[HN Gopher] We built the city of Colombo in Cities:Skylines
       ___________________________________________________________________
        
       We built the city of Colombo in Cities:Skylines
        
       Author : icaruswept
       Score  : 472 points
       Date   : 2024-09-01 15:05 UTC (3 days ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | icaruswept wrote:
       | A crude 'digital twin` with detailed land use and zoning based on
       | official city development plans and data centered around 2020;
       | over a million virtual citizens, simulating population dynamics
       | that reflect large-scale, real-world demographics and human
       | movement; public transport based on actual route data.
        
       | greenavocado wrote:
       | At some point I would expect you to write your own simulation
       | engine given the serious limitations you ran into
        
         | dwattttt wrote:
         | How bad those limitations are depends on the purpose of the
         | simulation, they satisfy a few uses cases even with those
         | limits. Also the skill sets involved in those two tasks are
         | quite different.
        
         | tedivm wrote:
         | I've had some maintenance issues with my car, guess I should
         | just design and manufacture my own.
        
         | icaruswept wrote:
         | I think at some point I will, but this is a task that takes
         | multiple overlapping fields of expertise - from simulations to
         | 3D rendering. I'll teach myself over time. I build little
         | procedural generation experiments for fun that make their way
         | into my books. But this is one of those dreams that will take
         | me a couple of years to get to the level where I'm competent
         | enough to go for it.
        
           | greenavocado wrote:
           | Is it necessary to work in 3D initially? You can make the
           | problem a lot easier when working in 2D.
        
             | icaruswept wrote:
             | Goal here was to build a visualization and communication
             | tool; 3D is an essential component of that. For 2D, land
             | use maps already exist.
        
       | magicmicah85 wrote:
       | Wow this must have taken quite awhile. I've always wanted to do
       | something similar with my hometown (for the giggles) and now I
       | have a guide on how to start.
       | 
       | Have urban planners been receptive to using this model for how
       | they work on issues that affect the city?
        
         | ekianjo wrote:
         | is there any work done to show that Cities Skyline can
         | approximate real problems and is not just a fancy game?
        
           | magicmicah85 wrote:
           | I'm asking based off of what they wrote in the readme
           | 
           | "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."
        
             | jncfhnb wrote:
             | Not completely accurate sounds like a bold claim of
             | accuracy imo
        
               | mrWiz wrote:
               | Does the following description of it as a "toy universe
               | model" affect how you judge the claims of accuracy?
        
               | jncfhnb wrote:
               | That is a separate claim
        
           | blooalien wrote:
           | Even if it _is_ "just a fancy game", things like this can be
           | _very_ educational for upcoming generations of _real_ city
           | planner types. Get kids interested in those  "real problems"
           | in healthy ways _early_ in life, and give them tools  / toys
           | to explore their ideas with. :)
        
             | calvinmorrison wrote:
             | the question is, are the precepts baked into the equations
             | around traffic flow, urban design, etc, truly a reflection
             | of reality. In SC3K, my low density residential housing was
             | never as happy as high density, is that based on reality?
             | My enactment of endless (in sc3k, check all boxes) series
             | of ordinances produced the best result. Was the
             | neighborhood around the casino really crime ridden or was
             | that a trope?
             | 
             | 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.
        
               | icaruswept wrote:
               | Methodology here: https://github.com/team-
               | watchdog/colombo-skylines/wiki/Intro...
               | 
               | 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.
        
               | CSMastermind wrote:
               | I wouldn't make any serious policy decisions based on
               | City Skylines, it's a resource management game not a
               | serious simulation if that's what you're asking.
        
               | jaza wrote:
               | In the case of Australia (my home), the casino itself is
               | crime ridden (mainly the corporation behind the casino,
               | and its behind-closed-doors relationships with organised
               | crime and with government - but money laundering and
               | other crimes also occur on the casino floor), while the
               | neighbourhood around the casino is quite safe, peaceful,
               | and upmarket.
        
           | nxobject wrote:
           | What's the standard of proof for a commercially available
           | package other than "these are the municipalities/planning
           | authorities that have used this before?"
        
             | icaruswept wrote:
             | Typically you look for its use in both academia and in the
             | field (hence CUBE, for instance; widely used by the
             | academics at Moratuwa who then go on to work on actual
             | projects)
        
           | rplnt wrote:
           | Cities Skylines in the vanilla mode (and most, if not all,
           | city builder games before it) famously ignores problems of
           | car storage. It may actually seem like cars are somewhat
           | sustainable.
        
             | Cthulhu_ wrote:
             | Is there a mod out there that adds car storage? I can
             | imagine the cities look less idealised when half the space
             | is taken up by car parking lots lol.
        
               | Delk wrote:
               | TM:PE (Traffic Manager: President Edition) has a setting
               | for more realistic parking:
               | https://doc.tmpe.me/gameplay.html#parking-ai
               | 
               | 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.
        
         | icaruswept wrote:
         | They've been surprisingly receptive. We've taken care to point
         | out that the map is not the territory, but we've had
         | conversations with urban planners and professors (especially
         | the Town and Country planning department at the University of
         | Moratuwa): they're very interested in using this as a teaching
         | tool for students. I recently did a presentation to 150
         | students + urban designers and transport specialists, and they
         | were super interested in a) trying this on smaller pieces at
         | greater fidelity b) simulating other cities as well (like
         | Kandy) and smaller towns where there is more planning leeway c)
         | using this to illustrate effects of plans like COMTRANS (https:
         | //www.transport.gov.lk/web/images/downloads/F-CoMTrans...)
         | which is why we built the thing in the first place.
        
       | neilv wrote:
       | > _Our goal was to create a more accessible and visual tool for
       | citizens to comprehend urban problems and judge the impact of
       | different decisions._
       | 
       | 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.)
        
         | icaruswept wrote:
         | Not even remotely close. If you have millions of dollars and
         | lots of talented programmers, I can build an engine from
         | scratch. We do not live in an ideal world - public policy is
         | about the art of the possible, and $19.99 (cost of Skylines in
         | Sri Lanka) is a massive improvement from the $8000 a year fee
         | for CUBE or OpenPaths. I do want to build a sim someday, but I
         | estimate the learning of it will take me a few years to
         | complete. Right now I'm at the stage of writing basic galaxy
         | generator toys like https://github.com/yudhanjaya/GalaxyGen
        
           | kfarr wrote:
           | This is super impressive! I'd agree the open-source tooling
           | isn't there yet, but it's coming in a few places. I started a
           | 3D street visualizer but it's only at the scope of a few
           | blocks at a time, not as large as a city area although we'd
           | like to get there someday:
           | https://github.com/3dstreet/3dstreet/
           | 
           | There's also https://github.com/a-b-street/abstreet for
           | larger area simulation but with less visual fidelity
        
             | icaruswept wrote:
             | Very cool, great to see progress in this!
        
       | abhayhegde wrote:
       | This is crazy! What if one day the citizens in the game can be
       | mapped to real ones also?!
        
         | icaruswept wrote:
         | I'm reminded of Tom Stoppard's Arcadia, and the child genius
         | Thomasina . . . "If you could stop every atom in its position
         | and direction, and if your mind could comprehend all the
         | actions thus suspended, then if you were really, really good at
         | algebra . . ."
        
           | lagadu wrote:
           | You would make Heisenberg roll in his grave!
        
             | icaruswept wrote:
             | Every tornado-generating butterfly would be out of a job,
             | for sure
        
       | bastard_op wrote:
       | This actually sounds like a great idea, I've often wondered with
       | some of the advanced city simulators like this if this might be
       | possible. Seems like a good use of AI if it had access to all
       | those data sets local government GIS folks use (hopefully) to
       | align this sort of data to make these virtual representations.
       | 
       | 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
        
         | Mistletoe wrote:
         | Oddly enough, this is how our own universe simulation got
         | started
        
         | icaruswept wrote:
         | Realistically I don't think the UDA (Urban Development
         | Authority) will use this, BUT we have had calls with them where
         | they asked to see a demo and seemed massively excited at the
         | prospect of being able to visualize changes in the character of
         | the city (in fact they wanted to know if we could build
         | municipal buildings if they gave us the maps). University
         | students who eventually become GIS folks seem more like the
         | audience that will actually end up running and tweaking this.
        
           | bastard_op wrote:
           | I had a similar notion, as I prior worked with a large
           | southern California municipality that was into "smart city"
           | things as a solutions architect, and they would have loved
           | for something like this for the same reasons you stated,
           | particularly visual changes or features, adjusting
           | pedestrian/bike/car traffic flows, points of interest, etc.
           | 
           | 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!
        
             | icaruswept wrote:
             | Thanks! You may want to read the methodology - most of the
             | imports broke and it ended up being a lot of manual work:
             | https://github.com/team-watchdog/colombo-
             | skylines/wiki/Intro...
             | 
             | 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.
        
       | a1o wrote:
       | This looks super cool! Amazing project! I am really curious to
       | try this idea at a smaller city. How much type and how many
       | people took this endeavor?
        
         | alephxyz wrote:
         | You can download a height map file from https://terrain.party/
         | or https://heightmap.skydark.pl/ and start a new game with the
         | unlimited money cheat. Then it's just a matter of placing
         | roads, utilities, public services and zoning the rest (that's
         | the fun part).
        
           | icaruswept wrote:
           | Sadly, the height maps and the OSM road imports were quite
           | borked, so I just ended up doing all the roads by hand with
           | the maps on a second monitor. Some screenshots of the process
           | here: https://github.com/team-watchdog/colombo-
           | skylines/wiki/Intro...
        
         | icaruswept wrote:
         | So two people (myself and Nimesha) working for about four
         | months straight, I think. Mostly eight to ten hour days. Three
         | academics helping us find data for when public sources ran dry
         | (especially flow along the corridors) - see the workflow at
         | https://github.com/team-watchdog/colombo-skylines/wiki/Intro...
        
       | hebocon wrote:
       | I've attempted something similar for a city of 20,000 before
       | using an overlay mod but map projection issues between the DEM
       | and images along with city simulation scaling just yielded a
       | stretched blob with 95% industrial traffic and a queue entering
       | the city that never ended. I will check their tuning parameters
       | and see how they handled it. It was fun to build regardless.
       | 
       | 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.
        
         | tppiotrowski wrote:
         | Can you explain the projection issues you faced with the DEM? I
         | thought something like gdal can reproject any data into a
         | standard projection like web Mercator.
        
           | hebocon wrote:
           | If I recall correctly Cities Skylines needs a UTM-like
           | projection but I think I made an error with the input data
           | and got the X/Y scaling wrong. It was a fairly amateurish
           | attempt and my knowledge of coordinate reference systems has
           | improved quite a bit since then so I hope to fix that for the
           | next attempt.
        
             | icaruswept wrote:
             | Good news is you can even overlay screenshots of Google
             | Earth (which uses high-res data, some of it at 30 cm2 per
             | pixel). Will take some fiddling with the coords, but it
             | works!
        
         | icaruswept wrote:
         | Sadly, that happens. We use image overlay and exports off ESPG
         | 4326 and tweaked the hell out of the coords until it worked.
         | Even then there are still issues - which is why we're about
         | 100m shorter than the real city. The overlays match perfectly,
         | but in reality distances are always a few meters off across a
         | large stretch. OSM imports broke completely, so I just ended up
         | doing all the roads by hand with the maps on a second monitor.
        
           | hebocon wrote:
           | There's always a point where you look at the automated
           | solution and think "Okay but... how long would it take to
           | just to do manually?"
           | 
           | 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 :)
        
             | icaruswept wrote:
             | Thanks!
        
         | asmor wrote:
         | C:S 1 has quite a few "thundering herd" issues, like perfectly
         | cyclic deathwaves. This includes extreme industrial traffic if
         | you zone it all in at once. The capacity of (all) buildings is
         | also pretty extreme. Adding Realistic Population 2 and
         | Lifecycle Rebalance Revisited brings it down to less gamey and
         | more towards realistic, and you can tweak from there.
        
           | Cthulhu_ wrote:
           | I should look into these mods, the death waves were annoying.
           | I mean I get it, you build a big new residential area, people
           | move in quickly and are all roughly the same age when they
           | do, but they could've done something to fix it like randomize
           | ages or have people move out of the city and replaced by a
           | differently aged person.
        
             | icaruswept wrote:
             | Maybe this might help: the list of mods and what they do.
             | You can pick what seems most useful for your game.
             | 
             | https://github.com/team-watchdog/colombo-
             | skylines/wiki/mod-c...
        
           | icaruswept wrote:
           | Yup, we've got a big list of mods to help alleviate some of
           | these issues. Due to the way we've modeled the corridors and
           | daily population flow in and out of the city, we still get
           | roving herds of ambulances...
        
       | karaterobot wrote:
       | I was hoping there'd be some report on what they'd learned about
       | the city as a result of modeling it and, presumably, testing some
       | changes. But don't get me wrong, this is awesome anyway.
        
         | icaruswept wrote:
         | Coming up. I'm implementing some small bits of the COMTRANs
         | plan, as it's politically relevant to our election cycle right
         | now (https://www.transport.gov.lk/web/images/downloads/F-CoMTra
         | ns...). It won't be a full implementation - we're a small team,
         | and I want to encourage other people to come on board with
         | their ideas. We do have a reasonable "how we did this" section
         | if you're interested! https://github.com/team-watchdog/colombo-
         | skylines/wiki/Intro...
        
           | karaterobot wrote:
           | Many, many years ago (2004?) I was on a NSF research project
           | about participatory GIS, trying to help people (voters) make
           | informed choices about transportation alternatives in a
           | region--which road or rail improvements to make, and how to
           | apportion funds between them. At the time, we _dreamed_ about
           | being able to let people run a simulation of the consequences
           | of their chosen package, but that was definitely not feasible
           | with the technology we had at the time. That 's the
           | background for why I'm so envious of what y'all pulled off!
        
       | rc_kas wrote:
       | Anyone have some screenshots? I'm not installing Cities Skylines
       | just to view this. Sounds pretty awesome overall.
        
         | spartanatreyu wrote:
         | Did you try clicking the link?
        
           | demarq wrote:
           | Not sure if it's still there but on twitter they had a system
           | where you'd have to click through before you're allowed to
           | submit a comment.
           | 
           | HN needs this!
        
             | jocoda wrote:
             | [Meta] so how do you report when the link is not working,
             | or blocked for your geo?
        
               | demarq wrote:
               | I don't think they check or can check if you actually
               | loaded the page. So I think they check only that the link
               | was clicked
        
             | vonmoltke wrote:
             | > Not sure if it's still there but on twitter they had a
             | system where you'd have to click through before you're
             | allowed to submit a comment.
             | 
             | The system did not prevent you from replying, it just added
             | a warning message and a little friction to doing so.
        
         | icaruswept wrote:
         | The readme files in the repo have screenshots. Tried linking
         | them here, but the URLs are massive, so let me link the docs -
         | 
         | 1) Methodology: https://github.com/team-watchdog/colombo-
         | skylines/wiki/Intro...
         | 
         | 2) Main readme: https://github.com/team-watchdog/colombo-
         | skylines
        
       | zameermfm wrote:
       | Awesome effort, always wanted to see our colombo on a game! It's
       | really extensive and seems to be made towards public policy,
       | Thanks Yudanjaya and Nimesha!
        
         | icaruswept wrote:
         | Cheers!
        
       | 29athrowaway wrote:
       | Now you can grow it into Magnasanti (the 6 million inhabitants
       | SimCity 3000 city)
        
         | icaruswept wrote:
         | Oddly enough I never played SimCity. Closest from those times
         | for me were Ceasar III and Pharaoh (which I'm playing again
         | now: there's a very good remake).
         | 
         | Is this the Magnasanti you speak of?
         | https://www.moma.org/interactives/exhibitions/2013/designand...
         | 
         | It looks fascinating.
        
           | 29athrowaway wrote:
           | Yes, that's the one
        
       | Nition wrote:
       | I remember doing this in SimCity 4 a few years ago for a real
       | small town of ~7000 and it actually worked remarkably well out of
       | the box. Residential/Commercial/Industrial came out fairly
       | balanced. The only thing I had to mod to make it really work were
       | the catchment areas for schools etc, which are very small by
       | default. I found a mod that made them 2-3 times bigger radius
       | (but actual capacity stayed the same, and worked well enough).
       | 
       | 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.
        
         | icaruswept wrote:
         | For sure. I used to try making the layouts of our old cities
         | (Anuradhapura etc) in games like Pharaoh and Ceasar 3.
         | 
         | If you're into doom modding - have you seen myhouse.wad? Worth
         | looking up on YouTube. Phenomenal achievement imo
        
         | diggan wrote:
         | > 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.
         | 
         | 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.
        
           | ziofill wrote:
           | I always found the argument that shooters played violent
           | video games extremely weak. Of course they play video games,
           | like most people their age.
        
           | mikechalmers wrote:
           | Same - I wanted to recreate my school for Counterstrike
           | because I knew the building so well and if I played it with
           | schoolmates we'd all know it like the back of our hands and
           | associate different areas with different memories etc.
           | leading to a more unique (and probably funny) experience. It
           | had nothing to do with violence in reality.
        
           | josefresco wrote:
           | Unreal Tournament level editor was the easiest for a noob
           | like me. We created our dorm rooms, campuses, our houses back
           | home. That being said, this was 25 years ago (in the US), not
           | _before_ school shootings but certainly not like they are
           | today.
        
           | highcountess wrote:
           | Video games and guns themselves being the cause of shootings
           | are just typical unhealthy excuse making in order to avoid
           | having to actually address the real issues that would require
           | consequences or accountability for and by people who very
           | much do not want any consequences or accountability to affect
           | them in any way, whether that is individuals or groups.
        
         | Bluecobra wrote:
         | I recall making a map of my high school in Duke Nukem 3D well
         | before Columbine. I think the only reason was it was the
         | closest floorplan I had readily available at the time and I had
         | no Internet access. I was more interested in playing with the
         | Build engine/map editor than actually shooting things.
        
       | teractiveodular wrote:
       | Modified traffic behavior using TM:PE mod to reflect Sri Lankan
       | driving habits:
       | 
       | - 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!
        
         | icaruswept wrote:
         | Haha, thanks!
        
           | prmoustache wrote:
           | Do you happen to observe same traffic jams in same area and
           | time windows as in the real world?
           | 
           | Also, do City Skyline drivers behaving like drivers who would
           | use Waze (or could be configured so that a certain amount do)
           | ?
        
             | icaruswept wrote:
             | We see broadly the same chokepoints (Galle Road, Baseline
             | Road, the arteries feeding into Colombo). Modify these and
             | the chokepoints distribute themselves. Small chokepoints
             | don't always appear.
             | 
             | Broadly, if you can do it by fiddling with this:
             | https://doc.tmpe.me/vehicles.html, you can pull it off.
        
         | cultofmetatron wrote:
         | my god. this makes cities skylines way more accurate with
         | regard to south asian cities. still needs random elephants
         | loaded up on trucks.
        
           | Nifty3929 wrote:
           | And cows that have the right-of-way.
        
             | shagie wrote:
             | https://docs.legis.wisconsin.gov/statutes/statutes/346/iii/
             | 2...
             | 
             | I am sure you can find similar laws in other states.
        
               | wkat4242 wrote:
               | Yeah but cows rarely roam free there :)
        
               | icaruswept wrote:
               | Cows don't roam free in Sri Lankan cities, either. You
               | are aware that South Asia is a subcontinent and a whole
               | set of islands, and not one singular city,right?
        
               | wkat4242 wrote:
               | I have heard many Hindus consider the cow a holy animal
               | and let them roam where they please. And there are many
               | Hindus in Sri Lanka (though there are more buddhists who
               | don't consider cows holy but are vegetarians).
               | 
               | 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.
        
               | shagie wrote:
               | Digging through my photos... it was the '08 Great Road
               | Trip... and I even took it on my iPhone then which means
               | that I've got all the other metadata info.
               | 
               | October 3rd, 2008 at 1:42 pm. The geocoding location on
               | it puts it at https://www.google.com/maps/@48.3855579,-11
               | 4.0865119,3a,75y,... though I'm not 100% sure that is the
               | exact location. The photo is https://imgur.com/a/rzwSjak
        
       | timvdalen wrote:
       | > Notable issues:
       | 
       | > Perfect adherence to schedules in public transport, unlike
       | real-world variation
        
       | teo_zero wrote:
       | Is the limit for vehicles really 65636, or is this just a typo
       | for 65536?
        
         | xiconfjs wrote:
         | That's what immediately caught my eye, too.
        
         | input_sh wrote:
         | It's a typo. Also, you need a mod to even reach that figure, by
         | default the limits are substantially lower (16384 for moving
         | vehicles, 2x that for parked vehicles).
        
           | icaruswept wrote:
           | Thanks for the spot, will double check. Yeah, we're modded to
           | the hilt here. This is taking the game as far as the engine
           | can handle.
        
       | gbil wrote:
       | Am I the only one that can't find "Conclusion and Future
       | Applications" section ? I'm really interested in their plans here
        
         | icaruswept wrote:
         | You're right, we don't have one up yet. We did a few
         | implementations of various government plans over the years (the
         | Japan-funded COMTRANS being the most prominent) and I've
         | invited a professional urban designer who works with the
         | government to examine applications and limitations- so a more
         | professional eval than just us saying "here's a thing!"
         | 
         | Might write it all up as a paper if we have time.
        
       | lackoftactics wrote:
       | > So we have a few notable issues: 3.Perfect adherence to
       | schedules in public transport, unlike real-world variation
       | 
       | I love this quote from readme.md
        
         | ehnto wrote:
         | Same, although I am surprised because busses in cities skylines
         | are usually still affected by car traffic issues. Trains would
         | run perfectly though.
        
           | icaruswept wrote:
           | So because the number of active vehicles is much lower than
           | reality, the road network is actually a lot more efficient:
           | it's a nearly 1:1 scale city with less than a fifth of the
           | real vehicles that would take up the streets. Mostly because
           | of this, public transport in game is a lot better than our
           | particular reality. In fact, the trains are completely
           | underutilized - we can tweak transport modal share (and
           | should) to get the numbers to balance better.
        
             | jagged-chisel wrote:
             | I suspect it's missing the traffic coming into the city
             | from outside
        
       | vladde wrote:
       | Is using games for real-life city planning a viable option to
       | later apply in real life? I.e. if my city wanted to try out a new
       | metro line, is replicating the city in Cities: Skylines good
       | enough to simulate what would happen?
       | 
       | Related (Kerbal Space Program): https://xkcd.com/1356/
        
         | xavxav wrote:
         | Not really, conceptually it probably shares a lot of the same
         | foundations that a useful simulator would have, but its
         | important to keep in mind that they aren't actually simulators
         | of cities in a realistic sense.
         | 
         | 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...
        
         | icaruswept wrote:
         | Depends on how much of the games underlying assumptions you can
         | overwrite, and of course the fidelity you're going for. In our
         | case we've modified everything from citizen lifecycles to
         | traffic behaviour to population calculations based on square
         | footage - but this is still more in the realm of "visualization
         | and communication" than "professional planning tool".
        
         | Stevvo wrote:
         | For real life planning, many concept in Cities Skylines are
         | also in professional software. e.g. in Autodesk Infraworks you
         | can import roads, drag out a spline for a new metro line, then
         | run a simulation to see the affect on traffic and other
         | transport infrastructure.
        
       | GistNoesis wrote:
       | Looks really interesting, but I'm not buying a license and
       | setting it up just to have a look. Is there a video available ?
       | Hindsights from the creator on possible real world application ?
        
         | icaruswept wrote:
         | Will make a YouTube video (and an eval from a professional
         | urban designer is coming up).
        
       | calini wrote:
       | Now I want to do this for my hometown.
        
         | vkweb wrote:
         | Same!
        
         | icaruswept wrote:
         | You should!
        
       | thomasfl wrote:
       | I recently started a company called Good Places, actually Gode
       | Steder in Norwegian, where we simply design good places. Our goal
       | is to design city districts with better quality of live and
       | status than urban sprawl. You can't force people to live in
       | cities, but you can make urban districts that are for better
       | suited for families than urban sprawl with single family homes.
       | The aesthetic qualities is just as important as the quality of
       | the rest of the city planning. If that means making buildings
       | inspired by 150 years old buildings, then so be it.
        
         | ChaitanyaSai wrote:
         | That sounds great. How would one go about this with a city like
         | Mumbai?
        
         | Pathogen-David wrote:
         | Have you heard of eMOTIONAL Cities by any chance?
         | https://emotionalcities-h2020.eu/
         | 
         | 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?
        
       | sofixa wrote:
       | I visited Sri Lanka a few years ago, and mostly loved it (there
       | were some annoying bits, of course, but definitely one of the
       | best trips I've had).
       | 
       | 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.
        
         | icaruswept wrote:
         | Glad you enjoyed it. "Lack of planning" is indeed the best way
         | to describe Colombo.
        
       | mbrain wrote:
       | > _The project is conducted in partnership with the Strengthening
       | Social Cohesion and Peace in Sri Lanka (SCOPE) programme, co-
       | funded by the European Union and German Federal Foreign Office.
       | SCOPE is implemented by GIZ in partnership with the Ministry of
       | Justice, Prisons Affairs and Constitutional Reforms._
       | 
       | 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
        
         | crubier wrote:
         | I thought it was a pretty cool project, thought it was self-
         | funded. But I agree I have no idea why I should finance this
         | with my European taxpayer money.
        
           | seper8 wrote:
           | I'd rather they spend it on projects like these, where at
           | least some people get joy playing videogames for work.
           | Alternative is they get together and cook up some of the
           | worst bureaucratic dogshit wrapped in catshit they call
           | quality legislation.
        
           | octocop wrote:
           | wait until you see the Horizon Europe project
        
             | diggan wrote:
             | > Horizon Europe
             | 
             | 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?
        
               | matly wrote:
               | Agreed!
               | 
               | 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.
        
               | raverbashing wrote:
               | People who dunk on public projects usually are unaware of
               | all the research their own government finances
        
               | bigfishrunning wrote:
               | Or, it's possible, they are aware and don't support it. I
               | don't think "My government is better then yours" was the
               | goal here...
        
               | Delk wrote:
               | The same people might also dunk on public projects funded
               | by their own governments.
               | 
               | 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.
        
               | hallux wrote:
               | There is, of course, the possibility that he was being
               | sarcastic.
        
               | diggan wrote:
               | Yeah, I suppose, but "EU throws tax payer money in the
               | sea" and "EU stifles innovation with regulation" are so
               | common sentiments around these parts that I'm unsure if
               | it's sarcasm or not, 50/50 at this point.
        
               | octocop wrote:
               | I wasn't.
        
               | phatfish wrote:
               | With the prevalence of uniformed opinions about the EU
               | and how it works on HN, that is a long shot (or big reach
               | as the kids say).
        
               | octocop wrote:
               | I think projects this magnitude are not good, with a 100B
               | euro pricetag that will be diluted into paying for
               | bureaucracy and conferences. It's good that it's keeping
               | people busy though, can't criticise that.
        
               | diggan wrote:
               | Just so others get a sense of the scale involved here:
               | 
               | 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%27
               | project%2...
        
               | octocop wrote:
               | You think 100B doesn't sound much? Do you want to up the
               | numbers to 200B instead? I mean after all it's Cancer
               | research
        
               | diggan wrote:
               | > You think 100B doesn't sound much?
               | 
               | 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.
        
               | octocop wrote:
               | I mean look at this project,
               | https://cordis.europa.eu/project/id/101183057 "A digital
               | twin of human milk". Sounds like a homerun right? I'd say
               | 80% of the projects are just filled with buzzwords to get
               | funding, and they rarely produce any good outcomes
        
               | lagadu wrote:
               | > rarely produce any good outcomes
               | 
               | That's the nature of research.
        
               | diggan wrote:
               | > The research and innovation program, named GALATEA,
               | stands as a pioneering venture targeting infant nutrition
               | through the development of a digital twin of human milk.
               | 
               | > 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?
        
               | seabass-labrax wrote:
               | > 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.
               | 
               | 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.
        
               | phatfish wrote:
               | It's not a monolithic project, it's a funding pool where
               | an organisation can apply for access. It's not even
               | limited to EU member states, the UK has returned as a
               | partner after the Conservative party got their panties in
               | a twist about it during Brexit.
        
               | diggan wrote:
               | And latest news is that Canada also joined up :)
               | 
               | > 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!
        
             | superhuzza wrote:
             | Horizon Europe funds many of the research projects my
             | organisation works on, such as cancer research, COVID-19
             | and general microbiology research...
        
               | octocop wrote:
               | Do you mind sharing this?
        
           | karma_fountain wrote:
           | The EU is the world's main source of and main destination for
           | foreign direct investment (FDI). Inward and outward FDI play
           | a fundamental role for generating sustainable economic
           | growth, business opportunities, employment, technological
           | development and innovation.
        
         | rjh29 wrote:
         | Seems worth it as a teaching method.
        
         | Dalewyn wrote:
         | Playing Devil's Advocate, making the game look more like the
         | real world (I am assuming this is what was meant by "curating
         | 3D assets") would help _tremendously_ in  "simulating",
         | "exploring", "visualizing", and "assessing" the impacts and
         | effects of changes and new additions to city policies and
         | infrastructure to the average man.
         | 
         | As for whether this is a good use of taxpayer money... well, it
         | could be worse.
        
         | icaruswept wrote:
         | Yup. The 3D assets are from Steam workshop and impact visuals
         | and population calculations (since pop calc is based on square
         | footage). Otherwise, with Skylines' defaults, this would all
         | look like the Netherlands.
         | 
         | 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.
        
         | creesch wrote:
         | It only seems fair to also include the previous block:
         | 
         |  _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.
        
       | nirvanis wrote:
       | > Key Limitations [...] > Perfect adherence to schedules in
       | public transport, unlike real-world variation
       | 
       | LOL
        
       | IG_Semmelweiss wrote:
       | once upon a time, players would show their real-world cities in
       | Simcity. Oh, how the mighty have fallen !
       | 
       | 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...
        
         | smittywerben wrote:
         | SimCity 2013, a trainwreck of a game, switched to an agent-
         | based simulation to compete with Cities Skylines. It ran
         | horribly, inheriting all of CS's performance issues and gaining
         | none of SC4's benefits. It also added network features (DRM) so
         | EA can notify your Smart Fridge of your compensation copy of
         | Need for Speed after they scammed you $60 for SC2013. Moving
         | on.
         | 
         | 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...
        
       | cultofmetatron wrote:
       | curious why colombo? cities skylines doesn't exactly have tuktuks
       | as a transportation option (though it really should...)
       | 
       | Plus you don't need a city simulation to see that the city
       | desperately needs a good metro.
        
         | icaruswept wrote:
         | > cities skylines doesn't exactly have tuktuks as a
         | transportation option (though it really should...)
         | 
         | It does now; we've modded it to use tuk assets based on the
         | RDA's modal share estimates (see screenshots)
        
       | cloudking wrote:
       | Neat, now combine this with Project Sid for a full simulation...
       | https://altera.al/
        
       | dtx1 wrote:
       | And Running on an overclocked epyc processor with dual 4090s you
       | get a whole FPS in it too!
        
         | icaruswept wrote:
         | Until Windows starts updating in background!
        
       | chaostheory wrote:
       | Do city planners and leaders have comparable commercial
       | simulations? If not, I'm always surprised why they don't use
       | games like City Skylines especially cities much smaller than
       | Columbo.
        
         | potamic wrote:
         | They mention considering CUBE as an alternative.
        
       | godber wrote:
       | This is exceptionally cool work. I'd love to see it running.
        
       | TurkishPoptart wrote:
       | What is the actual point of this?
        
       | simonmysun wrote:
       | I was surprised that near Sri Lanka there is a large area of sea
       | landfill. As I explored the Google Map I felt it has a "taste" of
       | Chinese companies and so it is:
       | https://en.wikipedia.org/wiki/Port_City_Colombo
        
       | simonebrunozzi wrote:
       | Now try building Venice, Italy. Ha!
        
       | UberFly wrote:
       | "Cost-effectiveness: $19.99 for a perpetual license vs.
       | $6,000-$8,600 for professional software like CUBE"
       | 
       | I hope their efforts have carry over to other localities wanting
       | to do something like this. They're a good example for others.
        
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