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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.

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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.

6 Parking structure.png

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).

9 Service vehicles.png

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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I'm very happy with everything in that video. Especially the parking.

Something I hope to see is dedicated garbage pick up days in different districts, unlike now where homes are putting out garbage 24/7/365 with trucks rotating nonstop.
 
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I have some follow-up questions:
1. wrt. what you mentioned with the Money factor:
Time measures the distance when driving on the roads and take speed limits into account. You're correct regarding money, expensive parking and free or cheap mass transit makes driving have a high pathfinding cost, while public transport has a lower one - though some citizens will consider time or comfort more important and may still drive. Despawning can still happen if there is no viable path to be found, but no more sticking your car in your pocket.
is the parking expense which occurs at the end of the path the only cost involved or is there a weighted unit-cost multiplier like fuel/gas which is multiplied with total distance which will also be involved? If there is such a multiplier, it would be nice to have control over it from the economy info view.

2.
No quays but some clever use of the fill mode for roads can make for a nice promenade.
to make water side walking parks, can the pedestrian paths use cut & fill feature or would we have to use roads with pedestrian only (with emergency vehicle exception) to make promenade?

3.
Despawning can still happen if there is no viable path to be found, but no more sticking your car in your pocket.
Does the despawning factor in just the reachability to the destination? it would be nice to make the cims return to their home in case that's reachable.

4. continuing on previous question, in case a car is stuck on a one-way road with all lanes blocked because of an accident, it won't be able to find a path to destination/source; so will it despawn? It would be nice if despawn mechanism would factor in accidents as just temporary blockage. (also it would be nice if the despawn feature has a toggle in the settings)
 
But available parking absolutely affects pathfinding decisions. Citizens will look for parking near their destination, and if none is available or it's very expensive, they might visit other parts of the city. If public transportation is available and offers a better option based on their preferences, they leave the car at home or might drive some of the way to park and switch transportation methods.
I have a follow-up question regarding this; how does the actual ‘fulfillment’ of parking spots work?

Is the parking spot ‘reserved’ for a certain cim the moment he starts driving there?

or does the spot remain available for others looking for parking in the area and could cims end up having to look for alternative parking in the area?

i assume it is the first option but still want to check.
 
Question for Avanya.
Does the Ambulance and Firetruck spawn out of nothing, just like in SC1? They should park and leave from the parking lot or service depot instead, there are no more pocket cars, correct? what about police cars? can we hake them parked at the police station?
 
Do cities skylines 2 Fire station have parking lot for firetrucks? or do they spawn when needed and disappear when reach back, please, I really insist on that question this is the most important feature to me, for pre-ordering, please.
Hospitals also, please, no more ambulance spawning and despawning in front of the hospital
Thank you
 
Sorry if this have been answered already. But is mixed transportation mode possible? Like the person drives to point A, parks the car, then take public transportation to point B?
 
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"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"

Is this the same logic from CS1? Or is there some extra detail like improved balancing of garbage values?

I don't want to have to distribute garbage disposal areas (eg, landfills, recycling centres, waste to energy plants) throughout my cities, just have one location which can serve the whole map.
 
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Regarding the no despawning, how does this work for tourists? Will they never have cars if they come in using planes or can they rent cars?
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.
 
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I didn't get a clue yet concerning the question if there'll be a small road with one lane. Not the kind of road @Duchess wants to have, but a simple one way one lane road with usual stuff like parking lots/trees/sidewalks. There are plenty of one lane roads in real life and the only one in CS is the highway ramp.
It appears that at 0:37 in the road tool dev diary there is a one-lane one-way road (see the road build menu)
 
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You guys are making it really hard to not break my no pre-order policy. Bravo!

A few Some questions

  1. How dynamic are the traffic accidents? Is it possible for "cheeky" drivers to cause them, or is it just random spin outs?
  2. Is it possible for pedestrians to be injured by traffic accidents or be run over by reckless drivers? Do you have to take that into account when managing junctions? (I know it's a long shot with the game rated E but it would be an interesting detail and it's a crucial issue in urban planning)
  3. Does the type of vehicle effect the severity of the accident? Are trucks and SUVs more likely to cause or have greater chance of injuries? Are motorcyclists more likely to get injured or die?
  4. A previous answer indicated that only road vehicles are affected by accidents. Does that include buses and trams?
  5. What happens if a cargo truck crashes? Is its payload destroyed? Does it depend on the severity of the accident? Can oil trucks catch and cause fires or litter the roads with their cargo, potentially causing more accidents?
  6. What happens to buildings that are crashed into? Are they damaged and have to be repaired by a city service? Are ambulances involved?
  7. Will cims ever carpool or drive with their family outside of moving in? Will they use appropriate vehicles for it? (No more than 2 on a motorbike for example)
 
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Not street-classs segment of the road. In CS1 it has been a) not less than 1+1 street (obligatory 3m wide lane and sidewalk applied), b) being street it had requirement to be named and that leads to messing up the street grid (w/o option to clear name field). Basically I mean simple narrow secondary road without those requirements. Described in CS1's wishlist threat, in the beginning, latest line in my post.
I still dont have a clue what you are talking about. Are you talking about non road networks, like paths or walls?
 
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Yep. like on that picture they are. But we easily will have situations when local short driveways is needed and the buildings you wanna place doesn't have them in needed place and also with required angle. Better just have this segment type than rely on building's (asset's) structure.
I believe the term you might be looking for is alleyway. As far as i know, the smallest drivable road is 1 unit wide. Whether it has sidewalks or not, dont know. that would be a minor inconvenience. if you want smaller than that, maybe there will be a mod, but most likely not built in the game.
 
With regards to the road maintenance vehicles I am happy that they will stop and not just magically repair the road as they drive over it like in CS1.

However I would have preferred if they stop for a while and put in temporary lane closures for a period of time depending on the severity of the repair needed.
be careful what you ask for, before we know it, we will end up with miles of cone lined roads with "traffic repairs" that take years with no noticeable progress.
 
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You guys are making it really hard to not break my no pre-order policy. Bravo!

A few Some questions

  1. How dynamic are the traffic accidents? Is it possible for "cheeky" drivers to cause them, or is it just random spin outs?
  2. Is it possible for pedestrians to be injured by traffic accidents or be run over by reckless drivers? Do you have to take that into account when managing junctions? (I know it's a long shot with the game rated E but it would be an interesting detail and it's a crucial issue in urban planning)
  3. Does the type of vehicle effect the severity of the accident? Are trucks and SUVs more likely to cause or have greater chance of injuries? Are motorcyclists more likely to get injured or die?
  4. A previous answer indicated that only road vehicles are affected by accidents. Does that include buses and trams?
  5. What happens if a cargo truck crashes? Is its payload destroyed? Does it depend on the severity of the accident? Can oil trucks catch and cause fires or litter the roads with their cargo, potentially causing more accidents?
  6. What happens to buildings that are crashed into? Are they damaged and have to be repaired by a city service? Are ambulances involved?
  7. Will cims ever carpool or drive with their family outside of moving in? Will they use appropriate vehicles for it? (No more than 2 on a motorbike for example)
Oh boy, I look forward to the new category of screenshots this game is going to provide on reddit
 
No quays but some clever use of the fill mode for roads can make for a nice promenade.
Yall still got time to add these. Just use the ones you made for CS1. Curious though, are the assets we see in the city limited to the base game or are they including the current DLC's as well. How many DLC's till bikes are reintroduced. Im sure you all have some of that mapped out.
 
Why not?
Depending on the budget you spend for roads, repairs would take a year or be done instantly.
Well, i'll probably still just play with the infinite money mod (hopefully this remains included) so my roads should be repaired before they are broken. I wouldnt want to deal with no multi year road project (if they went for that), Though i suppose it could make for a fun mod for someone. lol. I need to learn how to code mods.
 
be careful what you ask for, before we know it, we will end up with miles of cone lined roads with "traffic repairs" that take years with no noticeable progress.

Whilst this would be very realistic, atleast from my experience with roadworks in the UK :p

This would be a great opportunity to add more depth to road maintenance. For example:
- Ability to specify roads as only able to have road repairs done at night when their is less traffic, or not during 'rush hour'.
- Ability to assign more than one vehicle to a road repair job, the more vehicles assigned the quicker it gets done.
- Ability to control budget for road maintenance, more money means more repairs done and quicker.
- Ability to assign road repairs to weekends if not urgent.
 
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There won't. I asked what will be the most narrow street and Avanya answered:

We have a 1-tile wide alley road which just has enough space for 2 lanes and a narrow sidewalk.
Ok fine, that's enough for a street. If they will be more configurable (and with help of the modders) it may become just tiny road, not exactly street. I got the info.
 
Whilst this would be very realistic, atleast from my experience with roadworks in the UK :p

This would be a great opportunity to add more depth to road maintenance. For example:
- Ability to specify roads as only able to have road repairs done at night when their is less traffic, or not during 'rush hour'.
- Ability to assign more than one vehicle to a road repair job, the more vehicles assigned the quicker it gets done.
- Ability to control budget for road maintenance, more money means more repairs done and quicker.
- Ability to assign road repairs to weekends if not urgent.
As well as the road maintenance is service to keep pavement in fine condition, but there might be not ideal behaviour. (looks back at my country)
It means road can be maintained much less frequently/good, so it means it may require heavy repair procedures with installing a fully new layer. So it requires at least something to pour down asphalt mass (from full size crawler or small truck with equipment) and road rollers.

4. continuing on previous question, in case a car is stuck on a one-way road with all lanes blocked because of an accident, it won't be able to find a path to destination/source; so will it despawn? It would be nice if despawn mechanism would factor in accidents as just temporary blockage. (also it would be nice if the despawn feature has a toggle in the settings)
It might use driving on sidewalk method, override comes fully from being stuck trigger. Maybe in short distances when it is not fully packed with road jam the car might drive back to nearest suitable junction point. Oh yes, @co_avanya is there reverse movements? and folloving parking to gates at cargo/bus terminals? I've described it here

I believe the term you might be looking for is alleyway. As far as i know, the smallest drivable road is 1 unit wide. Whether it has sidewalks or not, dont know. that would be a minor inconvenience. if you want smaller than that, maybe there will be a mod, but most likely not built in the game.
if it's just narrow enough to fit 2.2 + 2.2 meter wide cars, let's say total 5 meters in width with detacheable sidewalk and can be left without street assignment, so just place somewhere and forget and the pathing algorithm already will treat it well - that's it exactly.
 
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