Simulation of visitor flows in an amusement park
Model and size the queues, circulations and reception capacities to guarantee comfort, safety and operational performance.
Why simulate visitor flows?
An amusement park concentrates thousands of visitors in a small area, with very pronounced peak periods (peak days, shows, major attractions). Pedestrian simulation makes it possible to predict and optimize crowd behavior even before construction begins.
- Determine the size of the queues and waiting times per attraction.
- Avoid congestion and crossing of flows (entries/exits, logistics).
- Guarantee security (evacuation, crisis management, density limits).
- Optimize the capacity of sanitary facilities, restaurants, ticket offices and transport.
- Evaluate scenarios : weekday, weekend, peak days, weather, breakdowns.
Key indicators measured
- Density --> Visitor density maps (m2/person)
- Debit --> Visitor flow in key areas and paths
- Waiting --> Queue length, positioning and waiting time
- Time --> Travel time and visit time
Methodology in 6 steps
Data collection and validation
Revise attendance assumptions, identify missing data (capacities, schedules, audience categories) and obtain them.
3D Model Development
Reproduce the complete layout: entrances/exits, turnstiles, ticket office, seats, circulation areas, viewing areas, restaurants, toilets, rides and transport.
Calibration
Adjusting behavioral parameters (walking speeds, densities, service time) based on observed data.
Simulation of scenarios
Test attendance levels, show times, resilience (breakdowns), evacuation and weather conditions.
Analyse quantitative
Produce density maps, flow rates, queues, waiting times and travel durations.
Recommendations
Iterate on the design: size the equipment, optimize the layouts, maximize the cost/efficiency ratio.
Waiting time per attraction
Waiting time is the most noticeable indicator for visitors. It depends on the attraction's hourly capacity (number of people per hour), the number of visitors , and the duration of the ride cycle . Here are some typical figures for an amusement park:
Orders of magnitude by type of attraction
| Type d'attraction | Hourly Capacity | Average waiting time (normal day) | Peak wait time (day rush hour) |
|---|---|---|---|
| Roller coaster | 800 to 1 400 vis./h | 20 - 45 minutes | 60 - 120 minutes |
| Attraction (thrill) | 900 to 1 200 vis./h | 15 - 30 minutes | 45 - 90 minutes |
| Family attraction (dark ride) | 1 200 to 2 000 pers./h | 10 - 25 minutes | 30 - 60 minutes |
| Spectacle / show | Variable (room gauges) | 15 to 30 min (before the session) | 30 - 60 minutes |
| Children's carousel | 400 to 1000 vis./h | 5 - 15 minutes | 20 - 40 minutes |
| Water attraction (splash) | 700 to 1 100 vis./h | 15 - 35 minutes | 45 - 90 minutes |
Factors influencing waiting time
- Hourly capacity of the attraction is the most determining factor.
- Cycle duration and number of vehicles / trains.
- Boarding rate (ascent/descent time, PMR).
- Distribution of arrivals in the queue (peaks after the shows).
- FastPass / skip the line : reduces waiting time for holders but may increase it for others.
- Breakdowns or capacity reductions (maintenance, incidents).
Visitor route
The visitor journey describes the sequence of spaces and activities that a visitor traverses during their day. In simulation, these journeys are modeled as a series of zones and attractions in order to reproduce real flows and to size each step.
Typical sequence of a visit
| Étape | Function | Points of concern (flow) |
|---|---|---|
| 1. Arrival / parking | Park access, control | Massive influx in the morning, parking lots at capacity |
| 2. Entries / billets | Security check + tickets | Queues, turnstiles, specialization by audience |
| 3. Central squares | Visitor distribution | Crossings of flows, areas of regrouping |
| 4. Main Attractions | Queues + boarding | Hourly capacity, waiting time, priority access |
| 5. Restaurants / Shops | Meals, shopping | Midday peaks, retail outlet capacity |
| 6. Sanitary facilities | Physiological need | Occupancy time, capacity, distance |
| 7. Spectacles / shows | Scheduled sessions | Room gauges, pre/post-session flow |
| 8. Exit | Evacuation/depart | Input/output disconnection, outgoing streams |
Main principles of course design
- Forward march : logical and intuitive paths, without going backways.
- Separation of incoming/outgoing flows to avoid shearing.
- Disconnecting inputs and outputs to avoid crossings.
- Modular waiting areas , comfortable but not enticing stagnation.
- Controlled queues , sized and positioned to avoid crossings.
- Rest areas located away from the flow of traffic, calm and clearly marked.
- Accessibility for people with reduced mobility : continuity of the travel chain, proximity of access points.
Visitor typologies and differentiated routes
Visitors do not all follow the same path. The simulation distinguishes several categories with different behaviors:
- Individual visitors : free route, choice of attractions according to the displayed expectation.
- Groups / families : slower pace, frequent stops, catering.
- School groups : supervised route, fixed times, dedicated capacity limits.
- VIP / cardholders : privileged access, skip the line.
- People with reduced mobility : accessible routes, longer travel times.
Route diagram
Schematic representation of visitor routes in an amusement park and associated flows:
Useful paramaters for simulation
Comfort density (m2 of usable surface area / person)
| Space | Densité | Interprétation |
|---|---|---|
| Queue | 0,5 m2 / pers. | Comfortable waiting area, short interpersonal distances |
| Circulation between spaces | 1,9 m2 / pers. | Fluidity of movement |
| Reception Hall | 2,3 m2 / pers. | Comfort of grouping |
Typical service times
| Operation | Time |
|---|---|
| Bag check (security) | 10 seconds per person |
| Gantry control | 3 seconds per person |
| Ticket control – individual visitor | 2,5 s |
| Ticket check – group | 15 to 20 s |
| Capacity control post | 12 people/minute |
| Time spent using the restrooms | Variable (male/female/families) |
Simulation tools
Pedestrian flow models are generally developed with multi-method simulation software (agent-based + process modeling) such as AnyLogic , which allows the simulation of thousands of pedestrian agents in 3D and real time.
Benefits for the project
- Reduction of investment and operating costs thanks to optimized sizing.
- Improved visitor experience (less waiting, more comfort).
- Better management of peak traffic and crisis situations.
- Quantitative justification of design choices to stakeholders.
- Capacity test multiple layout variants before construction.
Case study: pedestrian simulation of an amusement park
Real-world application of the approach: visitor flow simulation has been used to size the attractions of a large nature park (Mandai Rainforest Safari Park, Singapore) and to optimize the flow at the entrance to Pairi Daiza park (Belgium) and the access points to the Louvre Museum. Here is how the method is applied.
1. Mandai Rainforest Safari Park
The park has hired a pedestrian modelling consultant to conduct visitor flow simulations to support the design of new attractions (Bird Park, Rainforest Park, Planet Explorer, etc.).
- 3D model covering the complete layout: entrances/exits, turnstiles, ticket office, seats, circulation areas, viewing areas, restaurants, toilets, rides and transport.
- Metrics : density maps, visitor throughput, queue lengths and waiting times, travel times.
- Scenarios : weekday / weekend / peak days, show times, resilience (breakdowns), emergency/evacuation, rainy weather.
- Objective : to size the equipment, optimize the layouts and maximize the cost/efficiency ratio.
2. Pairi Daiza Amusement Park
The modeling of vehicle access and circulation made it possible to verify the phasing of roadworks and redesign of the car parks, the queues generated by the organization of the car parks, the sizing allowing to reduce the waiting time of visitors.
- 3D model covering vehicle entry and exit points on the road network
- Metrics : density maps, car flow and congestion and blockage situations, average speeds according to arrival/departure time, length of pedestrian journey from vehicle to park entrance.
- Scenarios : weekday / weekend / peak days, show times.
- Objective : to size the car parks for 5,000 vehicles/day, to assess the impact on general traffic and neighbouring municipalities, to manage incoming and outgoing flows by limiting crossings, to position traffic lights and barriers.
3. Grand Louvre Project project
In a context of high visitor traffic, flow simulation was used to size access points, controls and routes to enable a relevant response. Abilis worked with the Dubuisson-Sanaa architectural team, ranked 2nd in the Grand Louvre international competition:
- Capacity per room
- Visit times and time spent per artwork viewed
- The sizing of individual and group controls
- Comfort densities in waiting and visiting areas
- Flow management : separation of entries/exits, forward flow, queue management