Obstacles to Producing Realistic Urban Traffic in a Distributed Environment - PowerPoint PPT Presentation

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Obstacles to Producing Realistic Urban Traffic in a Distributed Environment

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Unfiltered. Small. Infrequent. Deterministic road travel. Huge expense ... Network traffic unfiltered. Every CultureSim simulates every intersection. Problems ... – PowerPoint PPT presentation

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Title: Obstacles to Producing Realistic Urban Traffic in a Distributed Environment


1
Obstacles to Producing Realistic Urban Traffic in
a Distributed Environment
  • By Dale Moyer
  • Lockheed Martin Simulation, Training, and Support

2
Getting Cultured
(What is CultureSim?)
  • Generates civilian populace on a large
    scale(1,000,000 entities)
  • Provides sensor clutter
  • Simple Creation
  • Autonomous

3
Why is this hard?
  • Quantity
  • Initial target 10,000 vehicles (1999)
  • Initial capability 18 vehicles per 200 Mhz
    computer
  • Task excludes aggregate model
  • Large sensor footprints
  • Realistic behavior required
  • High fidelity terrain with road network
  • Close zoom 2d views, 3d views
  • Individual behavior will be monitored to
    determine if enemy or civilian

4
Divide and Conquer
  • Trim vehicle state and behaviors
  • Still too much
  • Divide vehicles between simulators
  • Track movement by road
  • Quick, finely divided sorting and storage
  • Collision avoidance in linear time instead of N2
  • Lanes do thinking instead of vehicles more
    scalable w. dense traffic

5
Divide and Conquer
  • Network expenses
  • Limited bandwidth
  • CPU expense of processing entity state updates
  • Geographic filtering
  • DDM offers network filtering by location
  • Static Grid
  • Limited Granularity
  • Wandering vehicles break

6
Solution 1 Land of the Blind
  • Do not subscribe to entity state
  • Message when vehicle enters road
  • Unfiltered
  • Small
  • Infrequent
  • Deterministic road travel
  • Huge expense reduction, but less scalable
  • Network traffic unfiltered
  • Every CultureSim simulates every intersection

7
Problems
  • Out-of-sync
  • Uncertainty of location
  • De-ordered lists
  • Parking
  • Cascading desynchronization
  • Cant change behavior mid-road

8
Solution 2 Road Ownership
  • Each sim watches a portion of the roads
  • Geographically co-located roads
  • Listen to state of vehicles in area
  • Filter using DDM
  • Send travel permissions to sims of vehicles in
    area
  • Essentially, updating attributes of remote
    objects
  • Extra network traffic per vehicle, but filtered
  • Entity state
  • Larger
  • Changes more frequently
  • Travel Permission
  • Ultimately more scalable

9
Latency
  • Apparent collisions
  • Teleporting
  • Cant always smooth
  • Userconfusion
  • Simulation accuracy

10
Road Based Dead Reckoning
  • Describe movement in terms of road travel instead
    of world coordinates
  • Prevent overruns by sending stopping distance in
    advance
  • Fewer updates
  • Free acceleration
  • Turning and road entry/exit free
  • No stop update
  • Drawback reduced interoperability
  • Complex, hard to implement
  • Requires shared terrain topography

11
Road Based Dead Reckoning
  • Road DR Info
  • Current Target Road
  • Current Distance Speed
  • Stopping Distance
  • Offroad entry/exit position
  • Travel Permission Update
  • Road distance to stop at
  • Parking info, if exiting road

12
Additional Obstacles
  • Terrain limitations
  • Partial and/or broken road data
  • Lack of traffic control data(lights, signs,
    lanes, directionality, etc)
  • Bad scenario design
  • Too many
  • Nonsensical behavior mixes
  • Poorly selected routes
  • Traffic jam!

13
Solution Smarter Pathing
  • Roads report average wait
  • Plan based upon expected total travel time, not
    distance
  • Replan mid-route if conditions change

14
Realistic Behavior Commuter Culture
  • Create a schedule for entities
  • Use building type information to produce
    realistic behavior
  • Unique (home, work) and non-unique (restaurant,
    entertainment) events
  • Actions can be based upon day of the week, time
    of day, probability, etc
  • Produces collective traffic patterns, too
  • Rush hour!
  • Varied conditions without needing separate
    scenarios

15
Commuter Culture Profile
16
Future Improvements
  • Ownership management
  • Less network traffic
  • Reduces impact of latency
  • Isolate Road DR
  • Make separate library for easy integration
  • Output processed terrain file
  • Still have correlation issues

17
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