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people:trent_small:city_planner

City Planner

Here is an overview of a trainable traffic system, which will be the focus for my research this semester.

Elements

* Element_City_Street

  • Seed element.
  • Has a Direction.
  • Reproduces in this direction if no street.
  • Builds sidewalks perpendicular to this direction.
  • Chance to build a City Intersection.

* Element_City_Intersection

  • Has a bitfield, representing roads in the 8 directions, assigned randomly upon creation.
  • Creates roads in these given directions.
  • Waits for a vehicle, then moves it the correct direction.

* Element_City_Sidewalk

  • Used as a border for buildings.
  • Once enough are created, creates an City Building in the enclosed empty space.
  • Three states:
    • NO_NEIGHBORING_SIDWALKS
    • MOORE_NEIGHBORING_SIDEWALKS
    • EW_NEIGHBORING_SIDEWALKS (Can randomly create buildings)
  • Remembers small number (Queue) of City Vehicles which have passed by. This aides heavily in routing.
    • If the same car runs by this sidewalk twice, some penalty is incurred to aide in routing. This avoids loops.

* Element_City_Building

  • Three states:
    • RESIDENTIAL
    • COMMERCIAL
    • INDUSTRIAL
  • Finite size, determined (randomly or fixed)
  • ID number, determined randomly under (randomly or fixed) celing value.
  • If buildings collide and are of different type:
    • INDUSTRIAL + RESIDENTIAL = RESIDENTIAL
    • INDUSTRIAL + COMMERCIAL = COMMERCIAL
    • COMMERCIAL + RESIDENTIAL = COMMERCIAL
  • After established for many AEPS and borders a sidewalk, creates a City Vehicle on the Street with different ID than building.

* Element_City_Vehicle

  • Can be either:
    • CAR (low value / high occurrence, any building to any other building)
    • TRUCK (medium value / medium occurrence, INDUSTRIAL to COMMERCIAL)
    • AMBULANCE (high value / low occurrence, COMMERCIAL to RESIDENTIAL)
  • Target building type.
  • ID number. Tries to find corresponding ID in target building, then is consumed.
  • Unique (16 bits?) ID number for routing help.
  • Events alive (16 bits?) If alive longer without finding building, runs out of gas. Else, is scored.
  • If vehicles collide, one jumps over another. This is complicated enough without wrecks. I believe traffic jams will be rare.
  • Upon reaching an intersection, will stop and have the intersection move it to the correct direction.
people/trent_small/city_planner.txt · Last modified: 2014/09/15 19:58 by tsmall1