EACL 2026

MobileCity

An Efficient Framework for Large-Scale Urban Behavior Simulation

1Woven by Toyota, 2The University of Tokyo

*Equal contribution

Abstract

Generative agents offer promising capabilities for simulating realistic urban behaviors. However, existing methods often rely on static profiles, oversimplified behavioral logic, and synchronous inference pipelines that hinder scalability. We present MobileCity, a lightweight generative-agent framework for city-scale simulation powered by cognitively-grounded generative agents. Each agent acts based on its needs, habits, and obligations, evolving over time. Agents are initialized from survey-based demographic data and navigate a realistic multimodal transportation network spanning multiple types of vehicles. To achieve scalability, we introduce asynchronous batched LLM inference during action selection and a low-token communication mechanism. Experiments with 4,000 agents demonstrate that MobileCity generates more human-like urban dynamics than baselines while maintaining high computational efficiency.

Key Results

4,000 Agents Simulated
at City Scale
6x Faster Runtime
vs. Baselines
3 Transportation Modes
(Walk, PMV, Bus)
8 Agent Needs
(Maslow's Hierarchy)

Overview

MobileCity is a scalable generative-agent simulator built on a tile-based city representation. Agents are initialized with survey-based demographic profiles and evolve according to dynamic internal states through three modules: needs, habits, and obligations governing compulsory tasks. The framework incorporates a multi-modal transportation system and integrates environmental factors such as weather and temperature.

MobileCity Agent Modules

Figure 1: The agent architecture in MobileCity, featuring needs-driven, habit-driven, and obligation-driven action modules that work together to generate realistic urban behaviors.

Agent Behavior Modules

Human decisions arise from three psychological mechanisms. MobileCity formalizes them into separate modules:

1

Needs-Driven Action

Agents maintain 8 needs following Maslow's hierarchy: Fullness, Energy, Health, Financial Security, Pleasure, Social Connection, Status Recognition, and Self-Growth. Each need decays over time and influences action selection.

2

Habit-Driven Action

Actions triggered by temporal or spatial regularities reinforced through repetition. Habits are modeled using Gaussian distributions on a circular time representation with Ebbinghaus forgetting curves.

3

Obligation-Driven Action

Mandatory tasks encoded as core time slots from questionnaire surveys, including sleep schedules, work hours, and family obligations that constrain voluntary actions.

Scalability Mechanisms

To enable efficient simulation at city scale, MobileCity introduces three key strategies:

Experiments

Runtime Analysis

We compare runtime under different acceleration settings (R = Token Reduction, A = Asynchronous Mechanism, D = Data Logging):

Population R Only (s) R+D (s) R+A+D (s)
40 194 115 39
400 2,093 1,329 383
4,000 22,432 15,234 3,734

Urban Crowd Distribution

Weekday Traffic Distribution

Figure 2: Crowd distribution across different urban venues on weekdays. The simulation captures realistic patterns such as morning commutes, lunch breaks, and evening leisure activities.

Agent Need Dynamics

Agent Need Dynamics

Figure 3: Daily fluctuation of agent needs (Fullness, Happiness, Health, Energy, Sociality) across different employment statuses. Employed agents show characteristic dips during work hours, while jobless agents maintain more stable need levels.

BibTeX

@inproceedings{ye2026mobilecity, title={MobileCity: An Efficient Framework for Large-Scale Urban Behavior Simulation}, author={Ye, Xiaotong and Bougie, Nicolas and Yamasaki, Toshihiko and Watanabe, Narimasa}, booktitle={Proceedings of the 2026 Conference of the European Chapter of the Association for Computational Linguistics (EACL)}, year={2026} }