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129 lines
6.0 KiB
Markdown
129 lines
6.0 KiB
Markdown
# A/B Street
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Ever been on a bus stuck in traffic, wondering why there are cars parked on the
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road instead of a bus lane? A/B Street is a game exploring how small changes to
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a city affect the movement of drivers, cyclists, transit users, and pedestrians.
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- Play on
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[Windows](https://github.com/dabreegster/abstreet/releases/download/v0.1.35/abstreet_windows_v0_1_35.zip),
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[Mac](https://github.com/dabreegster/abstreet/releases/download/v0.1.35/abstreet_mac_v0_1_35.zip),
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[Linux](https://github.com/dabreegster/abstreet/releases/download/v0.1.35/abstreet_linux_v0_1_35.zip),
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or [read all instructions](docs/INSTRUCTIONS.md) (new releases every Sunday)
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- [build from source](docs/dev.md) (new changes daily)
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Removing dedicated left-turn phases from a traffic signal:
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![fix_traffic_signal](docs/videos/fix_traffic_signal.gif)
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Watching the Mercer backup start at 4am:
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![exploring_traffic](docs/videos/exploring_traffic.gif)
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## Documentation for developers
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- [Developer guide](docs/dev.md)
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- [Map model](docs/articles/map/article.md)
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- [Traffic simulation](docs/articles/trafficsim/article.md)
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- [Rust implementation notes](docs/articles/rust/article.md)
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- [Running A/B Street in a new city](docs/new_city.md)
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- [Current milestones](docs/project/milestones.md)
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- Presentations (nice pictures, but may not be easy to follow without me
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speaking ;) )
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- [Feb 2020 traffic sim](https://docs.google.com/presentation/d/181so6bWkGsPzpc-mI72CQffthMKMVzFPAkYxIyzgfAs/edit?usp=sharing)
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- [Oct 2019 Traffic sim and current challenges](https://docs.google.com/presentation/d/1PJRFoXmJAyenkqHIwo48zxqu1LSH6pc7XKSzhyC1raw/edit?usp=sharing)
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- [Oct 2019 Map construction](https://docs.google.com/presentation/d/1cF7qFtjAzkXL_r62CjxBvgQnLvuQ9I2WTE2iX_5tMCY/edit?usp=sharing)
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## Features
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- The map
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- A detailed rendering of Seattle from OpenStreetMap and King County GIS data,
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including sidewalks, on-street parking, bike lanes, bus-only lanes, turn
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lanes, buildings, and bus stops.
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- Intersections governed by stop signs and traffic signals, with default
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signal timings heuristically inferred. Hand-tuned geometry to reasonably
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model Seattle's strangest intersections.
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- You can adjust lane types, stop signs, and traffic signals, and reverse
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lanes.
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- The traffic
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- Individual cars, buses, bikes, and pedestrians move through the map.
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- Most trips are multi-modal -- for example, a pedestrian exits a building,
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walks a few blocks over to their parked car, drives somewhere, looks for
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parking, and walks to their final destination.
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- A realistic set of trips -- how many people go from building 1 to building 2
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at some time using some form of transport -- based on
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[PSRC's Soundcast](https://www.psrc.org/activity-based-travel-model-soundcast)
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model.
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- The gameplay
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- Start in sandbox mode, exploring the map, watching traffic patterns,
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following individual agents, looking for problems.
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- Jump to edit mode, where you can convert some on-street parking to bus lanes
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and adjust traffic signals to try to fix some problem.
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- Try your change in A/B test mode, running two traffic simulations
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side-by-side. Explore how individual agents finish their trips faster or
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slower, and compare aggregate results about different groups of traffic.
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- Attempt a predefined challenge with particular objectives, like speeding up
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certain bus routes or designing a full bike network.
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### Roadmap and contributing
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See the [roadmap](docs/roadmap.md) for current work, including ways to help. If
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you want to bring this to your city or if you're skilled in design, traffic
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simulation, data visualization, or civic/government outreach, please contact
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Dustin Carlino at <dabreegster@gmail.com> or post at
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[r/abstreet](https://www.reddit.com/r/abstreet/).
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## Project mission
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If you fix some traffic problem while playing A/B Street, my ultimate goal is
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for your changes to become a real proposal for adjusting Seattle's
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infrastructure. A/B Street is of course a game, using a simplified approach to
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traffic modeling, so city governments still have to evaluate proposals using
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their existing methods. A/B Street is intended as a conversation starter and
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tool to communicate ideas with interactive visualizations.
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Why not leave city planning to professionals? People are local experts on the
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small slice of the city they interact with daily -- the one left turn lane that
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always backs up or a certain set of poorly timed walk signals.
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[Laura Adler](http://www.govtech.com/data/SimCities-Can-City-Planning-Mistakes-Be-Avoided-Through-Data-Driven-Simulations.html)
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writes:
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> "Only with simple, accessible simulation programs can citizens become active
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> generators of their own urban visions, not just passive recipients of options
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> laid out by government officials."
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Existing urban planning software is either proprietary or hard to use. A/B
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Street strives to set the accessibility bar high, by being a fun, engaging game.
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## Credits
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Core team:
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- Dustin Carlino (<dabreegster@gmail.com>)
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- [Yuwen Li](https://www.yuwen-li.com/) (UX)
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Active contributors:
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- Orestis Malaspinas (<orestis.malaspinas@hesge.ch>) (pandemic modeling)
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- Christopher Klein (game design)
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Others:
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- Logo by [Ryan Pierson](https://www.ryandpierson.com/)
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- Graphic design advice from [Starcat Games](http://starcatgames.com/),
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[Daniel Huffman](https://somethingaboutmaps.wordpress.com/),
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[Brian Prince](http://thebaprince.com/)
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- Lightning-fast pathfinding thanks to
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[fast_paths](https://github.com/easbar/fast_paths) by Andreas Barth
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(<easbar.mail@posteo.net>)
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- Hackathon drop-ins from [Democracy Lab](https://www.democracylab.org/) events
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- [CUGOS](https://cugos.org/) and [Julian Michael](http://julianmichael.org/)
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have been great sounding boards for ideas since the beginning
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Data:
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- Special thanks to all [OpenStreetMap](https://www.openstreetmap.org/about)
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contributors!
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- [King County GIS](https://www.kingcounty.gov/services/gis.aspx)
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- [Seattle Open Data](https://data.seattle.gov/)
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- [Puget Sound Regional Council](https://www.psrc.org/)
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