popdat/make_person.rs
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use std::collections::HashMap;
use rand::seq::SliceRandom;
use rand::Rng;
use rand_xorshift::XorShiftRng;
use abstutil::Timer;
use map_model::{BuildingID, IntersectionID, Map, PathConstraints, PathRequest};
use synthpop::{IndividTrip, PersonSpec, TripEndpoint, TripMode, TripPurpose};
use crate::{Activity, CensusPerson, Config};
pub fn make_people(
people: Vec<CensusPerson>,
map: &Map,
timer: &mut Timer,
rng: &mut XorShiftRng,
config: &Config,
) -> Vec<PersonSpec> {
// Only consider two-way intersections, so the agent can return the same way
// they came.
// TODO: instead, if it's not a two-way border, we should find an intersection
// an incoming border "near" the outgoing border, to allow a broader set of
// realistic options.
// TODO: prefer larger thoroughfares to better reflect reality.
let commuter_borders: Vec<IntersectionID> = map
.all_outgoing_borders()
.into_iter()
.filter(|b| b.is_incoming_border())
.map(|b| b.id)
.collect();
// TODO Where should we validate that at least one border exists? Probably in
// generate_scenario, at minimum.
let person_factory = PersonFactory::new(map);
let make_person_inputs = people
.into_iter()
.map(|person| (person, sim::fork_rng(rng)))
.collect();
timer.parallelize(
"making people in parallel",
make_person_inputs,
|(person, mut rng)| {
person_factory.make_person(person, map, &commuter_borders, &mut rng, config)
},
)
}
struct PersonFactory {
activity_to_buildings: HashMap<Activity, Vec<BuildingID>>,
}
impl PersonFactory {
fn new(map: &Map) -> Self {
let activity_to_buildings = Self::activity_to_buildings(map);
Self {
activity_to_buildings,
}
}
fn activity_to_buildings(map: &Map) -> HashMap<Activity, Vec<BuildingID>> {
// What types of OpenStreetMap amenities will satisfy each activity?
let categories = vec![
(Activity::Breakfast, vec!["cafe"]),
(Activity::Lunch, vec!["pub", "food_court", "fast_food"]),
(
Activity::Dinner,
vec!["restaurant", "theatre", "biergarten"],
),
(
Activity::School,
vec![
"college",
"kindergarten",
"language_school",
"library",
"music_school",
"university",
],
),
(
Activity::Entertainment,
vec![
"arts_centre",
"casino",
"cinema",
"community_centre",
"fountain",
"gambling",
"nightclub",
"planetarium",
"public_bookcase",
"pool",
"dojo",
"social_centre",
"social_centre",
"studio",
"theatre",
"bar",
"bbq",
"bicycle_rental",
"boat_rental",
"boat_sharing",
"dive_centre",
"internet_cafe",
],
),
(
Activity::Errands,
vec![
"marketplace",
"post_box",
"photo_booth",
"recycling",
"townhall",
],
),
(Activity::Financial, vec!["bank", "atm", "bureau_de_change"]),
(
Activity::Healthcare,
vec![
"baby_hatch",
"clinic",
"dentist",
"doctors",
"hospital",
"nursing_home",
"pharmacy",
"social_facility",
"veterinary",
"childcare",
],
),
(Activity::Work, vec!["bank", "clinic"]),
];
// Find all buildings with a matching amenity
let mut candidates: HashMap<Activity, Vec<BuildingID>> = HashMap::new();
for b in map.all_buildings() {
for (activity, categories) in &categories {
for amenity in &b.amenities {
if categories.contains(&amenity.amenity_type.as_str()) {
candidates
.entry(*activity)
.and_modify(|v| v.push(b.id))
.or_insert_with(|| vec![b.id]);
}
}
}
}
candidates
}
fn find_building_for_activity(
&self,
activity: Activity,
_start: TripEndpoint,
_map: &Map,
rng: &mut XorShiftRng,
) -> Option<BuildingID> {
// TODO If there are several choices of building that satisfy an activity, which one will
// someone choose? One simple approach could just calculate the difficulty of going from the
// previous location (starting from home) to that place, using some mode of travel. Then
// either pick the closest choice, or even better, randomize, but weight based on
// the cost of getting there. map.pathfind() may be helpful.
// For now, just pick a random one
self.activity_to_buildings
.get(&activity)
.and_then(|buildings| buildings.choose(rng).cloned())
}
pub fn make_person(
&self,
person: CensusPerson,
map: &Map,
commuter_borders: &[IntersectionID],
rng: &mut XorShiftRng,
config: &Config,
) -> PersonSpec {
let schedule = person.generate_schedule(config, rng);
let mut output = PersonSpec {
orig_id: None,
trips: Vec::new(),
};
let mut current_location = TripEndpoint::Building(person.home);
for (departure_time, activity) in schedule.activities {
// TODO This field isn't that important; later we could map Activity to a TripPurpose
// better.
let purpose = TripPurpose::Shopping;
let goto = if let Some(destination) =
self.find_building_for_activity(activity, current_location, map, rng)
{
TripEndpoint::Building(destination)
} else if let Some(i) = commuter_borders.choose(rng) {
// No buildings satisfy the activity. Just go somewhere off-map.
TripEndpoint::Border(*i)
} else {
// Broken map without borders. Don't crash, just skip the person
continue;
};
let mode = pick_mode(current_location, goto, map, rng, config);
output.trips.push(IndividTrip::new(
departure_time,
purpose,
current_location,
goto,
mode,
));
current_location = goto;
}
output
}
}
fn pick_mode(
from: TripEndpoint,
to: TripEndpoint,
map: &Map,
rng: &mut XorShiftRng,
config: &Config,
) -> TripMode {
let (b1, b2) = match (from, to) {
(TripEndpoint::Building(b1), TripEndpoint::Building(b2)) => (b1, b2),
// TODO Always drive when going on or off-map?
_ => {
return TripMode::Drive;
}
};
// Decide mode based on walking distance
let distance = if let Some(path) =
PathRequest::between_buildings(map, b1, b2, PathConstraints::Pedestrian)
.and_then(|req| map.pathfind(req).ok())
{
path.total_length()
} else {
// If the buildings aren't connected, there was probably a bug importing the map. Just
// fallback to driving. If the trip can't be started in the simulation, it'll show up as
// cancelled with more details about the problem.
return TripMode::Drive;
};
// TODO If either endpoint is in an access-restricted zone (like a living street), then
// probably don't drive there. Actually, it depends on the specific tagging; access=no in the
// US usually means a gated community.
// TODO Make this probabilistic
// for example probability of walking currently has massive differences
// at thresholds, it would be nicer to change this gradually
// TODO - do not select based on distance but select one that is fastest/best in the
// given situation excellent bus connection / plenty of parking /
// cycleways / suitable rail connection all strongly influence
// selected mode of transport, distance is not the sole influence
// in some cities there may case where driving is only possible method
// to get somewhere, even at a short distance
// Always walk for really short trips
if distance < config.walk_for_distances_shorter_than {
return TripMode::Walk;
}
// Sometimes bike or walk for moderate trips
if distance < config.walk_or_bike_for_distances_shorter_than {
// TODO We could move all of these params to Config, but I'm not sure if the overall flow
// of logic in this function is what we want yet.
if rng.gen_bool(0.15) {
return TripMode::Bike;
}
if rng.gen_bool(0.05) {
return TripMode::Walk;
}
}
// For longer trips, maybe bike for dedicated cyclists
if rng.gen_bool(0.005) {
return TripMode::Bike;
}
// Try transit if available, or fallback to walking
if rng.gen_bool(0.3) {
return TripMode::Transit;
}
// Most of the time, just drive
TripMode::Drive
}