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9dac5deba0
but fine...
50 lines
1.6 KiB
Markdown
50 lines
1.6 KiB
Markdown
# Gameplay
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## Player's goals
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To optimize the experience of different road users, given a fixed schedule of
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(mode, start time, origin, destination). Should we model a distribution of
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preferences for the concerns below?
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- drivers care about: total trip time, easiness of parking
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- bikers care about: total trip time, climbing up hills, time spent waiting at
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intersections, amount of time spent on busy roads without dedicated bike lanes
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- pedestrians care about: total trip time, time spent waiting at intersections,
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amount of greenery along route, amount of amenities like cafes along route,
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amount of time spent on roads that score poorly based on that Seattle
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greenways diagram
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## Player's actions:
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- change traffic lights (timing, turns grouped)
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- convert lane to bus lane
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- convert lane to bike lane
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- convert street parking to bus/bike lane
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- totally close a road?
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- totally close a road to through-traffic (the eastlake trick with ped/bike
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median)
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- add turn restrictions
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- convert to one way
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- convert stop sign to signal to roundabout (expensive)
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- change bus schedules (how?)
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## Modeling tradeoffs
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Incomplete list of things I'm not planning to model anytime soon:
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- shared left-turn lanes
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- detailed pedestrian features like stairs, ramps
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- parking garages
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- People in the game don't pick the mode of transport based on what's available;
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they've already decided. The only unknown is their route and the experience
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they'll have along it.
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- Tolls
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- HOV lanes
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- Kayaking
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- Skateboarding
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- Ride sharing
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- Bikeshares
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- Cars passing bikes on sharrows
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- Accidents or collisions
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- Bridges going up
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