Undergrad Traffic simulation : directed graph including specific rules

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A directed graph is being utilized for a traffic simulation program, where specific rules prohibit U-turns at bends and crossroads but allow them at dead ends. The user seeks to modify their graph's data structure and adapt the A* or Dijkstra's algorithm to implement these restrictions. Suggestions include refining the search algorithm to exclude previously visited nodes unless necessary and potentially transforming the undirected graph into a directed one to reflect valid travel paths. The discussion emphasizes the need for a systematic approach to create directed edges that represent permissible movements through intersections. The user is encouraged to explore coding resources online for further assistance.
Guitz
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Hi all,

I'm trying to use a directed graph for a traffic simulation program.

This is an example of a simplified graph :

graph.gif


The red triangle is the position and orientation of the car. The green circle is the destination node.

I wish to prohibit a U-turn on a bend and a crossroads but I authorize it on a dead end (node 4).

The array of nodes (3, 6, 8) is therefore prohibited.
Likewise (3, 1, 3, 6, 8) is forbidden.
On the other hand, (3, 1, 2, 3, 6, 8) and (3, 4, 3, 6, 8) are allowed. The latter being the shortest path.

How please modify the data structure of my graph and the A* (or Dijkstra's) algorithm to achieve my goals?

Thanks
 
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Your search algorithm must exclude the previous node from the nodes to traverse next, unless its the only option.

If a search algorithm marks nodes as allread visted (to abort subsequent longer paths), then you must refine this flag to encode from wich node it has already been entered.

Did you really not find any code online for this?
 
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I would probably also consider changing the algorithm to adjust for the need at hand, but in case you are somehow required to use a "standard" algorithm unchanged you can perhaps consider to generate a new directed graph from your undirected graph such that the two travel directions on each edge is transformed into a node and these nodes are then connected with directed edges representing valid ways through an intersection or end-point.

This should be possible to do in a fairly mechanic way. For example, the sub-graph from your nodes 1, 2 and 3 you would add the nodes and transitions (1-2) -> (2-3) -> (3-1) and (3-2) -> (2-1) -> (1-3), that is two isolated cycles. Adding your node 4 to this would then add nodes (3-4) and (4-3) along with the transitions {(1-3), (2-3)} -> (3-4) -> (4-3) -> {(3-1), (3-2)}, and so forth.

Old suggestion that was only half baked:
Perhaps it is possible to transform your problem into a directed graph where your original nodes with more than one edge is replaced by two nodes, each with directed edges in relevant directions?
 
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thanks a lot for your replies
 
A.T. said:
Did you really not find any code online for this?
Unfortunately no
 
Here is a little puzzle from the book 100 Geometric Games by Pierre Berloquin. The side of a small square is one meter long and the side of a larger square one and a half meters long. One vertex of the large square is at the center of the small square. The side of the large square cuts two sides of the small square into one- third parts and two-thirds parts. What is the area where the squares overlap?

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