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by YokoZar
4400 days ago
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Doesn't some of this behavior come from the rather preposterous way simcity models its drivers? A model where there is no persistent data and the heuristic is instead "go to nearest house and declare that home, if someone beat me there go to the next nearest house" naturally lends itself to a tree model, as no one actually wants to go anywhere but the next link in the chain! A more reasonable model (and why gridded streets work in the real world) would have people who desire to go to different places in the grid. |
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Grid layouts don't optimize for heavy traffic [1] because drivers choose shorter paths, making it worse for all [2]. In real life you don't have grid layouts without large roads, one-way streets, overpasses and other ways to improve flow.
A tree layout avoids this by directing through traffic to higher-capacity roads without intersections [3]. The downside is that individual commutes get longer. It's just one possible solution, but an interesting one because it improves traffic (removes the Prisioner's dillema) by closing roads (denying options to the game actors).
[1] http://en.wikipedia.org/wiki/Grid_plan#Late_19th_century_to_...
[2] http://en.wikipedia.org/wiki/Prisoner's_dilemma
[3] http://en.wikipedia.org/wiki/Street_hierarchy