mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
starting work on a brute-force traffic signal heuristic. organizing
existing code better.
This commit is contained in:
parent
f5385b83df
commit
5a9fb4ceef
@ -14,7 +14,7 @@ use ezgui::{
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GfxCtx, HorizontalAlignment, Key, Line, Outcome, Text, VerticalAlignment, Widget, Wizard,
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};
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use geom::Pt2D;
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use map_model::NORMAL_LANE_THICKNESS;
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use map_model::{ControlTrafficSignal, NORMAL_LANE_THICKNESS};
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use sim::{AgentID, Sim, TripID};
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use std::collections::HashSet;
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@ -61,6 +61,7 @@ impl DebugMode {
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(hotkey(Key::Y), "load previous sim state"),
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(hotkey(Key::U), "load next sim state"),
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(None, "pick a savestate to load"),
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(None, "find bad traffic signals"),
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]
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.into_iter()
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.map(|(key, action)| {
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@ -209,6 +210,9 @@ impl State for DebugMode {
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max_y: bounds.max_y,
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});
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}
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"find bad traffic signals" => {
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find_bad_signals(app);
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}
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_ => unreachable!(),
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},
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None => {}
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@ -600,3 +604,16 @@ impl ContextualActions for Actions {
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true
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}
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}
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fn find_bad_signals(app: &App) {
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println!("Bad traffic signals:");
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for i in app.primary.map.all_intersections() {
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if i.is_traffic_signal() {
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let first = &ControlTrafficSignal::get_possible_policies(&app.primary.map, i.id)[0].0;
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if first == "phase per road" || first == "arbitrary assignment" {
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println!("- {}", i.id);
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ControlTrafficSignal::brute_force(&app.primary.map, i.id);
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}
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}
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}
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}
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@ -4,4 +4,5 @@ pub mod bus_stops;
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pub mod initial;
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pub mod remove_disconnected;
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pub mod sidewalk_finder;
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pub mod traffic_signals;
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pub mod turns;
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497
map_model/src/make/traffic_signals.rs
Normal file
497
map_model/src/make/traffic_signals.rs
Normal file
@ -0,0 +1,497 @@
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use crate::{
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ControlTrafficSignal, IntersectionID, Map, Phase, RoadID, TurnGroup, TurnGroupID, TurnPriority,
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TurnType,
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};
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use geom::Duration;
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use std::collections::BTreeMap;
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pub fn get_possible_policies(map: &Map, id: IntersectionID) -> Vec<(String, ControlTrafficSignal)> {
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let mut results = Vec::new();
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// TODO Cache with lazy_static. Don't serialize in Map; the repo of signal data may evolve
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// independently.
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if let Some(raw) = seattle_traffic_signals::load_all_data()
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.unwrap()
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.remove(&map.get_i(id).orig_id.osm_node_id)
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{
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if let Some(ts) = ControlTrafficSignal::import(raw, id, map) {
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results.push(("hand-mapped current real settings".to_string(), ts));
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} else {
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panic!(
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"seattle_traffic_signals data for {} out of date, go update it",
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map.get_i(id).orig_id.osm_node_id
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);
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}
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}
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// As long as we're using silly heuristics for these by default, prefer shorter cycle
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// length.
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if let Some(ts) = four_way_two_phase(map, id) {
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results.push(("two-phase".to_string(), ts));
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}
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if let Some(ts) = three_way(map, id) {
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results.push(("three-phase".to_string(), ts));
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}
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if let Some(ts) = four_way_four_phase(map, id) {
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results.push(("four-phase".to_string(), ts));
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}
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if let Some(ts) = degenerate(map, id) {
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results.push(("degenerate (2 roads)".to_string(), ts));
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}
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if let Some(ts) = four_oneways(map, id) {
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results.push(("two-phase for 4 one-ways".to_string(), ts));
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}
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if let Some(ts) = phase_per_road(map, id) {
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results.push(("phase per road".to_string(), ts));
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}
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results.push((
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"arbitrary assignment".to_string(),
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greedy_assignment(map, id),
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));
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results.push((
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"all walk, then free-for-all yield".to_string(),
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all_walk_all_yield(map, id),
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));
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results
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}
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fn greedy_assignment(map: &Map, intersection: IntersectionID) -> ControlTrafficSignal {
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let turn_groups = TurnGroup::for_i(intersection, map);
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let mut phases = Vec::new();
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// Greedily partition groups into phases that only have protected groups.
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let mut remaining_groups: Vec<TurnGroupID> = turn_groups.keys().cloned().collect();
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let mut current_phase = Phase::new();
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loop {
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let add = remaining_groups
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.iter()
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.position(|&g| current_phase.could_be_protected(g, &turn_groups));
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match add {
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Some(idx) => {
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current_phase
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.protected_groups
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.insert(remaining_groups.remove(idx));
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}
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None => {
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assert!(!current_phase.protected_groups.is_empty());
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phases.push(current_phase);
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current_phase = Phase::new();
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if remaining_groups.is_empty() {
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break;
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}
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}
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}
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}
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expand_all_phases(&mut phases, &turn_groups);
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let ts = ControlTrafficSignal {
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id: intersection,
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phases,
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offset: Duration::ZERO,
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turn_groups,
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};
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// This must succeed
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ts.validate().unwrap()
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}
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fn degenerate(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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if map.get_i(i).roads.len() != 2 {
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return None;
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}
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let mut roads = map.get_i(i).roads.iter();
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let r1 = *roads.next().unwrap();
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let r2 = *roads.next().unwrap();
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// TODO One-ways downtown should also have crosswalks.
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let has_crosswalks = !map.get_r(r1).children_backwards.is_empty()
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|| !map.get_r(r2).children_backwards.is_empty();
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let mut phases = vec![vec![(vec![r1, r2], TurnType::Straight, PROTECTED)]];
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if has_crosswalks {
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phases.push(vec![(vec![r1, r2], TurnType::Crosswalk, PROTECTED)]);
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}
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let phases = make_phases(map, i, phases);
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups: TurnGroup::for_i(i, map),
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};
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ts.validate().ok()
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}
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fn three_way(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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if map.get_i(i).roads.len() != 3 {
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return None;
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}
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let turn_groups = TurnGroup::for_i(i, map);
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// Picture a T intersection. Use turn angles to figure out the "main" two roads.
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let straight = turn_groups
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.values()
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.find(|g| g.turn_type == TurnType::Straight)?;
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let (north, south) = (straight.id.from.id, straight.id.to.id);
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let mut roads = map.get_i(i).roads.clone();
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roads.remove(&north);
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roads.remove(&south);
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let east = roads.into_iter().next().unwrap();
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// Two-phase with no protected lefts, right turn on red, turning cars yield to peds
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let phases = make_phases(
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map,
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i,
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vec![
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vec![
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(vec![north, south], TurnType::Straight, PROTECTED),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Left, YIELD),
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(vec![east], TurnType::Right, YIELD),
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(vec![east], TurnType::Crosswalk, PROTECTED),
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],
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vec![
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(vec![east], TurnType::Straight, PROTECTED),
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(vec![east], TurnType::Right, YIELD),
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(vec![east], TurnType::Left, YIELD),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Crosswalk, PROTECTED),
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],
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],
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);
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups,
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};
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ts.validate().ok()
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}
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fn four_way_four_phase(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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if map.get_i(i).roads.len() != 4 {
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return None;
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}
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// Just to refer to these easily, label with directions. Imagine an axis-aligned four-way.
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let roads = map
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.get_i(i)
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.get_roads_sorted_by_incoming_angle(map.all_roads());
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let (north, west, south, east) = (roads[0], roads[1], roads[2], roads[3]);
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// Four-phase with protected lefts, right turn on red (except for the protected lefts),
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// turning cars yield to peds
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let phases = make_phases(
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map,
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i,
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vec![
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vec![
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(vec![north, south], TurnType::Straight, PROTECTED),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![east, west], TurnType::Right, YIELD),
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(vec![east, west], TurnType::Crosswalk, PROTECTED),
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],
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vec![(vec![north, south], TurnType::Left, PROTECTED)],
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vec![
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(vec![east, west], TurnType::Straight, PROTECTED),
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(vec![east, west], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Crosswalk, PROTECTED),
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],
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vec![(vec![east, west], TurnType::Left, PROTECTED)],
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],
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);
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups: TurnGroup::for_i(i, map),
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};
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ts.validate().ok()
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}
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fn four_way_two_phase(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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if map.get_i(i).roads.len() != 4 {
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return None;
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}
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// Just to refer to these easily, label with directions. Imagine an axis-aligned four-way.
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let roads = map
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.get_i(i)
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.get_roads_sorted_by_incoming_angle(map.all_roads());
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let (north, west, south, east) = (roads[0], roads[1], roads[2], roads[3]);
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// Two-phase with no protected lefts, right turn on red, turning cars yielding to peds
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let phases = make_phases(
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map,
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i,
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vec![
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vec![
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(vec![north, south], TurnType::Straight, PROTECTED),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Left, YIELD),
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(vec![east, west], TurnType::Right, YIELD),
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(vec![east, west], TurnType::Crosswalk, PROTECTED),
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],
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vec![
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(vec![east, west], TurnType::Straight, PROTECTED),
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(vec![east, west], TurnType::Right, YIELD),
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(vec![east, west], TurnType::Left, YIELD),
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(vec![north, south], TurnType::Right, YIELD),
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(vec![north, south], TurnType::Crosswalk, PROTECTED),
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],
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],
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);
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups: TurnGroup::for_i(i, map),
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};
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ts.validate().ok()
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}
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fn four_oneways(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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if map.get_i(i).roads.len() != 4 {
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return None;
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}
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let mut incomings = Vec::new();
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for r in &map.get_i(i).roads {
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if !map.get_r(*r).incoming_lanes(i).is_empty() {
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incomings.push(*r);
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}
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}
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if incomings.len() != 2 {
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return None;
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}
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let r1 = incomings[0];
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let r2 = incomings[1];
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// TODO This may not generalize...
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let phases = make_phases(
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map,
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i,
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vec![
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vec![
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(vec![r1], TurnType::Straight, PROTECTED),
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(vec![r1], TurnType::Crosswalk, PROTECTED),
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// TODO Technically, upgrade to protected if there's no opposing crosswalk --
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// even though it doesn't matter much.
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(vec![r1], TurnType::Right, YIELD),
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(vec![r1], TurnType::Left, YIELD),
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(vec![r1], TurnType::Right, YIELD),
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// TODO Refactor
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],
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vec![
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(vec![r2], TurnType::Straight, PROTECTED),
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(vec![r2], TurnType::Crosswalk, PROTECTED),
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// TODO Technically, upgrade to protected if there's no opposing crosswalk --
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// even though it doesn't matter much.
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(vec![r2], TurnType::Right, YIELD),
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(vec![r2], TurnType::Left, YIELD),
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(vec![r2], TurnType::Right, YIELD),
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],
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],
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);
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups: TurnGroup::for_i(i, map),
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};
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ts.validate().ok()
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}
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fn all_walk_all_yield(map: &Map, i: IntersectionID) -> ControlTrafficSignal {
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let turn_groups = TurnGroup::for_i(i, map);
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let mut all_walk = Phase::new();
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let mut all_yield = Phase::new();
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for group in turn_groups.values() {
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match group.turn_type {
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TurnType::Crosswalk => {
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all_walk.protected_groups.insert(group.id);
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}
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_ => {
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all_yield.yield_groups.insert(group.id);
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}
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}
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}
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let ts = ControlTrafficSignal {
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id: i,
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phases: vec![all_walk, all_yield],
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offset: Duration::ZERO,
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turn_groups,
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};
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// This must succeed
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ts.validate().unwrap()
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}
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fn phase_per_road(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
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let turn_groups = TurnGroup::for_i(i, map);
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let mut phases = Vec::new();
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let sorted_roads = map
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.get_i(i)
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.get_roads_sorted_by_incoming_angle(map.all_roads());
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for idx in 0..sorted_roads.len() {
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let r = sorted_roads[idx];
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let adj1 = *abstutil::wraparound_get(&sorted_roads, (idx as isize) - 1);
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let adj2 = *abstutil::wraparound_get(&sorted_roads, (idx as isize) + 1);
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let mut phase = Phase::new();
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for group in turn_groups.values() {
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if group.turn_type == TurnType::Crosswalk {
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if group.id.from.id == adj1 || group.id.from.id == adj2 {
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phase.protected_groups.insert(group.id);
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}
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} else if group.id.from.id == r {
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phase.yield_groups.insert(group.id);
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}
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}
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// Might have a one-way outgoing road. Skip it.
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if !phase.yield_groups.is_empty() {
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phases.push(phase);
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}
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}
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let ts = ControlTrafficSignal {
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id: i,
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phases,
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offset: Duration::ZERO,
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turn_groups,
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};
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ts.validate().ok()
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}
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// Add all possible protected groups to existing phases.
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fn expand_all_phases(phases: &mut Vec<Phase>, turn_groups: &BTreeMap<TurnGroupID, TurnGroup>) {
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for phase in phases.iter_mut() {
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for g in turn_groups.keys() {
|
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if phase.could_be_protected(*g, turn_groups) {
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phase.protected_groups.insert(*g);
|
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}
|
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}
|
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}
|
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}
|
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const PROTECTED: bool = true;
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const YIELD: bool = false;
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fn make_phases(
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map: &Map,
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i: IntersectionID,
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phase_specs: Vec<Vec<(Vec<RoadID>, TurnType, bool)>>,
|
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) -> Vec<Phase> {
|
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// TODO Could pass this in instead of recompute...
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let turn_groups = TurnGroup::for_i(i, map);
|
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let mut phases: Vec<Phase> = Vec::new();
|
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|
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for specs in phase_specs {
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let mut phase = Phase::new();
|
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|
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for (roads, turn_type, protected) in specs.into_iter() {
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for group in turn_groups.values() {
|
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if !roads.contains(&group.id.from.id) || turn_type != group.turn_type {
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continue;
|
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}
|
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|
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phase.edit_group(
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group,
|
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if protected {
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TurnPriority::Protected
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} else {
|
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TurnPriority::Yield
|
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},
|
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);
|
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}
|
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}
|
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|
||||
// Filter out empty phases if they happen.
|
||||
if phase.protected_groups.is_empty() && phase.yield_groups.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
phases.push(phase);
|
||||
}
|
||||
|
||||
phases
|
||||
}
|
||||
|
||||
pub fn brute_force(map: &Map, i: IntersectionID) {
|
||||
let turn_groups: Vec<TurnGroup> = TurnGroup::for_i(i, map)
|
||||
.into_iter()
|
||||
.filter_map(|(id, tg)| if id.crosswalk { None } else { Some(tg) })
|
||||
.collect();
|
||||
let indices: Vec<usize> = (0..turn_groups.len()).collect();
|
||||
for num_phases in 1..=turn_groups.len() {
|
||||
println!(
|
||||
"For {} turn groups, looking for solution with {} phases",
|
||||
turn_groups.len(),
|
||||
num_phases
|
||||
);
|
||||
for partition in helper(&indices, num_phases) {
|
||||
if okay_partition(turn_groups.iter().collect(), partition) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
unreachable!()
|
||||
}
|
||||
|
||||
fn okay_partition(turn_groups: Vec<&TurnGroup>, partition: Partition) -> bool {
|
||||
for phase in partition.0 {
|
||||
let mut protected: Vec<&TurnGroup> = Vec::new();
|
||||
for idx in phase {
|
||||
let tg = turn_groups[idx];
|
||||
if protected.iter().any(|other| tg.conflicts_with(other)) {
|
||||
return false;
|
||||
}
|
||||
protected.push(tg);
|
||||
}
|
||||
}
|
||||
println!("found one that works! :O");
|
||||
true
|
||||
}
|
||||
|
||||
// Technically, a set of sets; order doesn't matter
|
||||
#[derive(Clone)]
|
||||
struct Partition(Vec<Vec<usize>>);
|
||||
|
||||
// Extremely hasty port of https://stackoverflow.com/a/30903689
|
||||
fn helper(items: &[usize], max_size: usize) -> Vec<Partition> {
|
||||
if items.len() < max_size || max_size == 0 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
if max_size == 1 {
|
||||
return vec![Partition(vec![items.to_vec()])];
|
||||
}
|
||||
|
||||
let mut results = Vec::new();
|
||||
let prev1 = helper(&items[0..items.len() - 1], max_size);
|
||||
for i in 0..prev1.len() {
|
||||
for j in 0..prev1[i].0.len() {
|
||||
let mut partition: Vec<Vec<usize>> = Vec::new();
|
||||
for inner in &prev1[i].0 {
|
||||
partition.push(inner.clone());
|
||||
}
|
||||
partition[j].push(*items.last().unwrap());
|
||||
results.push(Partition(partition));
|
||||
}
|
||||
}
|
||||
|
||||
let set = vec![*items.last().unwrap()];
|
||||
for mut partition in helper(&items[0..items.len() - 1], max_size - 1) {
|
||||
partition.0.push(set.clone());
|
||||
results.push(partition);
|
||||
}
|
||||
results
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
use crate::make::traffic_signals::{brute_force, get_possible_policies};
|
||||
use crate::{
|
||||
DirectedRoadID, IntersectionID, Map, RoadID, TurnGroup, TurnGroupID, TurnID, TurnPriority,
|
||||
TurnType,
|
||||
DirectedRoadID, IntersectionID, Map, TurnGroup, TurnGroupID, TurnID, TurnPriority, TurnType,
|
||||
};
|
||||
use abstutil::{deserialize_btreemap, retain_btreeset, serialize_btreemap, Timer};
|
||||
use geom::{Duration, Time};
|
||||
@ -40,53 +40,11 @@ impl ControlTrafficSignal {
|
||||
map: &Map,
|
||||
id: IntersectionID,
|
||||
) -> Vec<(String, ControlTrafficSignal)> {
|
||||
let mut results = Vec::new();
|
||||
|
||||
// TODO Cache with lazy_static. Don't serialize in Map; the repo of signal data may evolve
|
||||
// independently.
|
||||
if let Some(raw) = seattle_traffic_signals::load_all_data()
|
||||
.unwrap()
|
||||
.remove(&map.get_i(id).orig_id.osm_node_id)
|
||||
{
|
||||
if let Some(ts) = ControlTrafficSignal::import(raw, id, map) {
|
||||
results.push(("hand-mapped current real settings".to_string(), ts));
|
||||
} else {
|
||||
panic!(
|
||||
"seattle_traffic_signals data for {} out of date, go update it",
|
||||
map.get_i(id).orig_id.osm_node_id
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// As long as we're using silly heuristics for these by default, prefer shorter cycle
|
||||
// length.
|
||||
if let Some(ts) = ControlTrafficSignal::four_way_two_phase(map, id) {
|
||||
results.push(("two-phase".to_string(), ts));
|
||||
}
|
||||
if let Some(ts) = ControlTrafficSignal::three_way(map, id) {
|
||||
results.push(("three-phase".to_string(), ts));
|
||||
}
|
||||
if let Some(ts) = ControlTrafficSignal::four_way_four_phase(map, id) {
|
||||
results.push(("four-phase".to_string(), ts));
|
||||
}
|
||||
if let Some(ts) = ControlTrafficSignal::degenerate(map, id) {
|
||||
results.push(("degenerate (2 roads)".to_string(), ts));
|
||||
}
|
||||
if let Some(ts) = ControlTrafficSignal::four_oneways(map, id) {
|
||||
results.push(("two-phase for 4 one-ways".to_string(), ts));
|
||||
}
|
||||
if let Some(ts) = ControlTrafficSignal::phase_per_road(map, id) {
|
||||
results.push(("phase per road".to_string(), ts));
|
||||
}
|
||||
results.push((
|
||||
"arbitrary assignment".to_string(),
|
||||
ControlTrafficSignal::greedy_assignment(map, id),
|
||||
));
|
||||
results.push((
|
||||
"all walk, then free-for-all yield".to_string(),
|
||||
ControlTrafficSignal::all_walk_all_yield(map, id),
|
||||
));
|
||||
results
|
||||
get_possible_policies(map, id)
|
||||
}
|
||||
// TODO tmp
|
||||
pub fn brute_force(map: &Map, id: IntersectionID) {
|
||||
brute_force(map, id)
|
||||
}
|
||||
|
||||
pub fn cycle_length(&self) -> Duration {
|
||||
@ -155,322 +113,6 @@ impl ControlTrafficSignal {
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
fn greedy_assignment(map: &Map, intersection: IntersectionID) -> ControlTrafficSignal {
|
||||
let turn_groups = TurnGroup::for_i(intersection, map);
|
||||
|
||||
let mut phases = Vec::new();
|
||||
|
||||
// Greedily partition groups into phases that only have protected groups.
|
||||
let mut remaining_groups: Vec<TurnGroupID> = turn_groups.keys().cloned().collect();
|
||||
let mut current_phase = Phase::new();
|
||||
loop {
|
||||
let add = remaining_groups
|
||||
.iter()
|
||||
.position(|&g| current_phase.could_be_protected(g, &turn_groups));
|
||||
match add {
|
||||
Some(idx) => {
|
||||
current_phase
|
||||
.protected_groups
|
||||
.insert(remaining_groups.remove(idx));
|
||||
}
|
||||
None => {
|
||||
assert!(!current_phase.protected_groups.is_empty());
|
||||
phases.push(current_phase);
|
||||
current_phase = Phase::new();
|
||||
if remaining_groups.is_empty() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
expand_all_phases(&mut phases, &turn_groups);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: intersection,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups,
|
||||
};
|
||||
// This must succeed
|
||||
ts.validate().unwrap()
|
||||
}
|
||||
|
||||
fn degenerate(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
if map.get_i(i).roads.len() != 2 {
|
||||
return None;
|
||||
}
|
||||
|
||||
let mut roads = map.get_i(i).roads.iter();
|
||||
let r1 = *roads.next().unwrap();
|
||||
let r2 = *roads.next().unwrap();
|
||||
// TODO One-ways downtown should also have crosswalks.
|
||||
let has_crosswalks = !map.get_r(r1).children_backwards.is_empty()
|
||||
|| !map.get_r(r2).children_backwards.is_empty();
|
||||
let mut phases = vec![vec![(vec![r1, r2], TurnType::Straight, PROTECTED)]];
|
||||
if has_crosswalks {
|
||||
phases.push(vec![(vec![r1, r2], TurnType::Crosswalk, PROTECTED)]);
|
||||
}
|
||||
|
||||
let phases = make_phases(map, i, phases);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups: TurnGroup::for_i(i, map),
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
fn three_way(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
if map.get_i(i).roads.len() != 3 {
|
||||
return None;
|
||||
}
|
||||
let turn_groups = TurnGroup::for_i(i, map);
|
||||
|
||||
// Picture a T intersection. Use turn angles to figure out the "main" two roads.
|
||||
let straight = turn_groups
|
||||
.values()
|
||||
.find(|g| g.turn_type == TurnType::Straight)?;
|
||||
let (north, south) = (straight.id.from.id, straight.id.to.id);
|
||||
let mut roads = map.get_i(i).roads.clone();
|
||||
roads.remove(&north);
|
||||
roads.remove(&south);
|
||||
let east = roads.into_iter().next().unwrap();
|
||||
|
||||
// Two-phase with no protected lefts, right turn on red, turning cars yield to peds
|
||||
let phases = make_phases(
|
||||
map,
|
||||
i,
|
||||
vec![
|
||||
vec![
|
||||
(vec![north, south], TurnType::Straight, PROTECTED),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Left, YIELD),
|
||||
(vec![east], TurnType::Right, YIELD),
|
||||
(vec![east], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
vec![
|
||||
(vec![east], TurnType::Straight, PROTECTED),
|
||||
(vec![east], TurnType::Right, YIELD),
|
||||
(vec![east], TurnType::Left, YIELD),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
],
|
||||
);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups,
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
fn four_way_four_phase(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
if map.get_i(i).roads.len() != 4 {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Just to refer to these easily, label with directions. Imagine an axis-aligned four-way.
|
||||
let roads = map
|
||||
.get_i(i)
|
||||
.get_roads_sorted_by_incoming_angle(map.all_roads());
|
||||
let (north, west, south, east) = (roads[0], roads[1], roads[2], roads[3]);
|
||||
|
||||
// Four-phase with protected lefts, right turn on red (except for the protected lefts),
|
||||
// turning cars yield to peds
|
||||
let phases = make_phases(
|
||||
map,
|
||||
i,
|
||||
vec![
|
||||
vec![
|
||||
(vec![north, south], TurnType::Straight, PROTECTED),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![east, west], TurnType::Right, YIELD),
|
||||
(vec![east, west], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
vec![(vec![north, south], TurnType::Left, PROTECTED)],
|
||||
vec![
|
||||
(vec![east, west], TurnType::Straight, PROTECTED),
|
||||
(vec![east, west], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
vec![(vec![east, west], TurnType::Left, PROTECTED)],
|
||||
],
|
||||
);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups: TurnGroup::for_i(i, map),
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
fn four_way_two_phase(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
if map.get_i(i).roads.len() != 4 {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Just to refer to these easily, label with directions. Imagine an axis-aligned four-way.
|
||||
let roads = map
|
||||
.get_i(i)
|
||||
.get_roads_sorted_by_incoming_angle(map.all_roads());
|
||||
let (north, west, south, east) = (roads[0], roads[1], roads[2], roads[3]);
|
||||
|
||||
// Two-phase with no protected lefts, right turn on red, turning cars yielding to peds
|
||||
let phases = make_phases(
|
||||
map,
|
||||
i,
|
||||
vec![
|
||||
vec![
|
||||
(vec![north, south], TurnType::Straight, PROTECTED),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Left, YIELD),
|
||||
(vec![east, west], TurnType::Right, YIELD),
|
||||
(vec![east, west], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
vec![
|
||||
(vec![east, west], TurnType::Straight, PROTECTED),
|
||||
(vec![east, west], TurnType::Right, YIELD),
|
||||
(vec![east, west], TurnType::Left, YIELD),
|
||||
(vec![north, south], TurnType::Right, YIELD),
|
||||
(vec![north, south], TurnType::Crosswalk, PROTECTED),
|
||||
],
|
||||
],
|
||||
);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups: TurnGroup::for_i(i, map),
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
fn four_oneways(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
if map.get_i(i).roads.len() != 4 {
|
||||
return None;
|
||||
}
|
||||
|
||||
let mut incomings = Vec::new();
|
||||
for r in &map.get_i(i).roads {
|
||||
if !map.get_r(*r).incoming_lanes(i).is_empty() {
|
||||
incomings.push(*r);
|
||||
}
|
||||
}
|
||||
if incomings.len() != 2 {
|
||||
return None;
|
||||
}
|
||||
let r1 = incomings[0];
|
||||
let r2 = incomings[1];
|
||||
|
||||
// TODO This may not generalize...
|
||||
let phases = make_phases(
|
||||
map,
|
||||
i,
|
||||
vec![
|
||||
vec![
|
||||
(vec![r1], TurnType::Straight, PROTECTED),
|
||||
(vec![r1], TurnType::Crosswalk, PROTECTED),
|
||||
// TODO Technically, upgrade to protected if there's no opposing crosswalk --
|
||||
// even though it doesn't matter much.
|
||||
(vec![r1], TurnType::Right, YIELD),
|
||||
(vec![r1], TurnType::Left, YIELD),
|
||||
(vec![r1], TurnType::Right, YIELD),
|
||||
// TODO Refactor
|
||||
],
|
||||
vec![
|
||||
(vec![r2], TurnType::Straight, PROTECTED),
|
||||
(vec![r2], TurnType::Crosswalk, PROTECTED),
|
||||
// TODO Technically, upgrade to protected if there's no opposing crosswalk --
|
||||
// even though it doesn't matter much.
|
||||
(vec![r2], TurnType::Right, YIELD),
|
||||
(vec![r2], TurnType::Left, YIELD),
|
||||
(vec![r2], TurnType::Right, YIELD),
|
||||
],
|
||||
],
|
||||
);
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups: TurnGroup::for_i(i, map),
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
fn all_walk_all_yield(map: &Map, i: IntersectionID) -> ControlTrafficSignal {
|
||||
let turn_groups = TurnGroup::for_i(i, map);
|
||||
|
||||
let mut all_walk = Phase::new();
|
||||
let mut all_yield = Phase::new();
|
||||
|
||||
for group in turn_groups.values() {
|
||||
match group.turn_type {
|
||||
TurnType::Crosswalk => {
|
||||
all_walk.protected_groups.insert(group.id);
|
||||
}
|
||||
_ => {
|
||||
all_yield.yield_groups.insert(group.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases: vec![all_walk, all_yield],
|
||||
offset: Duration::ZERO,
|
||||
turn_groups,
|
||||
};
|
||||
// This must succeed
|
||||
ts.validate().unwrap()
|
||||
}
|
||||
|
||||
fn phase_per_road(map: &Map, i: IntersectionID) -> Option<ControlTrafficSignal> {
|
||||
let turn_groups = TurnGroup::for_i(i, map);
|
||||
|
||||
let mut phases = Vec::new();
|
||||
let sorted_roads = map
|
||||
.get_i(i)
|
||||
.get_roads_sorted_by_incoming_angle(map.all_roads());
|
||||
for idx in 0..sorted_roads.len() {
|
||||
let r = sorted_roads[idx];
|
||||
let adj1 = *abstutil::wraparound_get(&sorted_roads, (idx as isize) - 1);
|
||||
let adj2 = *abstutil::wraparound_get(&sorted_roads, (idx as isize) + 1);
|
||||
|
||||
let mut phase = Phase::new();
|
||||
for group in turn_groups.values() {
|
||||
if group.turn_type == TurnType::Crosswalk {
|
||||
if group.id.from.id == adj1 || group.id.from.id == adj2 {
|
||||
phase.protected_groups.insert(group.id);
|
||||
}
|
||||
} else if group.id.from.id == r {
|
||||
phase.yield_groups.insert(group.id);
|
||||
}
|
||||
}
|
||||
// Might have a one-way outgoing road. Skip it.
|
||||
if !phase.yield_groups.is_empty() {
|
||||
phases.push(phase);
|
||||
}
|
||||
}
|
||||
let ts = ControlTrafficSignal {
|
||||
id: i,
|
||||
phases,
|
||||
offset: Duration::ZERO,
|
||||
turn_groups,
|
||||
};
|
||||
ts.validate().ok()
|
||||
}
|
||||
|
||||
// Returns true if this did anything
|
||||
pub fn convert_to_ped_scramble(&mut self) -> bool {
|
||||
let orig = self.clone();
|
||||
@ -583,60 +225,6 @@ impl Phase {
|
||||
}
|
||||
}
|
||||
|
||||
// Add all possible protected groups to existing phases.
|
||||
fn expand_all_phases(phases: &mut Vec<Phase>, turn_groups: &BTreeMap<TurnGroupID, TurnGroup>) {
|
||||
for phase in phases.iter_mut() {
|
||||
for g in turn_groups.keys() {
|
||||
if phase.could_be_protected(*g, turn_groups) {
|
||||
phase.protected_groups.insert(*g);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const PROTECTED: bool = true;
|
||||
const YIELD: bool = false;
|
||||
|
||||
fn make_phases(
|
||||
map: &Map,
|
||||
i: IntersectionID,
|
||||
phase_specs: Vec<Vec<(Vec<RoadID>, TurnType, bool)>>,
|
||||
) -> Vec<Phase> {
|
||||
// TODO Could pass this in instead of recompute...
|
||||
let turn_groups = TurnGroup::for_i(i, map);
|
||||
let mut phases: Vec<Phase> = Vec::new();
|
||||
|
||||
for specs in phase_specs {
|
||||
let mut phase = Phase::new();
|
||||
|
||||
for (roads, turn_type, protected) in specs.into_iter() {
|
||||
for group in turn_groups.values() {
|
||||
if !roads.contains(&group.id.from.id) || turn_type != group.turn_type {
|
||||
continue;
|
||||
}
|
||||
|
||||
phase.edit_group(
|
||||
group,
|
||||
if protected {
|
||||
TurnPriority::Protected
|
||||
} else {
|
||||
TurnPriority::Yield
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Filter out empty phases if they happen.
|
||||
if phase.protected_groups.is_empty() && phase.yield_groups.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
phases.push(phase);
|
||||
}
|
||||
|
||||
phases
|
||||
}
|
||||
|
||||
impl ControlTrafficSignal {
|
||||
pub fn export(&self, map: &Map) -> seattle_traffic_signals::TrafficSignal {
|
||||
seattle_traffic_signals::TrafficSignal {
|
||||
|
Loading…
Reference in New Issue
Block a user