abstreet/trafficsim/live_edits.html
2020-10-03 17:59:26 +00:00

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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 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<h1 class="menu-title">A/B Street</h1>
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<h1><a class="header" href="#live-edits" id="live-edits">Live edits</a></h1>
<p>When the player edits the map, there's an <a href="../map/edits.html">efficient process</a>
for applying the edits at the map model and rendering layer. In the middle of a
simulation, it's less obvious how to apply all edits. Most of the time
currently, edits cause the simulation to reset to midnight. Applying edits to
the sim without reset is important for running machine learning experiments and
for improving the gameplay experience (by having more immediate feedback about
the consequences of a change).</p>
<p>The UI has a <code>dirty_from_edits</code> bit to track when changes have been applied
without reset. This lets us tell the player that by the end of the day, any
score / results are tentative, because their edits might have a different effect
earlier in the day.</p>
<h2><a class="header" href="#what-works-today" id="what-works-today">What works today</a></h2>
<p>Changes to traffic signals are simple -- <code>incremental_edit_traffic_signal</code>
happens at the map layer, and then <code>handle_live_edited_traffic_signals</code> at the
sim layer just resets the current stage to 0 if the previous configuration had
more stages.</p>
<h2><a class="header" href="#todo-recalculating-paths" id="todo-recalculating-paths">TODO: Recalculating paths</a></h2>
<p>Many of the edits will influence routes. For trips that haven't started yet, as
long as <code>pathfinding_upfront</code> is disabled (currently the default), there's
nothing to do. For currently active trips, in some cases, rerouting would be
ideal but not necessary (like if speed limits changed). In other cases -- like
changing access restrictions, modifying lane types, closing intersections --
the route must be recomputed. As a simple first attempt, we could just cancel
all active trips whose path crosses an edited road or intersection. Later, we
can figure out rerouting.</p>
<p>And actually, the only other case to handle is <code>ChangeRouteSchedule</code>, which
should just be rescheduling the <code>StartBus</code> commands.</p>
<h2><a class="header" href="#todo-parking" id="todo-parking">TODO: Parking</a></h2>
<p>What happens if you modify a parking lane while there are cars on it? For now,
just delete them. Trips later making use of them will just act as if the car
never had room to be spawned at all and get cancelled or fallback to walking.</p>
<p>A better resolution would be to relocate them to other parking spots. If the
owner is home, it'd be neat to have them walk outside, move the car, and go back
in. But this greatly complicates the simulation -- the edited lane is in a
transition state for a while, it modifies schedules, the person might not be
around, etc.</p>
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