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Thread: Simulation algorithm (shortest path/decision)

  1. #1
    Pim is offline
    Dec 2008
    The Netherlands

    Simulation algorithm (shortest path/decision)

    I am currently working on a pedestrian simulation, in which I simulate people walking from one place to another. It is discrete and pretty basic and models every person as a single entity.

    Currently, the algorithm I use to decide in which direction to walk, is a simple one: It compares 5 possibilities (North, East, West, South and staying put) and chooses whichever option is closest to the target in a straight line. (Through Pythagoras.) For empty rooms, this is a pretty decent algorithm, but for more complex areas, with walls, the people get stuck behind them quite quickly.

    Now, I'd like to implent a smarter algorithm, which finds the shortest path. Dijkstra's came to mind. However, I would also like to implent crowd evasion, such that people consider other, slightly longer, routes if their shortest one is too crowded.

    I'd really appreciate a couple of suggestions on the kind of algorithm to use and/or how to adapt it to this simulation, as this is nearly completely new ground for me.

    I have added a picture of what the exterior looks like. Blue squares are people, red is wall, purple ones are spawn points and the pink ones are exits.
    Attached Thumbnails Attached Thumbnails Simulation algorithm (shortest path/decision)-ped_sim_picture.png  
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