[HN Gopher] A/B Street: A simulation game to fix Seattle's traffic ___________________________________________________________________ A/B Street: A simulation game to fix Seattle's traffic Author : zackham Score : 152 points Date : 2020-06-22 19:29 UTC (3 hours ago) (HTM) web link (abstreet.org) (TXT) w3m dump (abstreet.org) | StillBored wrote: | This is completely awesome. I've considered doing something | similar (mostly while sitting around in Austin looking at traffic | lights backing up 100+ cars to allow 2-3 to enter from a side | street) or looking at a pair of lights (accidentally?) acting | like a metering device. Particularly city wide as I'm 100% | convinced that the actual traffic engineers here are doing | something wrong. They reworked a bike lane a few years back on a | street I was driving on daily and then I could see them out there | for months trying to work around the fact that they backed up a | couple major intersections a couple blocks away as a result. | | So the question is, given a bit of ML/etc driving it, and some | actual commute time data, what are the changes something like | this actually can be used to improve traffic? | dabreegster wrote: | There are lots of data quality and simulation assumption issues | that prevent results from being meaningful. I'm mostly | positioning this as a way to get people interested in coming up | with specific ideas, but of course I'd love to reach | trustworthiness parity with industry standard traffic sims. | | I actually got started in traffic sim while I was in Austin! If | you know anybody there who'd be interested in putting in some | work to get the area running smoothly, I'd love to include it | as a second city in the game. | evolve2k wrote: | How much would be involved to adapt this to other cities? | dabreegster wrote: | 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. | kevmo314 wrote: | I see you worked at Google at the same time I was there. I'm | surprised we never got in touch, I helped work on a project | that did traffic light optimization research, also | investigating some of the approaches you mentioned, such as | microbidding. We didn't build our own microsimulator but | instead worked off of SUMO + OSM, which I'm sure you're | familiar with. :) | | I no longer work there either, but feel free to reach out if | you're interested in chatting. | ALittleLight wrote: | The trailer looks amazing. I was actually just imagining a video | game like this a few days ago, so it is something of a wish | fulfillment plus baader meinhoff syndrome to see this. | | I can't wait till tonight when I'll have enough time to get it | installed and try it out! | [deleted] | qchris wrote: | This project is wicked cool, and I almost missed that they built | it using Rust. I like the language a lot, and I think something | like this is a sign of it moving towards real maturity, where the | utility of the programs starts outshining the method of its | construction. I'll be really curious to see if any project | proposals end up citing this over the next couple years as an | impetus for starting to experiment with different approaches to | their traffic infrastructure, or at least inspiring people to | become more engaged with it. | noir_lord wrote: | Didn't notice either, I'm aware of rust but I've not seen | bigger codebase in it, will have pull it and have a nosy. | | Thanks for pointing out that it's in rust. | MasterScrat wrote: | If you're interested in this kind of planning problems, check out | the NeurIPS Flatland challenge, in which we try to optimize | traffic on railway networks, in association with the Swiss and | German railway companies! | | https://www.aicrowd.com/challenges/neurips-2020-flatland-cha... | | (disclaimer: I'm one of the organizers) | schemescape wrote: | This simulation confirms that the easiest fix is to not have the | West Seattle bridge be broken :) | tomlagier wrote: | In the real world, how is traffic routed? I often wonder what | controls obviously inefficient intersections and how easy or hard | it is to fix that. | | I assume that there are software systems that take in schedules | and various inputs (cameras, magnets, crosswalk buttons) but I'm | curious if anyone works in the field and would talk about their | experience. | greeneggs wrote: | Check out the Kimley-Horn Integrated Transportation System | (KITS): | | https://www.kimley-horn.com/service/kits-advanced-traffic-ma... | | A user manual might give you some sense of the complications | (bus priority, special events scheduling, etc.): | | https://dpw.lacounty.gov/TNL/ITS/KITS/site_files/LACO%20KITS... | linuxftw wrote: | 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. | sytse wrote: | If you like this game consider checking out Cities Skylines. | Traffic is a major part of the game. With the vanilla edition you | can already do a lot, but if you want to route lanes you need the | traffic manager mod | https://steamcommunity.com/sharedfiles/filedetails/?id=16376... | cyral wrote: | Cities Skylines with the traffic manager mod is a great way to | spend a whole lot of time if you are bored. It's surprisingly | fun to try to optimize traffic. | asdff wrote: | And surprisingly frustrating. Why is my city gridlocked? | Because only the left most lane of my 6 lane avenue is being | used by these 1000 hot dog trucks leaving my port. | com2kid wrote: | Do any of the mods give the simulated people real commutes? I | gave up after I made a city with a full subway system and zoned | areas and watched as the simulated citizens left home, went to | work, and then went to another random home at night. | | It completely ruined my fancy subway system's timetable. :( | rzzzt wrote: | A relevant movie from the USSR comes to mind (which was also | discussed recently): | https://en.wikipedia.org/wiki/The_Irony_of_Fate | Faaak wrote: | This idea was supposed to be my master's thesis project. However | I found something different and never did the original idea but's | it's always been in my mind. | | Big kudos to the author for this nice project ! I hope it gives | further ideas to people playing it | dabreegster wrote: | 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. | rkagerer wrote: | It's like SimCity for a real city! | | I tried the Windows version and some of the UI controls don't | respond to mouse clicks, e.g. home and gear button in bottom | left, speed controls and dropdown. I noticed the target areas | for them are about 90px below where the buttons are painted. So | when I click the checkbox to show/hide Bus, it actually turns | on and off the one for Car. I'm on v0.2.0b and the client area | of my game window (excluding titlebar, edges) is about | 2560x1520. | | Some elements, like the dropdowns at the top (Sandbox map and | traffic setting) work ok. | | EDIT: Looks like schemescape beat me to reporting this. I'd | love to know if this was just a dumb "programmer-oops" or if | there's an opportunity for the language/libraries/framework to | better funnel code toward correctness. | fwip wrote: | It would be awesome to see you model some real changes that the | city has made over the last few years, and see how closely the | "predictions" made by your model match up with the observed | data! The big one is the viaduct closure, but even little | changes that you saw in your own experience, like "Bus lane now | extends for two more streets," could be really informative. | schemescape wrote: | Minor issue I noticed: whenever I launch the app on Windows, | the mouse hit-targeting is off vertically by ~40 pixels. | Resizing the window makes the problem go away for the rest of | the session. I'm on Windows 10, 1920x1080, and I haven't | modified scaling/DPI settings. | dabreegster wrote: | https://github.com/dabreegster/abstreet/issues/65 | | Thanks for reporting! I'll try fixing this blind (no Windows | machine handy) and send a new build; it'd be great if someone | could confirm it. | petermcneeley wrote: | I wonder what the how far the optimal is from existing for | variations of global vs greedy (local) optimization. | flr03 wrote: | Awesome job congratulations this looks it detailled, I can see | there is a lot of work behind. | korethr wrote: | Kudos for this. | | Does this only simulate what would be considered a typical | traffic load, or can it simulate outlier events (sport games, | concerts, COVID quarantine, etc)? | dabreegster wrote: | Only fixed trips coming from https://www.psrc.org/activity- | based-travel-model-soundcast. Demand modelling is next -- | changes you make to the map will influence existing trips to | change mode. The biggest difficulty in simulating outlier | events is making a clear UI for specifying that new load. | yazaddaruvala wrote: | I've been really hoping for the Maps team at Google/Waze to | release a similar "traffic congestion" view to highlight | consistent hot spots. A simulation is also pretty good, but the | real data from Maps/Waze users will be even better! | | Ideally, a government dashboard to see traffic congestion changes | per year, month, day of week, but also hour. If we can create | metrics for cities like p99 door-door trip time (i.e. latency) | policy makers can better measure changes, bottlenecks, etc and | plan better. | andrewxdiamond wrote: | Your hope has come true! Kindof. I don't think this comes with | a dashboard, but the data is there | | https://www.digitaltrends.com/cars/waze-for-cities-data-puts... ___________________________________________________________________ (page generated 2020-06-22 23:00 UTC)