cmcmanis%pepper@Sun.COM (Chuck McManis) (08/11/89)
I have an interesting problem. At one point someone wondered if there were any traffic simulators around. It sounded like an interesting project, sort of a battling robots kind of thing, but the "cars" would be programmed with destinations and driver tendencies rather than weapons and hunting algorithims. I'm probably going to write it in Modula with co-routines for each car. But the interesting thing is that where I can get freeways and highways, and vehicles drawn to scale, my On/Off ramps look "funny." and don't seem to be correct. So I was wondering if there are some standards for building them that make them all look about the same. Things like maximum degree of arc, width, accelleration/decelleration lane lengths (although that is one of the things I'll be varying in my simulation). The goal being that I should be able to set up an "intersection" of some type and put car "feeders" and "meters" on it at the entrances to and exits from the screen respectively. And see how many cars can get through my intersection. Then by varying things like meter lights, traffic signals, ramp design I'd like to see how that effects my throughput. Of course I'd also like to simulate some nearby intersection to see how closely my model matches reality etc. Any pointers or hints would be appreciated. --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you. "A most excellent barbarian ... Genghis Kahn!"
frost@sdsu.edu (Richard Frost) (08/12/89)
Traffic simulation is not new. There are 3 SHELVES of books on the subject at most university libraries, two professional journals devoted to nothing else, and hundreds of models appearing as research papers in many mathematical journals. -- Richard Frost E-mail: frost@sdsu.edu - a scientist is someone who learns more and more about less and less until they know everything about nothing! (Ziman)