Agent Street: An Environment for Exploring Agent-Based Models in Second Life
Journal of Artificial Societies and Social Simulation
12 (4) 10
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Received: 17-Dec-2008 Accepted: 12-Jul-2009 Published: 31-Oct-2009
|Figure 1. Prims—The Basic Building Blocks of Second Life|
Figure 2. Iconic Models within Second Life: Visualisation of Data.|
A: Importing and Visualising Virtual Cities. B: Visualising Geographical Data
|Figure 3. Agent Street: Agent-based Models in Second Life|
|Figure 4. Model Vending Machines: By Touching the Machines Visitors can Download and Save the Models|
|Block Pattern (Static Pattern)|
|Blinker Pattern (Oscillator)|
|Toad Pattern (Oscillator)|
|Glider Pattern (Spaceship)|
|Lightweight Pattern (Spaceship)|
|Figure 5. Examples of Patterns From the Game of Life|
Figure 6. The Game of Life Model in Second Life|
A: Allowing the User to Select a Preconfigured Distribution of 'Alive' Cells From the Control Panel.
B: User Starting with a Blank Canvas which 'Alive' Cells can be Added
|Figure 7. An Example of Satisfied and Dissatisfied Agents (Satisfied Agents are the Larger Circles)|
|Figure 8. The Evolution of Segregation: Agents want to Live in Neighbourhoods where 50% or More are Like Themselves (Small Circles Represent Dissatisfied Agents)|
|Figure 9. Schelling's Segregation Model within Second Life. With the Graph in the Background, the Checkerboard in the Middle and Control Panel in the Foreground|
|Figure 10. The Role of Preferences on the End Pattern of Segregation that Emerges|
Figure 11. Different Internal Room Configurations|
(A) Simple Room, No Obstacles; (B) Complex Room Layout, with Obstacles, and Internal Walls; A Two Story Floor Layout Connected by Stairs with Obstacles and Internal Walls (C=First Floor, D=Ground Floor)
|Figure 12. Pedestrian Agents with Texture Mapped Features|
|A: Level Surface Walking Speed as a Function of Available Space|
|B: Comparison Upstairs Walking Speed as a Function of Available Space|
|Figure 13. Comparison of Ando et al.'s (1988), Fruin's (1971), Hankin and Wright's (1958), and Predtechenskii and Milinskii's (1978) walking speed data as a function of available space. (Source: Castle 2007b)|
|Figure 14. Flow Chart of the Pedestrian Agent Key Processes Pertaining to Movement|
|Figure 15. Typical Simulation Results from PedTrace when all the Agents have Exited the Three Different Room Layouts|
|Figure 16. Agents reacting to Avatars|
|Figure 17. Pedestrian Traces|
2Agents only move to areas where they will be satisfied. If there are no suitable areas, the agent does not move. This only becomes an issue when segregation preferences rise above 90%.
3As an interesting side note, such interpersonal distance preferences have already been observed in virtual environments between avatars (see Yee et al 2007).
4The reader is referred to http://www.casa.ucl.ac.uk/abm/secondlife/ for animations and higher resolution images of these simulation results from the PedTrace application.
5To see this process occurring the reader is referred to the movies of multi floor simulation at http://www.casa.ucl.ac.uk/abm/secondlife
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