Transportation planning and traffic simulation software for creating cities friendlier to walking, biking, and public transit
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2019-09-29 14:44:09 -07:00
abstutil actually, serialize MapFixes as json for now. will switch to binary when this is large later, but for now, this is easier to handle schema changes and debug. 2019-09-19 14:39:31 -07:00
convert_osm dont conflict between synthetic OSM IDs created by map_editor and by map clipping 2019-09-29 12:43:02 -07:00
data fixing two montlake roundabouts; saw some gridlock there. the whole day 2019-09-29 14:17:10 -07:00
docs make bulk delete also remove restrictions 2019-09-27 11:49:02 -07:00
ezgui trying out a different type of menu for agent controls. explicitly 2019-09-24 13:02:23 -07:00
game digging into why synthetic roads are getting connected to weird places. 2019-09-29 12:30:48 -07:00
geom some prep to make debugging intersection geometry in map_editor easier. 2019-09-26 14:29:23 -07:00
gtfs upgrade rand, get rid of now unneeded serde1 feature, in hopes of fixing feature mismatch between deps 2019-08-15 12:14:35 -07:00
headless cleaning up CmdArgs usage 2019-09-19 10:42:16 -07:00
kml getting rid of structopt in more crates 2019-09-18 16:50:32 -07:00
map_editor dont conflict between synthetic OSM IDs created by map_editor and by map clipping 2019-09-29 12:43:02 -07:00
map_model dont conflict between synthetic OSM IDs created by map_editor and by map clipping 2019-09-29 12:43:02 -07:00
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release be able to flag off using textures, and sub a fallback color. also move texture loading into the loading screen. and fix the release script 2019-09-10 17:04:33 -07:00
sim count aborted trips with active agent counter better 2019-09-29 14:44:09 -07:00
tests finish structopt removal 2019-09-18 17:29:34 -07:00
.gitignore actually, deferring remove_disconnected has problems.. still need to remove cul-de-sacs early. also, remove the two synthetic maps... will make them again from scratch once the raw_data format is stable. unused in the meantime. 2019-09-17 10:47:47 -07:00
Cargo.toml goodbye, fix_map_geom. rename synthetic crate to map_editor 2019-09-23 13:54:09 -07:00
clickable_links.py rename the main editor crate to game -- map editing is just a tiny piece ;) 2019-09-07 13:09:09 -07:00
clippy.sh cleaning up CmdArgs usage 2019-09-19 10:42:16 -07:00
exec_tests.sh revive the other transit test 2018-11-26 14:36:59 -08:00
format_md.sh adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
import.sh script psrc import 2019-09-28 10:44:46 -07:00
LICENSE Initial import of A/B Street prototype. 2018-03-13 08:06:03 -07:00
precompute.sh script psrc import 2019-09-28 10:44:46 -07:00
README.md some docs for new devs 2019-09-22 13:16:32 -07:00
rgrep.sh get halloween working with small lines. refactor a Line::maybe_new. 2019-02-01 12:12:40 -08:00

A/B Street

Ever been on a bus stuck in traffic, wondering why there are cars parked on the road instead of a bus lane? A/B Street is a game exploring how small changes to a city affect the movement of drivers, cyclists, transit users, and pedestrians.

Play A/B Street on Windows, Mac, Linux

Removing dedicated left-turn cycles from a traffic signal:

fix_traffic_signal

Watching overall traffic patterns and zooming into a few slow areas:

exploring_traffic

Documentation for developers

Features

  • The map
    • A detailed rendering of Seattle from OpenStreetMap and King County GIS data, including sidewalks, on-street parking, bike lanes, bus-only lanes, turn lanes, buildings, and bus stops.
    • Intersections governed by stop signs and traffic signals, with default signal timings heuristically inferred. Hand-tuned geometry to reasonably model Seattle's strangest intersections.
    • You can adjust lane types, stop signs, and traffic signals.
  • The traffic
    • Individual cars, buses, bikes, and pedestrians move through the map.
    • Most trips are multi-modal -- for example, a pedestrian exits a building, walks a few blocks over to their parked car, drives somewhere, looks for parking, and walks to their final destination.
    • A realistic set of trips -- how many people go from building 1 to building 2 at some time using some form of transport -- comes from PSRC's Soundcast model.
  • The gameplay
    • Start in sandbox mode, exploring the map, watching traffic patterns, following individual agents, looking for problems.
    • Jump to edit mode, where you can convert some on-street parking to bus lanes and adjust traffic signals to try to fix some problem.
    • Try your change in A/B test mode, running two traffic simulations side-by-side. Explore how individual agents finish their trips faster or slower, and compare aggregate results about different groups of traffic.

Project mission

If you fix some traffic problem while playing A/B Street, my ultimate goal is for your changes to become a real proposal for adjusting Seattle's infrastructure. A/B Street is of course a game, using a simplified approach to traffic modeling, so city governments still have to evaluate proposals using their existing methods. A/B Street is intended as a conversation starter and tool to communicate ideas with interactive visualizations.

Why not leave city planning to professionals? People are local experts on the small slice of the city they interact with daily -- the one left turn lane that always backs up or a certain set of poorly timed walk signals. Laura Adler writes:

"Only with simple, accessible simulation programs can citizens become active generators of their own urban visions, not just passive recipients of options laid out by government officials."

Existing urban planning software is either proprietary or hard to use. A/B Street strives to set the accessibility bar high, by being a fun, engaging game.

Contributing

I'm a one-person team. If you want to bring this to your city or if you're skilled in user experience design, traffic simulation, data visualization, or civic/government outreach, please contact Dustin Carlino at dabreegster@gmail.com or post at r/abstreet. I also welcome any contributions on Patreon.