抄録
An objective of this paper is to simulate human behaviors in an amusement theme park, particularly crucial actions related to decision making. The modeling was derived from a. plausible principle, which a decision making to pick up a next action was always affected by both the environmental and human factors. The Information Theory gave a specific depiction for the former aspect. In terms of the latter element, human hysteresis relevant to the experienced times of some attraction was primarily concerned. The proposed modeling was assembled and tuned up to apply the Discrete Type Simulation. A sample analysis was solved by Visual SLAM, one of the marvelous Discrete Type Simulation languages.