From: Hedayat V. <hed...@gm...> - 2013-03-19 21:40:37
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Hi! Oops, I'll look into this. We can send the scores at the beginning and also when they change. No, agents must not connect to the monitor, and I always setup firewall to block such access in competitions. Thanks, Hedayat /*Patrick MacAlpine <pa...@gm...>*/ wrote on Tue, 19 Mar 2013 16:17:44 -0500: > Hi Hedayat, > > I don't believe the server ever reports the score to agents. The > place where it would most make sense to do this would be in the > GameState perceptor but this is not currently done > (http://simspark.sourceforge.net/wiki/index.php/Perceptors#GameState_Perceptor). > The score is sent to the monitor > (http://simspark.sourceforge.net/wiki/index.php/Network_Protocol#GameState_Message), > but I don't think agents should be allowed to connect to the monitor > port during competitions -- if they were it would allow them to unduly > influence the game through the training command parser such as putting > a velocity on the ball causing it to fly into the opponent's goal:) > > Regards, > Patrick > > > > On Tue, Mar 19, 2013 at 3:33 AM, Hedayat Vatankhah <hed...@gm... > <mailto:hed...@gm...>> wrote: > > Hi Patrick, > If you are talking about the score of the current game, it should > be already reported correctly to the agents. Even when the server > is stopped and started again, the league manager is supposed to > set the correct scores for the second half (and it usually works). > (Recently I held a competition and found out that the league > manager doesn't do it correctly with ruby 1.9, and I fixed that). > I just don't remember when the server reports the scores to the > agents?! > > About your patch, that's certainly great and I'll commit it to SVN. > > Regards, > Hedayat > > > > On ۱۳/۰۳/۱۹ 12:16, Patrick MacAlpine wrote: >> Hi all, >> >> Just to add my own thoughts to this conversation...for score reporting >> I would really like to see the server report the score of the current >> game being played to all agents in the same way that other important >> aspects of the game such as time and play mode are sent (I believe >> this information is already sent to the monitor). This was my >> original idea when suggesting this feature as it is otherwise >> impossible to know the current score of a game when the server is >> stopped and restarted after halftime. While it might be nice to have >> the complete results of the tournament so far existing in an external >> RSG file that the agent can parse, I doubt many teams will use this >> information as it will only exist during the tournament and won't be >> something they will have in front of them when designing and testing >> their agents. It seems to only make sense to me that if in a real >> soccer game a player can just look up at a score board to see the >> current score and time remaining, that an agent should be able to get >> this information in real time as well. >> >> As an aside I find it really useful to have ground truth information >> about the agent's current orientation in the x-y place for both >> debugging purposes as well as for helping to guide the agent during >> optimization tasks. This is something I've implemented locally in my >> own build of the server, but think it might be useful to the community >> to have added to the next release of the server. I've attached my >> changed files for this feature should someone want to add it to the >> repository. Basically one sets the setSenseMyOrien value to true in >> naoneckhead.rsg, and then the agent's camera's absolute orientation in >> the x-y plane is reported in degrees through a "myorien" message from >> the server. >> >> - Patrick >> >> >> >> >> On Tue, Feb 26, 2013 at 3:18 PM, Hedayat Vatankhah<hed...@gm...> <mailto:hed...@gm...> wrote: >>> Hi, >>> >>> >>> Sander van Dijk<sgv...@gm...> <mailto:sgv...@gm...> wrote on Sun, 24 Feb 2013 16:56:35 >>> +0000: >>> >>> >>> >>> >>> On Sun, Feb 24, 2013 at 3:26 PM, Stefan Glaser<gla...@gm...> <mailto:gla...@gm...> >>> wrote: >>>> Hey all, >>>> >>>> first of all, great to see some discussion going on again! Thank you for >>>> your great input! >>>> >>>> About security: >>>> [...] >>>> >>> Though I agree it is important to think about security, what is the benefit >>> for a team in bypassing the proxy? It's purpose is to not disadvantage a >>> team in case of severe network delays and keep timing constant, if a team >>> circumvents it it only exposes itself to random timing. In any case if it is >>> an issue we can make the server (or the firewall) enforce a maximum amount >>> of connections, and have the proxy open that amount when it starts. >>> >>> Since the server will be running in sync mode, the timing would be >>> completely controlled by the agent. >>> >>> >>> � >>>> About providing results to the agents: >>>> What about holding the result file in the standard robocup user home >>>> (where it is probably written) and put a sym link to it in each home >>>> directory? So each agent should always find the actual result file in their >>>> home directory. Or are there restrictions/drawbacks in accessing such a file >>>> in the robocup user home? >>> That is an option. Maybe giving direct read access to the file would be >>> easier, as teams sometimes delete the symlinks from their directory on >>> accident. >>> >>> Even if we use symlinks, we should give direct read access to the file. So, >>> teams can access both the symlink and the file. Therefore, we can creates >>> symlinks as a convenience and teams should either access the original file >>> or be careful to not delete the symlink. >>> >>> >>> Regards, >>> Hedayat >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Everyone hates slow websites. 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