abstreet/docs/TODO_phase3.md

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# TODO for Phase 3 (Simulation)
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## cars
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- code cleanup
- figure out responsibility btwn agents and managers, then fix up visibility
- things like ParkingSimState have so many methods -- some are only
meant for spawner, or driving/walking to query. separate out some
traits.
- on a lane vs turn permeates so many places
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- better visualization
- draw moving / blocked colors (gradually more red as they wait longer)
2018-08-09 23:01:47 +03:00
- make lookahead buffer follow the shape of the road and extend into other lanes and stuff
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- reversible sim
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- be careful
- could see if we ever have a lookahead constraint to deaccel more than
what we're capable of. it might mask problems. but since things like
accel_to_stop_in_dist don't have a careful notion of how much time will pass,
they recommend big rates sometimes.
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- no way for an agent to request a turn and ASAP have it granted. are there cases where they might slow down unnecessarily?
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## bikes
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- model bikes as slow cars
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## pedestrians
2018-08-01 00:13:15 +03:00
- render overlapping peds reasonably
## General
- savestating a sim has nondet output due to hashes; switching to btree is kind of weird
- consider overriding encoding for TurnID and such, instead of remembering to stick maps everywhere
- diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead?
- will need programmatic diffs later for pointing out changes to players in A/B tests
- consider refactoring car/ped sim
- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.