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256 lines
18 KiB
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256 lines
18 KiB
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<ol class="chapter"><li class="chapter-item expanded "><a href="../index.html"><strong aria-hidden="true">1.</strong> Overview</a></li><li class="chapter-item expanded "><a href="../howto/index.html"><strong aria-hidden="true">2.</strong> Instructions</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../howto/map_parking.html"><strong aria-hidden="true">2.1.</strong> How to map on-street parking</a></li><li class="chapter-item expanded "><a href="../howto/new_city.html"><strong aria-hidden="true">2.2.</strong> Importing a new city</a></li></ol></li><li class="chapter-item expanded "><a href="../how_it_works.html"><strong aria-hidden="true">3.</strong> How it works</a></li><li class="chapter-item expanded "><a href="../case_studies/index.html"><strong aria-hidden="true">4.</strong> Case studies</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../case_studies/lake_wash.html"><strong aria-hidden="true">4.1.</strong> Lake Washington Blvd Stay Healthy Street</a></li><li class="chapter-item expanded "><a href="../case_studies/west_seattle.html"><strong aria-hidden="true">4.2.</strong> West Seattle mitigations</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../dev/index.html"><strong aria-hidden="true">5.</strong> Developer guide</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../dev/misc_tricks.html"><strong aria-hidden="true">5.1.</strong> Misc developer tricks</a></li><li class="chapter-item expanded "><a href="../dev/api.html"><strong aria-hidden="true">5.2.</strong> API</a></li><li class="chapter-item expanded "><a href="../dev/testing.html"><strong aria-hidden="true">5.3.</strong> Testing</a></li></ol></li><li class="chapter-item expanded "><a href="../map/index.html"><strong aria-hidden="true">6.</strong> Map model</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/index.html"><strong aria-hidden="true">6.1.</strong> Importing</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/convert_osm.html"><strong aria-hidden="true">6.1.1.</strong> convert_osm</a></li><li class="chapter-item expanded "><a href="../map/importing/geometry.html"><strong aria-hidden="true">6.1.2.</strong> Road/intersection geometry</a></li><li class="chapter-item expanded "><a href="../map/importing/rest.html"><strong aria-hidden="true">6.1.3.</strong> The rest</a></li></ol></li><li class="chapter-item expanded "><a href="../map/edits.html"><strong aria-hidden="true">6.2.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../map/misc.html"><strong aria-hidden="true">6.3.</strong> Misc</a></li><li class="chapter-item expanded "><a href="../map/platform.html"><strong aria-hidden="true">6.4.</strong> Exporting</a></li></ol></li><li class="chapter-item expanded "><a href="../trafficsim/index.html"><strong aria-hidden="true">7.</strong> Traffic simulation</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../trafficsim/discrete_event.html"><strong aria-hidden="true">7.1.</strong> Discrete event simulation</a></li><li class="chapter-item expanded "><a href="../trafficsim/travel_demand.html"><strong aria-hidden="true">7.2.</strong> Travel demand</a></li><li class="chapter-item expanded "><a href="../trafficsim/gridlock.html"><strong aria-hidden="true">7.3.</strong> Gridlock</a></li><li class="chapter-item expanded "><a href="../trafficsim/trips.html"><strong aria-hidden="true">7.4.</strong> Multi-modal trips</a></li><li class="chapter-item expanded "><a href="../trafficsim/live_edits.html" class="active"><strong aria-hidden="true">7.5.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../trafficsim/parking.html"><strong aria-hidden="true">7.6.</strong> Parking</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../project/index.html"><strong aria-hidden="true">8.</strong> Project</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/roadmap.html"><strong aria-hidden="true">8.1.</strong> Roadmap</a></li><li class="chapter-item expanded "><a href="../project/motivations.html"><strong aria-hidden="true">8.2.</strong> Motivations</a></li><li class="chapter-item expanded "><a href="../project/history/index.html"><strong aria-hidden="true">8.3.</strong> History</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/history/backstory.html"><strong aria-hidden="true">8.3.1.</strong> Backstory</a></li><li class="chapter-item expanded "><a href="../project/history/year1.html"><strong aria-hidden="true">8.3.2.</strong> Year 1</a></li><li class="chapter-item expanded "><a href="../project/history/year2.html"><strong aria-hidden="true">8.3.3.</strong> Year 2</a></li><li class="chapter-item expanded "><a href="../project/history/year3.html"><strong aria-hidden="true">8.3.4.</strong> Year 3</a></li></ol></li><li class="chapter-item expanded "><a href="../project/CHANGELOG.html"><strong aria-hidden="true">8.4.</strong> Full CHANGELOG</a></li><li class="chapter-item expanded "><a href="../project/references.html"><strong aria-hidden="true">8.5.</strong> References</a></li><li class="chapter-item expanded "><a href="../project/collaborations.html"><strong aria-hidden="true">8.6.</strong> Collaborations</a></li></ol></li></ol>
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<h1 class="menu-title">A/B Street</h1>
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<main>
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<h1><a class="header" href="#live-edits" id="live-edits">Live edits</a></h1>
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<p>When the player edits the map, there's an <a href="../map/edits.html">efficient process</a>
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for applying the edits at the map model and rendering layer. In the middle of a
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simulation, it's less obvious how to apply all edits. Most of the time
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currently, edits cause the simulation to reset to midnight. Applying edits to
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the sim without reset is important for running machine learning experiments and
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for improving the gameplay experience (by having more immediate feedback about
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the consequences of a change).</p>
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<p>The UI has a <code>dirty_from_edits</code> bit to track when changes have been applied
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without reset. This lets us tell the player that by the end of the day, any
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score / results are tentative, because their edits might have a different effect
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earlier in the day.</p>
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<h2><a class="header" href="#what-works-today" id="what-works-today">What works today</a></h2>
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<p>Changes to traffic signals are simple -- <code>incremental_edit_traffic_signal</code>
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happens at the map layer, and then <code>handle_live_edited_traffic_signals</code> at the
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sim layer just resets the current stage to 0 if the previous configuration had
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more stages.</p>
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<h2><a class="header" href="#todo-recalculating-paths" id="todo-recalculating-paths">TODO: Recalculating paths</a></h2>
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<p>Many of the edits will influence routes. For trips that haven't started yet, as
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long as <code>pathfinding_upfront</code> is disabled (currently the default), there's
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nothing to do. For currently active trips, in some cases, rerouting would be
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ideal but not necessary (like if speed limits changed). In other cases -- like
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changing access restrictions, modifying lane types, closing intersections --
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the route must be recomputed. As a simple first attempt, we could just cancel
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all active trips whose path crosses an edited road or intersection. Later, we
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can figure out rerouting.</p>
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<p>And actually, the only other case to handle is <code>ChangeRouteSchedule</code>, which
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should just be rescheduling the <code>StartBus</code> commands.</p>
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<h2><a class="header" href="#todo-parking" id="todo-parking">TODO: Parking</a></h2>
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<p>What happens if you modify a parking lane while there are cars on it? For now,
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just delete them. Trips later making use of them will just act as if the car
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never had room to be spawned at all and get cancelled or fallback to walking.</p>
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<p>A better resolution would be to relocate them to other parking spots. If the
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owner is home, it'd be neat to have them walk outside, move the car, and go back
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in. But this greatly complicates the simulation -- the edited lane is in a
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transition state for a while, it modifies schedules, the person might not be
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around, etc.</p>
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