We built the city of Colombo in Cities:Skylines
github.com
github.com
- Buses may ignore lane arrows
- Vehicles may enter blocked junctions
- Vehicles may do U-turns at junctions
- 10% of drivers are reckless
- Vehicles may park on the sides of streets
- Three wheelers and scooters
Brilliant!
Also, do City Skyline drivers behaving like drivers who would use Waze (or could be configured so that a certain amount do) ?
Broadly, if you can do it by fiddling with this: https://doc.tmpe.me/vehicles.html, you can pull it off.
I am sure you can find similar laws in other states.
And yes I know the region pretty well. I've lived more than half my life outside my home country (in 3 different ones). Though never been to Sri Lanka no.
However, the other settings seem about right to conservative vs. reality. I literally just got out of the airport in a taxi and thought I was gonna die, so fast and close to an oncoming car was the taxi going. Probably about two atoms worth of "air" between their side mirror and the taxi's.
Traffic lights might as well not exist. Everyone was just going through the intersection at the same time. No elephants on the raods either but an army of Tuk Tuks. Actually preferable to car taxis. Never took one again. Bus travel was interesting as well.
Using "Knowing the region pretty well" to be confident about a country you've never set foot in is like me assuming alligators are roaming free in corn fields in Iowa because I've been to a few states in US and have seen Florida through youtube.
You clearly don't know the region half as well as you think you do.
But they were mostly Tibetan or Thai Buddhists. Most of my experience is indeed from Thailand and India.
Mate, <50% of India is vegetarian.
October 3rd, 2008 at 1:42 pm. The geocoding location on it puts it at https://www.google.com/maps/@48.3855579,-114.0865119,3a,75y,... though I'm not 100% sure that is the exact location. The photo is https://imgur.com/a/rzwSjak
I’m angry, can’t ride my emu down the 401.
I think if you throw something at people in certain states (Florida comes to mind) it's considered "launching a missile" at them
I've been waiting to try with CS:2 using aerial photo and lidar data of Vancouver that I've collected myself. Mod support is still weak compared to CS:1 but I'm hopeful that it's possible. I'd like to release a DEM, DEM+roads, and then the fully built version as three separate maps.
I enjoyed your comprehensive write-up. I really like how you didn't get too lost in the details when the technical limitations cropped up and kept the focus on the interactivity and public awareness. Very fun project :)
https://github.com/team-watchdog/colombo-skylines/wiki/mod-c...
It's basically an ongoing large-scale research project working to quantify the way people experience city spaces from a neuroscience perspective (or at least that's my understanding -- I work with some of the people who are working on it.) Maybe the work they're doing could be relevant to what you all are doing?
It also isn't part of urban sprawl.
Have urban planners been receptive to using this model for how they work on issues that affect the city?
"While not a completely accurate simulation, this "toy universe model" provides a useful tool for visualizing and communicating urban development concepts. We present this tool in the hope that it will facilitate better communication and understanding of urban planning issues in Colombo."
“Not completely” seems to clearly indicate that it is not 100% accurate which seems worth clarifying only if the base assumption is that it’s very good.
What I’m saying is that this is almost certainly completely untested and entirely reliant on the fun game mechanics used to simplify the experience of playing Cities: Skylines. Like, iirc, the game does not implement any sort of rush hour logic.
Are the models based on real life or are we using a game to pretend real life - like making a game about the wonders of say, collectivization, rather than maybe creating a simulator for how market trade reaallly works.
We've also tweaked many of the assumptions (traffic flow, citizen lifecycles etc) https://github.com/team-watchdog/colombo-skylines/wiki/mod-c... to get "somewhere in the vicinity" of how people actually behave - nursery school at 6 years old, high school after, then a job, maybe college, then employment and retirement at 65.
In some of the work that I was involved in years back we were using CDR (call detail records) to estimate human mobility. See: https://medium.com/@yudhanjaya/how-people-come-to-nallur-7d3...
We're certainly not that accurate, as the broader you go with simulation, the less deep you can get to. But as a teaching tool to help people think about the instersection of complex systems, it's decent.
If I had more time I'd spent it making a new asset pack so those houses look more Sri Lankan.
I don't know if it strictly mandates having physical space persistently for every car that exists in the city, or whether cars still somehow spawn and despawn dynamically under some circumstances.
Edit: Looks like the car despawns if an attempt to find a parking space close enough to destination fails ten times.
I love this quote from readme.md
There's something especially fun and interesting about replicating real places you know in games. That's something I don't think the people who freaked out about kids making their house or school in Doom or Quake ever really understood.
If you’re into doom modding - have you seen myhouse.wad? Worth looking up on YouTube. Phenomenal achievement imo
We made maps of our school(s) to play in Counter Strike, I understand people freak out if they don't really understand what video games are. Especially when it was around the time when people were starting to freak out about if video games make people violent or not, because some school shooters in the US had some violent games they presumable played before their attack.
Since then, Colombo is one of my favourite cities as a reference. It has such weird urban planning (or lack thereof), I often find myself comparing other cities to it. It would be awesome to be able to revisit it, and recheck my reference points, virtually in a game.
Problem I think would be most folks that might even do this as a hobby probably don't have that access to GIS and other data (cheaply) like they did here, and government workers are government workers, so nothing interesting will usually ever happen there. Certainly not in the US with any government entity I've worked with here at least
I would love to know how large of a city would be possible to "import" and run with enough of a like data set. I would imagine it would give any GIS nerd a boner if they could do so themselves.
Even remotely close I would consider a feat, so bravo to the team that did this!
As for limits, when modded to the hilt, Skylines will give you:
298.6 sq km maximum area
1,048,576 maximum citizens
49,152 maximum individual buildings
65,636 maximum vehicles in motion
65,636 maximum parked vehicles
256 maximum transport lines (bus routes, train routes)
That will no doubt change the nature of the city you can set up - you could do a large city very sparsely, or a smaller area in greater detail.
Is this specific project really funded by tax-payers money?
> Curated thousands of 3D assets to replace default buildings
How does this help to achieve any of these below ?
> Potential applications include:
> Simulating changes in roads, transport routes
> Exploring effects of changes in private transport policies
> Visualizing impact of new infrastructure like monorails or wider pavements
> Assessing effects of introducing more green spaces or parking areas
For people who are unaware, Horizon Europe is a research initiative that spans a wide range of interests, from nuclear energy to basically anything else, with the fine restriction that all research has to be open and public.
https://research-and-innovation.ec.europa.eu/funding/funding...
I'm not sure what the "dunk" is supposed to mean here, are you saying funding research like this is a waste of taxpayers money?
I really enjoy seeing stuff like Horizon. There are so many bad examples for taxpayers money (e.g. Gaia-X), but Horizon ain't that.
But I think they may not be quite aware of:
1. How many present-day things we take for granted have been enabled by basic research, sometimes on weird or unimportant-sounding topics.
2. How basic research can't necessarily quite go only for "important" and big results and skip the "unimportant" results and topics, or know in advance which ones are going to be useful and which ones aren't.
3. How investments in fundamental research are, proportionally speaking, actually quite small. The 100 billion euros for Horizon Europe sounds like a lot, but that spans over seven years (2021 to 2027), and if it's funding a crapton of all kinds of research, there are also almost certainly going to be lots of results that are going to be useful. And, granted, also lots of ones that won't be, at least not directly. But even the vast majority of the useful ones are going to fly under the radar for just about everyone outside of the particular field so it's easy to not be aware of them (see also points 1 and 2).
The EU has a population of ~450 million. The 100B euros over 7 years means the costs are ~225 euros per EU resident in total, or ~32 euros per year. I'm almost certainly paying more than the average EU resident, so let's say I'm paying 70 euros per year for the whole deal.
I don't really have a huge problem with that. If it were for some kind of a small or narrow range of projects, I might. But it's not.
Currently the portal (CORDIS) has 13674 projects listed as part of Horizon Europe[0]. 100B eur would on average be ~73K EUR per project.
While Horizon Europe itself is a huge project, the projects funded from it isn't always huge projects but sometimes small, incremental steps towards something, and sometimes larger projects.
But with a perspective on how many projects are within the framework, 100B doesn't sound so much anymore.
- [0] https://cordis.europa.eu/search?q=contenttype%3D%27project%2...
I think "~73K EUR per project" doesn't sound much, and I'd happily pay more taxes if I could be sure research would receive more of my taxes.
That's the nature of research.
> The overarching objective is to create a sophisticated simulation platform that mirrors the intricate composition of human milk, allowing for the formulation of personalized nutrition plans for infants, particularly those born prematurely.
> Anticipated outcomes include enhanced health outcomes for newborns, a deeper understanding of human milk for the advancement of artificial milk formulations, and the establishment of a robust research community dedicated to neonatal nutrition.
I mean, the ideal outcomes sound pretty good. And the non-ideal outcome is we learnt about a bunch of stuff that doesn't work, that's how research works after all.
What, exactly, is your critique about that particular research? That they call it a "digital twin", or what?
I don't see any buzzwords there; simulation is an indispensable tool modern for biochemistry.
If you stopped reading at the (admittedly daft) acronym, it's worth keeping in mind that, outside computer circles, 'digital twin' now refers to any kind of simulation or tracking of a physical resource. This is not some nebulous proposal for a blockchain NFT of human milk, it's genuine scientific research.
> Canada is joining the growing group of non-EU countries who have associated to the EU's research and innovation programme, Horizon Europe, and will work jointly on large-scale projects tackling our biggest challenges.
https://ec.europa.eu/commission/presscorner/detail/en/IP_24_...
The more the merrier!
I think the EU model is preferable.
As for whether this is a good use of taxpayer money... well, it could be worse.
They're funding us to do this and a few other things:
2) Create and publish maps of Sri Lanka, especially for journalists to use for environment and land use reporting, for 2017-2024, using Sentinel-2 data
3) Build and publish our wiki of 70+ crops that can be grown in Sri Lankan backyards
4) Build and publish our open-source DIY agricultural sensor kit
5) Design and publish our journalism and media literacy course for young journalists and the general public
In general, these folks (https://www.giz.de) are one of main european branches of NGO funding in the Global South. This is a very small project in their overall scheme of things - your tax money goes to a lot of places in the world.
Ultimately, what we realized was that there had to be some visual way to bridge the gap between professional expertise (often confined to academic papers and reports) and public understanding.
Our virtual city of Colombo serves as a crude "Digital Twin," offering a platform to:
1. Visualize and understand current urban design issues
2. Test and communicate potential infrastructure changes
3. Explore the impact of policy decisions on traffic and population distribution
4. Educate students and the public about urban planning concepts
Note how it specifically mentions public understanding and education twice. If you want the public to be able to relate to such a simulation, you want it to look as close as possible to the real thing. Otherwise, it will just remain an abstract simulation in which people will have trouble recognizing their own city.
> Perfect adherence to schedules in public transport, unlike real-world variation
I hope their efforts have carry over to other localities wanting to do something like this. They're a good example for others.
We had a similar experience with the university labs: this professor of transport telling us how he was working on letting people modify land use maps to their liking in the 90s and early 2000s, and wishing they had tools like this.
Hopefully we too will soon see stuff that makes us think “damn, I’m so envious!”
Might write it all up as a paper if we have time.
HN needs this!
The system did not prevent you from replying, it just added a warning message and a little friction to doing so.
1) Methodology: https://github.com/team-watchdog/colombo-skylines/wiki/Intro...
2) Main readme: https://github.com/team-watchdog/colombo-skylines
Plus you don't need a city simulation to see that the city desperately needs a good metro.
It does now; we've modded it to use tuk assets based on the RDA's modal share estimates (see screenshots)
Related (Kerbal Space Program): https://xkcd.com/1356/
Games such as cities, inherently embed a view of how the "right" city would be organized, providing tools and incentives to nudge you in that direction. Consider how all social problems can be solved by simply plopping down the relevant class of building nearby. Or simply the absence of parking lots!
There's this old article on the subject: https://www.polygon.com/videos/2021/4/1/22352583/simcity-hid...
Turns out there was a lot of strategizing behind this overtake, and its an interesting read [1]
[1] https://www.polygon.com/features/2015/4/8/8340665/cities-sky...
Here's the real debate: SimCity 4 vs Cities: Skylines. SC4 uses a population-based statistical simulation. Cities: Skylines, stemming from Paradox's Cities In Motion (built with Unity engine [1]) focuses on traffic modeling using an agent-based simulation. CS excels at traffic flows because it’s designed for that purpose.
It's the micro-level accuracy of Cities: Skylines "agents" and SC4’s macro-level realism of its "Sims."
Instead of creating individual agents for traffic simulation, SC4 runs a pathfinding heuristic to find the fastest route between Sims' homes and jobs. Maxis designed this simulation to run on a 2004 Pentium III 500MHz with 128 MB RAM. Surprisingly, it still holds up today.
In CS, agents return to designated homes. In SC4, Sims returns to the nearest vacant home after work. SC4's simplified simulation reveals the optimal path for Sims. This difference might seem immersion-breaking, but perfect pathfinding uncovers the most efficient urban designs that might initially be hidden. Isn't that the whole point of the simulation?
SC4 isn’t perfect. Casual players ask: Why no diagonal roads? Why are my buses unused? Why aren't Sims going to work? The Network Addon Mod (NAM) [2], around 2004, has addressed some of these issues. It’s not perfect, but it makes the simulation smarter, so Sims can make decisions closer to agent-based solutions. NAM is the band aid covering the small cut that Cities Skylines makes in its otherwise superior simulation.
SimCity 4 still holds its own as a city simulator.
[1] https://web.archive.org/web/20220716021755/https://unity.com...
[2] https://www.sc4nam.com/docs/feature-guides/the-nam-traffic-s...
Good stuff by the way. Awesome to see this kind of thing happening.
Is this the Magnasanti you speak of? https://www.moma.org/interactives/exhibitions/2013/designand...
It looks fascinating.
LOL
Building atop an old closed source video game isn't as accessible as would be ideal.
What are some open source and open standard starting points for this (other than OpenStreetMap), and how close do they get you?
(I once built something atop Google Earth, which made sense at the time, but I would've loved to be able to do it atop Web browser features we have today, and open source.)
There's also https://github.com/a-b-street/abstreet for larger area simulation but with less visual fidelity