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A/B Street: A simulation game to fix Seattle's traffic

abstreet.org

41–50 of 89 posts

Re: A/B Street: A simulation game to fix Seattle's traffic

#41

The problem is there's only so much room for automobiles in a city. The more you decrease traffic, the more you'll induce demand to fill those improved traffic flow patterns. The more infrastructure that is built downtown, the more people want to be downtown.

That's not a reason to not improve infrastructure anymore than "the more chocolate we produce the more people want to buy chocolate" is a reason not to make chocolate. It just shows you're ludicrously underserving demand.

Re: A/B Street: A simulation game to fix Seattle's traffic

#42
post #8

How much would be involved to adapt this to other cities?

https://github.com/dabreegster/abstreet/blob/master/docs/new... Biggest barrier is lack of trip demand data. If you come up with how many people leave from building1 to building2 at time T using some mode of transport, then this can work.

Hey this is something I've been working on as a side project for the last 2 years. Using traffic cameras to detect the flows through intersections with the goal of providing better stats to governments and city planners.

Hopefully I can have the poc going in the next month. A city wide integration with something like AB street would be really cool and was phase 2 for this project. Phase 3 being an optimised citywide traffic control.

Re: A/B Street: A simulation game to fix Seattle's traffic

#44
I would love to see a simulation system like this that also involved other "graph" components of city infrastructure -- like power, water, food, rail, air traffic, internet, mobile service etc. The ripple effects could be very hard to guess at, but could make for really interesting scenarios. Imagine trying to increase power when the only "lever" you can change is food prices!

Re: A/B Street: A simulation game to fix Seattle's traffic

#45

The problem is there's only so much room for automobiles in a city. The more you decrease traffic, the more you'll induce demand to fill those improved traffic flow patterns. The more infrastructure that is built downtown, the more people want to be downtown.

This. Traffic congestion is the result of many choices society has made. Subsidize driving or mass transit? Use land for more parking/roads/interchanges or housing/business/retail? Live close to work and pay high rent or commute 30 min. or more to save money? Allow flexible hours or require everyone to come in at 8 a.m.? Toll roads?

Re: A/B Street: A simulation game to fix Seattle's traffic

#46

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

1) How is assignment actually done? i.e given a trip from O to D, how does the model decide which mode to take and which roads/routes to take?

2) How well does it validate? I couldn't find any reference to observed traffic count data anywhere

Re: A/B Street: A simulation game to fix Seattle's traffic

#47

The problem is there's only so much room for automobiles in a city. The more you decrease traffic, the more you'll induce demand to fill those improved traffic flow patterns. The more infrastructure that is built downtown, the more people want to be downtown.

That's not a reason to not improve infrastructure anymore than "the more chocolate we produce the more people want to buy chocolate" is a reason not to make chocolate. It just shows you're ludicrously underserving demand.

Efficiency matters. If allocating 100 million currency units to widening a highway from 5 lanes to 6 lanes improves people/hour capacity and quality of life less than other solutions, the other solutions should be chosen. In addition to diminishing returns on the way we’ve always done it, there’s a hard limit of about 2000 cars/hour/lane.

Chocolate is not free at the point of use but roads usually are. Without price signals or other limits people over-consume resulting in a shortage and people paying in time.

Re: A/B Street: A simulation game to fix Seattle's traffic

#48
post #46

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

1) How is assignment actually done? i.e given a trip from O to D, how does the model decide which mode to take and which roads/routes to take? 2) How well does it validate? I couldn't find any reference to observed traffic count data anywhere

1) Mode choice is fixed, coming from https://www.psrc.org/activity-based-travel-model-soundcast. Next work focus will be on adjusting mode choice when edits make it favorable to bike/walk. Route assignment is mentioned in https://dabreegster.github.io/abstreet/how_it_works.html (documenting all assumptions in an organized way has been really hard). There are score functions in https://github.com/dabreegster/abstreet/tree/master/map_mode... -- they're pretty simple right now.

2) I wrote a bit here: https://old.reddit.com/r/urbanplanning/comments/hdylmo/ab_st... In short, validation is hard, and I'd say I'm a bit understaffed.

Re: A/B Street: A simulation game to fix Seattle's traffic

#49

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

Does this take into account the CHAZ/CHOP?

There's been a small edit war in OpenStreetMap to keep up with the access restriction changes. Right now no, but when I grab fresh new OSM data, some roads will probably just disappear. Need to support no-through-access.

Re: A/B Street: A simulation game to fix Seattle's traffic

#50

Fixing the traffic lights would go a long way towards improving traffic flow in Seattle. How much time do you spend sitting at a red light when there's no cross traffic? How often are you and the 5 cars behind you abruptly stopped to let one cross traffic car through? Lots of traffic lights already have cameras on them. Hook 'em up to an AI and a goal of maximizing throughput.

https://www.seattletimes.com/seattle-news/transportation/mee...
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