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From: Markus R. <rol...@un...> - 2008-04-13 10:09:20
|
Hi, Ben wrote: > 2008-04-12£¬"Markus Rollmann" <rol...@un...> > > The change concerning the use of predicate lists would be nice > > however ;) > > ok, I'll work it out. > After using predicate lists, the arms' wave action of soccerbotbehavior > is abnormal, and I found that it's concerned about the precision. > In SexpParser::ListToString: ss.precision(2). So in order to make > the behavior through integration and network work the same exactly, > there maybe need some changes. We loose precision in the conversion from string to float? I think the sensor should have authority about the precision. So the rounding should occur within the Sensor classes. We already have the gRound() function in gmath.h for this purpose. > Finally, how to output the cvs commit into 'ChangeLog'? That is a feature of the Emacs editor. Load the version control hooks with m-x, vc-load-vc-hooks. Open the Changelog file. And use m-x, vc-update-change-log to transfer your changes. cheers, Markus |
From: Markus R. <rol...@un...> - 2008-04-13 10:01:13
|
Hedayat Vatankhah wrote: [...] >> The downside is we cannot provide different loglevels (i.e. debug, >> normal etc. for one agent channel). One possibility would be to >> provide multiple bases like eAgentNormal, eAgentDebug etc. and offset >> them. This could be hidden behind a nice interface like >> "GetLog()->AgentDebug(agentId)" > Or maybe each agent should have it's own LogServer instance?! I like that idea... We could install a LogServer instance below each Behavior class. Further the Object::GetLog() function should become vritual (see zeitgeist\object.h). Called from within a behavior class it would return the LogServer instance assigned to the agent, (maybe a direct child) and return the default LogServer instance otherwise. > Also notice that priority levels should be powers of 2. So, (at least > currently) we can have at most 32 priority levels. Your're right. Id didn't notice that. I favor the idea of separate LogServcer instances (or a similar concept) cheers, Markus |
From: Yuan X. <xuy...@gm...> - 2008-04-13 01:21:49
|
Hi Hedayat, > Hi Yuan, > I'll check it ASAP. Thanks. > And about the SDL problem, have you checked if removing all video related > code except it's initialization (such as SDL_SetVideoMode()) will solve the > problem. (Sorry I can't check it right now since I should sleep!). > I just wander whether we can remove the follow codes in inputsystemsdl.cpp: 00082 if (!SDL_WasInit(SDL_INIT_VIDEO)) 00083 { 00084 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) 00085 { 00086 GetLog()->Error() << "ERROR: (InputSystemSDL) SDL not initialized!\n"; 00087 return false; 00088 } 00089 SDL_SetVideoMode(0,0,0,0); 00090 static SDL_SysWMinfo pInfo; 00091 SDL_VERSION(&pInfo.version); 00092 SDL_GetWMInfo(&pInfo); It works in my system without these codes, but I am not sure in other system. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Ben <lgp...@16...> - 2008-04-12 22:34:37
|
Hi Markus, 2008-04-12,"Markus Rollmann" <rol...@un...> > The change concerning the use of predicate lists would be nice > however ;) > ok, I'll work it out. After using predicate lists, the arms' wave action of soccerbotbehavior is abnormal, and I found that it's concerned about the precision. In SexpParser::ListToString: ss.precision(2). So in order to make the behavior through integration and network work the same exactly, there maybe need some changes. Finally, how to output the cvs commit into 'ChangeLog'? Thanks. Best wishes! Ben |
From: Ben <lgp...@16...> - 2008-04-12 22:28:01
|
Hi Hedayat: It's great! Why not come into my head? :) Best wishes! Ben 在2008-04-13,"Hedayat Vatankhah" <hed...@ai...> 写道: Hi All, Markus Rollmann <rol...@un...> wrote on 04/12/2008 03:45:22 PM: Hi Ben, Ben wrote: 1. >The most simple solution would be a single logchannel for all integrated >agents. A more elaborate solution would provide a channel for each >agent. Opinions? A channel with different kinds of streams for each agent is perfect. Then an agent can log itself powerfully just like the server. The question is how to extend the logserver to support that. Some issues are: Currently the Logserver supports different priority levels, i.e. normal, debug, warning, error. If we extend the logserver to provide additional channels we could add the agent channels as new priority levels (see zeitgeist/logserver/logserver.h the EPriorityLevel enum). In this case using a single new constant like 'eAgent' and offset that with the uniqe agent id would provide a channel id for each agent (i.e. eAgent + 1, eAgent + 2 ...) The downside is we cannot provide different loglevels (i.e. debug, normal etc. for one agent channel). One possibility would be to provide multiple bases like eAgentNormal, eAgentDebug etc. and offset them. This could be hidden behind a nice interface like "GetLog()->AgentDebug(agentId)" Or maybe each agent should have it's own LogServer instance?! Also notice that priority levels should be powers of 2. So, (at least currently) we can have at most 32 priority levels. Cheers, Hedayat |
From: Hedayat V. <hed...@ai...> - 2008-04-12 21:37:46
|
<!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> I'll check it ASAP.<br> And about the SDL problem, have you checked if removing all video related code except it's initialization (such as SDL_SetVideoMode()) will solve the problem. (Sorry I can't check it right now since I should sleep!).<br> <br> Thanks a lot,<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 04/12/2008 07:48:24 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 external monitor working. It works well in my system, would you test it if you have time? Thanks. However, I have a problem while disabling the internal monitor, the SDL window are still there. After merging code from simspark repository, the inputsdl make sure the SDL is initialized video and timer, And without SDL video initialization (just like the code in rcssserver3d-0.5.6), the simspark works both with and without internal monitor. I do not know whether these new code is useful in other platforms, can we comment them out without any problem? Thanks! </pre> </blockquote> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2008-04-12 21:34:53
|
Hi All, /*Markus Rollmann <rol...@un...>*/ wrote on 04/12/2008 03:45:22 PM: > Hi Ben, > > Ben wrote: >> 1. >The most simple solution would be a single logchannel for all >> integrated >> >agents. A more elaborate solution would provide a channel for each >> >agent. Opinions? >> A channel with different kinds of streams for each agent is perfect. >> Then an agent can log itself powerfully just like the server. > > The question is how to extend the logserver to support that. Some > issues are: > > Currently the Logserver supports different priority levels, i.e. > normal, debug, warning, error. If we extend the logserver to provide > additional channels we could add the agent channels as new priority > levels (see zeitgeist/logserver/logserver.h the EPriorityLevel enum). > In this case using a single new constant like 'eAgent' and offset that > with the uniqe agent id would provide a channel id for each agent > (i.e. eAgent + 1, eAgent + 2 ...) > > The downside is we cannot provide different loglevels (i.e. debug, > normal etc. for one agent channel). One possibility would be to > provide multiple bases like eAgentNormal, eAgentDebug etc. and offset > them. This could be hidden behind a nice interface like > "GetLog()->AgentDebug(agentId)" Or maybe each agent should have it's own LogServer instance?! Also notice that priority levels should be powers of 2. So, (at least currently) we can have at most 32 priority levels. Cheers, Hedayat > > |
From: Yuan X. <xuy...@gm...> - 2008-04-12 15:49:11
|
Hi Feng, Great work!! It will be perfect with some textures. I played the Nao simulation in webots today. I found an advantage of our simulator except open source: simspark can record replay, the webots only can record video. I think the replay is very important for research analyzing. 2008/4/12, Feng Xue <hen...@ma...>: > > > Hi Joschka, > > The nao model is 90% done and teams can do some research on it now. Do you > think it is time to write a letter to 3d-maillist to summary my recent jobs > and call for the tests? > > By the way, there are 2 issues about nao. > First, the joint limits. I have sent a letter to mail-list to call for > ideas. > > Second, the implement of disable inner collision of nao. It is not > perfect according to Markus' suggestions. I know I am in a hurry and always > modify the codes rewritten not by me. I am fresh, so please forgive my > precipitance. > My destination is building a stable model and a perfect simulator to > against Webots and Microsoft's RoboticsStudio. They both hold a nao > simulation for RoboCup2008! Compare 3d with them, I think we only have one > advantage, the number of teams. Lots of complaint, please forgive again. > > Cheers! > ________________________________ > > Feng Xue > 2008-04-12 > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > 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: Yuan X. <xuy...@gm...> - 2008-04-12 15:18:27
|
Hi all, I have made the external monitor working. It works well in my system, would you test it if you have time? Thanks. However, I have a problem while disabling the internal monitor, the SDL window are still there. After merging code from simspark repository, the inputsdl make sure the SDL is initialized video and timer, And without SDL video initialization (just like the code in rcssserver3d-0.5.6), the simspark works both with and without internal monitor. I do not know whether these new code is useful in other platforms, can we comment them out without any problem? Thanks! -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Markus R. <rol...@un...> - 2008-04-12 11:15:45
|
Hi Ben, Ben wrote: > 1. >The most simple solution would be a single logchannel for all > integrated > >agents. A more elaborate solution would provide a channel for each > >agent. Opinions? > A channel with different kinds of streams for each agent is perfect. > Then an agent can log itself powerfully just like the server. The question is how to extend the logserver to support that. Some issues are: Currently the Logserver supports different priority levels, i.e. normal, debug, warning, error. If we extend the logserver to provide additional channels we could add the agent channels as new priority levels (see zeitgeist/logserver/logserver.h the EPriorityLevel enum). In this case using a single new constant like 'eAgent' and offset that with the uniqe agent id would provide a channel id for each agent (i.e. eAgent + 1, eAgent + 2 ...) The downside is we cannot provide different loglevels (i.e. debug, normal etc. for one agent channel). One possibility would be to provide multiple bases like eAgentNormal, eAgentDebug etc. and offset them. This could be hidden behind a nice interface like "GetLog()->AgentDebug(agentId)" > 2. >But I looked over the last version of the integrated agent patch and > I'd > >say that it's ready for inclusion into CVS! ;) > Where should the files be placed? A single app or as plugin? > And how to name it is a sticky problem to me :( I'd say the names are fine. The soccebotbehavior could become part of the existing soccer plugin. This class derives from the base behavior class, so this must be part of one core library (you cannot inherit a class from a base that is part of another plugin). The base behavior class could go into the gamecontrol directory and the traincontrol class into the simulationserver directory. > 3. >The change concerning the use of predicate lists would be nice > however ;) > ok, I'll work it out. thanks. cheers, Markus |
From: Ben <lgp...@16...> - 2008-04-12 10:29:10
|
Hi Markus, 1. >The most simple solution would be a single logchannel for all integrated >agents. A more elaborate solution would provide a channel for each >agent. Opinions? A channel with different kinds of streams for each agent is perfect. Then an agent can log itself powerfully just like the server. 2. >But I looked over the last version of the integrated agent patch and I'd >say that it's ready for inclusion into CVS! ;) Where should the files be placed? A single app or as plugin? And how to name it is a sticky problem to me :( 3. >The change concerning the use of predicate lists would be nice however ;) ok, I'll work it out. Best wishes! Ben |
From: Feng X. <hen...@ma...> - 2008-04-12 09:39:02
|
Hi Joschka, The nao model is 90% done and teams can do some research on it now. Do you think it is time to write a letter to 3d-maillist to summary my recent jobs and call for the tests? By the way, there are 2 issues about nao. First, the joint limits. I have sent a letter to mail-list to call for ideas. Second, the implement of disable inner collision of nao. It is not perfect according to Markus' suggestions. I know I am in a hurry and always modify the codes rewritten not by me. I am fresh, so please forgive my precipitance. My destination is building a stable model and a perfect simulator to against Webots and Microsoft's RoboticsStudio. They both hold a nao simulation for RoboCup2008! Compare 3d with them, I think we only have one advantage, the number of teams. Lots of complaint, please forgive again. Cheers! Feng Xue 2008-04-12 |
From: Markus R. <rol...@un...> - 2008-04-11 17:35:34
|
Hi, Ben schrieb: > 1. >I have some comments: > >- I wonder if it's better to give the prdicate list directly to the > >think method of the behavior class. In the current implementation the > >predicates are collected[...] > >The TrainControl::EndCycle() method get's the senselist from the > >agentaspect. This could be passed on to the behavior class directly. > This can reduce the time of 'parse', and I think 'GameControlServer' > should overload 'Parse()' to accept 'predicatelist'. > but when the behavior want to print the message received, is predicate > better? I think using predicates list in both directions (for senses and actions) is better for performance. As it completely avoids the parsing overhead. Overloading the GameControlServer Parse() to accept a predicate list is a good idea. You are right that the internal agent might want to print the received senses. For this case we could provide a method in the base Behavior class that looks up the parser in the GameControl server and generates the string on demand for debug purposes. For the main game loop however I'd prefer the predicate lists. This method could be refactored from TrainControl::EndCycle to lookup the parser and call generate with a given senselist parameter. > 2. >- You are using cerrs and stdouts to give agent responses instead of > the > >Logserver (i.e. GetLog()->Normal() << "msg"). Maybe we should introduce > >a new log channel for agent responses? > I copy it from 'agentspark'. A new log channel is appreciated. The most simple solution would be a single logchannel for all integrated agents. A more elaborate solution would provide a channel for each agent. Opinions? [...] > Lastly, I've make a update here[1], and I add a 'SphereBehavior' which > can be controlled by 'GameInput'. There is an issue: the keys should be > pressed as soon as the simulation started, otherwise the agent can not > be controlled, I don't know why :( sorry, I didn't test this game. But I looked over the last version of the integrated agent patch and I'd say that it's ready for inclusion into CVS! ;) The change concerning the use of predicate lists would be nice however ;) cheers, Markus |
From: Feng X. <hen...@ma...> - 2008-04-11 13:38:46
|
Hi all, The joint limits feature in ode is not very good. If a joint angle is not between the min and max(typically caused by errors), and you are trying to make the joint angle return to the normal, then, a large force is produced and it will cause a "jumping motion". Though I used the fudgefactor to reduce the force, it is not as perfect as what I expected. So, I decide to write some codes in hingeeffector.cpp to check the velocity sent by agent so that if the velocity may cause a "out of range joint angle", I can disable it or reduce the velocity. Is there any other ideas? Cheers! Feng Xue 2008-04-11 |
From: Ben <lgp...@16...> - 2008-04-10 19:18:52
|
Hi, Markus: >thanks Ben for your work. I looked at the source code and it's getting >better ;-) It's a pleasure :) 1. >I have some comments: >- I wonder if it's better to give the prdicate list directly to the >think method of the behavior class. In the current implementation the >predicates are collected[...] >The TrainControl::EndCycle() method get's the senselist from the >agentaspect. This could be passed on to the behavior class directly. This can reduce the time of 'parse', and I think 'GameControlServer' should overload 'Parse()' to accept 'predicatelist'. but when the behavior want to print the message received, is predicate better? 2. >- You are using cerrs and stdouts to give agent responses instead of the >Logserver (i.e. GetLog()->Normal() << "msg"). Maybe we should introduce >a new log channel for agent responses? I copy it from 'agentspark'. A new log channel is appreciated. 3. > So declaring all required symbols as DLL-Export is quite a lot of work. define macro SHARED_LIB_COMPILE, and add CLASS_EXPORT in each function can make it work, right? This is really lots of work. Lastly, I've make a update here[1], and I add a 'SphereBehavior' which can be controlled by 'GameInput'. There is an issue: the keys should be pressed as soon as the simulation started, otherwise the agent can not be controlled, I don't know why :( Thanks! Best wishes! Ben [1] www.apollo3d.cn/download/sparkgame.tar.gz |
From: Markus R. <rol...@un...> - 2008-04-10 18:37:17
|
Hi, Sander van Dijk wrote: [...] > On the other hand, a pixel camera is realistic and is good from a > generic simulator point of view (and perhaps an entertainment point of > view during matches). However for the RoboCup 3D league I'd say it's a > step back, why have our teams mess with a problem that all other leagues > are already working on. I agree with Sander that switching to the pixel camera is a step back as it raises the bar for teams to do basic things like self localization. In order to get more strategic and interesting matches staying with the VisionPerceptor would be better. But having some nice 'first robot' view would be nice nevertheless ;) [...] > - The pixel camera should be implemented in such a way that the pixel > data can be received by the agent and also by the monitor, so we can > show cool first person action during matches. Yuan's idea to make a > seperate camera server seems like a solution for this, and also I think > the possibility of doing this extra rendering on seperate machines is > nice. However, somehow it doesn't seem pretty in my head, but for the > moment I don't have a better idea yet :) In order to provide some first person robot views in the monitor there is no need for any server support. The additional viewport can be entirely rendered in the monitor process. I also like Yuans idea to offload the rendering to some external process. cheers, Markus |
From: Sander v. D. <sgv...@gm...> - 2008-04-10 13:56:28
|
Hey all, >From the point of view of RoboCup I myself am more in favor of adding extra information to the vision perceptor like a rotation matrix. In my view the 3D simulation should offer things that the real leagues can't handle yet. At the moment it might be unreal for humanoid robots to perceive body posture and orientation, but I think this should be possible in the future. On the other hand, a pixel camera is realistic and is good from a generic simulator point of view (and perhaps an entertainment point of view during matches). However for the RoboCup 3D league I'd say it's a step back, why have our teams mess with a problem that all other leagues are already working on. In the discussion of simspark 'vs' webots it might have a good thing to have though, because it seemed like one of the things why webots is perceived as more advanced. So my ideas are as follows: - The current vision perceptor should be expanded/restricted: restrict field of vision and like Joschka said, make the robot's head movable. Add vision noise again. For agents to be able to have a higher level strategy concerning teammates and opponents, vision objects should atleast get a rotation matrix relative to the agent and preferably the data of other robots should be expanded. Full position of all body parts might be a bit too much data, perhaps just torso, head, feet and hands. - The pixel camera should be implemented in such a way that the pixel data can be received by the agent and also by the monitor, so we can show cool first person action during matches. Yuan's idea to make a seperate camera server seems like a solution for this, and also I think the possibility of doing this extra rendering on seperate machines is nice. However, somehow it doesn't seem pretty in my head, but for the moment I don't have a better idea yet :) Regards, Sander On Thu, Apr 10, 2008 at 3:14 PM, Yuan Xu <xuy...@gm...> wrote: > Hi again, > > I think the vision can not get rotation matrix, it is unreal! > We should consider the results after vision processing in real robots. > Then it will be easier for teams when using pixel image perceptor. > > > Yes, good point. I think we could have a camera that has a restricted > field > > of view (omni-vision cameras are banned even in the real humanoid league > > from this year on), but that will be tied to the orientation of it's > parent > > body, so that it can be changed with joint effectors, and we don't need > any > > camera effectors for that. This is what we could use for Nao then. > > > > Also, there were some comments that the vision information that is sent > to > > the agents should be extended, but it is not clear to me yet what should > be > > included. Some people suggested sending a rotation matrix (or a > quaternion) > > for the objects that an agent sees, for instance. What do you guys think > > would be most useful? > > > > -- > Best wishes! > > Xu Yuan > School of Automation > Southeast University, Nanjing, China > > mail: xuy...@gm... > xy...@ya... > web: http://xuyuan.cn.googlepages.com > -------------------------------------------------- > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Yuan X. <xuy...@gm...> - 2008-04-10 13:14:30
|
Hi again, I think the vision can not get rotation matrix, it is unreal! We should consider the results after vision processing in real robots. Then it will be easier for teams when using pixel image perceptor. > Yes, good point. I think we could have a camera that has a restricted field > of view (omni-vision cameras are banned even in the real humanoid league > from this year on), but that will be tied to the orientation of it's parent > body, so that it can be changed with joint effectors, and we don't need any > camera effectors for that. This is what we could use for Nao then. > > Also, there were some comments that the vision information that is sent to > the agents should be extended, but it is not clear to me yet what should be > included. Some people suggested sending a rotation matrix (or a quaternion) > for the objects that an agent sees, for instance. What do you guys think > would be most useful? > -- 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...> - 2008-04-10 13:07:42
|
Hi Joschka, I think we may implement the 'pixel camera perceptors server' which receives scene messages from simspark (just likes the external monitor) and renders images for connected robots. Then we can run a 'pixel camera perceptors server' in machines that runs robots. In this case, the simulation runs in multi-machines. What do you think about it? 2008/4/10, Joschka Boedecker <jos...@am...>: > Hi all, > > I've been thinking about how to implement a pixel camera perceptor for > Simspark using hardware-accelerated OpenGL Render to Texture via the > Frame Buffer Object extension (see, e.g. [1]). I'm not proposing we > should adopt this in the 3D league, but it will be handy for doing > research. > > One problem I see is that this is a sensor, but it relies on rendering > also. In the multi-threading implementation, these two are seperated > as far as I remember, right? Maybe it is not a problem, since the > rendering only needs to produce the image, which can be copied in the > thread for the perceptors, but I'm not sure about this, so I thought > I'll ask for ideas here. > > Another thing I've been wondering about is whether it would be worth > it to compress the images before sending it to the agent or not. Of > course this will depend on color depth and size of the image, as well > as network delay, but encoding (and decoding on the agent side) would > also take time. For small images and a fast local network without much > delay, it might be overkill I guess. Again, any ideas are welcome. > > Cheers, > Joschka > > [1] http://www.gamedev.net/reference/articles/article2331.asp > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > 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: Joschka B. <jos...@am...> - 2008-04-10 12:05:04
|
Hi Feng, thanks for your quick reply. On Apr 10, 2008, at 8:48 PM, Feng Xue wrote: > It is a good idea! This makes our simulation much more realistic! > > Howerever, it may be hard for teams' work. Actually, I have talked > about this with Yuan some days ago and we both think that most of > the teams > will not support this. You're probably right. But I don't want to suggest it for the league's competitions anyways (at least not for this year), it's more for doing research with robots that need realistic vision information. > But, how about provide the pixel camera as a additional perceptor Exaclty, that's what I had in mind. > and weaken the original vision perceptor? Yes, good point. I think we could have a camera that has a restricted field of view (omni-vision cameras are banned even in the real humanoid league from this year on), but that will be tied to the orientation of it's parent body, so that it can be changed with joint effectors, and we don't need any camera effectors for that. This is what we could use for Nao then. Also, there were some comments that the vision information that is sent to the agents should be extended, but it is not clear to me yet what should be included. Some people suggested sending a rotation matrix (or a quaternion) for the objects that an agent sees, for instance. What do you guys think would be most useful? > And next year, pure pixel camera? > That's something that should be discussed on the sserver-three-d list and in the TC, I guess. I can imagine that many people will be against it (even though it is easy to use standard vision solutions like Intel's OpenCV, etc.). This is related to a much deeper question of clearly defining the goals of the 3D Soccer Simulation League I guess ;-) Cheers, Joschka |
From: Feng X. <hen...@ma...> - 2008-04-10 11:48:28
|
Hi Joschka, It is a good idea! This makes our simulation much more realistic! Howerever, it may be hard for teams' work. Actually, I have talked about this with Yuan some days ago and we both think that most of the teams will not support this. But, how about provide the pixel camera as a additional perceptor and weaken the original vision perceptor? And next year, pure pixel camera? Cheers! Feng Xue 2008-04-10 发件人: Joschka Boedecker 发送时间: 2008-04-10 19:26:21 收件人: sim...@li... 抄送: 主题: [simspark-devel] pixel camera perceptor Hi all, I've been thinking about how to implement a pixel camera perceptor for Simspark using hardware-accelerated OpenGL Render to Texture via the Frame Buffer Object extension (see, e.g. [1]). I'm not proposing we should adopt this in the 3D league, but it will be handy for doing research. One problem I see is that this is a sensor, but it relies on rendering also. In the multi-threading implementation, these two are seperated as far as I remember, right? Maybe it is not a problem, since the rendering only needs to produce the image, which can be copied in the thread for the perceptors, but I'm not sure about this, so I thought I'll ask for ideas here. Another thing I've been wondering about is whether it would be worth it to compress the images before sending it to the agent or not. Of course this will depend on color depth and size of the image, as well as network delay, but encoding (and decoding on the agent side) would also take time. For small images and a fast local network without much delay, it might be overkill I guess. Again, any ideas are welcome. Cheers, Joschka [1] http://www.gamedev.net/reference/articles/article2331.asp ------------------------------------------------------------------------- This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list sim...@li... https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Joschka B. <jos...@am...> - 2008-04-10 11:25:33
|
Hi all, I've been thinking about how to implement a pixel camera perceptor for Simspark using hardware-accelerated OpenGL Render to Texture via the Frame Buffer Object extension (see, e.g. [1]). I'm not proposing we should adopt this in the 3D league, but it will be handy for doing research. One problem I see is that this is a sensor, but it relies on rendering also. In the multi-threading implementation, these two are seperated as far as I remember, right? Maybe it is not a problem, since the rendering only needs to produce the image, which can be copied in the thread for the perceptors, but I'm not sure about this, so I thought I'll ask for ideas here. Another thing I've been wondering about is whether it would be worth it to compress the images before sending it to the agent or not. Of course this will depend on color depth and size of the image, as well as network delay, but encoding (and decoding on the agent side) would also take time. For small images and a fast local network without much delay, it might be overkill I guess. Again, any ideas are welcome. Cheers, Joschka [1] http://www.gamedev.net/reference/articles/article2331.asp |
From: Hedayat V. <hed...@ai...> - 2008-04-09 16:52:56
|
Great! Thanks, Hedayat /*Joschka Boedecker <jos...@am...>*/ wrote on 04/09/2008 04:52:34 AM: > Dear all, > > I have created two DEB packages for the current release of > rcssserver3D. One was built on Ubuntu 7.10, the other one on Ubuntu > 7.04. They are available at: > > http://jeap-res.ams.eng.osaka-u.ac.jp/~joschka/simspark/rcssserver3d_0.5.7-0ubuntu1_i386_gutsy.deb > > for 7.10, and > > http://jeap-res.ams.eng.osaka-u.ac.jp/~joschka/simspark/rcssserver3d_0.5.7-0ubuntu1_i386_feisty.deb > > for 7.04, respectively. > > A convenient way to install the packages in Ubuntu is using the > package installer (just double-click on the package icon). It should > automatically recognize the dependencies and download and install the > missing ones if possible. The package for 7.10 should work out of the > box, but to use the one for 7.04, you'll need to update your wxGTK > installation first. You can do this as follows: > > Please add: > > deb http://apt.tt-solutions.com/ubuntu/ feisty main > > > to your /etc/apt/sources.list file and add the public key used for > signing wxWidgets packages to the list of keys trusted by apt using > the command: > > curl http://www.tt-solutions.com/vz/key.asc | sudo apt-key add - > > > (do sudo apt-get install curl if it's missing on your system) > > After that, please update the wxGTK related packages, e.g. using the > Synaptic package manager. > > Once you have installed the rcssserver3d package, you should be able > to start applications like simspark, rsgedit, agentspark, etc. from > the command line. > > I haven't made any tests on other Debian systems, but my hope is that > the packages will work also on other (fairly recent) distributions. > Please note that I'm very new to the packaging business, and I might > have made mistakes, so please bear with me and give feedback about > what works and what doesn't. With your help, I can improve these > packages over time (I'm thinking about writing a post in the Wiki to > describe the process so that more people can help). Once I get my head > around how to set up the dependencies in a less strict fashion, we > might be able to have just one package that works for different > distributions and versions :-) > > Any comments and suggestions are welcome. > > Cheers, > Joschka > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Joschka B. <jos...@am...> - 2008-04-09 00:23:22
|
Dear all, I have created two DEB packages for the current release of rcssserver3D. One was built on Ubuntu 7.10, the other one on Ubuntu 7.04. They are available at: http://jeap-res.ams.eng.osaka-u.ac.jp/~joschka/simspark/rcssserver3d_0.5.7-0ubuntu1_i386_gutsy.deb for 7.10, and http://jeap-res.ams.eng.osaka-u.ac.jp/~joschka/simspark/rcssserver3d_0.5.7-0ubuntu1_i386_feisty.deb for 7.04, respectively. A convenient way to install the packages in Ubuntu is using the package installer (just double-click on the package icon). It should automatically recognize the dependencies and download and install the missing ones if possible. The package for 7.10 should work out of the box, but to use the one for 7.04, you'll need to update your wxGTK installation first. You can do this as follows: Please add: deb http://apt.tt-solutions.com/ubuntu/ feisty main to your /etc/apt/sources.list file and add the public key used for signing wxWidgets packages to the list of keys trusted by apt using the command: curl http://www.tt-solutions.com/vz/key.asc | sudo apt-key add - (do sudo apt-get install curl if it's missing on your system) After that, please update the wxGTK related packages, e.g. using the Synaptic package manager. Once you have installed the rcssserver3d package, you should be able to start applications like simspark, rsgedit, agentspark, etc. from the command line. I haven't made any tests on other Debian systems, but my hope is that the packages will work also on other (fairly recent) distributions. Please note that I'm very new to the packaging business, and I might have made mistakes, so please bear with me and give feedback about what works and what doesn't. With your help, I can improve these packages over time (I'm thinking about writing a post in the Wiki to describe the process so that more people can help). Once I get my head around how to set up the dependencies in a less strict fashion, we might be able to have just one package that works for different distributions and versions :-) Any comments and suggestions are welcome. Cheers, Joschka |
From: Hedayat V. <hed...@ai...> - 2008-04-07 21:35:46
|
Hi Yes, some times (for example when an agent is initialized and before doing anything!) there are 3 contact points with zero force! I've added checking for zero force in FRP. About the agent cycle, would you please check it again? It might be related to the rounding error mentioned by Yuan. I've added the same fix for SimControlThread. Finally, thanks a lot for the new Nao robot. Good luck, Hedayat /*"Feng Xue" <hen...@ma...>*/ wrote on 03/29/2008 03:34:39 PM: > Hi all, > > The same problem happens on me too. Maybe it is a "divide 0" problem, I > guesss. > > By the way, when using multi-thread, the agent cycle is 0.04s. > And I found another ode error. Yuan said it is because that if one of the > thread trys to call ode function when another thread is doing the physics update, > ode will fail. Typically, it happens when both of the beam command and joint speed > command are valid in a cycle. > > >> From: C B <kam...@ya...> >> Reply-To: >> To: sse...@li... >> Subject: [Sserver-three-d] Error with FRP in server 0.5.7 >> Date:Sat, 29 Mar 2008 05:37:12 -0500 (CDT) >> >> >> Hello, >> I am testing our agent in the new server 0.5.7 and >> sometimes I get a wrong message in the FRP, like: >> >> (FRP(n lf)(c nan nan nan)(f 0.00 0.00 0.00)) >> >> I was not receiving this message in 0.5.6. >> Previous messages to that message are valid messages. >> >> Also, it seems like there is some kind of "noise" >> in FRP, for example I am receiving this for some >> sequential simulation steps: >> >> (FRP(n rf)(c -0.08 -0.10 -0.05)(f 0.28 0.42 12.27)) >> (FRP(n lf)(c 0.08 -0.10 -0.05)(f -0.28 0.41 12.27)) >> >> (FRP(n rf)(c 0.08 0.10 -0.05)(f -0.30 -0.41 12.20)) >> (FRP(n lf)(c -0.08 0.10 -0.05)(f 0.29 -0.42 12.19)) >> >> (FRP(n rf)(c -0.08 -0.10 -0.05)(f 0.28 0.42 12.28)) >> (FRP(n lf)(c 0.08 -0.10 -0.05)(f -0.26 0.42 12.35)) >> >> As you can see, the sign of some numbers varies from >> message to message, both on the point and the force. >> >> Best regards, >> Carlos Bustamante >> Borregos3D >> > |