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Ignore intermittent or stop-and-go traffic signals #4212
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What impact does this have or what is the buggy behavior that you're seeing here? |
In general terms, the impact is that OSRM is penalizing for things that should carry no penalty. For example, OSRM currently incorrectly penalizes many freeway on-ramps in California due to the presence of |
I’d imagine the fix would be pretty simple: modify this line in the profile to avoid setting |
It's a good idea to handle this, however i think a bigger improvement would be gained by avoiding double penalties at intersections, where multiple nodes are tagged with traffic_signal, but they change together so really should only incur the delay once. See #1250. |
I think most of the tags above would affect different roads than the ones affected by #1250 – such as freeway ramps for |
It's worth noting that |
The car profile treats any node tagged with
highway=traffic_signals
as a traffic light, presumably eligible for a penalty. However, not everyhighway=traffic_signals
node would cause a car to stop for a significant amount of time. The auxiliarytraffic_signals=*
key provides a bit more nuance:traffic_signals=blinker
has the same effect as a stop sign. I’m unsure whether that means it would take as long to traverse as an ordinary stoplight.traffic_signals=continuous_green
by definition requires no waiting.traffic_signals=blink_mode
andtraffic_signals=emergency
normally require no waiting.traffic_signals=ramp_meter
is activated, it has the same effect as a stop sign.traffic_signals=crossing
is likely for footpaths, operated on demand either by button or sensor. It should have the same effect as any other crosswalk.traffic_signals=tram_priority
andtraffic_signals=bus_priority
indicate, but they might be intermittent as well.taginfo says Valhalla supports this tag. Additionally, iD’s traffic light preset offers a combo box based on the most common values for the
traffic_signals
key./ref #3747
/cc @danpat
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