Nobody yet. Tap a floor in the drawing to place a rider, then tap the floor they're going to.
arrives (drag)waitingriding
Run the scenario to the end and the same riders are replayed under all five rules here.
Wait is button to boarding; trip is button to stepping out. Tap a rule to watch it with the same riders.
Floors and elevators are in the top bar on a wide screen. Changing any of these puts the clock back to zero.
The rules
What's modelled
- Cars accelerate and brake at 1.15 m/s² up to 2.6 m/s over 3.3 m floors. A moving car can only stop for a call that comes before its braking point.
- Doors take 1.6 s to open and 2.2 s to close, stay open at least 1.8 s, and one person steps through every 0.9 s. They reopen for someone who gets there in time.
- A full car passes hall calls. Whoever is left behind presses the button again.
- A car going up doesn't take someone going down. Under destination dispatch riders key in a floor and wait for the car they're given.
- A fixed 50 ms step and no randomness: the same riders and rule always play out the same way.
What isn't
- Real group controllers park idle cars where they expect the next call, learn the building's traffic, and trade waiting against energy. These cars stay where they finish.
- The destination dispatch here is a simple one: each rider goes to the car that delivers them soonest with the least delay to the riders it already has.
Reading: Barney & Al-Sharif, Elevator Traffic Handbook; Peters Research, Elevator Dispatching; the disk-scheduling elevator algorithm (SCAN / LOOK).