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模拟行人避让:人类与僵尸游戏。

Simulating pedestrian avoidance: The human-zombie game.

机构信息

<a href="https://ror.org/02qwadn23">Instituto Tecnológico de Buenos Aires (ITBA)</a>, Lavardén 315, 1437 C. A. de Buenos Aires, Argentina.

<a href="https://ror.org/02qwadn23">Instituto Tecnológico de Buenos Aires (ITBA)</a>, <a href="https://ror.org/03cqe8w59">CONICET</a>, Lavardén 315, 1437 C. A. de Buenos Aires, Argentina.

出版信息

Phys Rev E. 2024 Aug;110(2-1):024611. doi: 10.1103/PhysRevE.110.024611.

Abstract

This study introduces a simulated active matter system, applying the pedestrian collision avoidance paradigm, which involves dynamically adjusting the desired velocity. We present a human-zombie game set within a closed geometry, combining predator-prey behavior with a one-way contagion process that transforms prey into predators. The system demonstrates varied responses in our implemented model: with agents having the same maximum speeds, a single zombie always captures a human, whereas two zombies never capture a single human agent. As the number of human agents increases, observables such as the final fraction of zombie agents and total conversion times exhibit significant changes in the system's behavior at intermediate density values. Most notably, there is evidence of a first-order phase transition when analyzing the mean population speed as an order parameter.

摘要

本研究引入了一个模拟的主动物质系统,应用了行人避碰范式,其中涉及动态调整期望速度。我们提出了一个在封闭几何形状内的人类-僵尸游戏,结合了捕食者-猎物行为和单向传染过程,将猎物转化为捕食者。系统在我们实现的模型中表现出不同的反应:当代理具有相同的最大速度时,单个僵尸总是捕获一个人类,而两个僵尸从不捕获一个人类代理。随着人类代理数量的增加,观察到的指标,如僵尸代理的最终分数和总转换时间,在系统的行为在中间密度值上发生了显著变化。最值得注意的是,在分析作为序参量的平均种群速度时,有证据表明存在一级相变。

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