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In the introduction to this chapter, it was pointed out that the queue
simulation is eventually limited in terms of its realism. In this
section, these limitations will be discussed.
A first limitation concerns the dynamics of traffic jams. In the
queue model, when a vehicle leaves a link, that free spot becomes
available for entering vehicles very quickly: In Algorithm A, it
becomes available immediately; in Algorithm B, it is somewhat delayed
by the buffer dynamics and the parallel update. In both cases,
however, the time that it takes until it becomes available for
entering vehicles does not depend on the link length. This is
in stark contrast to reality, where such ``holes'' travel with a
finite speed of approximately . The reason for the
real-world behavior becomes immediately obvious if one looks at the
corresponding dynamics in the CA, where a hole in a completely dense
jam is slowly passed on against the traffic direction by at most one
vehicle movement in each time step; this is discussed in more detail
in Chap. 27.
This limited realism in terms of traffic jam dynamics shows up when
solid jams in the queue model, for example caused by an accident, are
dissolved: Instead of being dissolved at the downstream end only, such
jams in the queue model are dissolved quasi-simultaneously along the
whole length. [[fig portland]] It seems however that this problem
can be resolved via additional rules, such as a limitation on the
``speed of holes'' ().
Other limitations are concerned with the limited vehicular and spatial
resolution:
- Interaction between slow and fast vehicles. On
multi-lane roads, fast cars can pass slow cars as long as traffic is
light. Only when traffic becomes denser, then fast cars are caught
between slow cars. In the queue simulation, all cars are assumed to
drive with the same speed.
- Interaction between different vehicle types. Examples
for this are interactions between pedestrians and cars, bicycles and
cars, or between buses/light rail and cars.
- Signal phases. Diligent signal phasing can make an
enormous difference to an intersection capacity. This cannot be
captured by simple intersection capacities, since it depends on how
traffic streams and signal phases work together.
- Complicated street layouts. Merging, turning, and
weaving lanes make a substantial difference to traffic flow. Most
importantly, turning lanes, i.e. the separation of vehicle streams by
turning direction, prevents situations such as in
Fig. 18.4, where a left turning vehicle blocks all
the traffic behind it. This becomes particular important in
conjunction with signal phases, since optimally the turning lanes are
emptied out during each green phase. That is, turning lanes of the
correct length ensure that the green phases of an intersection are
used optimally.
- Weaving, in particular if large numbers of vehicles enter
a street on the right lane(s) but want to exit it on the left lane(s).
For such effects, the simple queue simulation is no longer sufficient.
Sometimes, parameterizations of certain effects are available, but in
general it will be necessary to resort to a more realistic type of
micro-simulation. In such a more realistic micro-simulation, one will
not only have individual cars with different individual
characteristics, but also realistic street layouts, signals, bicycles,
pedestrians, light rail and buses, etc.
Figure 18.4:
Problem of FIFO-based models
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Next: Routing
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2004-02-02