The Dynamic Geometry of Geographical Vector Agents
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Transcript The Dynamic Geometry of Geographical Vector Agents
The Dynamic Geometry of
Geographical Vector Agents
Yasser Hammam, Antoni Moore,
Peter Whigham and Claire
Freeman*
Spatial Information Research Centre,
Department of Information Science,
*Department of Geography
University of Otago, New Zealand
Overview
Rationale
The Vector Agent
Model Implementation and
Experimental Results
Discussion
Conclusions
Introduction
Like Geographic Automata Systems,
Vector Agents aim to introduce a bit of
geographic realism to agent modelling
But adds a systematic framework to the
geometric element (“georeferencing
convention”)
With emphasis on irregular and dynamic
aspects
Aim to use boundary manipulation through
simple controls to generate vector objects
of a wide variety of shapes and
complexities
Pertinence to real world object characteristics
are key to effectiveness
The Vector Agent
Uses irregular fractal-like process to
generate vector objects
Also more direct boundary manipulation
Aims
To represent any discrete geographic
phenomena through an irregular (or
regular) data structure
May move “bodily”, either based on a
real world object, or is “born” with a nondeterministic shape boundary
Abstracted so that it is able to define its
own location in space
Regular – irregular
Static – dynamic
Geometric manipulation
Conventional midpoint displacement
Pnew = 0.5 (P1 + P2) + µơ02-lh
Where P1 and P2 are the start and end
points of the line segment
µ is a random number from a Gaussian
ơ0 is the S.D. of the Gaussian
l is the level of recursivity
h is the Hurst exponent governing
roughness (= 2 – F.D.)
Point displacement (not nec.midpoint)
Pnew = (1 – r)P1 + rP2 + µơ02-lh
Where r is proportion along line segment
Edge / vertex displacement
P = P + µơ0
Sequence of growth
a
b
c
g
d
h
e
i
f
j
Results show evidence of
both irregular and regular
Graphs
Shape control schematic
MIDPOINT
DISPLACEMENT
high
Control
of
shape complexity
EDGE
DISPLACEMENT
high
SHAPE GROWTH RATE
low
low
VERTEX
DISPLACEMENT
Cities with
similar
shapes
Conclusion
Vector agents are geometry-led
agents
Interplay of midpoint, edge and vertex
displacement
Evolved polygons have shape and
complexity characteristics of real-world
objects
Able to be controlled by alteration of
simple parameters
Conclusion
Like GAS, each object has its own
identity, an improvement on a group
of contiguous CA cells
But complexity and processing speed
ramped up
Next
Test the system on a specific urban area
Having tested on classical urban models 1st
Build in other elements of GAS
States, transition rules, neighbourhood,
neighbourhood rules