Modeling Audience Group Behavior

Nuria Oliver and Stephen Intille — MIT Media Lab

MIT Media Lab class project, Spring 1996.

Overview

This project implements a system that models audience behavior using multiple communicating agents. Each agent is a simple model of a person in a grid-like auditorium who listens for stimuli (clapping, whistling) from nearby agents and responds according to assigned rules. The goal is to construct audience simulations that start with chaotic behavior and converge to interesting collaborative patterns — such as synchronized rhythms — in a completely decentralized way. Agents communicate only through the environment by observing what neighbors have done in the recent past.

Agent Types

Each simulation uses up to ten agent types, each defined by four parameters:

Each agent type is also assigned a percentage of the total audience and a display color that flashes when the agent is active.

System

The Tcl/Tk user interface allows interactive configuration of seating grid size, number of agent types, and simulation parameters. Once configured, agents can be created and the simulation run. Active agents flash their assigned color in the seating grid at each time step.

Agent configuration interface.

Temporal Perception

Agents require a memory mechanism to infer the frequency of their neighbors' actions. Each agent stores a history of the last sixteen time steps, which neighboring agents can access. To compute neighbors' frequency, an agent identifies the two time steps with the most observed activity and treats the interval between them as the current frequency — a majority-rule approach that mirrors how humans synchronize in real settings.

Simulation Results

Key behavioral patterns observed:

Key factors affecting convergence:

Conclusions and Possible Extensions

The system performs as expected and constitutes an adequate initial model of audience behavior. Possible extensions include:

Technical Details

Implemented in C++ and Tcl/Tk, compiled on an SGI Indy workstation.