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6886206 92107a5 6886206 b960e8c 6886206 28db401 b960e8c 28db401 b960e8c 6886206 b960e8c 6886206 b960e8c 28db401 92107a5 b960e8c 6886206 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 | from typing import Optional
from .world import (
Direction,
Intersection,
Road,
TickStats,
Vehicle,
World,
)
GRIDLOCK_STALL_THRESHOLD = 20
HYSTERESIS = 1.15
def phase_serves(intersection: Intersection, direction: Direction) -> bool:
if intersection.preempt_direction is not None:
return intersection.preempt_direction == direction
return direction in intersection.current_phase()
def tick(world: World, on_tick_start=None) -> tuple[float, TickStats]:
world.tick += 1
stats = TickStats()
if on_tick_start is not None:
on_tick_start(world)
_activate_incidents(world)
_spawn_scheduled(world)
_expire_preempts(world)
# DQN controller runs every N ticks (decision interval)
if world.controller_mode == "dqn" and world.rl_controller is not None:
world.dqn_tick_counter += 1
if world.dqn_tick_counter >= world.dqn_decision_interval:
world.dqn_tick_counter = 0
from .rl_controller import rl_step
rl_step(world.rl_controller, world)
for I in world.intersections.values():
_local_controller_step(I, world, stats)
_move_vehicles(world, stats)
if not stats.moved_any and _has_waiting_vehicles(world):
world.metrics.stalled_streak += 1
if world.metrics.stalled_streak >= GRIDLOCK_STALL_THRESHOLD:
stats.gridlock = 1
world.metrics.gridlock_events += 1
world.metrics.stalled_streak = 0
world.log("GRIDLOCK detected, resetting stall counter")
else:
world.metrics.stalled_streak = 0
world.metrics.cleared_civilian += stats.cleared_civ
world.metrics.cleared_emergency += stats.cleared_em
world.metrics.wasted_green_ticks += stats.wasted_green
reward = _compute_tick_reward(world, stats)
return reward, stats
def _activate_incidents(world: World) -> None:
still_pending = []
for ev in world.incident_schedule:
if ev.tick <= world.tick:
ev.incident.active = True
world.roads[ev.incident.road_id].blocked = True
world.incidents.append(ev.incident)
world.log(
f"INCIDENT {ev.incident.id} {ev.incident.kind} blocks {ev.incident.road_id}"
)
else:
still_pending.append(ev)
world.incident_schedule = still_pending
for inc in world.incidents:
if inc.active and inc.end_tick is not None and world.tick >= inc.end_tick:
inc.active = False
world.roads[inc.road_id].blocked = False
world.log(f"INCIDENT {inc.id} cleared on {inc.road_id}")
def _spawn_scheduled(world: World) -> None:
remaining = []
for ev in world.spawn_schedule:
if ev.tick > world.tick:
remaining.append(ev)
continue
route = list(ev.route)
route = _apply_reroute_overrides(world, route)
first_road = world.roads.get(route[0]) if route else None
if first_road is None or first_road.cells[0] is not None or first_road.blocked:
ev.tick = world.tick + 1
remaining.append(ev)
continue
v = Vehicle(
id=ev.vehicle_id,
type=ev.vehicle_type,
route=route,
route_idx=0,
position_in_road=0,
spawn_tick=world.tick,
)
world.vehicles[v.id] = v
first_road.cells[0] = v.id
if v.is_emergency():
world.metrics.spawned_emergency += 1
world.log(f"SPAWN emergency {v.id} type={v.type} on {first_road.id}")
else:
world.metrics.spawned_civilian += 1
world.spawn_schedule = remaining
def _apply_reroute_overrides(world: World, route: list[str]) -> list[str]:
for blocked_road, detour in world.reroute_overrides.items():
if blocked_road in route:
idx = route.index(blocked_road)
return route[:idx] + detour + route[idx + 1 :]
return route
def _expire_preempts(world: World) -> None:
for I in world.intersections.values():
if I.preempt_direction is not None and I.preempt_expires_tick is not None:
if world.tick >= I.preempt_expires_tick:
I.preempt_direction = None
I.preempt_expires_tick = None
def _has_nondefault_bias(I: Intersection) -> bool:
return any(v != 1.0 for v in I.bias.values())
def _get_corridor_offset(iid: str, world: World) -> int:
for c in world.corridors.values():
if c.coordinated and iid in c.phase_offsets:
return c.phase_offsets[iid]
return 0
def _local_controller_step(I: Intersection, world: World, stats: TickStats) -> None:
I.phase_timer += 1
if I.preempt_direction is not None:
target = I.phase_idx_containing(I.preempt_direction)
if target is not None and target != I.current_phase_idx:
I.current_phase_idx = target
I.phase_timer = 0
return
cur_phase = I.current_phase()
served_demand = 0
waiting_elsewhere = 0
pressures: list[float] = []
for idx, phase in enumerate(I.phases):
p = 0.0
for d in phase:
rid = I.incoming.get(d)
if rid is None:
continue
demand = world.roads[rid].occupancy() + world.roads[rid].queue_at_tail() * 2
p += I.bias.get(d, 1.0) * demand
if idx == I.current_phase_idx:
served_demand += demand
pressures.append(p)
for d, rid in I.incoming.items():
if d not in cur_phase:
waiting_elsewhere += world.roads[rid].queue_at_tail()
if served_demand == 0 and waiting_elsewhere > 0:
stats.wasted_green += 1
if I.phase_timer < I.min_phase_ticks:
return
# Controller hierarchy: LLM bias > Max-Pressure > Fixed-time
if _has_nondefault_bias(I):
# LLM has set bias → pressure-responsive with green-wave offsets
offset = _get_corridor_offset(I.id, world)
effective_timer = I.phase_timer + offset
best = max(range(len(I.phases)), key=lambda i: pressures[i])
current_pressure = pressures[I.current_phase_idx]
force_switch = effective_timer >= I.max_phase_ticks and waiting_elsewhere > 0
if force_switch and best == I.current_phase_idx:
best = (I.current_phase_idx + 1) % len(I.phases)
if best != I.current_phase_idx and (
force_switch or pressures[best] > current_pressure * HYSTERESIS
):
I.current_phase_idx = best
I.phase_timer = 0
elif world.controller_mode == "max_pressure":
mp: list[float] = []
for idx, phase in enumerate(I.phases):
p = 0.0
for d in phase:
upstream = I.incoming.get(d)
downstream = I.outgoing.get(d)
u_q = world.roads[upstream].queue_at_tail() if upstream and upstream in world.roads else 0
d_occ = world.roads[downstream].occupancy() if downstream and downstream in world.roads else 0
p += max(0, u_q - d_occ)
mp.append(p)
best = max(range(len(I.phases)), key=lambda i: mp[i])
if best != I.current_phase_idx and mp[best] > mp[I.current_phase_idx]:
I.current_phase_idx = best
I.phase_timer = 0
elif I.phase_timer >= I.max_phase_ticks:
I.current_phase_idx = (I.current_phase_idx + 1) % len(I.phases)
I.phase_timer = 0
elif world.controller_mode == "dqn":
# DQN controller handles switching externally via rl_step()
# Here we just enforce max_phase as safety fallback
if I.phase_timer >= I.max_phase_ticks:
I.current_phase_idx = (I.current_phase_idx + 1) % len(I.phases)
I.phase_timer = 0
else:
# Fixed-time: cycle after max_phase_ticks unconditionally
if I.phase_timer >= I.max_phase_ticks:
I.current_phase_idx = (I.current_phase_idx + 1) % len(I.phases)
I.phase_timer = 0
def _move_vehicles(world: World, stats: TickStats) -> None:
order = sorted(
[v for v in world.vehicles.values() if not v.cleared],
key=lambda v: (-v.route_idx, -v.position_in_road),
)
for v in order:
_try_move(v, world, stats)
def _try_move(v: Vehicle, world: World, stats: TickStats) -> None:
road = world.roads[v.route[v.route_idx]]
if v.position_in_road < road.length - 1:
nxt = v.position_in_road + 1
if road.cells[nxt] is None:
road.cells[v.position_in_road] = None
v.position_in_road = nxt
road.cells[nxt] = v.id
stats.moved_any = True
else:
v.wait_ticks += 1
world.metrics.max_wait_ticks_seen = max(
world.metrics.max_wait_ticks_seen, v.wait_ticks
)
return
if v.route_idx == len(v.route) - 1:
road.cells[v.position_in_road] = None
v.cleared = True
v.clear_tick = world.tick
stats.moved_any = True
if v.is_emergency():
stats.cleared_em += 1
world.metrics.emergency_clear_times.append(world.tick - v.spawn_tick)
world.log(f"CLEAR emergency {v.id} in {world.tick - v.spawn_tick} ticks")
else:
stats.cleared_civ += 1
return
I = world.intersections[road.to_node]
approach = road.approach_direction
if not phase_serves(I, approach):
v.wait_ticks += 1
world.metrics.max_wait_ticks_seen = max(
world.metrics.max_wait_ticks_seen, v.wait_ticks
)
return
next_road = world.roads[v.route[v.route_idx + 1]]
if next_road.blocked or next_road.cells[0] is not None:
v.wait_ticks += 1
world.metrics.max_wait_ticks_seen = max(
world.metrics.max_wait_ticks_seen, v.wait_ticks
)
return
road.cells[v.position_in_road] = None
v.route_idx += 1
v.position_in_road = 0
next_road.cells[0] = v.id
stats.moved_any = True
def _has_waiting_vehicles(world: World) -> bool:
return any(not v.cleared for v in world.vehicles.values())
def _compute_tick_reward(world: World, stats: TickStats) -> float:
r = 0.0
r += 1.0 * stats.cleared_civ
r += 5.0 * stats.cleared_em
total_wait = sum(v.wait_ticks for v in world.vehicles.values() if not v.cleared)
r -= 0.002 * total_wait
r -= 0.3 * stats.wasted_green
r -= 12.0 * stats.gridlock
return r
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