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=What do we know affects routing?=
=What do we know affects routing?=
==Speed Data==
==Speed Data==
* 1)Segment, 2)Turn
* 1)Segment, 2)Turn (not editor controlled expect for defaults)
* 1)Default, 2)Historic, 3)Realtime
* 1)Default (segment based on road type, do default turn delays vary?), 2)Historic (not editor controlled), 3)Realtime (not editor controlled)
==Client Navigation Settings==
==Client Navigation Settings==
* Avoid Toll Roads,
* Avoid Toll Roads (triggers map based penalties),
* Avoid Freeways,
* Avoid Freeways (triggers map based penalties),
* Dirt Roads,
* Dirt Roads (triggers map based penalties),
* Type,
* Type (fastest is design operation, shortest now neglected with some critical penalties not applied such as time based restrictions),
* Vehicle Type
* Vehicle Type (triggers restriction penalties)
==Segment Properties==
==Segment Properties==
* Road Type
* Road Type
# Promotion / Demotion
# Promotion / Demotion (currently in beta, only effects pruning?)
# Default Speed Data
# Default Speed Data (not penalty, effect should disappear on driven road segments)
# Pruning Effects
# Pruning Effects (penalty?, applied only in middle of longer routes)
# Specific Road Types
# Specific Road Types
           a) Freeway (in conjunction with Avoid freeway client setting)<br />
           a) Freeway (high penalty applied per segment when Avoid freeway is set in client)<br />
           b) Dirt Road/4X4 Trail (in with Dirt Road client setting)<br />
           b) Dirt Road/4X4 Trail (penalty applied (per segment?) when avoid Dirt Road set in  client,  penalty (per segment?) applied when consecutive segments exceed length threshold when avoid long dirt roads set is client)<br />
           c) Private Road and Parking Lot Road (to penalize through routing)<br />
           c) Private Road and Parking Lot Road (significant penalty applied when transitioning to different road type)<br />
           d) Non-Drivable types
           d) Non-Drivable types (should not be used to route)
* Segment Restrictions
* Segment Restrictions
# By time
# By time (penalty?, not applied to shortest routes?)
# By vehicle type (in conjunction with Vehicle Type in client setting)
# By vehicle type (in conjunction with Vehicle Type in client setting)
* Road Properties
* Road Properties
# Toll Road (in conjunction with Avoid Toll Road client setting)
# Toll Road (per segment penalty applied when with Avoid Toll Road is set)
* Road Direction
* Road Direction
# One Way
# One Way (penalty?)
# Unknown
# Unknown (penalty)
* Lock Status?
* Lock Status (does not effect routing?)
* Closures
* Closures  
# From Client
# From Client (applied upon reaching trusted reporting threshould, penalty?)
# From Editor
# From Editor (penalty?)
* Turn Restrictions
* Turn Restrictions  
# Hard/Soft
# Default turn data (what effects default turn data?)
# By Time
# Hard/Soft (hard restrictions not used for routing, soft penalty?)
# By vehicle type (in conjunction with Vehicle Type in client setting)
# By Time (penalty?, not applied to shortest routes?)
# By vehicle type (penalty? applied based on Vehicle Type set in client)
* Road Configurations
* Road Configurations
# U-turn detection/prevention
# U-turn detection/prevention (minor penalty)
# Big Detour Prevention
# Big Detour Prevention (small penalty)
# Small Detour Prevention
# Small Detour Prevention (minor penalty)
* Junction Box
* Junction Box (beta, not currently working, ???)
==Type of Route Generation==
==Type of Route Generation==
* Original route
* Original route (basic default penalties)
* Recalulated route
* Recalulated route (??? do all penalties e.g. detour prevention apply?)
* Add a stop route
* Add a stop route (any penalty differences compared to original route?)
* Client generated route
* Client generated route (What penalties are applied?)
* (Live Map route)
* (Live Map route)
* Long v Short routes (long and short routes seem to be handled differently, what differences are there other than pruning effects?)

Revision as of 16:57, 18 January 2016

What do we know affects routing?

Speed Data

  • 1)Segment, 2)Turn (not editor controlled expect for defaults)
  • 1)Default (segment based on road type, do default turn delays vary?), 2)Historic (not editor controlled), 3)Realtime (not editor controlled)

Client Navigation Settings

  • Avoid Toll Roads (triggers map based penalties),
  • Avoid Freeways (triggers map based penalties),
  • Dirt Roads (triggers map based penalties),
  • Type (fastest is design operation, shortest now neglected with some critical penalties not applied such as time based restrictions),
  • Vehicle Type (triggers restriction penalties)

Segment Properties

  • Road Type
  1. Promotion / Demotion (currently in beta, only effects pruning?)
  2. Default Speed Data (not penalty, effect should disappear on driven road segments)
  3. Pruning Effects (penalty?, applied only in middle of longer routes)
  4. Specific Road Types
         a) Freeway (high penalty applied per segment when Avoid freeway is set in client)
b) Dirt Road/4X4 Trail (penalty applied (per segment?) when avoid Dirt Road set in client, penalty (per segment?) applied when consecutive segments exceed length threshold when avoid long dirt roads set is client)
c) Private Road and Parking Lot Road (significant penalty applied when transitioning to different road type)
d) Non-Drivable types (should not be used to route)
  • Segment Restrictions
  1. By time (penalty?, not applied to shortest routes?)
  2. By vehicle type (in conjunction with Vehicle Type in client setting)
  • Road Properties
  1. Toll Road (per segment penalty applied when with Avoid Toll Road is set)
  • Road Direction
  1. One Way (penalty?)
  2. Unknown (penalty)
  • Lock Status (does not effect routing?)
  • Closures
  1. From Client (applied upon reaching trusted reporting threshould, penalty?)
  2. From Editor (penalty?)
  • Turn Restrictions
  1. Default turn data (what effects default turn data?)
  2. Hard/Soft (hard restrictions not used for routing, soft penalty?)
  3. By Time (penalty?, not applied to shortest routes?)
  4. By vehicle type (penalty? applied based on Vehicle Type set in client)
  • Road Configurations
  1. U-turn detection/prevention (minor penalty)
  2. Big Detour Prevention (small penalty)
  3. Small Detour Prevention (minor penalty)
  • Junction Box (beta, not currently working, ???)

Type of Route Generation

  • Original route (basic default penalties)
  • Recalulated route (??? do all penalties e.g. detour prevention apply?)
  • Add a stop route (any penalty differences compared to original route?)
  • Client generated route (What penalties are applied?)
  • (Live Map route)
  • Long v Short routes (long and short routes seem to be handled differently, what differences are there other than pruning effects?)