In Sec. 3, we have defined the modules of a multi-agent traffic simulation. What is important is that the agents are not just particles that are moved through the system via some force field, but that they have tactical and strategic goals - tactical for example being the decision to change lanes, strategic for example being to eat three times a day. Sec. 3 has laid out what the corresponding modules do, but not how they interact. This is the topic of this section.
The interaction between the modules can lead to logical deadlocks. For example, plans depend on congestion, but congestion depends on plans. A widely accepted method to resolve this is systematic relaxation (e.g. [8]) - that is, make preliminary plans, run the traffic micro-simulation, adjust the plans, run the traffic micro-simulation again, etc., until consistency between modules is reached. Fig. 4 shows an example. The method is similar to a standard relaxation technique in numerical analysis.
Fig. 4 shows an example of the effect of this. The scenario here is that 50000 travelers, distributed randomly throughout Switzerland, all want to travel to Lugano, which is marked by the circle. The scenario is used as a test case, but it has some resemblance with vacation traffic in Switzerland,
The left figure shows traffic when every driver selects the route which would be fastest on an empty network. The micro-simulation here uses the so-called queue model [9], which is a queueing model with an added link storage constraint. That is, links are characterized by a service rate (capacity), and a maximum number of cars on the link. If the link is full, no more vehicle can enter, causing spill-back. Compared to the original version of Ref [9], our model has an improved intersection dynamics [10]. After the initial routing and the initial micro-simulation, iterations are run as follows:
Now, for a randomly selected fraction of, say, 10% of the travelers, the old routes are replaced by new routes which are generated based on these averaged link travel times.
Such iterated simulations can be treated as very high dimensional time-discrete dynamical systems. A state is the trajectory of the simulation through one day; an iteration is the update from one day (period) to the next (Fig. 5). As such, one can search for properties like fix points, steady state densities, multiple basins of attraction, strange attractors, etc. Typically, one would first analyze the steady state behavior, and then the transients. Under certain conditions the existence of a unique steady state can be proven [11], although for the computationally feasible number of iterations the possible occurrence of ``broken ergodicity'' [12] needs to be taken into account. Broken ergodicity is the property of a system to be mathematically ergodic but to remain in parts of the phase space for long periods of time.
Fig. 6 shows the relaxation behavior for a scenario in Dallas [13,14]. The plot shows the sum of all travel times as a function of the iteration number. From this plot and from other observations it seems that here, broken ergodicity is not a problem, and all relaxation methods go to the same state, although with different convergence speeds.
The result is in fact similar to a fixed strategy Nash Equilibrium: for a single run in the relaxed state, it is approximately true that no traveler could improve by changing routes. The players follow essentially a ``best reply'' dynamics (i.e. find the best answer to yesterday's traffic), and for some systems it can even be proven that this converges to a Nash equilibrium [15]. In our case, we have been able to show for a scenario in Dallas that in a relaxed congested system, the strategy landscape is much flatter than in an uncongested system [16]. This is a signature of a (population-based) mixed strategy Nash Equilibrium.
The relaxed solution is typically better than the initial one, but also worse than some system-optimized solution; in fact, it is relatively easy to construct such scenarios (e.g. [17]). Again, one recognizes that our system finds a ``workable'' solution, but does not optimize in any way.
|
|
|
Knowledge of agents should be private, i.e. each agent should have a different set of knowledge items. For example, people typically only know a relatively small subset of the street network (``mental map''), and they have different knowledge and perception of congestion.
This now completely opens the door for the use of Complex Adaptive Systems methods (e.g. [19]). Each agent has a set of strategies from which to choose, and indicators of past performance for these strategies. The agent normally choses a well-performing strategy. From time to time, the agent choses one of the other strategies, to check if its performance is still bad, or replaces a bad strategy by a new one.
This approach divides the problem into two parts (see also [20]):
As usual, the challenge is to balance exploration and exploitation. This is particularly problematic here because of the co-evolution aspect: If too many agents do exploration, then the system performance is not representative of a ``normal'' performance, and the exploring agents do not learn anything at all. If, however, they explore too little, the system will relax too slowly (cf. ``run 4'' and ``run 5'' in Fig. 6).
The reason for this behavior is that the router miscalculates at which time it expects travelers to be at certain locations - specifically, it expects travelers to be much earlier at the location shown in the plot. In consequence, the router ``thinks'' that the freeway is heavily congested and thus suggests the side road as an alternative. Without an agent data base, the method forces the travelers to use this route; with an agent data base, agents discover that it is faster to use the freeway.
This means that the true challenge is not to generate exactly the correct routes, but to generate a set of routes which is a superset of the correct ones [20]. Bad routes will be weeded out via the performance evaluation method. For more details see [21]. Other implementations of partial aspects are [22,23,24,25].
The way we have explained it, each individual needs computational
memory to store his/her plan or plans. The memory requirements for
this are of the order of
, where is the number of
people in the simulation, is the number of trips a person
takes per day, is the average number of links between
starting point and destination, and is the number of
options remembered per agent. For example, for a 24-hour simulation
of all traffic in Switzerland, we have
,
,
, and
, which results in
Since this is a large storage requirement, many approaches do not store plans in this way. They store instead the shortest path for each origin-destination combination. This becomes affordable since one can organize this information in trees anchored at each possible destination. Each intersections has a ``signpost'' which gives, for each destination, the right direction; a plan is thus given by knowing the destination and following the ``signs'' at each intersection. The memory requirements for this are of the order of , where is the number of nodes of our network, and is the number of possible destinations. is again the number of options, but note that these are options per destination, so different agents traveling to the same destination cannot have more than different options between them.
Traditionally, transportation simulations use of
the order of 1000 destination zones, and networks with of the
order of 10000 nodes, which results in a memory requirement of
The problem with this second approach is that it explodes with
more realistic representations. For example, for our simulations
we usually replace the traditional destinations zones by the
links, i.e. each of typically 30000 links is a possible
destination. In addition, we need the information time-dependent.
If we assume that we have 15-min time slices, this results in a
little less than 100 time slices for a full day although some of
the information can be recycled [26]. The
memory requirements for the second method now become
|
Day-to-day replanning assumes, in a sense, ``dumb'' particles. Particles follow routes, but the routes are pre-computed, and once the simulation is started, they cannot be changed, for example to adapt to unexpected congestion and/or a traffic accident. In other words, the strategic part of the intelligence of the agents is external to the micro-simulation. In that sense, such micro-simulations can still be seen as, albeit much more sophisticated, version of the link cost function from static assignment, now extended by influences from other links and made dynamic throughout time. And indeed, many dynamic traffic assignment (DTA) systems work exactly in that way (e.g. [8]). In terms of game theory, this means that we only allow unconditional strategies, i.e. strategies which cannot branch during the game depending on the circumstances.
Another way to look at this is to say that one assumes that the emergent properties of the interaction have a ``slowly varying dynamics'', meaning that one can, for example, consider congestion as relatively fixed from one day to the next. This is maybe realistic under some conditions, such as commuter traffic, but clearly not for many other conditions, such as accidents, adaptive traffic management, impulsive behavior, stochastic dynamics in general, etc. It is therefore necessary that agents are adaptive (intelligent) also on short time scales not only with respect to lane changing, but also with respect to routes and activities. It is clear that this can be done in principle, and the importance of it for fast relaxation [28,18] and for the realistic modeling of certain aspects of human behavior [29,30] has been pointed out.
A curious aspect of making the agents ``smarter'' is that, when it goes beyond a certain point, it may actually degrade system performance. More precisely, while average system performance may be unaffected, system variance, and thus unpredictability, invariably goes up. An example is Fig. 8, which shows average system performance in repeated runs as a function of the fraction of travelers with within-day replanning capability. While average system performance improves with increasing from zero to 40%, beyond that both average system performance and predictability (variance) of the system performance degrade. In other words, for high levels of within-day replanning capability, the system shows strong variance between uncongested and congested. From a user perspective, this is often not any better than bad average system performance - for example, for a trip to the airport or to the opera, one usually plans according to a worst case travel time. Also, if the system becomes non-predictable, route guidance systems are no longer able to help with efficent system usage. The system ``fights back'' against efficient utiliziation by reducing predictability.
Results of this type seem to be generic. For example, Kelly reports a scenario where many travelers attempt to simultaneously arrive at downtown for work at 8am [31]. In this case, the mechanism at work is easy to see: If, say, 2000 travelers want to go to downtown, and all roads leading there together have a capacity of 2000 vehicles per hour, then the arrival of the travelers at the downtown location necessarily will be spread out over one hour. Success or failure to be ahead of the crowd will decide if one is early or late, very small differences in the individual average departure time will result in large differences in the individual average arrival time, and because of stochasticity there will be strong fluctuations in the arrival time from day to day even if the departure time remains constant. Ref. [32] reports from a scenario where road pricing is used to push traffic closer towards the system optimum. Also in this case, the improved system performance is accompanied by increased variability. Both results were obtained with day-to-day replanning.
|