Those cars are using indicators, this is clearly not based in California.
Show HN: A Simple Highway Simulator
21–30 of 46 posts
Re: Show HN: A Simple Highway Simulator
#22Re: Show HN: A Simple Highway Simulator
#23It'd be interesting to implement lane discipline and see how one bad driver effects the rest.
Yes, please! I suspect lack of lane discipline to be the single biggest disadvantage US freeways have to American's. I would love to test that at least via simulation. I would expect that two lanes with lane discipline are better than three without. Potentially even better than four.
I guess one of 'US' or 'American' is a typo, but (not being an international driver) I'm not sure which one ….
Re: Show HN: A Simple Highway Simulator
#24From default settings, set speed variance to 50%, launch frequency to 120 cars/minute, and reaction time to 500ms. Unsurprisingly, this is chaos.
Then, keeping those settings, clear the cars and set the target speed to 150km/h. The traffic mostly clears up! Since the cars are going faster, they leave the road sooner, meaning fewer are on the road at a time, fixing most problems.
(Of course, in real life, this also makes the accidents that do occur worse.)
Re: Show HN: A Simple Highway Simulator
#25When someone wants to get in the car pool lane upon entering the highway, they tend to do so fairly quickly. This can cause a shockwave as someone flies from one side of the highway to the other. The same thing can happen in the opposite direction when a carpool lane driver needs to get off, and this issue is compounded even more since you can't always (legally) exit the carpool lane.
So I thought it'd be interesting to play with a simulator like this, add/remove carpool lanes, or lanes altogether, and see what results.
Re: Show HN: A Simple Highway Simulator
#26The sensible conclusion here is that human drivers could be banned in order to safely minimize travel times (much faster reaction times, lower variance in speed).
Re: Show HN: A Simple Highway Simulator
#27Re: Show HN: A Simple Highway Simulator
#28Here's something fun and counter-intuitive: From default settings, set speed variance to 50%, launch frequency to 120 cars/minute, and reaction time to 500ms. Unsurprisingly, this is chaos. Then, keeping those settings, clear the cars and set the target speed to 150km/h. The traffic mostly clears up! Since the cars are going faster, they leave the road sooner, meaning fewer are on the road at a time, fixing most prob…
Playing Cities: Skylines I've noticed a similar problem when I try to use roundabouts. They're idealized as a way to keep traffic flowing in busy intersections by imposing no stops, but if they surpass a critical mass of congestion, the whole thing stalls, creating a problem worse than stop lights.
(The Cities traffic model is pretty close to how a robocar might behave, as they are polite drivers able to execute apparently dangerous merges with 0% chance of collision, but also have the problem of not detouring when the ideal route becomes congested. As a result, you have to design your city to be decent at diffusing traffic early and not rely on wide roads to do that job.)
Re: Show HN: A Simple Highway Simulator
#29Re: Show HN: A Simple Highway Simulator
#30I couldn't prove that hypothesis at this scale. I am assuming that the AI drivers have just too good a reaction time and they can co-ordinate their speeds to each other to keep things moving along fairly nicely. A thumbs up for robot driverless cars, I guess ;-)
EDIT: Actually, playing some more - it does prove it to some extent. If you increase reaction time to ~800ms and let the traffic blitz along at a steady clip, then slow down two cars side by side to almost a stop, then after the initial cascade of accidents, it take ages for the traffic to get back to the same steady pace. Interesting.