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Most of the data required for UrbanSim's
simulations is assembled on grid cells, each 150
by 150 meters, as shown here in the inner-city
neighborhood of Queen Anne in Seattle, Wash.
Each grid cell contains information on such
factors as property boundaries, business
establishments, real estate prices, and zoning characteristics.
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23 December 2003—It's a calm late afternoon in the
city, when all of a sudden a giant reptilian creature
appears, crushing cars, shattering building façades, and
leaving a trail of havoc as it advances along downtown
streets. Those who have ever played the game “SimCity,”
in which the user becomes an urban planner and has to
manage the growth of a virtual metropolis, know how
tempting it is to evoke Godzilla's fury to shake things
up a little when nothing much interesting is happening
in town.
For a group of researchers at the University of
Washington in Seattle, however, simulating cities is
more than just a game. They invented UrbanSim, the most
sophisticated city modeling and simulation software to
date—a system that could not only help people see
decades into the future but also one that could play a
role in settling rancorous political disputes. The
program simulates urban growth and lets users test
different planning scenarios, much like a real-world
version of “SimCity.” You can't summon raging giant
reptiles, but you can forecast the effects of deploying
new highways, restricting construction over wetland
areas, or doubling parking prices downtown, for example.
By the end of this year, the urban planning agency in
the Salt Lake City, Utah, region will complete a series
of comprehensive tests that will help it decide whether
UrbanSim is suitable for use in the area. If the agency
says yes to the software, that will become the system's
first large-scale implementation.
The software has already been tried out by planning
agencies in Honolulu (Hawaii), Eugene-Springfield
(Oregon), and Houston (Texas); the Seattle region,
Taipei, and Paris are beginning trials as well. People
from more than 60 countries have downloaded the
software, which is open source and can be freely copied
from the project's Web site.
Modeling the metropolis
Cities evolve in complex and often unexpected
ways—sometimes in ways that surprise even experienced
planners. Build a shopping mall in one location and a
traffic jam may appear at another miles away.
“Ultimately, most of this stuff isn't intuitive,” says
Frank Southworth, a senior staff member for R&D with
the Transportation, Planning, and Policy Group at the
Oak Ridge National Laboratory in Knoxville, Tenn.
According to Southworth, city simulators have become
essential planning tools because they provide the most
effective way to forecast the likely effects of
different policies and new investments.
But UrbanSim developers claim the modeling tools
currently employed by many planning agencies fail to
capture a good deal of this complexity of urban
dynamics, especially the strong interaction between how
traffic grows and where households, shops, and
businesses decide to locate—in short, how
transportation affects land use and vice versa. “That
lack of feedback is a very significant problem,” says
Paul Waddell, a professor at the University of
Washington's School of Public Affairs and the director
of the UrbanSim project. “Plans for multibillion-dollar
transportation systems can be essentially very misguided
if they overestimate their benefits.”
To address this key problem, Waddell in 1995 began to
build from scratch a new modeling tool that would become
UrbanSim. He was later joined by computer science
professor Alan Borning, and together the pair brought to
the project researchers from fields as diverse as
computer science, architecture, and psychology. The
UrbanSim initiative has received more than US $5 million
in National Science Foundation grants and is now based
at the University of Washington's newly formed Center
for Urban Simulation and Policy Analysis.
Another problem Waddell wanted to correct was the
coarse level of geographical detail found in older
models, such as the most prevalent tool in use in the
United States, DRAM/EMPAL, short for Disaggregated
Residential Allocation Model/Employment Allocation
Model. University of Washington researchers say UrbanSim
is the first system capable of simulating the land
development process at the level at which it actually
occurs—the individual land parcel. Only with this level
of resolution, says Waddell, can you study the effects
of zoning and other public policies like the promotion
of more “walkable” neighborhoods, which require planners
to understand what is going on at the street level.
What's more, many of the older tools—some developed
more than 40 years ago—are difficult to operate, have
too many constraints, and often generate forecasts in
obscure ways that only a few experts can understand.
“One of the major criticisms of older models is that
they are very abstract, and have often been called
‘black box' models, because no one except the modeler
really knows what's going on inside,” says Waddell [see
sidebar, .
The UrbanSim team decided early on that their model
had to be clear and explainable with representations of
people, things, and actions as they exist in real-life,
as opposed to the abstract variables and parameters
found in black box simulators. In this sense, UrbanSim
is similar to “SimCity” in that it explicitly represents
a city's houses and buildings, as well as their occupants.
Four main agents interact in the virtual city:
households, businesses, developers, and governments. At
least in this digital incarnation, agents are all
single-minded people: households decide where to live
and work; businesses decide where to locate and set up
their jobs; developers decide where to build houses,
office buildings, and manufacturing facilities; and
governments decide what development policies and
investments they should apply to each part of the city.
These agents, however, don't deal directly with each
other; their interaction happens through one of
civilization's oldest assets: land. It is the land and
how it is used and transformed that ultimately
determines how the urban landscape evolves.
Households, for instance, are often asking: are we
happy where we live? Could we move to a bigger house in
a nicer neighborhood closer to the kids' school and near
that new shopping mall? They make what is called a
discrete choice. A household discrete choice model,
therefore, gives the probability that a given family
will move based on its profile—housing costs, number of
workers, income, age of members, number of children, and
other characteristics—and the vacant home in consideration.
But in real-life, even people with the same
characteristics make different choices. And the same
person might make a different choice in two different
circumstances. To account for these uncertainties,
UrbanSim choice models add a random component to each
individual's decision. (This same method, developed in
the 1970s by economist and Nobel laureate Daniel L.
McFadden, now at the University of California, Berkeley,
is also used to study people's behavior when choosing
telephone services, transport modes, and colleges.) In
other words, in the world of UrbanSim, the gods do play
dice, contrary to Einstein's dictum.
Data hungry system
The decisions the UrbanSim agents make repeat
annually, so the simulator evolves the city from one
year to the next over a span of, say, 30 years. At any
moment, the user can “zoom in” down to grid cells of 150
by 150 meters (about the size of a suburban block) and
see what's in that cell—the individual parcels of land,
how many people are living and working there, what kind
of housing and businesses are there, and the price of
real estate.
This level of modeling detail has advantages and
disadvantages. A drawback is that the number of
calculations necessary to determine agents' choices can
grow explosively for huge cities. In fact, the kind of
simulation used in UrbanSim—microsimulation—was
developed in the late 1950s and early 1960s, but was not
implemented due to the lack of computing power. “There's
a constant trade-off between how much detail or accuracy
you want in the simulation versus keeping it
computationally reasonable,” says Borning, the project's co-director.