Understanding human behavior in built environments is critical for designing functional, user-centered urban spaces. Traditional approaches—such as manual observations, surveys, and simplified simulations—often fail to capture the complexity and dynamics of real-world behavior.
To address these limitations, we introduce TravelAgent, a novel simulation platform that models pedestrian navigation and activity patterns across diverse indoor and outdoor environments under varying contextual and environmental conditions. TravelAgent leverages generative agents integrated into 3D virtual environments, enabling agents to process multimodal sensory inputs and exhibit human-like decision-making, behavior, and adaptation.
Through experiments, including navigation, wayfinding, and free exploration, we analyze data from 100 simulations comprising 1,898 agent steps across diverse spatial layouts and agent archetypes, achieving an overall task completion rate of 76%.
Using spatial, linguistic, and sentiment analyses, we show how agents perceive, adapt to, or struggle with their surroundings and assigned tasks. Our findings highlight the potential of TravelAgent as a tool for urban design, spatial cognition research, and agent-based modeling. We discuss key challenges and opportunities in deploying generative agents for the evaluation and refinement of spatial designs, proposing TravelAgent as a new paradigm for simulating and understanding human experiences in built environments.
| Season | Location | Time | Persona | Scene |
|---|---|---|---|---|
| Summer | Kendall Square, Boston | Morning | 30-year-old female/male | Scene 1 |
| Winter | Kendall Square, Boston | Morning | 30-year-old female/male | Scene 2 |
| Summer | Tokyo | Morning | 30-year-old female/male | Scene 3 |
| Summer | Kendall Square, Boston | Night | 30-year-old female/male | Scene 4 |
Spatial Analysis of `Train Station' Experiment. For each scenario, we evaluate the agent's successful and failed paths. If the agent reaches and recognizes the subway station by declaring `stop', the path is considered successful, and the agent is given a new subtask. The top left figure show both a successful and a failed path in the `Base' scenario. The top row in the bottom figure shows the paths of all agents in all other scenarios, and the bottom row shows the spatial aggregation of decision points across all scenarios. Notably, the agents in the `Night' scenario have the most failed and inconsistent paths, which is also reflected in more sparse decision point area. Conversely, the agents in the `Winter' scenario have more consistent paths, with a clear aggregation of decision points early in the simulation.
Analysis of the 200 most frequent words in the agents' planning streams, clustered by scenario. The dominant terms correspond to the agents' tasks, goals, actions, and interactions with their immediate surroundings. Across all scenarios, the most prevalent terms are related to the agents' target and goal, such as `station', `target', and `move'. The agents also reflect on the shape, form, and materiality of their environment, with terms like `bricks', `glass', `flat', and `building' appearing frequently.
Sentiment analysis of the agent's `thoughts' and `observations' streams. Each experiment is displayed as a path with the agent's decision points. The distance between each decision point refers to the distance traveled in `Forward' actions. Sentiments are classified into three categories: positive (blue), neutral (gray), and negative (light pink) using NLTK’s VADER~\citep{hutto2014vader}. In successful experiments, the red dots represent the "Finish" steps, where the agent is given an additional randomized subtask. Notably, in failed paths, there are clear clusters of `search' actions, in which the agent aims to reorient itself, usually leading to a negative sentiment. In successful paths, the agent's sentiment is more positive, and search steps are less frequent. In sub-tasks, mixed sentiments appear, alongside some `search' clusters.
@article{noyman2024travelagent,
title={TravelAgent: Generative Agents in the Built Environment},
author={Noyman, Ariel and Hu, Kai and Larson, Kent},
year={2024},
journal={arXiv preprint},
}