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)