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128 lines
5.8 KiB
Markdown
128 lines
5.8 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 A/B Street on Windows, Mac, Linux](docs/INSTRUCTIONS.md) or
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[build from source](docs/dev.md)
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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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- [Traffic sim and current challenges](https://docs.google.com/presentation/d/1PJRFoXmJAyenkqHIwo48zxqu1LSH6pc7XKSzhyC1raw/edit?usp=sharing)
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- [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
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Aiming for a first playable release in January 2020. After that:
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- Model more things: light rail, shared bike/walking paths, ridesharing, utility
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functions for different groups
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- Improve map and demand data quality
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- Continue polishing the UI and improving data visualization
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- More challenges and exploring radical new ideas (like Madrid superblocks)
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- Expand to other cities
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- Implement a web version
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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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- Created by Dustin Carlino (<dabreegster@gmail.com>)
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- Design
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- UX design by [Yuwen Li](https://www.yuwen-li.com/)
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- Logo by [Ryan Pierson](https://www.ryandpierson.com/)
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- Art direction with help from [Starcat Games](http://starcatgames.com/)
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- Software engineering
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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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- And some
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[contributors](https://github.com/dabreegster/abstreet/graphs/contributors)
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found via [Democracy Lab](https://www.democracylab.org/)
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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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- Sounding boards
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- [CUGOS](https://cugos.org/)
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- [Julian Michael](http://julianmichael.org/)
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## Contributing
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Help always needed! If you want to bring this to your city or if you're skilled
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in graphic or user experience, traffic simulation, data visualization, or
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civic/government outreach, please contact Dustin Carlino at
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<dabreegster@gmail.com> or post at
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[r/abstreet](https://www.reddit.com/r/abstreet/). I also welcome any
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contributions on [Patreon](https://www.patreon.com/abstreet).
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