total_count Slow + Medium + Fast
let slow_people floor ((Slow / total_count) * People)
let medium_people floor ((Medium / total_count) * People)
let fast_people floor ((Fast / total_count) * People)
ask turtles [ set speed default_speed set color default_color ]
ask turtles with [ who < slow_people ] [ set speed table:get speed_table "slow" set color table:get speed_color_table "slow"]
ask turtles with [ who >= slow_people ] [ set speed table:get speed_table "medium" set color table:get speed_color_table "medium"]
ask turtles with [ who >= (slow_people + medium_people)] [ set speed table:get speed_table "fast" set color table:get speed_color_table "fast"]
end
to setup-patches
ask patches [
set pcolor green
]
load-map
end
to load-map
file-open map-file
let row ydim
while [not file-at-end?]
[
let linestr file-read-line
;show linestr
let line read-from-string linestr
let col 0 - xdim
foreach line [
[x] ->
ask patch col row [ set pcolor table:get map_table x ]
set col (col + 1)
]
set row (row - 1)
]
file-close
end
@#$#@#$#@
GRAPHICS-WINDOW
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15
851
453
-1
-1
13.0
1
10
1
1
1
0
1
1
1
-16
16
-16
16
0
0
1
ticks
30.0
BUTTON
26
28
89
61
NIL
setup
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
BUTTON
140
27
203
60
NIL
go
T
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SLIDER
17
180
189
213
People
People
0
500
500.0
1
1
NIL
HORIZONTAL
SLIDER
870
422
1042
455
Fire_Speed
Fire_Speed
0
100
50.0
1
1
NIL
HORIZONTAL
CHOOSER
17
126
181
171
map-file
map-file
"exit_dims_2_a.map" "exit_dims_2_b.map" "exit_dims_2_c.map" "exit_dims_4_a.map" "exit_dims_4_b.map" "exit_dims_4_c.map" "exit_dims_6_a.map" "exit_dims_6_b.map" "exit_dims_6_c.map" "exit_dims_8_a.map" "exit_dims_8_b.map" "exit_dims_8_c.map" "chokepoint_1_a.map" "chokepoint_1_b.map" "chokepoint_1_c.map" "chokepoint_1_d.map" "chokepoint_1_e.map" "chokepoint_1_f.map" "chokepoint_2_a.map" "chokepoint_2_b.map" "chokepoint_2_c.map" "chokepoint_2_d.map" "chokepoint_2_e.map" "chokepoint_3_a.map" "chokepoint_3_b.map" "chokepoint_3_c.map" "chokepoint_3_d.map" "better_exit.map" "chokepoint.map" "a.map" "b.map" "c.map" "obstacles.map" "blank.map"
12
TEXTBOX
19
319
169
337
People Speed Distribution
11
0.0
1
SLIDER
15
338
187
371
Slow
Slow
0
100
33.0
1
1
NIL
HORIZONTAL
SLIDER
15
377
187
410
Medium
Medium
0
100
0.0
1
1
NIL
HORIZONTAL
SLIDER
15
415
187
448
Fast
Fast
0
100
0.0
1
1
NIL
HORIZONTAL
PLOT
872
21
1072
171
People
NIL
NIL
0.0
10.0
0.0
10.0
true
false
"" ""
PENS
"Slow People" 1.0 0 -8053223 true "" "plot count turtles with [ color = table:get speed_color_table \"slow\" ]"
"Medium People" 1.0 0 -7171555 true "" "plot count turtles with [ color = table:get speed_color_table \"medium\" ]"
"Fast People" 1.0 0 -15040220 true "" "plot count turtles with [ color = table:get speed_color_table \"fast\" ]"
SWITCH
229
124
400
157
add-person-spacing?
add-person-spacing?
0
1
-1000
TEXTBOX
230
93
380
121
People try to give each other space
11
0.0
1
SWITCH
229
52
401
85
display-path-cost?
display-path-cost?
1
1
-1000
TEXTBOX
234
23
384
51
Show distance to escape patches
11
0.0
1
SLIDER
16
266
190
299
person_path_weight
person_path_weight
0
3
2.0
.1
1
NIL
HORIZONTAL
TEXTBOX
17
234
167
262
How much a person blocks a patch
11
0.0
1
SWITCH
872
380
975
413
set-fire?
set-fire?
1
1
-1000
BUTTON
16
85
126
118
NIL
reset-defaults
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
TEXTBOX
229
316
379
334
People Speeds
11
0.0
1
SLIDER
223
337
395
370
Slow-Speed
Slow-Speed
0.01
.99
0.1
.01
1
NIL
HORIZONTAL
SLIDER
223
377
395
410
Medium-Speed
Medium-Speed
.01
.99
0.4
.01
1
NIL
HORIZONTAL
SLIDER
223
416
395
449
Fast-Speed
Fast-Speed
.01
.99
0.8
.01
1
NIL
HORIZONTAL
SWITCH
228
199
399
232
people-wait?
people-wait?
0
1
-1000
TEXTBOX
231
166
381
194
People will try to wait for a better path
11
0.0
1
MONITOR
872
195
986
240
NIL
mean-escape-time
17
1
11
SWITCH
227
271
397
304
equal-diagonal-weight?
equal-diagonal-weight?
0
1
-1000
TEXTBOX
228
241
378
269
Treat diagonals as the same distance as 4 main directions
11
0.0
1
@#$#@#$#@
## WHAT IS IT?
This is the Fall 2020 CSS600 Group Ten project,
by Justin Downes and Chris Smith
prepared for Prof. Dale Rothman
The goal is to simulate the emergency evacuation of a floorplan, for example in the case of fire.
The environment patches include rooms, corridors, and exit areas, as well as patches in normal, burning, and burnt states.
Agents are randomply placed people moving at various speeds and directions, but which can die and block each other.
Maps are editable for layout, patch flammability, number of agents, initial fire locations, agent speed range and plancement.
Prior art for this project includes, but is not limited to:
- Crowd Simulation Modeling Applied to Emergency and Evacuation Simulations using Multi-Agent Systems https://arxiv.org/ftp/arxiv/papers/1303/1303.4692.pdf
- Simulation of pedestrian evacuation route choice using social force model in large-scale public space: Comparison of five evacuation strategies https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6730895/
- Agent Pathing http://www.cs.us.es/~fsancho/?e=131
- A Novel Algorithm for Real-time ProceduralGeneration of Building Floor Plans https://arxiv.org/pdf/1211.5842.pdf
## HOW IT WORKS
Simulation Req's:
Environment- patches
- exit area
- Flammable patches
-- walls
-- floors
-- grass
- Burning
- burnt
Agent actions
- agents have variable speeds
- agents can die
- agents move towards exit area
- agents cant move through each other
- the number of agents is variable
- agents are randomly placed on floor patches
- is there a way to specify agent placement through the UI?
Sim UI features:
- can control flamability of patches
- starting fire spots
### Buttons
setup ; prepare model
go ; run model
reset-defaults ; undo temporary parameter changes
### Sliders
people ; participant count
person_path_weight ; how much a person blocks a path
People Speed Distribution
- Slow
- Medium
- Fast
People Speeds ; movement rate coefficients
- Slow
- Medium
- Fast
### Switches
map-file ; select floor layouts
display-path-cost ; show distance to escape patches
add-person-spacing ; are people socially distancing?
people-wait ; are people waiting for a better path
set-fire ; whether it's burning
Fire_Speed ; consumption rate
### Plots
People
- y count of people in each speed category remaining
- x time
## THINGS TO NOTICE
## THINGS TO TRY
## EXTENDING THE MODEL
## RELATED MODELS
## HOW TO CITE
## COPYRIGHT AND LICENSE
MIT
@#$#@#$#@
default
true
0
Polygon -7500403 true true 150 5 40 250 150 205 260 250
airplane
true
0
Polygon -7500403 true true 150 0 135 15 120 60 120 105 15 165 15 195 120 180 135 240 105 270 120 285 150 270 180 285 210 270 165 240 180 180 285 195 285 165 180 105 180 60 165 15
arrow
true
0
Polygon -7500403 true true 150 0 0 150 105 150 105 293 195 293 195 150 300 150
box
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0
Polygon -7500403 true true 150 285 285 225 285 75 150 135
Polygon -7500403 true true 150 135 15 75 150 15 285 75
Polygon -7500403 true true 15 75 15 225 150 285 150 135
Line -16777216 false 150 285 150 135
Line -16777216 false 150 135 15 75
Line -16777216 false 150 135 285 75
bug
true
0
Circle -7500403 true true 96 182 108
Circle -7500403 true true 110 127 80
Circle -7500403 true true 110 75 80
Line -7500403 true 150 100 80 30
Line -7500403 true 150 100 220 30
butterfly
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Polygon -7500403 true true 150 165 89 198 75 225 75 255 105 270 135 255 150 240
Polygon -7500403 true true 139 148 100 105 55 90 25 90 10 105 10 135 25 180 40 195 85 194 139 163
Polygon -7500403 true true 162 150 200 105 245 90 275 90 290 105 290 135 275 180 260 195 215 195 162 165
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Line -16777216 false 150 105 195 60
Line -16777216 false 150 105 105 60
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Polygon -7500403 true true 300 180 279 164 261 144 240 135 226 132 213 106 203 84 185 63 159 50 135 50 75 60 0 150 0 165 0 225 300 225 300 180
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Circle -16777216 true false 30 180 90
Polygon -16777216 true false 162 80 132 78 134 135 209 135 194 105 189 96 180 89
Circle -7500403 true true 47 195 58
Circle -7500403 true true 195 195 58
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Circle -7500403 true true 0 0 300
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Circle -7500403 true true 0 0 300
Circle -16777216 true false 30 30 240
cow
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Polygon -7500403 true true 200 193 197 249 179 249 177 196 166 187 140 189 93 191 78 179 72 211 49 209 48 181 37 149 25 120 25 89 45 72 103 84 179 75 198 76 252 64 272 81 293 103 285 121 255 121 242 118 224 167
Polygon -7500403 true true 73 210 86 251 62 249 48 208
Polygon -7500403 true true 25 114 16 195 9 204 23 213 25 200 39 123
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Circle -7500403 true true 90 90 120
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Circle -16777216 true false 180 75 60
Polygon -16777216 true false 150 255 90 239 62 213 47 191 67 179 90 203 109 218 150 225 192 218 210 203 227 181 251 194 236 217 212 240
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Circle -16777216 true false 60 75 60
Circle -16777216 true false 180 75 60
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Circle -16777216 true false 180 75 60
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Polygon -7500403 true true 30 136 151 77 226 81 280 119 292 146 292 160 287 170 270 195 195 210 151 212 30 166
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flag
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Line -7500403 true 75 135 90 135
Line -7500403 true 75 45 90 45
flower
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Circle -7500403 true true 130 147 38
Circle -7500403 true true 192 85 38
Circle -7500403 true true 85 40 38
Circle -7500403 true true 177 40 38
Circle -7500403 true true 177 132 38
Circle -7500403 true true 70 85 38
Circle -7500403 true true 130 25 38
Circle -7500403 true true 96 51 108
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Polygon -10899396 true false 180 255 150 210 105 210 75 240 135 240
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line half
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pentagon
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Polygon -7500403 true true 150 15 15 120 60 285 240 285 285 120
person
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Polygon -7500403 true true 195 90 240 150 225 180 165 105
Polygon -7500403 true true 105 90 60 150 75 180 135 105
plant
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