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•Large-scalereal-lifeemergencyevacuationdrillsareoftenimpracticalorimpossibleduetomanyfactors.
•Weenvisionatoolthathelpsplannersandsituationcommandersinteractivelycreateandverifylarge-scaleemergencyresponseplans.
•Itmustbescalable,accurateandsimulatesfasterthanreal-timetoenableinteractivity.Itmustalsobeabletosimultaneouslytestformultiplecriteriaandplanswiththeabilitytocomparetheireffectivenessandhighlightpotentialpitfalls.
•ThetoolusesanetworkofGPU-enabledcomputersforsimulation,andacentralhostthatmanagestheinformationflowbetweentheseprocesses.Anexternalclientcanconnecttothehostinordertodispatchscenariodataandobtainsimulateddataforanalysis.
High-Performance Pedestrian Multi-Simulation Using GPU ClusterTwin Karmakharm, Paul Richmond
Department of Automatic Control and Systems Engineering, University of Sheffield
[email protected], [email protected]
Pedestrian Simulation as aReal-Time Decision Support Tool
Built on the Agent-Based FLAME GPU Framework
The Model
Faster Than Real-Time
Simulation Batching
Distributed GPU Processing of Multiple Simulations
Results & Conclusion
•AgentBasedModelling(ABM)isapowerfulsimulationtechniquewhichisusedtoassessgroupbehaviourfromanumberofsimpleinteractingrulesbetweencommunicatingautonomousagents.
•SimulationcodeisgeneratedbasedontheFlexibleLarge-scaleAgentModellingEnvironmentontheGPU(FLAMEGPU).[5]
•XMLisusedformodelspecificationwithextendibleSchemasusedtoensurecorrectmodelsyntaxandaddGPUspecificinformation.Themodelspecification,alongwiththeC-basedfunctionscriptsaretransformedusingXSLTtemplatesintocompilablecode.[6,7]
•ComplexitiesofGPUprogrammingareentirelyabstractedfromthemodellingandsimulationprocess.
•Usesthesocialforceswithcontactforcemodelforsimulatinginteractionsbetweenpedestriansandtheirenvironment.[1,2]
•Pedestrianshaveaccesstoenvironmentcollisiondetectionandglobalnavigationthroughagridofnavigationagentsthatholdsasetofvectorforcefields.[3]
•Acollisionvectorforcefieldholdsinformationaboutstaticenvironments(e.g.walls)
•Navigationvectorforcefieldsrepresentthegoalsoftheagent.Itgivestheshortestpathtoasingleexit(usedfornormalwalkingmodels),multipledestinations(evacuations),oragatheringpoint.
•Industry-standardmetricsareusedtocollectdataforanalysissuchastheFruinLevelofService.[4]
•Thesimulationcanrunfasterthanreal-timewhenvisualisationisnotrequired.
•Largertime-stepscanbeusedinordertoincreasethesimulationrate,withsomeaccuracytrade-offs.
•Smallermodelsaregroupedtogetherintoasinglesimulation.Efficiencyisincreasedforlargersimulationsizesduetoreducedkernelcallsandensuringmaximumthreadutilization.
•ThegridofnavigationagentsarespatiallytranslatedtoitsglobalcoordinateaccordingtotheirsimulationID.
•AgentsareassignedIDsinordertopreventinterferenceinboundarycases.
•Amastercomputerhandlestheschedulinganddistributionofsimulations.
•Aninstanceofaslaveschedulerispresentoneachsimulationcomputerandisresponsibleforinitialisinginstancesofsimulatorprograms.
•AninstanceofasimulatoriscreatedforeachGPUcoreonthesystem.Thisavoidscomplicationsinprogramdesignasthereisnocross-communicationbetweenthesimulators.
•Simulatorsstoretheirsimulationresultslocallyandtransmitthemwhenrequested.
•Resultsarecollectedasperuser-specifiedsimulationtimeperiod.Performancecanbefurtherincreasedbyincreasingdatacollectionperiod.
•Simulationof160,000pedestriansat~20framespersecondwithoutvisualisationwhenrunning8simultaneoussimulationof2562gridsizeacross2NvidiaGTX590GPUs.
•Useslow-costhardwareandnetworkingcomponents.
•Futurework:Furtheroptimizationofthesimulationframework,incorporatingmorecomplexnavigationsystemandbringingthesoftwaretocommercialisation.
Simulation
Code
XSLT
Simulation
Templates
■■■
XSLT
Processor
■■■
Simulation Program
XML Schemas
XML Model File
Scripted
Behaviour
Simulator PC 1
Client PC 1
Simulator Manager
Node
ClientNode
Host PC
MasterScheduler
GPUSimulatorNode
GPUSimulatorNode
Navigation Agents
Col
lisio
n FV
FN
avig
atio
n FV
F 1
Nav
igat
ion
FVF
2
Navigation Agents Grid
x
y
Destination/ExitStatic Obstacle
Collision Force VectorNavigation Force Vector
Navigation Agents Pedestrian List
Global Navigation MapGlobal Pedestrian List
Simulation 1
Simulator
Navigation Agents Pedestrian List
Simulation 2
1 2 3
4 5
987
6
1 2 3
4 5
987
6
1 2 3
7 8
151413
9
4 5 6
10 11
181716
12
22 23 24
28 29
363534
30
19 20 21
25 26
333231
27
0.46 m2
0.93 m2
1.39 m2
2.32 m2
3.25 m2
3.72 m2
LOS F
LOS E
LOS D
LOS C
LOS B
LOS A
[1] D. Helbing. A mathematical model for the behavior of pedestrians. Behavioral Science, 36(4):298{310, Oct. 1991.[2] D. Helbing, I. Farkas, and T. Vicsek. Simulating dynamical features of escape panic. Nature, 407(6803):487{490, Sept. 2000.[3] T. Karmakharm, P. Richmond, and D. Romano. Agent-based Large Scale Simulation of Pedestrians With Adaptive Re-alistic Navigation Vector Fields. In Theory and Practice of Computer Graphics (TPCG) 2010, pages 67{74, 2010.[4] J. J. Fruin. Pedestrian planning and design. Metropolitan Association of Urban Designers and Environmental Plan-ners, 1971.
[5] FLAME GPU Website, http://www.flamegpu.com[6] P. Richmond and D. Romano. Agent Based GPU, a Real-time 3D Simulation and Interactive Visualisation Framework for Massive Agent Based Modelling on the GPU. The rst International Workshop on Super Visualization (IWSV08), 2008.1[7] P. Richmond and D. Romano. Template-Driven Agent-Based Modeling and Simulation with CUDA. In W.-m. W. Hwu, editor, GPU Computing Gems Emerald Edition, Applications of GPU Computing Series, chapter 21, pages 313-324. Mor-gan Kaufmann, 1st edition, Feb. 2011.
References
Work funded by BAE Systems
GPU Computing Gems Emeald Edition: Chapter 21 p.313-324