# TODO - Core gameplay - parking vs bus tutorial level - Example use cases - maybe dont need simulation at all to play with these - just a smooth editing and diffing UI - montlake/520 turn restrictions with pedestrian scramble - close interior neighborhoods to most cars (except for src/dst), see how traffic restricted to arterials would work - puzzle: with only X miles of retained road, where would you leave them? what roads would go away? - create a bike network with minimal hills, dedicated roads, minimal crossings - easter eggs - name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...) ## The very detailed driving model - different lookahead reaction times - 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. - no way for an agent to request a turn and ASAP have it granted. are there cases where they might slow down unnecessarily? - lane changing: seattle polite. planned things work. limit to space needed. ## A much simpler model - render maps as super simple transit network. - event based + FSM + radically simpler model. essence of scarcity -- intersections, parking, lane capacity. - simpler kinematics: if we recognize we're stopping for an intersection or following a vehicle closely, just set the final state to be perfectly what we desire, rather than solving for the acceleration to achieve that. intent (and capabilities), not mechanics! - check out https://github.com/movsim/traffic-simulation-de - collapse smaller roads/neighborhoods and just simulate aggregate stats about them