[HN Gopher] Traffic Simulator
       ___________________________________________________________________
        
       Traffic Simulator
        
       Author : eecc
       Score  : 391 points
       Date   : 2021-01-07 10:08 UTC (12 hours ago)
        
 (HTM) web link (traffic-simulation.de)
 (TXT) w3m dump (traffic-simulation.de)
        
       | parhaml wrote:
       | What is the source of the logic for these mechanics? Meaning, how
       | did you model the results of these inputs? Traffic phenomena is
       | really interesting to me. This is a great way to present these
       | inputs and visually present the outcomes.
        
         | acvny wrote:
         | To model these types of processes people usually use stochastic
         | processes (https://en.wikipedia.org/wiki/Stochastic_process). I
         | don't know what the author used, but seems inaccurate.
        
         | jeremiecoullon wrote:
         | The author used the "intelligent driver model" (IDM):
         | https://traffic-simulation.de/info/info_IDM.html
         | 
         | It's a system of ODEs that describes the dynamics of each
         | driver. So the inputs are: the parameters of the model and the
         | inflow of cars in the section of road
        
       | albertzeyer wrote:
       | Cities Skylines is very nice for such traffic simulations.
       | 
       | https://www.youtube.com/watch?v=yITr127KZtQ
       | (https://news.ycombinator.com/item?id=17182008)
       | (https://www.reddit.com/r/CitiesSkylines/comments/7h6zr0/traf...)
       | 
       | https://www.youtube.com/c/BiffaPlaysIndie/search?query=lane+...
       | 
       | This is frequently posted here on HN. E.g.
       | https://news.ycombinator.com/item?id=25632642.
        
         | Toutouxc wrote:
         | BTW the M1 Macs run Cities Skylines beautifully through Rosetta
         | 2. I lowkey wanted to try it for years and now on the M1 Air I
         | can and the game is just amazing.
        
         | brianjunyinchan wrote:
         | Check out ABstreet as well on github:
         | 
         | https://github.com/dabreegster/abstreet
        
         | matkoniecz wrote:
         | A/B Street is much, much more ambitious as far as traffic
         | simulation goes, but still in progress.
         | 
         | https://github.com/dabreegster/abstreet#ab-street
         | 
         | If someone is looking for interesting Rust project to
         | contribute (also as a beginner) I really recommend it. Author
         | is great, friendly to PRs (what includes PRs made be
         | programmers with no Rust experience).
        
           | imaginenore wrote:
           | That looks really cool! I hope they finish it.
        
         | bstar77 wrote:
         | City Skylines traffic simulation is mediocre at best. This
         | project is extremely impressive. I sat and watched the traffic
         | simulation for 15 minutes before I realized it.
        
         | waiseristy wrote:
         | Unfortunately CS suffers from many "dumb computer tricks". The
         | pathing algorithm is open loop, often causing huge 1 lane jams
         | even though it would be more efficient for through traffic to
         | use other less congested lanes. You end up needing to create
         | crazy unrealistic spaghetti interchanges in order to trick the
         | AI into behaving
        
           | sumtechguy wrote:
           | Having watched way too many Biffa vids. The way to fix that
           | is to create/force dedicated turning lanes. There is a plugin
           | that lets you manage it. It should be built in. If you do not
           | have the plugin sometimes you can fix it by changing the
           | number of lanes on both sides of an interchange (what biffa
           | calls lane mathematics). Basically if you have 3 lanes
           | merging into 3 you need a 6 lane on the other side. If you
           | have 6 and 3 dumping off you need 3 for both exits. That does
           | not fix 4 way intersections though and usually you need the
           | plugins to fix that.
        
           | Shared404 wrote:
           | I agree, Computer Science does suffer from many dumb computer
           | tricks.
           | 
           | Wait a second. Ah well, point still stands.
           | 
           | E: It was a joke...
        
         | airza wrote:
         | In the first video a bunch of cars are crowded in one lane of
         | the double lane road (a problem that plagues much of the
         | traffic in the game)
        
       | mbank wrote:
       | Love these kind of micro simulations! They really help to
       | discover non intuitive behaviour of complex systems just by
       | playing around. Great job!
        
       | Geminidog wrote:
       | You don't need AI based non linear simulations to see what's
       | going on. The simulation shows that traffic can be described in
       | much simpler terms.
       | 
       | You'll notice that traffic is actually a longitudinal wave that
       | travels through the system. The cars are particles and traffic is
       | crests in the wave.
       | 
       | The wave usually travels backwards against the direction of the
       | cars. The worst type of traffic is when you get a standing wave
       | where the crest of the wave just stays in the same place.
       | 
       | Take a look at the simulation with this knowledge in mind. Then
       | you will actually see the wave.
       | 
       | An elegant solution to alleviating traffic would be to then take
       | techniques that dampen waves in materials and translate them into
       | techniques that work for traffic.
        
       | ishikawa wrote:
       | This was first posted without https and with www in 2013.
       | https://news.ycombinator.com/item?id=6756360
        
         | timvdalen wrote:
         | I saw a comment about this site earlier on a different thread,
         | so I think someone dug it up because of that.
        
       | fooyc wrote:
       | The more lanes you add, the more cars you get. Adding more lanes
       | doesn't solve traffic issues.
       | 
       | https://en.wikipedia.org/wiki/Induced_demand#Induced_traffic...
        
         | hedora wrote:
         | Here's a more useful concept than induced demand:
         | 
         | Ever since cities were invented, people have refused to have
         | commutes longer than ~30 minutes each way, on average.
         | 
         | The utility of the city increases with the number of people in
         | the city.
         | 
         | The purpose of the transit system (roads, trains, buses, bike
         | lanes, side walks, ferries, etc., etc) is to increase the
         | usefulness of the city by increasing the number of people that
         | can commute to the city.
         | 
         | If adding more roads, trains, etc leads to more commuters, that
         | means the city is bottlenecked on the transit system, and you
         | need to expand it even more.
         | 
         | The core argument of induced demand is that more roads won't
         | make your commute shorter. This observation shouldn't be
         | surprising, since commute times are a function of humans
         | tolerance for long commutes, and have been mostly constant for
         | > 3000 years.
        
         | throwaway0a5e wrote:
         | "Induced demand" is just a backhanded way of complaining that
         | more people can be served by expansion of a particular piece of
         | infrastructure that you don't like. Nobody ever complains about
         | induced demand on the subway from more frequent service causing
         | more people to decide that's the best option for them.
         | 
         | Rush hour is like pouring a 5gal bucket into a sink. You can't
         | reasonably handle that all at once will have some water in it
         | until it all makes its way through the pipe. But you have to be
         | insane to use that as an argument against making the pipe
         | bigger. Increasing the max capacity of the pipe (so more lanes,
         | in the case of highways) means that it can have normal flow
         | before it starts backing up. The "induces" demand because at
         | the margins some people who were voluntarily changing their
         | usage times to avoid the peak hours will commute at peak hours.
         | 
         | I am intentionally trying to use generic language here because
         | this isn't a unique phenomenon to highways.
        
           | scatters wrote:
           | More frequent service on the subway doesn't require vast
           | amounts of land to be removed from productive activity. At
           | most it might require a small expansion of stabling
           | facilities for extra carriages and engines.
           | 
           | Induced demand means that when you make the drain pipe
           | bigger, the bucket gets bigger as well, so the sink gets even
           | more full. This is not sustainable.
        
             | throwaway0a5e wrote:
             | Why is more utilization a problem? It means more people are
             | being served by infrastructure. Imagine complaining that
             | more people are going to parks because the city turned a
             | bunch of vacant lots into parks.
             | 
             | In the case of things like roads, rails and bus stops more
             | utilization means more economic activity which is a good
             | thing.
        
           | asdff wrote:
           | The issue with widening highways is that traffic doesn't
           | exist in a vacuum. You aren't widening the surface roads that
           | back up into the highway or the interchanges to other
           | highways, that is the crux of traffic. You widen one pipe but
           | it feeds into the same set of narrow straws anyway, and your
           | sink is just as backed up.
        
             | beerandt wrote:
             | Still, this is an argument for upgrading all "pipes", not
             | one for attempting to control demand on the supply/capacity
             | side.
             | 
             | But even absent that, you _want_ surface, collector, and
             | feeder streets to be the natural  "rate-limiting" parts of
             | the network (in that order).
             | 
             | It's why it's especially egregious to wave-in people from a
             | driveway or parking lot into traffic on an already
             | congested street. It breaks the natural rate limiting.
             | 
             | The right-of-way rules are surprisingly well-thought out,
             | from a systems perspective.
        
               | leetcrew wrote:
               | most of the surface streets you would want to widen can't
               | be. you would have to take over property or (gasp!)
               | remove parking.
        
               | beerandt wrote:
               | Improving capacity and traffic flow doesn't always have
               | to mean widen.
               | 
               | But the point is that you increase capacities where you
               | can, and that it's better to start large with freeways,
               | etc and work your way down, even if freeway capacity then
               | exceeds feeder capacity (which then exceeds collector
               | capacity, exceeds surface capacity).
        
           | imtringued wrote:
           | The problem with individual cars is that they are less
           | efficient than public transport. If you make a city car
           | friendly you are going to see more inefficient cars fill up
           | the existing road. The problem isn't some induced demand
           | meme. It's that some forms of transportation are inherently
           | more inefficient than others. You can solve traffic problems
           | by increasing lanes if you dedicate those additional lanes to
           | public transport.
        
           | jschwartzi wrote:
           | No, Induced Demand describes the phenomenon whereby the roads
           | eat considerably into the surrounding neighborhoods and get
           | louder and more dangerous while the amount of traffic remains
           | the same.
        
         | 99_00 wrote:
         | Traffic isn't the primary problem. It is a side effect of
         | mobility, which is desirable.
         | 
         | If Traffic was the primary problem then the solution would be
         | to eliminate roads.
        
       | Daho0n wrote:
       | Any games out there with good traffic simulation (IE. that
       | doesn't break down as soon as there's a lot of traffic like
       | Cities Skyline)?
        
       | searedsteak wrote:
       | Looks like maxing out acceleration solves all other problems. I
       | guess we should require a minimum power-to-weight ratio for cars
       | from now on.
        
         | yabones wrote:
         | Maxing out 'politeness', 'acceleration', and 'inflow' I could
         | achieve nearly 7000veh/hr.
         | 
         | Probably impossible, since it would cause heaps of rear ending
         | accidents. Maybe if driver assist features both prevent lane
         | changes and optimize avg. speed.
        
         | kharak wrote:
         | I've made the same observation. But I don't believe human
         | drivers could reasonably take advantage of high acceleration,
         | at least not as well as the simulated cars here. This is a
         | great showcase of the usefulness of autonomous cars, though.
         | Take humans out of the equation and traffic will flow.
        
           | andrewstuart2 wrote:
           | The other thing that really seems to make the biggest
           | difference (in combination with better acceleration) is
           | following distance, which is another thing that presumably
           | gets less important with autonomous cars because you don't
           | really have to account for a relatively slow reaction time or
           | poor braking.
           | 
           | The observation on acceleration does make me wonder whether
           | teaching proper merging etiquette better (reach freeway
           | speeds before you're at the merge junction) would make a
           | significant difference if properly followed.
        
             | gnopgnip wrote:
             | Autonomous cars still need to have adequate following
             | distance. Without that one small problem turns into a 10+
             | car pileup.
        
               | Daho0n wrote:
               | Autonomous cars would be in contact with the cars ahead
               | so it would react to car 1 braking, not number 9. IMO we
               | will see this years before we see actual autonomous cars,
               | no matter what fever dreams Elon Musk have.
        
             | epanchin wrote:
             | How do autonomous cars deal with cheap or worn tyres? Is
             | there still a lot of allowance for braking distance?
        
               | throwaway0a5e wrote:
               | A burnout at the beginning of every drive cycle would do
               | wonders for calibration.
        
               | bob1029 wrote:
               | Or weather/road conditions. Reaction time is irrelevant
               | if you happen to be driving over an
               | irregular/wet/oily/sandy/etc section of roadway at the
               | moment maximum braking force is demanded.
        
         | shellfishgene wrote:
         | This would actually be possible to implement with the general
         | switch to electric cars...
        
           | jschwartzi wrote:
           | What about electric trucks? I set the veh/hr to max and then
           | when I changed truck percentage to 14% I almost immediately
           | stopped traffic at the onramp as the trucks inevitably don't
           | have enough space to accelerate from the meter point.
           | Especially if one of the cars cuts the truck off.
        
         | Cthulhu_ wrote:
         | In practice that would mean a lot more head/tail accidents,
         | I've seen that happen plenty of times in traffic jams from
         | over-eager drivers, sudden stops (either people trying to go
         | too fast or not paying attention), etc.
        
           | bhupy wrote:
           | Easier to do with self driving cars, and can probably be
           | attained with Level 3 autonomy.
        
             | amcoastal wrote:
             | Yeah, and there would be no reason to increase acceleration
             | -- increasing the acceleration only aids in this project
             | because it shortens the time when the car behind the
             | stopped car in front of it can get up to speed. If the cars
             | are all talking to each other -- they can all start
             | accelerating at the exact same time and rate as soon as the
             | light turns green etc.
        
               | bhupy wrote:
               | That's true only when every car is a self driving car. In
               | the interim, if only a subset of cars is running Level 3
               | autonomy, then including a quick acceleration into the
               | adaptive cruise control is a good way to minimize these
               | phantom traffic jams.
        
               | andrewstuart2 wrote:
               | There's also the frequent problem of split attention when
               | you're accelerating like that. Often you may be trying to
               | change lanes, and checking a mirror for an opening. Even
               | without that kind of better communication, computers are
               | just better at tracking multiple data points at once.
        
           | InitialLastName wrote:
           | Not to mention killing a lot more non-car road users who
           | don't have access to the same acceleration.
        
       | bones6 wrote:
       | On the ring map, with default settings, just stopping traffic
       | with the traffic light for a second produces the dreaded rubber-
       | band effect propagating forever around the circle. Fun simulator!
        
         | billfruit wrote:
         | That behaviour is mesmerising to observe in the simulation.
        
       | iamflimflam1 wrote:
       | Turning the politeness down to zero really messes things up for
       | everyone. There's a lesson in there somewhere...
        
         | niea_11 wrote:
         | I found that changing the politeness in either directions
         | causes traffic jams. But I feel it happens faster if you
         | decrease the value (but I'm not sure). Also it's best to set
         | "timewrap" to 20 times to see the effects quickly.
        
       | [deleted]
        
       | mongol wrote:
       | I would like to use a driving simulator to learn how to drive on
       | the left side. Is there something like that? Good if I would rent
       | a car on Ireland.
        
       | dogline wrote:
       | I've always wanted to program something like this. What are good
       | references to simulation programming to handle this kind of use
       | case?
        
         | bob1029 wrote:
         | If you want to build a large scale, real-time simulation with
         | many participants, you might want to check out some paradigms
         | being used in the game development arena. Particularly concepts
         | like Unity's DOTS/ECS approach.
         | 
         | Ultimately, the task is producing a good model of your domain
         | and then organizing the data in such a way that you can quickly
         | mutate a very large number of instances with each tick (if you
         | are seeking real-time).
         | 
         | If you are not seeking real-time, you could probably do
         | whatever the hell you want.
        
         | billfruit wrote:
         | I was also looking to learn more about this. Discrete Event
         | Simulation books may be of some help.
        
       | mickallen wrote:
       | This looks really cool! What's the tech stack?
        
       | sandworm101 wrote:
       | I love these little simulators because while they purport to show
       | that slower more polite driving is more efficient, more often
       | than not they show the exact opposite. Want to shove the most
       | cars through per hour? Remove the speed limit. Accelerate and
       | brake like every intersection is a drag race. Leave absolutely no
       | distance between cars. And dump any notion of polite lane
       | changes. NASCAR was right: Minimize unused pavement. The most
       | efficient way to move large numbers of cars down a road is at
       | 200mph with only inches between each car.
        
         | recursive wrote:
         | > they purport to show that slower more polite driving is more
         | efficient
         | 
         | Where are you seeing this?
        
           | jonnycomputer wrote:
           | In this instance, upping the politeness bar seems to reduce
           | traffic ...
        
             | recursive wrote:
             | The comment I was responding to indicated the opposite.
        
             | falcrist wrote:
             | Adjusting it in either direction seems detrimental.
        
         | jedberg wrote:
         | That's because these simulations don't include inattentive
         | drivers. They assume everyone behaves ideally.
         | 
         | Normally all those things you said would result in accidents.
         | If the simulators randomly added delays for cars braking or
         | starting up, and then kept a death count, it would be more
         | accurate...
        
           | ravi-delia wrote:
           | Hell screw the death count, just a graph of average commuting
           | time becoming unbounded would be enough to get people on
           | board.
        
         | kevindong wrote:
         | A pet peeve of mine when I still drove was when drivers would
         | leave 1-3 car length's in front of their car when stopped at a
         | stoplight. And then after the car in front starts moving, it'd
         | take them a solid second to start inching forward also.
         | 
         | The bigger problem was that this type of behavior was the norm
         | to the point where at slow speed intersections with stoplights
         | (e.g. city streets around college campuses), only a single
         | digit number of cars would be able to go through per green
         | light.
        
           | kiliantics wrote:
           | Putting more people through per stoplight doesn't really
           | change much. You just get more people at the next stop light.
           | The light is by far the limiting factor, not the drivers.
           | That's why polite driving actually helps, because you get
           | less people blocking each other and less mishaps, the things
           | that actually slow everything down.
        
             | dmurray wrote:
             | You've never been stopped at a light where the queue was
             | many multiples of the number of cars that could get through
             | in one cycle?
        
           | sandworm101 wrote:
           | Or worse yet, they leave so much space that they don't
           | trigger the sensors. That can mess with the traffic
           | management scheme, sometimes preventing a light from _ever_
           | changing.
        
         | screye wrote:
         | One solution might be to characterize individual drivers
         | (agents) by running an RL experiment that mimics the
         | interactions of individual car drivers. If the reward function
         | is made to compare traffic patterns of the simulation vs real
         | life, then eventually the RL model (a combination of agents)
         | should converge to how humans drive.
         | 
         | So you would have various transition probabilities of a car
         | driver moving from an attentive state into various inattentive
         | states, with drivers having different reactions in each state.
         | 
         | It would also help to have a level of "variance" in individual
         | drivers. So instead of having a bunch of drivers who are just
         | as likely to make mistakes, you have some who transition far
         | more easily into inattentiveness and some whose likelihood of
         | damage/nuisance is higher than the standard driver when
         | inattentive.
         | 
         | It seems entirely doable. (famous last words)
        
           | TheGallopedHigh wrote:
           | These type of models are done to death in traffic and other
           | social models. Just look up "agent based modeling" and read
           | to your heart's content
        
       | vbtemp wrote:
       | Things like this are cool. What I would be curious to see though,
       | rather than setting global parameters (i.e., politeness), would
       | be to have each agent have its own politeness score (as well as
       | other attributes). Models like the one linked to here work as if
       | each agent is a particle, rather than autonomous decision-maker
       | adapting to their circumstances locked in long-term, iterated
       | games with other anonymous drivers.
       | 
       | This way, agents would adapt their attributes to maximize their
       | own local advantage, and therefore could see how large scale
       | trends develop. I've driven in many countries and regions within
       | countries, and it's just wild how "driving cultures" vary so
       | much. Some places the drivers are so polite to the point it
       | really makes things dangerous, other places the drivers are
       | vindictive (distinct from being aggressive driver). It would be
       | interesting to model how driving cultures emerge.
       | 
       | Edit: I guess the short story is I'm really curious why some
       | places, like Bangkok driving is chaotic, dangerous, gridlocked,
       | and no one adheres to traffic laws much or yields to pedestrians,
       | but relatively devoid of road rage (and people will let you merge
       | over if you need to). In DC, people carefully adhere to red
       | lights, stop signs, pedestrians, etc but will go far, far out of
       | their way to block you from changing lanes once they see your
       | turn signal go on.
       | 
       | Also, exploring the game theoretic (probably prisoner's dilemma?)
       | aspects of tailgating and how that seriously depends on the
       | driving culture. When someone tailgates, the tailgatee can slow
       | down (everyone loses), speed up or move out of the way (tailgater
       | wins/tailgatee loses), etc. If everyone slowed down when
       | tailgated, there would be no benefit of tailgating; if enough
       | people give in when tailgated, that keeps rewarding the behavior.
       | Anyway, that would be something fun to explore in one of these
       | traffic simulations.
        
         | pc86 wrote:
         | This would be a neat reinforcement learning project.
         | 
         | > _Some places the drivers are so polite to the point it really
         | makes things dangerous_
         | 
         | I've known people like this, who will approach a 4-way
         | intersection and stop even when they don't have a stop sign and
         | the perpendicular street does.
        
           | jeffhuys wrote:
           | Participating in traffic all comes down to being as
           | predictable as possible, I think.
        
             | beerandt wrote:
             | Yes, but in a way that's obvious to other drivers.
             | 
             | Driving decisively is more important to overall safety than
             | driving defensively.
        
               | mattbk1 wrote:
               | *and people on foot or bicycles
        
             | SilasX wrote:
             | Yep. I prefer the driving rule, "Don't be nice, be
             | predictable."
             | 
             | That is, don't deliberately be mean, but don't extend any
             | courtesy where doing so would come at the cost of being
             | predictable.
        
           | parhamn wrote:
           | > who will approach a 4-way intersection and stop even when
           | they don't have a stop sign and the perpendicular street does
           | 
           | Not the main point but I never liked how traffic signs aren't
           | affirmative sometimes. In the case of the 4-way usually the
           | stopping direction have a stop sign with a missing "All Way"
           | sign below it. But thats not required in all jurisdictions.
           | Nor is the non-stopping direction 100% sure their stop sign
           | is still visible (shrubs, weather, etc) and can proceed at
           | regular speed.
           | 
           | I'm sure there are a ton of reasons for the way things are, I
           | just think the outcome is you can't really ever be 100% sure
           | what the correct thing to do is without slowing down and
           | observing.
        
             | macintux wrote:
             | Speaking as someone who recently blew through a 4-way stop
             | with other cars waiting, because the setting sun made it
             | hard to see the stop sign, yeah, there are no shortage of
             | human factors at play.
        
             | asdff wrote:
             | Stop signs are the shape they are so you can recognize them
             | from the reverse for this purpose
        
               | btowngar wrote:
               | Hard to recognize them from the reverse when they're
               | hidden behind a bush!
        
           | vbtemp wrote:
           | Places where I've seen it, people who have the right of way
           | take that to mean they get to play "traffic cop". E.g., at a
           | 4-way stop the "extra polite" person who gets there first,
           | instead of going through the intersection first, waits and
           | waves the person who does not have the right of way to go
           | through first, which makes that person (and everyone else)
           | confused, and then causes a lot of slowdown, frustration,
           | etc. Of course only happens in certain locales, where it's
           | part of the local driving culture.
        
             | throwaway0a5e wrote:
             | Or they slam on the brakes at the end of what should be a
             | merging ramp or lane because the fore and aft distances to
             | the other traffic that were good enough for the prior N
             | people would be too close for them.
        
               | Daho0n wrote:
               | Well to be fair the distance most people feel fine with
               | is not near what is safe.
        
             | 2iP1zbR wrote:
             | this has always bothered me.
             | 
             | if you have the right of way, and you do not take the right
             | of way, in most cases you are effectively disobeying
             | traffic rules and disrupting the flow of traffic.
        
         | jsrcout wrote:
         | > Some places the drivers are so polite to the point it really
         | makes things dangerous
         | 
         | I live in a small town that has extra polite drivers. It was
         | really confusing for a while. Eventually I realized that it was
         | a practical response to the overall street layout, with a
         | limited number of main streets, and different areas of town not
         | being well connected. Stopping to let others cross improves the
         | overall traffic flow - if no one did it, traffic would just be
         | backed up for miles.
        
         | bonestamp2 wrote:
         | It would be cool to study things like politeness, top speed,
         | acceleration, etc in different cities and then create traffic
         | profiles that represent these cities and see what kind of
         | tweaks can improve each one.
        
       | darrennix wrote:
       | Clearly we just need to make all cars accelerate at 4.0m/s and
       | our traffic problems would've solved.
        
       | throwaway0a5e wrote:
       | Regardless of how I change the map layout, traffic in/out flow or
       | truck/car ratio I seem to get the best results when I crank
       | accel, speed and right bias for trucks to the max and lane-change
       | threshold and following distance to the minimum.
       | 
       | Which makes sense since those are basically the ideal conditions
       | for reducing the number of obstructions low speed (merging,
       | exiting, trucks on grade) traffic poses to higher speed traffic
       | and reduces the effective road area of the obstruction.
        
         | snarfy wrote:
         | You can almost always fix the traffic by maxing out
         | acceleration. Sadly, this vindicates my real world aggressive
         | driving behavior.
        
           | ripperdoc wrote:
           | Probably you need to add the factor of accidents. Not only do
           | they kill people, they are also the major reason for blocking
           | traffic.
        
           | throwaway0a5e wrote:
           | Why is it sad if it turns out a subset of people are already
           | behaving in a way that analysis indicates promotes better
           | flow?
        
             | t0astbread wrote:
             | Because aggressive driving is dangerous? Perhaps aggressive
             | driving also contributes negatively to the overall flow in
             | the real world when not everyone drives equally aggressive
             | (i.e. through extra lane switches caused). But I don't know
             | much about traffic analysis so idk.
        
       | xixixao wrote:
       | Needs an American mode where people don't know they should stick
       | to the right-most lane, unless passing.
        
         | throwaway0a5e wrote:
         | And a Connecticut mode where nobody uses the right lane to pass
         | people who do that.
        
         | analog31 wrote:
         | To simulate my neighborhood, it needs some parked cars and
         | trees that appear out of nowhere.
        
         | NwtnsMthd wrote:
         | Other uniquely American things:
         | 
         | - Passing on the right
         | 
         | - Taking an exit from the passing lane (cutting everyone off)
         | 
         | - Couch in the middle of the highway
        
         | C19is20 wrote:
         | Just set 'Politeness', to zero: don't touch anything
         | else.....Italy.
         | 
         | *Things have got better year on year, though. I have f+r
         | dashcams - rarely needed, nowadays. If anything, they do ensure
         | I drive better.
        
       | vegetablepotpie wrote:
       | It seems that decreasing politeness increases lane changing
       | behavior. The effect of reducing politeness is that people in the
       | on ramp get in the highway quicker but the whole highway slows
       | down.
        
       | sokoloff wrote:
       | Any idea why the max Accel figure is set so low by default? 0.3
       | m/s/s requires over a minute and a half to accelerate to 60
       | mph/100kph.
       | 
       | I'd expect something more like 2 m/s/s (0-100 kph in 14 seconds)
       | if it's a safety-related threshold and at least 1 m/s/s if it's a
       | general operation setting.
       | 
       | That it's set so far away from that makes me wonder if I don't
       | understand what it's used for.
        
         | leetcrew wrote:
         | it is odd, especially since the "info" section on the same page
         | lists reasonable figures as being in the range of 0.8-2.5
         | m/s/s. even 0.8 makes a big difference over 0.3. I can only
         | assume they set the initial conditions to actually result in a
         | traffic jam.
        
       | aj7 wrote:
       | Appears to violate divJ + rhodot = 0.
        
       | gfxgirl wrote:
       | I don't know if "right bias" is enough to simulate my experience
       | in traffic which includes trying to get in the fastest lane and
       | also trying to get over to the exit for my exit. As well as when
       | my exit is backed up a couple of miles but the lane I'm in is
       | moving faster such that I have to block my lane to wait for an
       | opening into the lanes that will exit.
        
       | reallymental wrote:
       | Perhaps these questions are appropriate for this post.
       | 
       | I'm beginning to delve into this space and I've not managed to
       | get any satisfactory answers to these questions, despite my
       | month(s) long search.
       | 
       | 1) How does one build a traffic (i.e state-space system),
       | forgetting the visualization aspect of things ? Just generating
       | sparse matrices, and adding elements to interact (add/subtract)
       | from these matrices would be a great start! Any way to do this in
       | a compiled language ?
       | 
       | 2) Are there any libraries out there that help you simulate
       | traffic in an existing network of roads, extracted from
       | OpenStreetMaps perhaps?
        
         | skrunch wrote:
         | This doesn't exactly answer your question, but what I settled
         | on during my dissertation (granted, that was a few years ago
         | now) was SUMO: https://www.eclipse.org/sumo/
         | 
         | IIRC you could import maps from from open street map, but I'm
         | not sure if it has a "headless" mode, without all the
         | visualisation.
        
           | 2Gkashmiri wrote:
           | having your route to office simulated with this would be
           | super cool on osm
        
         | adamjb wrote:
         | On 2) there's Matsim and AequilibraE off the top of my head.
        
         | dabreegster wrote:
         | 1) There are different choices you can make about simulating
         | individual agents or aggregate flows along roads. Assuming
         | you're interested in the former, you can advance the simulation
         | in discrete time-steps using approaches like the intelligent
         | driver model mentioned in another thread. Chapter 4 of
         | https://apps.cs.utexas.edu/tech_reports/reports/tr/TR-2157.p...
         | is a different approach to the discrete time system that tries
         | to handle complications that come up when applying to
         | OpenStreetMap, like having a vehicle cross multiple roads and
         | intersections in a single 0.1 second timestep, due to really
         | short roads. If you're willing to throw away detailed movement
         | (including acceleration and lane-changing), you can try a
         | discrete-event approach, where you say "this vehicle enters one
         | end of a road at time t, don't calculate anything for it until
         | t + best_case_time_to_cross".
         | https://dabreegster.github.io/abstreet/trafficsim/index.html
         | has some ideas there.
         | 
         | 2) Another option with much less detailed traffic simulation,
         | but much more UI focus, is abstreet.org
        
         | mlaretallack wrote:
         | For 2, Eclipse Sumo allows import of a road network from
         | openstreetmap.
        
       | whalesalad wrote:
       | My favorite observation is that you can move the 'politeness'
       | slider all the way up - touch nothing else - and watch the world
       | burn.
        
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       (page generated 2021-01-07 23:00 UTC)