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GPU Accelerated Nature Inspired Methods for Modelling Large Scale Bi-directional Pedestrian Movement

机译:GPU加速自然启发方法建模大型双向行人运动

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Pedestrian movement, although ubiquitous and well-studied, is still not that well understood due to the complicating nature of the embedded social dynamics. Interest among researchers in simulating pedestrian movement and interactions has grown significantly in part due to increased computational and visualization capabilities afforded by high power computing. Different approaches have been adopted to simulate pedestrian movement under various circumstances and interactions. In the present work, bi-directional crowd movement is simulated where an equal numbers of individuals try to reach the opposite sides of an environment. Two movement methods are considered. First a Least Effort Model (LEM) is investigated where agents try to take an optimal path with as minimal changes from their intended path as possible. Following this, a modified form of Ant Colony Optimization (ACO) is proposed, where individuals are guided by a goal of reaching the other side in a least effort mode as well as a pheromone trail left by predecessors. The basic idea is to increase agent interaction, thereby more closely reflecting a real world scenario. The methodology utilizes Graphics Processing Units (GPUs) for general purpose computing using the CUDA platform. Because of the inherent parallel properties associated with pedestrian movement such as proximate interactions of individuals on a 2D grid, GPUs are well suited. The main feature of the implementation undertaken here is that the parallelism is data driven. The data driven implementation leads to a speedup up to 18x compared to its sequential counterpart running on a single threaded CPU. The numbers of pedestrians considered in the model ranged from 2K to 100K representing numbers typical of mass gathering events. A detailed discussion addresses implementation challenges faced and averted. Detailed analysis is also provided on the throughput of pedestrians across the environment.
机译:行人运动虽然无处不在且经过了深入的研究,但由于嵌入的社会动态机制的复杂性,人们对它的了解仍然不够。研究人员对行人运动和交互进行仿真的兴趣显着提高,部分原因是大功率计算提供了增强的计算和可视化功能。已经采用了不同的方法来模拟各种情况和交互作用下的行人运动。在当前的工作中,模拟了双向人群运动,其中相等数量的人试图到达环境的相对两侧。考虑了两种移动方法。首先,研究了最小努力模型(LEM),在该模型中,代理尝试采用最佳路径,并尽可能减少其预期路径的变化。在此之后,提出了一种改进形式的蚁群优化(ACO),其中,以最小努力模式下到达另一端的目标以及前辈留下的信息素轨迹为指导。基本思想是增加代理交互,从而更紧密地反映现实情况。该方法利用图形处理单元(GPU)使用CUDA平台进行通用计算。由于与行人运动相关的固有并行属性(例如,个体在2D网格上的近距离交互),GPU非常适合。此处执行的实现的主要特征是并行性是数据驱动的。与在单线程CPU上运行的顺序驱动程序相比,数据驱动的实现方式将速度提高了18倍。模型中考虑的行人人数在2K到100K的范围内,代表群众聚会活动的典型人数。详细的讨论解决了面临和避免的实施挑战。还提供了对整个环境中行人通行量的详细分析。

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