To avoid crowd evacuation simulations depending on 2D environments and real data, we propose a framework for crowd evacuation modeling and simulation by applying deep reinforcement learning (DRL) and 3D physical environments (3DPEs). In 3DPEs, we construct simulation scenarios from the aspects of geometry, semantics and physics, which include the environment, the agents and their interactions, and provide training samples for DRL. In DRL, we design a double branch feature extraction combined actor and critic network as the DRL policy and value function and use a clipped surrogate objective with polynomial decay to update the policy. With a unified configuration, we conduct evacuation simulations. In scenarios with one exit, we reproduce and verify the bottleneck effect of congested crowds and explore the impact of exit width and agent characteristics (number, mass and height) on evacuation. In scenarios with two exits and a uniform (nonuniform) distribution of agents, we explore the impact of exit characteristics (width and relative position) and agent characteristics (height, initial location and distribution) on agent exit selection and evacuation. Overall, interactive 3DPEs and unified DRL enable agents to adapt to different evacuation scenarios to simulate crowd evacuation and explore the laws of crowd evacuation.
At present, a common drawback of crowd simulation models is that they are mainly simulated in (abstract) 2D environments, which limits the simulation of crowd behaviors observed in real 3D environments. Therefore, we propose a deep reinforcement learning-based model with human-like perceptron and policy for crowd evacuation in 3D environments (HDRLM3D). In HDRLM3D, we propose a vision-like ray perceptron (VLRP) and combine it with a redesigned global (or local) perceptron (GOLP) to form a human-like perception model. We propose a double-branch feature extraction and decision network (DBFED-Net) as the policy, which can extract features and make behavioral decisions. Moreover, we validate our method’s ability to reproduce typical phenomena and behaviors through experiments in two different scenarios. In scenario I, we reproduce the bottleneck effect of crowds and verify the effectiveness and advantages of HDRLM3D by comparing it with real crowd experiments and classical methods in terms of density maps, fundamental diagrams, and evacuation times. In scenario II, we reproduce agents’ navigation and obstacle avoidance behaviors and demonstrate the advantages of HDRLM3D for crowd simulation in unknown 3D environments by comparing it with other deep reinforcement learning-based models in terms of trajectories and numbers of collisions.