Hacker News new | ask | show | jobs
by hcarvalhoalves 4400 days ago
SimCity 4 "Rush Hour" introduces a refined traffic simulation where you can inspect the commute of each citizen and it's exactly what you would expect in real life - they go to anywhere in the city, not only nearby.

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

1 comments

Thanks, this is all very interesting. I do think there's a bit more to consider though, such as how it's much harder to design walkably compact neighborhoods with arterial roadways than with gridded ones, meaning you might just get fewer cars in the gridded setup.
Yes, it's about trade-offs. The point I was making though is how the simulation models the counter-intuitive concept of "closing roads improve traffic" because the simulation embodies a property of game theory that also applies in real life.