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Abstreet: Traffic simulation game written in Rust

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51–60 of 77 posts

Re: Abstreet: Traffic simulation game written in Rust

#51
post #21

While I'm not overly optimistic about his goal of getting solutions from the game to be enacted in real life Seattle, it's a really admirable idea and an impressive execution to boot. I'm wondering if, with a big enough budget and a team of skilled devs like Dustin here, the local government could create more refined simulations to tackle these planning issues. Or would that inevitably run into the problem mentioned…

> Project Mission: 'People are local experts on the small slice of the city they interact with daily -- the one left turn lane that always backs up or a certain set of poorly timed walk signals' 100% of the intersections I see that get backed up are backed up because someone blocks the box. Can we get more enforcement for that? They don't even need a patrol car. Just have an officer stand at the corner of Mercer and…

Seconded!

I would also like to see some pedestrian bridges or tunnels that would allow walking commuters like me to cross our major streets (Mercer, Denny, Westlake, and Dexters) at any time. This, I strongly believe, could reduce traffic, make residential neighborhoods effectively closer to commercial areas (due to reduced walking time), and improve both vehicle and pedestrian safety. Bridges should be far less expensive than roads, and could be built very quickly.

Re: Abstreet: Traffic simulation game written in Rust

#52
post #43

Earlier quoted context omitted.

Another thing I'd be interested in seeing modeled are the people who squeeze into an exit lane at the very last minute. I've only ever commuted in the LA area but it's one of the biggest contributors to traffic by the freeway interchanges.

There are studies that show merging late actually reduces congestion: https://www.nytimes.com/2016/10/13/us/why-last-second-lane-m...

An Exit lane is probably a different situation from the one described though, and so different behavior is better.

Re: Abstreet: Traffic simulation game written in Rust

#53
post #20

This is pretty cool! One thing that bothers me about every traffic simulation I've ever seen, though: all of the vehicles and pedestrians here seem to be obeying the law. That's just not realistic -- especially on Mercer, which is blocked (both directions) every few minutes in rush hour by some jerk trying to make an illegal turn onto a packed street. I'd say the main causes of traffic blockages that I encounter duri…

I've had a lot of fun tweaking this setting in Cities:Skylines. There's a user-written mod called Traffic Manager Presidential Edition which lets you enable some (but not all) bad behaviors. The principle one is entering an intersection that they don't have room to leave, so they're still there when the signal changes and block the cross direction. (Is this AKA blocking the box? That sounds like a regional term.) Thi…

I still don't understand the concept of "jaywalking". Is there something wrong with crossing the road in the US?

Re: Abstreet: Traffic simulation game written in Rust

#54
post #20

This is pretty cool! One thing that bothers me about every traffic simulation I've ever seen, though: all of the vehicles and pedestrians here seem to be obeying the law. That's just not realistic -- especially on Mercer, which is blocked (both directions) every few minutes in rush hour by some jerk trying to make an illegal turn onto a packed street. I'd say the main causes of traffic blockages that I encounter duri…

I can't even be mad at people blocking the intersections anymore. I know it's not a valid argument, but if they don't do it, other people will and they'll be stuck there not moving at all.

Seattle is a good example of how bad design can create incredibly bad traffic despite the fact that number of cars are actually not that high. Assign a cop to certain intersections would relief most of the traffic I presume.

Re: Abstreet: Traffic simulation game written in Rust

#55
post #52

Earlier quoted context omitted.

There are studies that show merging late actually reduces congestion: https://www.nytimes.com/2016/10/13/us/why-last-second-lane-m...

An Exit lane is probably a different situation from the one described though, and so different behavior is better.

Yes, I figured I probably wasn't clear enough. I agree with the points in the article but I'm referring to a different situation. For example, the one that kills me every morning is where the 101 S turns into the 134, there are 2 dedicated lanes for the 134 on-ramp (so no zipper merge) but people wait until the last possible minute to force their way into the dedicated lanes and clog both those and the surrounding ones. Similar situation where the 170 S hits the 134.

Re: Abstreet: Traffic simulation game written in Rust

#56

Earlier quoted context omitted.

See AIMSUN Linsig Paramics VISSIM For examples of commonly used traffic modelling packages More high level strategic modelling is often done in Cube

The professional simulators are prohibitively expensive for individuals to play around with, sadly. I had the chance to try VISSIM recently, and the UI was overwhelming -- the general public would never casually learn to use something that intricate. I'm trying to strike a balance between the heavy-duty simulation packages and existing city sim games -- something with a good approximation of a real city by default, a…

Agreed, I was mainly answering the point about tools city planners use to model traffic ahead of time.

I've worked with transport and traffic modellers for years now and still don't understand the software packages very well.

Re: Abstreet: Traffic simulation game written in Rust

#57

I swear I was discussing exactly this sort of simulation with my brother as both of us wondered how many city planners model the changes they are making to the road networks before pumping millions into projects that dump traffic from one point to another. Additionally, it'd be interesting to simulate the cascading effect of traffic violations like bad parkings, straddling lanes. Kudos to Dustin for working on this.

in nyc it's quite common (maybe even required) to run simulations of changes of infrastructure before making them to see how they will effect traffic. source: my partner helps run these simulations as part of their job/their company gets contract work from the city all the time to check changes of bus routes/etc.

I've had some trouble getting in touch with the engineers who did this around Seattle. Any details they can share about the software they use, what metrics they base decisions on, where they pull demand data? Any thoughts on making the input and results of these simulations public so anybody can reproduce the analysis, experiment on their own, etc?

Re: Abstreet: Traffic simulation game written in Rust

#58
post #21

Earlier quoted context omitted.

> Project Mission: 'People are local experts on the small slice of the city they interact with daily -- the one left turn lane that always backs up or a certain set of poorly timed walk signals' 100% of the intersections I see that get backed up are backed up because someone blocks the box. Can we get more enforcement for that? They don't even need a patrol car. Just have an officer stand at the corner of Mercer and…

Seconded! I would also like to see some pedestrian bridges or tunnels that would allow walking commuters like me to cross our major streets (Mercer, Denny, Westlake, and Dexters) at any time. This, I strongly believe, could reduce traffic, make residential neighborhoods effectively closer to commercial areas (due to reduced walking time), and improve both vehicle and pedestrian safety. Bridges should be far less expe…

I would love this too. https://lidi5.org is the only proposal I know of right now to do some of this

Re: Abstreet: Traffic simulation game written in Rust

#59
post #2

The next step would be writing a program to modify intersections, monitor how long cars take to get a journey done and optimize the streets for total transit time, or emissions, or whatever. That's probably faster than letting people discover optima along their usual routes.

I've brainstormed with some people about trying reinforcement learning. It's not a direction I'm prioritizing anytime soon, but if you're interested in this, I'm happy to adjust the sim and analysis layer to make this as easy as possible.

Re: Abstreet: Traffic simulation game written in Rust

#60

Earlier quoted context omitted.

I've had a lot of fun tweaking this setting in Cities:Skylines. There's a user-written mod called Traffic Manager Presidential Edition which lets you enable some (but not all) bad behaviors. The principle one is entering an intersection that they don't have room to leave, so they're still there when the signal changes and block the cross direction. (Is this AKA blocking the box? That sounds like a regional term.) Thi…

I still don't understand the concept of "jaywalking". Is there something wrong with crossing the road in the US?

yes

cars have dedicated lanes for driving

bikes have dedicated lanes for biking

legs have dedicated lanes for walking

do NOT cross the lanes

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