2018-07-07 00:53:22 +03:00
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# TODO for Phase 3 (Simulation)
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2018-07-09 00:04:19 +03:00
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## cars
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2018-07-07 00:53:22 +03:00
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2018-07-09 00:04:19 +03:00
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- model cars parking
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2018-07-10 22:10:12 +03:00
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- make vanished cars just park again, when possible
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- when parking is full or no parking at goal road, roam until parking is found
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2018-07-09 00:04:19 +03:00
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2018-07-09 20:36:14 +03:00
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- code cleanup
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- try to simplify straw_model step (less phases?)
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- figure out responsibility btwn agents and managers, then fix up visibility
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- rng should live in a scenario spec layer, not in the sim itself
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2018-07-09 00:04:19 +03:00
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2018-07-07 00:53:22 +03:00
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- better visualization
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- draw moving / blocked colors (gradually more red as they wait longer)
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- draw stop buffer in front/behind of cars
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- draw cars in slightly different colors, to distinguish them better
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- start implementing a second AORTAish driving model
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2018-07-09 21:34:06 +03:00
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- then make cars park/unpark at the correct position
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2018-07-07 00:53:22 +03:00
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- reversible sim
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2018-07-09 00:04:19 +03:00
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## bikes
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2018-07-07 00:53:22 +03:00
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2018-07-23 20:50:01 +03:00
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- model bikes as slow cars
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2018-07-07 00:53:22 +03:00
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2018-07-09 00:04:19 +03:00
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## pedestrians
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2018-07-14 21:41:20 +03:00
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- make them obey intersections (deterministically!)
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2018-07-10 22:10:12 +03:00
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- make them start and end at buildings
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- trim the sidewalk path to the edge of a building
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2018-07-30 02:51:09 +03:00
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## General
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- savestating a sim has nondet output due to hashes; switching to btree is kind of weird
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2018-07-30 19:26:32 +03:00
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- unit test that two savestates of same sim are equal
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2018-07-30 02:51:09 +03:00
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- diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead?
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2018-07-30 19:26:32 +03:00
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- will need programmatic diffs later for pointing out changes to players in A/B tests
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