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Development Diary #2: Traffic AI

Hi everyone! We are back with another development diary for Cities: Skylines II and today is all about the new and improved traffic AI. Managing traffic in a growing city was a core part of Cities: Skylines and going into the sequel we knew we wanted to bring you a more advanced system, both to address the feedback you have shared over the years and to make the city feel more realistic and alive.

Citizens and traffic are a core part of a living and breathing city. Where do people live, where do they work and what places do they visit in their free time? Where are businesses located and how do they get the goods they sell? Are their customers citizens or other businesses? How do their customers find them and are there other, better shopping options closer by? All of this and more factor into how traffic moves around the city.

In this development diary, we look at how the traffic simulation works and what features the agents (citizens, services, and resources moving around in the city) take into account when making pathfinding decisions. Check out the highlight video below before diving into all the details.



DIFFERENCES BETWEEN CITIES: SKYLINES AND CITIES: SKYLINES II
Pathfinding works in a different way in Cities: Skylines II than its predecessor. In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account. In the case of a fire, this could mean the fire truck responding would come from the closest station even if it had a longer route because of how the roads connected it to the destination. Longer response times could in turn mean the fire truck would not make it in time to stop the fire from spreading or save the building from collapse. Agents would take the fastest route to their destination and stick to it, patiently sitting in a traffic jam if one occurred, only changing their route if the road network was modified in ways causing their original path to no longer be viable.

In Cities: Skylines II agents choose a route based on a pathfinding cost. This cost is calculated using multiple factors such as the city’s road network, traveling time, travel cost, agent preferences, and more which we will cover in more detail below. Furthermore, agents will adjust their route based on events along the way. They may change lanes to avoid a car accident or a stopped service vehicle or make room for a vehicle responding to an emergency.

1 Layout.png

Your city layout is only part of the equation when agents decide how to get around


PATHFINDING COST
The core of pathfinding calculations is the four aspects: Time, Comfort, Money, and Behavior.

Time is an important factor when calculating a path. While other factors affect pathfinding, time is usually the most important as all agents tend to seek the quickest route to their destination. When considering only the travel time, a small road can be shorter but its travel speed is lower than the longer highway’s travel speed so the agent chooses the highway in most scenarios if the highway is overall a quicker route.

Comfort is an important factor in pathfinding and includes planning the route to be as smooth as possible, avoiding unnecessary turns at intersections as well as finding a suitable parking spot or public transport stop to get off at. Comfort is calculated directly to the pathfinding cost with each option adding to the overall cost.

Money comes into pathfinding choices in the form of fuel usage and potential parking fees. Citizens weigh travel and parking costs and compare them to other travel options as well as walking to see which option is quick, comfortable, and affordable. In the case of delivery vehicles, the cost of resources they transport increases the further away they are delivered. As a result, selling resources and goods locally is more cost-efficient for the companies as the delivery costs are lower than hauling the cargo to an outside connection.

Behavior refers to agents’ willingness to make “dangerous” decisions in traffic, such as making a U-turn. Citizens and delivery vehicles are less likely to make dangerous decisions in traffic to cut pathfinding costs, while emergency vehicles have a more lenient behavior model so that they can navigate the road network during emergencies and make dangerous pathfinding decisions if necessary.

Pathfinding also accounts for the traveler's age group. For teens the most important factor is Money: they seek out cheap options when traveling, be it the means of transportation or parking behavior. Adults value Time, so the quickest route is usually the best for them. And Seniors prefer a high Comfort level. As long as the Comfort cost is small, seniors tend to choose that option.

Citizens weigh all pathfinding factors when making decisions, aiming for the lowest overall pathfinding cost.

Service vehicles are ordered based on the lowest overall pathfinding cost and when new orders are made, they take into account the distances of all applicable vehicles now and in the near future (as in: where will the vehicles end up after they have fulfilled their previous service order). As an example, a road maintenance service vehicle is ordered to repair a road segment. The simulation checks where all available vehicles are at the moment and where their current orders are taking them. A currently closer vehicle might not be selected for the new order if another vehicle is on its way to a nearby location shortly as it finishes its current service order.

Resource transportation is affected by the length of the route as distance increases the costs, so companies try to ship cargo as close as possible to increase their own profit margin. Transporting resources and goods out of the city is costly and can greatly decrease the profitability of companies.

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The further you ship resources, the more expensive for the companies


LANE USAGE
In Cities: Skylines II vehicles use more lanes. They try to optimize road usage to allow as smooth traffic as possible, occupying all available lanes as they travel to their destination. This means that if one lane in a multilane road is filled with vehicles waiting at the traffic lights, new cars arriving at the intersection choose the other empty lane(s) to fill the intersection evenly.

On multilane roads, vehicles can overtake slower vehicles when the simulation notices that the other lanes are less used. Vehicles also switch lanes to avoid completely blocked lanes due to a traffic accident, a traffic jam, or a stopped vehicle, such as an ambulance picking up a patient. Additionally, vehicles will try to give room for the emergency vehicle by switching to other lanes when possible.

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Vehicles adapt to traffic on the roads to improve the traffic flow


TRAFFIC SIMULATION, AGENTS, AND PERFORMANCE
The traffic simulation is complex in Cities: Skylines II. In addition to calculating their path, all vehicles and pedestrians take into account all nearby agents at all times as they navigate the streets and pathways in the city. The agents make decisions affecting traffic flow multiple times while traveling, separate from their pathfinding decision. These include accelerating along the traffic, braking to slow down, avoiding oncoming traffic when making turns, switching lanes to optimize traffic flow, and making pathfinding decisions when an unexpected event such as a traffic accident occurs on the route originally planned.

This means pathfinding calculations are more numerous and more in-depth than in Cities: Skylines as the agents have more features affecting their decisions. However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs.

Also, as a major improvement to the first game in the series, Cities: Skylines II doesn’t feature hard limits for agents moving about in the city. Overall, the performance of the simulation and pathfinding is vastly improved which means larger populations are possible. The only real limits to the simulation are the hardware limitations on the platform running the game.

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Build large cities and watch your citizens travel them for work or leisure


ROUNDABOUT BEHAVIOR
We talked about roundabouts in the last development diary covering how they’re built, but that isn’t the only improvement. Traffic simulation also takes into account the rules regarding roundabout entry and exit. Vehicles entering the roundabout give way to those already on it, however, just like in real life, vehicles might cut in front of another vehicle already on it, if a suitable opportunity arises. This is part of the agents’ behavior which is always looking for suitable spots to improve the traffic flow, by changing lanes or sneaking through an intersection at the last minute.

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Vehicles are always ready to take advantage of an opening


TRAFFIC ACCIDENTS
The game features traffic accidents where vehicles lose control and crash into traffic or buildings. The likelihood of an accident happening is calculated per road segment and is increased by features such as road conditions, lighting conditions, weather, and disasters. Keeping roads in good condition by using road maintenance services and having streetlights is a good way to decrease accident probability on the road.

When an accident check succeeds on a road segment, a vehicle on the segment is selected randomly to “lose control”. The vehicle is pushed in a random direction, gaining simple collision and physics to allow it to hit obstacles on its way. If a vehicle collides with another agent, it also gains collision and physics for the duration of the accident.

Accident sites need to be secured and cleared by the police and road maintenance, respectively. The simulation halts traffic on the lanes that are affected by the accident and vehicles wait until the road is cleared before continuing on their way. Ambulances might also be called to the site if the accident was severe enough to cause serious injuries. If clearing the site of the accident causes traffic jams for a prolonged period, agents might recalculate their pathfinding, resulting in “dangerous” behavior and making U-turns to find alternative routes circumventing the blocked lane.

6 Accident.png

If more lanes are free, vehicles will use them to avoid the site of the accident


PARKING
Parking is a new feature in Cities: Skylines II and one of the four main aspects of pathfinding. Agents consider available parking spaces when they calculate pathfinding and decide how they travel to their destination. Usually, the most comfortable option for an agent is to be able to park on the lot of the building they are traveling to. If that is not possible, they will choose either another parking option or a different transportation method. The lack of parking can lead to citizens preferring other places for their activities such as choosing different locations for shopping or leisure time.

Citizen age groups have different preferences when it comes to travel comfort, time, and money spent on traveling. Parking affects all of these aspects in one way or another. Seniors prefer comfort and if there are parking spaces near their destination, they will most likely choose them regardless of the potential parking fee. Adults are most concerned about time and choose places that are along the quickest route, while teens have the least money so they choose cheap parking options, even if it means they have to walk longer distances or use other means of transportation to complete their travel.

Parking choices and pathfinding cost calculations for agents can be affected by fees set for individual parking lots and buildings as well as roadside parking fees added to districts. Low or nonexistent fees encourage parking for all citizen groups while high parking fees favor wealthier citizens.

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Parking lots come in multiple sizes along with multistory and underground parking structures


INFOVIEWS
Cities: Skylines II features two infoviews, the traffic infoview, and the road infoview, to help keep an eye on traffic and address problems early on.

TRAFFIC INFOVIEW
The traffic infoview shows traffic flow and volume in the city as a whole, making it easy to spot problem areas in the road network quickly as traffic jams color the roads in red. Traffic flow indicates how smoothly traffic flows in the city. A higher number means that no jams are forming while a lower number indicates that potential bottlenecks can appear. Lastly, traffic volume shows how many vehicles travel on the road network at different times of the day. High volumes of traffic indicate rush hours.

7 Traffic volume.png

Switch between Traffic Flow and Traffic Volume to see how your network is handling traffic

ROAD INFOVIEW
Road infoview shows more in-depth information about a single road, covering the road’s condition as well as its traffic flow and volume. With these tools available it is possible to enhance the road network very precisely. If a particular road has a large volume of traffic, it is most likely a main road and you might need to keep an eye on it as the city grows, and upgrade it to a bigger road to alleviate traffic congestion in the future.

The road condition affects accident probability and travel speed negatively, increasing the risk of accidents and slowing down traffic. Road maintenance vehicles keep the roads in good condition and free of snow during the winter season allowing smoother traffic and safer travel.

8 Road condition.png

Check the condition of your roads and find your Road Maintenance vehicles with the Road Infoview


SERVICE VEHICLES
When service vehicles receive orders from buildings and road segments, they calculate a suitable path to their destination. As the vehicles travel to their destination they affect the traveled path and/or its surroundings, for example, when a garbage truck receives an order to travel to the next destination to pick up garbage, they also pick up garbage along the way. Similarly, road maintenance vehicles will repair the segments of road as they travel to their current destination.

Emergency vehicles, such as police cars and fire trucks, have additional rules affecting their pathfinding. Their behavior is “more dangerous” compared to citizens, other service vehicles, and delivery vehicles: they are able to make “illegal” U-turns if it shortens their route to their destination. If possible, other vehicles will give way to the emergency vehicles by switching lanes on multilane roads.

Police patrols have additional rules to their behavior as they can override their patrol duties (decreasing crime probability in areas they travel through) if an emergency, such as a robbery or traffic accident, takes place.

Public transportation vehicles travel on the designated lines with the exception of taxis which are able to freely select their routes according to pathfinding rules similar to private vehicles. Initially, they pick up fares at taxi stands but with the taxi depot upgraded, they can pick up fares anywhere in the city.

Service vehicle operations can be limited to player-created districts. In these cases, the vehicles only answer orders and respond to emergencies within their designated districts. Any city service can service one or more districts as well as the entire city (by default).

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Other vehicles give way if possible so emergency vehicles can reach their destination faster


TRAFFIC BETWEEN OTHER CITIES
The game also features traffic between other cities, from one outside connection to the next. This traffic does not contribute to the city’s economy but the traffic can become part of the overall traffic flow as the city grows and the highways are integrated into the city’s road network. If the player builds a shorter route between two outside connections, the traffic between those cities will change to use the newly created option if it is more cost-efficient in regard to pathfinding.

10 Outside connection.png

You can add new Outside Connections when you reach the edge tiles

With that, we find ourselves at the end of this development diary. We hope this provides insight into how traffic behaves in Cities: Skylines II and will help you design your ideal cities. Traffic AI has been reoccurring topic with Cities: Skylines and we’re looking forward to hearing your feedback on the more advanced and realistic traffic simulation in Cities: Skylines II. Next week we cover the topic of Public and Cargo Transportation and how it integrates with your city.


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Overjoyed to hear that service coverage will be based on route efficiency and not a bird's-eye halo around the building. That's something I've been wishing for since SC4! There's a lot to love in this update, and I'm hoping that the decision making is something we can tune on a per-demographic basis. I love the idea of having to manage traffic in a city where some people just refuse to follow the rules at the cost of increased collisions (maybe that's a little too realistic for some of us ).

This will probably come up next week, but I can definitely see how this system could make the creation of cargo hubs--train depots, ports, warehouses(?), etc.--much more important and more intuitive. Planning industry around the export infrastructure, rather than the other way around, requires a lot more foresight in CS1 since it takes so long to unlock train depots and the like.
 
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The mod tmpe had the holy city to reckless option in the settings. Which let cars speed and pass slower vehicles. Glad to see it added to base game, hopefully we can adjust it like you can in the mod.
 
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Hi Avanya,

Got a couple of questions about traffic AI –

(1) How do children make travel choices? I guess they can only walk or use public transport, but do they go out on their own? Can their parents drive them somewhere? Are school buses in the game?
(2) It's a shame citizens can't go out in groups: for example a couple going to the same commercial zone or carpooling to the same work area. Hopefully this is something that can be patched in later, for example a workplace carpooling scheme policy or HOV lanes, which encourage people to travel to work together.
(3) Is it going to be possible to change lane arrows in the base game. This is a must-have feature in my view because you may have a particularly large number of vehicles turning right at a junction and want two right turn lanes for example.
(4) finally, will vehicles be able to negotiate around stopped public transport vehicles. A major problem I have with CS1 is that my buses will back up into the bus stop and then cars behind them get stuck because they won't change lanes to overtake the bus, as they would in real life.

The game is looking amazing, and I'm looking forward to playing it in October!
 
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Hey Avanya,

thank you for being part of this magnificant game, most of all for aswering our questions! Now, I only have two of them:

1.) Can service vehicles have accidents too?

2.) Will some sort of Drive mode/walk mode be added later on?
Now I know it sounds like another crazy idea, but the fact it is already present in the PS4 and XBOX versions of C:S1 makes me think it would be quite a waste of potencial not elaborating on this mode by adding things like collisions (no, I definitely do not want to steer massive ships and airplanes to my city centre to wreck chaos ;);)) or maybe even some simple "missions" (like: "Oh no, the pilot got sick! Land down with the airplane and get an increase in city's publicity!")

Thanks again, Avanya, for answering, if obviously not all, at least some of our desired questions. You and the whole Colossal Order team are doing a great job!


Best regards,
 
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Hey so how does the despawing mechanism work in general? You mentioned that vehicles will despawn if the accident doesn't clear but how does it work for general traffic? In CS1, vehicles would despawn as long as more than 10(?) cars were waiting at a traffic junction etc. Will this still happen in CS2? Despawning vehicles would make the traffic management less challenging. In CS1 at least you could toggle it off with the TPME mod.
 
In Cities: Skylines II the garbage truck can receive new orders while on the road. So when it reaches the building it was headed to, it can continue to another building, and the game assigns new orders based on where the truck's last current order is. This results in less back and forth with garbage trucks returning to their facility when they are full or there are no orders for them to fulfill.
So if we have a landfill at one corner of the map, and an order form the opposite corner, since the truck collects garbage along the way it might not make it all the way to the opposite corner of the map?

Unless the road system is such that there's no (or few) buildings along the way (eg, a highway)?
 
houston we have a problem,
Ambulance disapear in front of the hospital:
can someone confirm to me I am wrong - do the ambulance Pop out just like a pocket car? In front of the hospital? the video cutout just at the moment the patient should leave the ambulance
 
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Quick question: Will there be toll boths (or a toll system) in any form? If so, is it also a cost going into pathfinding?

Just a side note (will probably not be commented by avanya, as it's a week too early for transit): In today's Developer Insights, it seemed like trams can finally turn around without a loop (0:52). If this is correct, I really much appreciate that. :D
 
Just a side note (will probably not be commented by avanya, as it's a week too early for transit): In today's Developer Insights, it seemed like trams can finally turn around without a loop (0:52). If this is correct, I really much appreciate that. :D
It has been possible by a mod, so seems it's injected here. The tram might go to dead end (last stop) and go back to correct lane on nearest switch.
 
Question;

So, is fuel cost simply a factor of distance, or is it tied to road type, or even a more complex calculation? Ie. city driving is typically more costly than driving the same distance on a highway (stop/start going from intersection to intersection versus maintaining a constant speed).
 
will we be able to walk and steal other cars, just like in GTA5 ?
I'd say no. But imagine if cs and gta made a collab project. Cs handles the building/ map and gta provides various missions that'd have to be randomized based on city configure. Then it'd be like streets of Sim city
 
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The lack of bikes and bike infrastructure in the base game seems to me a problematic oversight or omission. One could infer an enormous cash grab here ... once that DLC comes out EVERYONE serious about the game will buy it.

There should be some kind of algorithmic determination (income? age? neighborhood district settings?) or randomization around who owns cars. Only in the United States do we live with the standard one car per adult. The vast majority of modern urbanized states all over the world rely far more heavily on mass transit and bicycle infrastructure. Planning for parking structures is hugely anachronistic and unsustainable. Will this prevent me from buying CS2? Probably not. It will drastically reduce any semblance of realism, however.

Greta Thunberg would be indignant.
I am writing to revisit my original comment, but before I do, so as not to be misunderstood as just griping about something apparently trivial, here are ten things I absolutely love in what I'm seeing about CS2:

1) roads automatically carry electricity, water and sewage
2) increased depth of tiles along each zonable road
3) the aesthetics of the game appear beautiful
4) being able to add roundabouts!
5) integration of advanced road-engineering tools into base game
6) cost-based path-finding -- in comparison to line-of-sight
7) the game uses multiple cores--maximizing the game engine so that more powerful machines can allow you to deep dive into building a more complex city
8) advanced dynamic rerouting of agent paths
9) increased relevance of road conditions and maintenance
10) differentiation of volume from flow in the traffic infoview


Having said all that, I'd like to provide some data supporting my original comment. My central claim is that one car per teen/adult(?) agent is an unrealistic model for developing the traffic AI. I think I understand the choice ... it leads to a more dynamic and challenging simulation of traffic flow, and there needs to be a way to set a baseline for constructing a simulation that players can learn to manage and navigate.

But it's not realistic at all.

Attached is a JPG of a data set showing per capita and per household car distribution across G20 countries. I chose the G20 members as a representative data set on the basis of two premises.

The first is that there is a direct positive correlation between development and urbanization. The most developed countries are the most urbanized. This is a city-building game, so it makes sense that we would want to apply patterns of auto ownership in the urbanized world. Thus, the patterns of car ownership across the G20 countries works as a representative, "realistic" sample that should drive distribution of autos across households in the game.

My second premise is that these 20 states are also sufficiently diverse that they further provide a representative sample of auto ownership across the developed world. The minimum car ownership rate is .27 per household in India and the max is 2.06 per household in the United States. Having said that, it's worth noting that the distribution of this sample falls across a standard bell curve with a relatively low standard deviation (see the CV)--the SD and CV of the sample also demonstrate that it's a useful representative sample for establishing a benchmark criterion of ownership across households in the game.

On the basis of this dataset, it seems to me one can claim that a model of one car per teen/adult(?) is not correspondent with actual usage patterns across the ENTIRE developed/developing (i.e. URBANIZED) world (note-- it isn't clear to me when agents in the game acquire an auto, however). The average auto ownership in the developed world is 1.2 autos per household (the median is 1.25). Depending on when the game assigns an auto to a cim (and assuming the average household size is 3), hypothetically, households in the game will likely possess two autos and possibly three (a household with two adult parents and a car-possessing teenager).

I would only propose that there be some correlation between wealth status, density of population in a simulation, availability of mass transit options, etc., and/or some randomization that brings the average auto ownership in game to a level more correspondent with actual urban ownership patterns.

I really appreciate the dedication, creativity and hard work the creators and developers have put into the game--and I absolutely can't wait to play CS2!!!
 

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Then the emergency vehicles will get as close as they can. Accidents will eventually clear even if no services are able to reach them, so you won't have traffic stuck forever.


You can unlock almost all tiles, including the tiles at the very edge of the map, which are required to add new Outside Connections.


Emergency vehicles might make a U-turn and find a different route to approach the accident from the other direction. If they cannot reach the site of an accident, they will get as close as possible, and even if they cannot reach it at all, the site will eventually clear so traffic won't be stuck forever.


We have a one-way road with parking on both sides, which of course can be replaced with trees or sidewalks on either or both sides.


The game will use the resources available to it, if it needs them of course. So if you have 12 cores and a city large enough to benefit from using all of them, it is able to do so.


1. Cost of parking, cost of public transportation, and cost of fuel are part of the Money pathfinding factor.
2. Pedestrian paths can also use cut and fill yes.
3. No walking home I'm afraid, they will despawn and restart their journey.
4. They wait for the accident to clear, despawning is a safety mechanic to avoid agents getting stuck and being unable to move.


Most (if not all, I can't remember off the top of my head) service buildings have garages for their vehicles, which are connected to the road by driveways. You'll see this more clearly in the City Services development diary on the 17th of July.


Yes, switches are possible but of course often add to the overall pathfinding cost as they take time, cost money, and are less convenient.


No, in Cities: Skylines a garbage truck would be called to a building, pick up garbage along the way, and then return when it was either full or reached the building that called it. Then it would be sent out to the next building and so on.

In Cities: Skylines II the garbage truck can receive new orders while on the road. So when it reaches the building it was headed to, it can continue to another building, and the game assigns new orders based on where the truck's last current order is. This results in less back and forth with garbage trucks returning to their facility when they are full or there are no orders for them to fulfill.


1. Accidents are determined by the road segments, not the drivers themselves. For example, a road segment in poor condition and without streetlights will have a higher risk of causing an accident. The game does a check to see if an accident will happen on a road, and if that check succeeds, a vehicle on that road segment is randomly selected and will crash. So think of accidents more like a driver hitting a pothole and losing control than their driving being reckless or the cause of an accident.

2. Yes, pedestrians can be hit by a vehicle that has lost control and ends up on the sidewalk or crossing.
3. No, but that is an interesting thought.
4. Other agents can be hit, in the case of a tram it will be stopped and unable to continue its route until the accident clears up. But it will not crash on its own, it would need to be hit by a vehicle that has lost control.
5. It depends on how the accident unfolds, when the truck is cleared by road maintenance/despawned, the cargo is lost.
6. In most cases no, but if the vehicle crashing into the building catches fire, that fire can spread to the building.
7. In most cases they likely won't be going to the same place so carpooling won't make sense, but they can for example go on vacation together and will all drive in the household's car (if they have one) to an Outside Connection.


Vehicles can make a U-turn and find a different route if they get stuck in traffic and there is room enough to turn around. You can see an example of this at 2:18 in the video where a small car turns around as the road is blocked by service vehicles.
One basic question I forgot about -- I may have missed this -- does the base game allow for turning OFF despawning -- i.e. "hard mode", as Biffa calls it?
 
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In the AI video, we see a car spin out in the rain

Is there a scenario where a vehicle loses control, but doesn't collide with anything? Therefore, not an accident that requires emergency services?
 
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