From: Yuan X. <xuy...@gm...> - 2008-01-31 03:18:08
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Hi Hesham, Our team binary in China Open 07 has been published in http://xuyuan.cn.googlepages.com/SEU-RedSun-Final.tar.gz, and our team binary in RC07 is here: http://xuyuan.cn.googlepages.com/SEU-RC07-binary.tar.gz Hope it can help. 2008/1/30, Hesham <hes...@gm...>: > > Hi Yuan, Salam Hedayat, > > Yuan, you're absolutely right. I need to have kind of stress test as well to > have a better insight into the server performance. As you know for a such a > long time I haven't worked on a team for 3D soccer. So I was wondering if > you can send me a binary that (with normal expected behaviours) makes ODE > take a long time to simulate. Like a specific collision or whatever. I'm > using the test agents that stand and just move their arms and send/hear > messages. I've started optimizing ODE, it's not easy but so far it's > promising, on the weekend I'll let you know the progress. > > Thanks in advances, > Hesham > > > On 28/01/2008, Yuan Xu <xuy...@gm...> wrote: > > Hi all, > > > > > > > > Next weekend I'll try to work more on these issues, and probably until > then > > > will know the answer of your 4th question. > > > > > > 4) What's the reason for stepping in discreet steps in > SimulationServer::Step()? > > > Will it change anything with ODE? > > > > Yes, dWorldStep(20ms)+dWorldStep(20ms) != > dWorldStep(40ms). > > Because, the collision detection is missing in dWorldStep(40ms). > > > > > > > Yuan, the code of SDL_GetTicks() is simple, it doesn't give any more > > > precision. I didn't get some parts of what you said. > > > > Yes, the precision depends on the OS, then I remind the RTL, and I > > know it is not suitable. > > > > > Maybe a silly question > > > but, the server is supposed to have sharp 20ms cycles? > > > > The cycle duration effects the performance of robot controller. > > Note that the control cycle is less than 10ms in real robot. > > The longer cycle the harder for the controller. > > And the HMDP[Joschka] may solve this, but it will make teams to change > > their codes a lot. > > > > > I thought the > > > previous timing method (SPADES) was replaced by the new one to get rid > of > > > the problems we had with timers, and more rely on time stamps. But you > > > suggested using RTL to have more precise timers. > > > > The SPADES do not count the real time, it counts how many jiffies used > > by the agent. > > It can measure the CPU cost of the agent, but if the agent spend a lot > > of time on other work, such as communication, writing logs, the game > > will be very slow. Jelle Kok said that some games last less than > > 10min, but some other games need more than 1 hour! > > > > > Sorry maybe I got the whole > > > thing wrong, I'll go through the code again. But I would appreciate it > if > > > you (or others) could please remind me the new idea for timing, maybe by > > > referring to old emails - I couldn't find them. > > > > > > > The timer was designed just like the 2D server: fixed cycle duration, > > the agent should sent action in time, otherwise the action will not be > > executed. The difference between 2D and 3D only are the duration and > > implementation. > > > > > > Best wishes! > > > > Xu Yuan > > > > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |