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From: Markus R. <rol...@un...> - 2008-10-19 08:07:22
|
Hi all, Ben wrote: > A draft hacking version of 'PAL' is uploaded here[1]. Please have a > look if you'd like to, I think we can make some dissusions about it > ;-P thanks for your effort Ben, this start's out looking good! ;) What is the current status of the conversion? It seems that a significant part of the utility functions are still missing, like most of the mass calculation function in body.cpp etc. That's to be expected, as it's tedious work.. So to get to a working point fast and to make it easily testable and hackable for a larger group of people I'd suggest adding the missing functions as stubs, that just print out 'function blabla not implemented yet!' in order to get it to compile. In this way you can see in the logs what's still missing when testing the system. Further we should put it into a new CVS branch to make it easier to follow development. An alternative might be to first refactor the existing physics systems as a plugin first, move it into plugins/ and create the the new PAL pyhsics system there as an alternative you can switch to. In this way the PAL pyhsics can stay in CVS head. cheers, Markus |
From: Ben <lgp...@16...> - 2008-10-19 02:28:51
|
Hi, all: A draft hacking version of 'PAL' is uploaded here[1]. Please have a look if you'd like to, I think we can make some dissusions about it ;-P [1] http://www.apollo3d.cn/download/physicsserver.rar Regards Ben |
From: Hedayat V. <hed...@ai...> - 2008-08-01 20:42:54
|
Hi all, /*Joschka Boedecker <jos...@am...>*/ wrote on 07/31/2008 06:53:43 AM: > Hi Mahdi, > > ... > To be honest, I think we first should make sure this is really the > case. I mean, I suspect it, too, but we should do some profiling under > competition conditions (i.e. in a network setting with external > monitor and realistic agent binaries). > ... > We also should try to determine how well the server runs with the > multi-threaded timer and also using Hesham's ODE improvements which > weren't used in Suzhou (as far as I know). These two things have > potential to speed up the server considerably. > In past, I did some profiling (on my system with internal monitor) in which ODE was a bottleneck. But we had not tested ODE improvements and also we had no profiling under competitions conditions. Can anybody do the latter? Maybe we can ask the teams to do so! >> I had a brief discussion with carlos and hedayat, and we agreed that >> 40 ms won't do much harm to the simulations. How do you think of >> changing the simulator's cycle rate to 25? I only mean the >> simulators, not the monitor's frame rate. >> >> > > I can't really predict what the effects will be, but let's try ;-) > If I remember correctly, there was some discussions about having different time steps for control and sensors. What do you think about that? Small time step for control commands and a bigger one for sensors? Or even some of the sensors such as the visual sensor?! (while it won't affect ODE processing much!) Anyway, it seems that we should do something about network messages first! We might just compress the current messages using a compression algorithm (such as zip), or (as Carlos told me about) changing the format of the messages completely (serializing the current data objects as a binary stream (which might be compressed too)). Or there might be other solutions. What do you think about it? Have a nice time, Hedayat > Thanks a lot for the input! > > Best regards, > Joschka > > |
From: Joschka B. <jos...@am...> - 2008-07-31 02:26:54
|
Hi Mahdi, CC Hedayat, Carlos, and the developer's list On Jul 31, 2008, at 5:50 AM, Zigorat Team wrote: > Hi Joschka! > > Hope you're well. > Thanks, I'm doing okay. Hope you're well, too. > There is a -thing- in my mind about speeding up the simulator, I > wanted to ask you about that before it goes to the mailing list: > You know, the typical frame rate of a realtime 3D graphic > application is about 30. It means that every 33ms, a frame is drawn. > In this way there is absolutely no difference from reality in a > human's eye. > In our simulator, instead of graphic parts, the burden is on the > physics calculation section. To be honest, I think we first should make sure this is really the case. I mean, I suspect it, too, but we should do some profiling under competition conditions (i.e. in a network setting with external monitor and realistic agent binaries). This is the only way we can find out where the biggest amount of computation is really used. In the past, for instance, Zeitgeist was to a large extent responsible for slowing down the server. We addressed these problems in a number of ways, but we should make sure they are really fixed now. Another candidate for needing a lot of processing power is the generation, parsing, sending, and receiving of network messages. We have to look at all of these. We also should try to determine how well the server runs with the multi-threaded timer and also using Hesham's ODE improvements which weren't used in Suzhou (as far as I know). These two things have potential to speed up the server considerably. > Currently the cycle rate of the simulator is 50 per second => 20ms. > I think that (I have no idea) that even in a real humanoid robot, > processings are more time consuming than 20ms. It depends on what part of the processing in a humanoid you mean. If it comes to control, 20ms is probably close to the upper limit I guess, otherwise your movements might get jerky. I remember in our old HOAP-2 robot, we had a dedicated microprocessor for the control that had a timestep of 1ms! > I had a brief discussion with carlos and hedayat, and we agreed that > 40 ms won't do much harm to the simulations. How do you think of > changing the simulator's cycle rate to 25? I only mean the > simulators, not the monitor's frame rate. > I can't really predict what the effects will be, but let's try ;-) Thanks a lot for the input! Best regards, Joschka |
From: Yuan X. <xuy...@gm...> - 2008-07-21 15:08:00
|
Hi Joschka, Thank you! However, the game is somewhat unfair, because WE have to kill their agents. I think they have a good team in their own test. The problem about the server is that the network affects the timing. The network in the venue is so bad that server always ran long step ( our agents print 0.04s per step ). The best situation is that the simulation is not affected by the hardware environment, however it is impossible. May be we need a test agent or software to test the hardware, which makes sure the server works fine, and then teams will not complain. What do you think about it? 2008/7/20 Joschka Boedecker <jos...@am...>: > Hi Feng and Yuan, > > I just wanted to wish both of you good luck for the final! I'm sure it will > be an exciting game :-D > > I can't wait to see the logfile ;-) > > Best wishes, > Joschka > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Yuan X. <xuy...@gm...> - 2008-07-21 14:55:07
|
Hi, I have checked the size of field and goal box, and draw boxes in the monitor, it is OK. I do not know why this happens, even I tried to increase the field size, the problem is still there, very strange. BTW: Have a good time in China. 2008/7/15 Sander van Dijk <sgv...@gm...>: > Ok the goal bug hasn't been solved yet. In all occurences I have seen it > happens when the ball rolls into the goal right at the goal post. Could it > be that the bounding box ball is penetrating the side of the goal a little > bit, making the bounding box get outside of the goal? A solution could be to > increase the size of goal recording area a little bit at the side and back > of the goal, maybe by the ball radius. However, I have also seen it happen > that a goal is registered when the goal post is hit, this solution might > increase occurences of this bug. > > Off to sleep again and test tomorrow.. > > Sander > > On Mon, Jul 14, 2008 at 7:00 PM, Sander van Dijk <sgv...@gm...> > wrote: >> >> Hey, >> >> I wasn't very awake last night, I now see that that bug is already known >> :) I have fixed one thing: the bounding boxes of StaticMesh nodes werent >> updated after they were rescaled. So they were way too big for the agent >> (and probably also the ball). I am trying to commit now, but it's going very >> slowly. I think this solves most of the bugs: ClearPlayers works properly >> again and I think it also solves the goal bug. >> >> Regards, >> >> Sander >> >> On Sun, Jul 13, 2008 at 2:39 AM, Sander van Dijk <sgv...@gm...> >> wrote: >>> >>> Hey all, >>> >>> I haven't had time to look at these bugs yet, been too busy having a jet >>> lag and preparing for the competitions with my team :-) I will also try to >>> have a look at these tomorrow. >>> >>> We also ran into another bug: twice so far the ball clearly rolled into >>> the goal, but a goal kick was given instead of a goal. I couldn't find the >>> source of this bug yet either, perhaps any of you know quickly where to >>> look, else I'll try again tomorrow. >>> >>> See you soon at the competitions! >>> >>> Regards, >>> >>> Sander >>> >>> On Fri, Jul 11, 2008 at 11:14 AM, Yuan Xu <xuy...@gm...> wrote: >>>> >>>> Hi, >>>> >>>> Some phenomenon and possible reason are: >>>> * the clear player behavior is strange: >>>> - maybe because SoccerRuleAspect::ClearPlayers : the agentAABB is >>>> not always correct >>>> * One team score the goal after the drop ball ( after the goal kick), >>>> but the goal is not recored, the play mode change to 'goal kick' >>>> again >>>> - the rule think the ball out of field but not goal sometimes, I >>>> checked the code, it should works. The only change between 0.6 and >>>> previous version is checkOnField do not use colliding test. A trick >>>> solution maybe make the field a little bigger ( about the ball radius >>>> ). >>>> * The play mode is still `kick in' mode after the `RuleDropBallTime' >>>> passed >>>> - this should be fixed in my last change to the cvs >>>> * the 'b' (drop ball) is useless in 'kick in' mode >>>> - I do not know why. >>>> >>>> I am sorry that I can not find time on them recently. >>>> Hope you can fix them. >>>> Thanks. >>>> >>>> >>>> 2008/7/11 Hedayat Vatankhah <hed...@ai...>: >>>> > Hi Yuan, >>>> > Sorry again. Would you please let me know the status of the current >>>> > CVS >>>> > about the bugs you mentioned previously? >>>> > >>>> > Thanks, >>>> > Hedayat >>>> > >>>> >>>> >>>> >>>> -- >>>> Best wishes! >>>> >>>> Xu Yuan >>>> School of Automation >>>> Southeast University, Nanjing, China >>>> >>>> mail: xuy...@gm... >>>> xy...@ya... >>>> web: http://xuyuan.cn.googlepages.com >>>> -------------------------------------------------- >>>> >>>> >>>> ------------------------------------------------------------------------- >>>> Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! >>>> Studies have shown that voting for your favorite open source project, >>>> along with a healthy diet, reduces your potential for chronic lameness >>>> and boredom. Vote Now at http://www.sourceforge.net/community/cca08 >>>> _______________________________________________ >>>> Simspark Generic Physical MAS Simulator >>>> simspark-devel mailing list >>>> sim...@li... >>>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>> >> > > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Sander v. D. <sgv...@gm...> - 2008-07-14 20:58:43
|
Ok the goal bug hasn't been solved yet. In all occurences I have seen it happens when the ball rolls into the goal right at the goal post. Could it be that the bounding box ball is penetrating the side of the goal a little bit, making the bounding box get outside of the goal? A solution could be to increase the size of goal recording area a little bit at the side and back of the goal, maybe by the ball radius. However, I have also seen it happen that a goal is registered when the goal post is hit, this solution might increase occurences of this bug. Off to sleep again and test tomorrow.. Sander On Mon, Jul 14, 2008 at 7:00 PM, Sander van Dijk <sgv...@gm...> wrote: > Hey, > > I wasn't very awake last night, I now see that that bug is already known :) > I have fixed one thing: the bounding boxes of StaticMesh nodes werent > updated after they were rescaled. So they were way too big for the agent > (and probably also the ball). I am trying to commit now, but it's going very > slowly. I think this solves most of the bugs: ClearPlayers works properly > again and I think it also solves the goal bug. > > Regards, > > Sander > > > On Sun, Jul 13, 2008 at 2:39 AM, Sander van Dijk <sgv...@gm...> > wrote: > >> Hey all, >> >> I haven't had time to look at these bugs yet, been too busy having a jet >> lag and preparing for the competitions with my team :-) I will also try to >> have a look at these tomorrow. >> >> We also ran into another bug: twice so far the ball clearly rolled into >> the goal, but a goal kick was given instead of a goal. I couldn't find the >> source of this bug yet either, perhaps any of you know quickly where to >> look, else I'll try again tomorrow. >> >> See you soon at the competitions! >> >> Regards, >> >> Sander >> >> >> On Fri, Jul 11, 2008 at 11:14 AM, Yuan Xu <xuy...@gm...> wrote: >> >>> Hi, >>> >>> Some phenomenon and possible reason are: >>> * the clear player behavior is strange: >>> - maybe because SoccerRuleAspect::ClearPlayers : the agentAABB is >>> not always correct >>> * One team score the goal after the drop ball ( after the goal kick), >>> but the goal is not recored, the play mode change to 'goal kick' >>> again >>> - the rule think the ball out of field but not goal sometimes, I >>> checked the code, it should works. The only change between 0.6 and >>> previous version is checkOnField do not use colliding test. A trick >>> solution maybe make the field a little bigger ( about the ball radius >>> ). >>> * The play mode is still `kick in' mode after the `RuleDropBallTime' >>> passed >>> - this should be fixed in my last change to the cvs >>> * the 'b' (drop ball) is useless in 'kick in' mode >>> - I do not know why. >>> >>> I am sorry that I can not find time on them recently. >>> Hope you can fix them. >>> Thanks. >>> >>> >>> 2008/7/11 Hedayat Vatankhah <hed...@ai...>: >>> > Hi Yuan, >>> > Sorry again. Would you please let me know the status of the current CVS >>> > about the bugs you mentioned previously? >>> > >>> > Thanks, >>> > Hedayat >>> > >>> >>> >>> >>> -- >>> Best wishes! >>> >>> Xu Yuan >>> School of Automation >>> Southeast University, Nanjing, China >>> >>> mail: xuy...@gm... >>> xy...@ya... >>> web: http://xuyuan.cn.googlepages.com >>> -------------------------------------------------- >>> >>> ------------------------------------------------------------------------- >>> Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! >>> Studies have shown that voting for your favorite open source project, >>> along with a healthy diet, reduces your potential for chronic lameness >>> and boredom. Vote Now at http://www.sourceforge.net/community/cca08 >>> _______________________________________________ >>> Simspark Generic Physical MAS Simulator >>> simspark-devel mailing list >>> sim...@li... >>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>> >> >> > |
From: Sander v. D. <sgv...@gm...> - 2008-07-14 11:00:21
|
Hey, I wasn't very awake last night, I now see that that bug is already known :) I have fixed one thing: the bounding boxes of StaticMesh nodes werent updated after they were rescaled. So they were way too big for the agent (and probably also the ball). I am trying to commit now, but it's going very slowly. I think this solves most of the bugs: ClearPlayers works properly again and I think it also solves the goal bug. Regards, Sander On Sun, Jul 13, 2008 at 2:39 AM, Sander van Dijk <sgv...@gm...> wrote: > Hey all, > > I haven't had time to look at these bugs yet, been too busy having a jet > lag and preparing for the competitions with my team :-) I will also try to > have a look at these tomorrow. > > We also ran into another bug: twice so far the ball clearly rolled into the > goal, but a goal kick was given instead of a goal. I couldn't find the > source of this bug yet either, perhaps any of you know quickly where to > look, else I'll try again tomorrow. > > See you soon at the competitions! > > Regards, > > Sander > > > On Fri, Jul 11, 2008 at 11:14 AM, Yuan Xu <xuy...@gm...> wrote: > >> Hi, >> >> Some phenomenon and possible reason are: >> * the clear player behavior is strange: >> - maybe because SoccerRuleAspect::ClearPlayers : the agentAABB is >> not always correct >> * One team score the goal after the drop ball ( after the goal kick), >> but the goal is not recored, the play mode change to 'goal kick' >> again >> - the rule think the ball out of field but not goal sometimes, I >> checked the code, it should works. The only change between 0.6 and >> previous version is checkOnField do not use colliding test. A trick >> solution maybe make the field a little bigger ( about the ball radius >> ). >> * The play mode is still `kick in' mode after the `RuleDropBallTime' >> passed >> - this should be fixed in my last change to the cvs >> * the 'b' (drop ball) is useless in 'kick in' mode >> - I do not know why. >> >> I am sorry that I can not find time on them recently. >> Hope you can fix them. >> Thanks. >> >> >> 2008/7/11 Hedayat Vatankhah <hed...@ai...>: >> > Hi Yuan, >> > Sorry again. Would you please let me know the status of the current CVS >> > about the bugs you mentioned previously? >> > >> > Thanks, >> > Hedayat >> > >> >> >> >> -- >> Best wishes! >> >> Xu Yuan >> School of Automation >> Southeast University, Nanjing, China >> >> mail: xuy...@gm... >> xy...@ya... >> web: http://xuyuan.cn.googlepages.com >> -------------------------------------------------- >> >> ------------------------------------------------------------------------- >> Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! >> Studies have shown that voting for your favorite open source project, >> along with a healthy diet, reduces your potential for chronic lameness >> and boredom. Vote Now at http://www.sourceforge.net/community/cca08 >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> https://lists.sourceforge.net/lists/listinfo/simspark-devel >> > > |
From: Sander v. D. <sgv...@gm...> - 2008-07-12 18:40:00
|
Hey all, I haven't had time to look at these bugs yet, been too busy having a jet lag and preparing for the competitions with my team :-) I will also try to have a look at these tomorrow. We also ran into another bug: twice so far the ball clearly rolled into the goal, but a goal kick was given instead of a goal. I couldn't find the source of this bug yet either, perhaps any of you know quickly where to look, else I'll try again tomorrow. See you soon at the competitions! Regards, Sander On Fri, Jul 11, 2008 at 11:14 AM, Yuan Xu <xuy...@gm...> wrote: > Hi, > > Some phenomenon and possible reason are: > * the clear player behavior is strange: > - maybe because SoccerRuleAspect::ClearPlayers : the agentAABB is > not always correct > * One team score the goal after the drop ball ( after the goal kick), > but the goal is not recored, the play mode change to 'goal kick' > again > - the rule think the ball out of field but not goal sometimes, I > checked the code, it should works. The only change between 0.6 and > previous version is checkOnField do not use colliding test. A trick > solution maybe make the field a little bigger ( about the ball radius > ). > * The play mode is still `kick in' mode after the `RuleDropBallTime' > passed > - this should be fixed in my last change to the cvs > * the 'b' (drop ball) is useless in 'kick in' mode > - I do not know why. > > I am sorry that I can not find time on them recently. > Hope you can fix them. > Thanks. > > > 2008/7/11 Hedayat Vatankhah <hed...@ai...>: > > Hi Yuan, > > Sorry again. Would you please let me know the status of the current CVS > > about the bugs you mentioned previously? > > > > Thanks, > > Hedayat > > > > > > -- > Best wishes! > > Xu Yuan > School of Automation > Southeast University, Nanjing, China > > mail: xuy...@gm... > xy...@ya... > web: http://xuyuan.cn.googlepages.com > -------------------------------------------------- > > ------------------------------------------------------------------------- > Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! > Studies have shown that voting for your favorite open source project, > along with a healthy diet, reduces your potential for chronic lameness > and boredom. Vote Now at http://www.sourceforge.net/community/cca08 > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Hedayat V. <hed...@ai...> - 2008-07-11 12:26:09
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> </head> <body bgcolor="#ffffff" text="#000000"> Hi all,<br> I've added two new functions to GameStateAspect: SetTime & SetScores. We used these functions in IranOpen's league manager to continue a game which was stopped due to server crash or something similar. I thought that these might be useful. But if you think that I should remove these please let me know.<br> <br> Another thing which we needed in IranOpen was the ability to start a game with KickOffRight. At that time, I added a new KickOffRight command to InternalSoccerInput class. But I don't know if adding a new function such as: setKickOffRight() to InternalSoccerInput is a better approach. What do you think? Or are you agree with such an addition at all?<br> <br> Have a nice time,<br> Hedayat<br> </body> </html> |
From: Yuan X. <xuy...@gm...> - 2008-07-11 03:14:50
|
Hi, Some phenomenon and possible reason are: * the clear player behavior is strange: - maybe because SoccerRuleAspect::ClearPlayers : the agentAABB is not always correct * One team score the goal after the drop ball ( after the goal kick), but the goal is not recored, the play mode change to 'goal kick' again - the rule think the ball out of field but not goal sometimes, I checked the code, it should works. The only change between 0.6 and previous version is checkOnField do not use colliding test. A trick solution maybe make the field a little bigger ( about the ball radius ). * The play mode is still `kick in' mode after the `RuleDropBallTime' passed - this should be fixed in my last change to the cvs * the 'b' (drop ball) is useless in 'kick in' mode - I do not know why. I am sorry that I can not find time on them recently. Hope you can fix them. Thanks. 2008/7/11 Hedayat Vatankhah <hed...@ai...>: > Hi Yuan, > Sorry again. Would you please let me know the status of the current CVS > about the bugs you mentioned previously? > > Thanks, > Hedayat > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Hedayat V. <hed...@ai...> - 2008-07-03 19:46:10
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi Yuan,<br> Thanks a lot for your efforts. I'll help! Tomorrow I'll inform you about the issues which I'll work on/I've fixed. Maybe I can work on all of them.<br> <br> Good luck,<br> Hedayat<br> <span><br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>"Yuan Xu" <a class="moz-txt-link-rfc2396E" href="mailto:xuy...@gm..."><xuy...@gm...></a></b></i> wrote on 07/03/2008 05:02:14 PM:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">Hi all, There are some bugs in the rule aspect of rcssserver3d-0.6 Some people reported to me: * SoccerRuleAspect::ClearPlayers : the agentAABB is not always correct * One team score the goal after the drop ball ( after the goal kick ), but the goal is not recored, the play mode change to 'goal kick' again * The play mode is still `kick in' mode after the `RuleDropBallTime' passed * the 'b' (drop ball) is useless in 'kick in' mode I know you are all busy, but I hope you can get some time to help me fix them. We are expecting the great game in Suzhou, right? If you are glad to help, please let me know. Thanks. </pre> </blockquote> </body> </html> |
From: Yuan X. <xuy...@gm...> - 2008-07-03 12:32:16
|
Hi all, There are some bugs in the rule aspect of rcssserver3d-0.6 Some people reported to me: * SoccerRuleAspect::ClearPlayers : the agentAABB is not always correct * One team score the goal after the drop ball ( after the goal kick ), but the goal is not recored, the play mode change to 'goal kick' again * The play mode is still `kick in' mode after the `RuleDropBallTime' passed * the 'b' (drop ball) is useless in 'kick in' mode I know you are all busy, but I hope you can get some time to help me fix them. We are expecting the great game in Suzhou, right? If you are glad to help, please let me know. Thanks. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Sahar A. <sah...@gm...> - 2008-06-22 12:39:49
|
Hi Yuan, No problem, I will do it ASAP. > Thank you :-) Best, Sahar |
From: Sander v. D. <sgv...@gm...> - 2008-06-22 12:17:51
|
Hey, I just committed some changes to fix ball placement in goal kick sistuations (and other drop ball situations inside the penalty area). Think it's good to add these to 0.6. Sander On Sun, Jun 22, 2008 at 12:34 AM, Hedayat Vatankhah <hed...@ai...> wrote: > Hi Yuan, > The link doesn't work for me! Thanks for the work anyway. :) > > Thanks, > Hedayat > > *"Yuan Xu" <xuy...@gm...> <xuy...@gm...>* wrote on > 06/20/2008 05:23:17 PM: > > Hi all, > > I have made the preview of rcssserver3d-0.6. > You can get it from http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz > Please test it. > > This release is the final version for RoboCup 2008 in Suzhou China. It > is little different from version 0.5.9 in simulation, excepting some > changes for the rule of RoboCup 2008, including the vision perceptor. > And also, the eye-catching sky and goal are added. The monitor > protocol is improved due to the team requirement. > > * Vision perceptor: > The old vision perceptor (just the same as last year) is used for > both Nao and soccerbot058. > > * Eye-Catcher: > - the sky box is added > - the goal with net is added > > * Monitor Protocol ( Thanks Carlos from Borregos3D): > - Add 'move' command for setting the agent's position and rotation. > The whole command may like this: > (agent (team $teamname)(unum $id)(move $x $y $z $dir)) > where, ($x, $y, $z) is the desired position, and $dir is the > desired face direction of the robot. > - Fix bug in set ball command. > > > > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > |
From: Yuan X. <xuy...@gm...> - 2008-06-22 11:43:51
|
Hi Sahar, Thanks for your quick reply. > > I am going to send email about OS and hardware to the mailing list tonight; > BTW, we will use ubuntu 7.10. I have compiled and test the final release of > the simulator and it ran smoothly on ubuntu 7.10. > > About changes in the simulator and following discussions in the 3D mailing > list and TC mailing list, that would be great if you can release an updated > version of the simulator for RoboCup08. > No problem, I will do it ASAP. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Yuan X. <xuy...@gm...> - 2008-06-22 11:00:53
|
Hi Sahar, Which distribution of Linux be used in RoboCup 08? I have noticed that the server need adding some header files in Suse 11, since the c++ header dependencies have been cleaned up in GCC 4.3 . -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Hedayat V. <hed...@ai...> - 2008-06-22 09:13:38
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi Yuan,<br> The link doesn't work for me! Thanks for the work anyway. :)<br> <br> Thanks,<br> Hedayat<br> <span><br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>"Yuan Xu" <a class="moz-txt-link-rfc2396E" href="mailto:xuy...@gm..."><xuy...@gm...></a></b></i> wrote on 06/20/2008 05:23:17 PM:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">Hi all, I have made the preview of rcssserver3d-0.6. You can get it from <a class="moz-txt-link-freetext" href="http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz">http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz</a> Please test it. This release is the final version for RoboCup 2008 in Suzhou China. It is little different from version 0.5.9 in simulation, excepting some changes for the rule of RoboCup 2008, including the vision perceptor. And also, the eye-catching sky and goal are added. The monitor protocol is improved due to the team requirement. * Vision perceptor: The old vision perceptor (just the same as last year) is used for both Nao and soccerbot058. * Eye-Catcher: - the sky box is added - the goal with net is added * Monitor Protocol ( Thanks Carlos from Borregos3D): - Add 'move' command for setting the agent's position and rotation. The whole command may like this: (agent (team $teamname)(unum $id)(move $x $y $z $dir)) where, ($x, $y, $z) is the desired position, and $dir is the desired face direction of the robot. - Fix bug in set ball command. </pre> </blockquote> </body> </html> |
From: Sander v. D. <sgv...@gm...> - 2008-06-20 14:56:14
|
Hey, On Fri, Jun 20, 2008 at 3:34 PM, Yuan Xu <xuy...@gm...> wrote: > Hi Sander, > > > - the bug that agents are launched into the air when initialized. I > havent > > been able to create a situation in which this reliably happens, but it > > happens regularly on some systems. Other teams have reported this too > > Will the agent beam to their position then? > Note that the Nao is assembled in (0, -1, 1.5), so if the agent is in > that position, I think it is OK. The agent doesn't beam then, just flies high into the sky, in the back of the field. But in our case it is in a special situation, where play-on comes straight after the beam. In other cases it seems to only happen when the simulator is slowed down (skipping time messages). > > - the ball parameters are way too strict for the Nao, it won't roll > further > > than half a meter or something > > Maybe you can gave good parameters ;-) Indeed, see my other email :) > > Just to indicate there will probably have to be made more changes before > > Suzhou, so this may not be the final version (before teams panic about > this > > ;) ) > > > Do you think what to be changed? > Note that we are later to make the final version according to the schedule. > I think teams panic about uncertain of the server. For now I can only see the things I mentioned here. Oh and things like colliders for the goals and field side :). I agree we shouldn't wait with the next version, just make sure teams know these bugs will be out of the server in suzhou. Regards, Sander |
From: Sander v. D. <sgv...@gm...> - 2008-06-20 14:51:51
|
Hey, Earlier I suggested 0.00001-0.00005 (in the thread on rules for Suzhou), so I think 0.00005 is a good one ;-) it looks like the agent will be able to kick about 6-8 meters far with those parameters, which I think is a nice distance to promote team play. Sander 2008/6/20 Feng Xue <hen...@ma...>: > Hi Sander, > > About the ball parameters, I set them as the field is 6m x 4m. > I think it should be adjusted. And, I suggest 0.0001~0.00005. > (current value is 0.0005). > > > ------------------------------ > Best Regards, > Feng Xue > 2008-06-20 > ------------------------------ > *Sent By:* Sander van Dijk > *Sent At:* 2008-06-20 21:10:15 > *Sent To:* Yuan Xu > *CC To:* Simspark Devel ML > *Topic:* Re: [simspark-devel] preview of rcssserver3d-0.6 > > Hi, > > At the moment the server still has the following issues: > > - the bug that agents are launched into the air when initialized. I havent > been able to create a situation in which this reliably happens, but it > happens regularly on some systems. Other teams have reported this too > - the ball parameters are way too strict for the Nao, it won't roll further > than half a meter or something > > Just to indicate there will probably have to be made more changes before > Suzhou, so this may not be the final version (before teams panic about this > ;) ) > > Other than that: very good work! > > Regards, > > Sander > > On Fri, Jun 20, 2008 at 2:53 PM, Yuan Xu <xuy...@gm...> wrote: > >> Hi all, >> >> I have made the preview of rcssserver3d-0.6. >> You can get it from >> http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz >> Please test it. >> >> This release is the final version for RoboCup 2008 in Suzhou China. It >> is little different from version 0.5.9 in simulation, excepting some >> changes for the rule of RoboCup 2008, including the vision perceptor. >> And also, the eye-catching sky and goal are added. The monitor >> protocol is improved due to the team requirement. >> >> * Vision perceptor: >> The old vision perceptor (just the same as last year) is used for >> both Nao and soccerbot058. >> >> * Eye-Catcher: >> - the sky box is added >> - the goal with net is added >> >> * Monitor Protocol ( Thanks Carlos from Borregos3D): >> - Add 'move' command for setting the agent's position and rotation. >> The whole command may like this: >> (agent (team $teamname)(unum $id)(move $x $y $z $dir)) >> where, ($x, $y, $z) is the desired position, and $dir is the >> desired face direction of the robot. >> - Fix bug in set ball command. >> >> -- >> Best wishes! >> >> Xu Yuan >> School of Automation >> Southeast University, Nanjing, China >> >> mail: xuy...@gm... >> xy...@ya... >> web: http://xuyuan.cn.googlepages.com >> -------------------------------------------------- >> >> ------------------------------------------------------------------------- >> Check out the new SourceForge.net Marketplace. >> It's the best place to buy or sell services for >> just about anything Open Source. >> http://sourceforge.net/services/buy/index.php >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> https://lists.sourceforge.net/lists/listinfo/simspark-devel >> > > |
From: Feng X. <hen...@ma...> - 2008-06-20 14:04:30
|
Hi Sander, About the ball parameters, I set them as the field is 6m x 4m. I think it should be adjusted. And, I suggest 0.0001~0.00005. (current value is 0.0005). Best Regards, Feng Xue 2008-06-20 Sent By: Sander van Dijk Sent At: 2008-06-20 21:10:15 Sent To: Yuan Xu CC To: Simspark Devel ML Topic: Re: [simspark-devel] preview of rcssserver3d-0.6 Hi, At the moment the server still has the following issues: - the bug that agents are launched into the air when initialized. I havent been able to create a situation in which this reliably happens, but it happens regularly on some systems. Other teams have reported this too - the ball parameters are way too strict for the Nao, it won't roll further than half a meter or something Just to indicate there will probably have to be made more changes before Suzhou, so this may not be the final version (before teams panic about this ;) ) Other than that: very good work! Regards, Sander On Fri, Jun 20, 2008 at 2:53 PM, Yuan Xu <xuy...@gm...> wrote: Hi all, I have made the preview of rcssserver3d-0.6. You can get it from http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz Please test it. This release is the final version for RoboCup 2008 in Suzhou China. It is little different from version 0.5.9 in simulation, excepting some changes for the rule of RoboCup 2008, including the vision perceptor. And also, the eye-catching sky and goal are added. The monitor protocol is improved due to the team requirement. * Vision perceptor: The old vision perceptor (just the same as last year) is used for both Nao and soccerbot058. * Eye-Catcher: - the sky box is added - the goal with net is added * Monitor Protocol ( Thanks Carlos from Borregos3D): - Add 'move' command for setting the agent's position and rotation. The whole command may like this: (agent (team $teamname)(unum $id)(move $x $y $z $dir)) where, ($x, $y, $z) is the desired position, and $dir is the desired face direction of the robot. - Fix bug in set ball command. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list sim...@li... https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Yuan X. <xuy...@gm...> - 2008-06-20 13:34:10
|
Hi Sander, > - the bug that agents are launched into the air when initialized. I havent > been able to create a situation in which this reliably happens, but it > happens regularly on some systems. Other teams have reported this too Will the agent beam to their position then? Note that the Nao is assembled in (0, -1, 1.5), so if the agent is in that position, I think it is OK. > - the ball parameters are way too strict for the Nao, it won't roll further > than half a meter or something Maybe you can gave good parameters ;-) > Just to indicate there will probably have to be made more changes before > Suzhou, so this may not be the final version (before teams panic about this > ;) ) Do you think what to be changed? Note that we are later to make the final version according to the schedule. I think teams panic about uncertain of the server. > > Other than that: very good work! > Thanks. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Sander v. D. <sgv...@gm...> - 2008-06-20 13:09:33
|
Hi, At the moment the server still has the following issues: - the bug that agents are launched into the air when initialized. I havent been able to create a situation in which this reliably happens, but it happens regularly on some systems. Other teams have reported this too - the ball parameters are way too strict for the Nao, it won't roll further than half a meter or something Just to indicate there will probably have to be made more changes before Suzhou, so this may not be the final version (before teams panic about this ;) ) Other than that: very good work! Regards, Sander On Fri, Jun 20, 2008 at 2:53 PM, Yuan Xu <xuy...@gm...> wrote: > Hi all, > > I have made the preview of rcssserver3d-0.6. > You can get it from > http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz > Please test it. > > This release is the final version for RoboCup 2008 in Suzhou China. It > is little different from version 0.5.9 in simulation, excepting some > changes for the rule of RoboCup 2008, including the vision perceptor. > And also, the eye-catching sky and goal are added. The monitor > protocol is improved due to the team requirement. > > * Vision perceptor: > The old vision perceptor (just the same as last year) is used for > both Nao and soccerbot058. > > * Eye-Catcher: > - the sky box is added > - the goal with net is added > > * Monitor Protocol ( Thanks Carlos from Borregos3D): > - Add 'move' command for setting the agent's position and rotation. > The whole command may like this: > (agent (team $teamname)(unum $id)(move $x $y $z $dir)) > where, ($x, $y, $z) is the desired position, and $dir is the > desired face direction of the robot. > - Fix bug in set ball command. > > -- > Best wishes! > > Xu Yuan > School of Automation > Southeast University, Nanjing, China > > mail: xuy...@gm... > xy...@ya... > web: http://xuyuan.cn.googlepages.com > -------------------------------------------------- > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Yuan X. <xuy...@gm...> - 2008-06-20 12:53:21
|
Hi all, I have made the preview of rcssserver3d-0.6. You can get it from http://xuyuan.freeshell.org/rcssserver3d-0.6-preview.tar.gz Please test it. This release is the final version for RoboCup 2008 in Suzhou China. It is little different from version 0.5.9 in simulation, excepting some changes for the rule of RoboCup 2008, including the vision perceptor. And also, the eye-catching sky and goal are added. The monitor protocol is improved due to the team requirement. * Vision perceptor: The old vision perceptor (just the same as last year) is used for both Nao and soccerbot058. * Eye-Catcher: - the sky box is added - the goal with net is added * Monitor Protocol ( Thanks Carlos from Borregos3D): - Add 'move' command for setting the agent's position and rotation. The whole command may like this: (agent (team $teamname)(unum $id)(move $x $y $z $dir)) where, ($x, $y, $z) is the desired position, and $dir is the desired face direction of the robot. - Fix bug in set ball command. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Hedayat V. <hed...@ai...> - 2008-06-18 06:13:29
|
Hi Markus, It seems that nobody is against removing these files. If nobody is disagree I'll remove these files from CVS. If somebody thinks that it is better to keep these files in the CVS, I will remove them from the Fedora package only (if necessary). Thanks a lot for answering my (somewhat off topic) questions, Hedayat /*Markus Rollmann <rol...@un...>*/ wrote on 06/16/2008 09:15:51 PM: > Hi, > > Hedayat Vatankhah wrote: > [...] >> It seems that voidmeshimporter is not used currently right?! So in >> the worst case I should be able to remove this plugin from the >> package (?). > > yes the VoidMeshImporter is currently unused and I don't know how to > create applicable files. I think it was a custom file format to > demonstrate the fancy lighting part of the OpenGLServer. So I think we > could remove it safely. > > cheers, > Markus > |