Can someone explain weird passenger behavior when they select the queue for security check

Question

I have two levels of ticketing and security in my airport, once pax check in at Level 1/2, I expect them to go through security at level 1/2, but they prefer to go via either level, it's messing up my schedules as the security stuff on one floor gets super crowded.

Why are both levels equally weighted ?

Posted Dec 14, 2018, 5:45 PM UTC

53
lvgamedevGame Developer•

The 'selection' used is largely the same as elsewhere -- nearest, nearest to final destination (gate), lowest waiting time -- and filtered to only those security zones that are functional & that will yield access to their gate. Anything within 1 std deviation from the mean is then considered, and there's some weighted randomness thrown in to the final selection. Use the 'Pax AI' report/debug tool to get deeper/full insight into how/why they're choosing any given ID Check Stand over any other.

FWIW, the distance heuristics slightly favor "nearest to me" generally speaking, but gate-distance is also a very strongly-weighted heuristic too. Also worth noting is that all distance heuristics are "true walking distance" with some fudging whenever walkways/escalators are applicable for the path/distance calculation into account.

2
CommonSaltOP•

Yes, but shouldn't the security check on the same level be given a higher priority, given that there is access to the gate on both levels.

Use the 'Pax AI' report/debug tool to get deeper/full insight into how/why they're choosing any given ID Check Stand over any other

That just shows a bunch of green indicators that flash when they select a certain queue, it doesn't inform as to WHY they are selecting the queue on the lower level when I have assigned their gate to ticket on the upper level. If I assign a gate to ticket on the upper level it means that I want them to flow through security on the upper level too and vice versa.

1
lvgamedevGame Developer•

Hover over the object to see the detailed heuristics being used. What's happening is that "Distance to self" + "Distance to gate" + "Waiting time" is, when combined, causing the selection that you're seeing.

I'd need to see the individual heuristics (from the hover) to know precisely which is 'most dominant' in this specific case / save file.

Edit -- With a pax selected, you can switch floors to hover over the ID Check Stands on the other floor(s) so you can see the heuristics for those too. Once we know what the 'competing heuristics' are, then from there we can determine if something is having too much (or too little) of an impact, or if it makes sense due to the distances & wait times the pax is 'perceiving'.

3