Antagonistic Crowd Simulation Model Integrating Emotion Contagion and
Deep Reinforcement Learning
- URL: http://arxiv.org/abs/2105.00854v1
- Date: Thu, 29 Apr 2021 01:18:13 GMT
- Title: Antagonistic Crowd Simulation Model Integrating Emotion Contagion and
Deep Reinforcement Learning
- Authors: Pei Lv, Boya Xu, Chaochao Li, Qingqing Yu, Bing Zhou, Mingliang Xu
- Abstract summary: The mechanism of complex emotion influencing decision making, especially in the environment of sudden confrontation, has not yet been explored clearly.
We propose one new antagonistic crowd simulation model by combing emotional contagion and deep reinforcement learning.
The results prove that emotions have a vital impact on the group combat, and positive emotional states are more conducive to combat.
- Score: 19.60008056384961
- License: http://creativecommons.org/licenses/by-nc-sa/4.0/
- Abstract: The antagonistic behavior of the crowd often exacerbates the seriousness of
the situation in sudden riots, where the spreading of antagonistic emotion and
behavioral decision making in the crowd play very important roles. However, the
mechanism of complex emotion influencing decision making, especially in the
environment of sudden confrontation, has not yet been explored clearly. In this
paper, we propose one new antagonistic crowd simulation model by combing
emotional contagion and deep reinforcement learning (ACSED). Firstly, we build
a group emotional contagion model based on the improved SIS contagion disease
model, and estimate the emotional state of the group at each time step during
the simulation. Then, the tendency of group antagonistic behavior is modeled
based on Deep Q Network (DQN), where the agent can learn the combat behavior
autonomously, and leverages the mean field theory to quickly calculate the
influence of other surrounding individuals on the central one. Finally, the
rationality of the predicted behaviors by the DQN is further analyzed in
combination with group emotion, and the final combat behavior of the agent is
determined. The method proposed in this paper is verified through several
different settings of experiments. The results prove that emotions have a vital
impact on the group combat, and positive emotional states are more conducive to
combat. Moreover, by comparing the simulation results with real scenes, the
feasibility of the method is further verified, which can provide good reference
for formulating battle plans and improving the winning rate of righteous groups
battles in a variety of situations.
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