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From: Patrick G. <Pat...@on...> - 2011-10-18 05:16:02
|
Hello, my name is Patrick, I'm a 24 year old Masters student from the University of Koblenz (Germany), currently studying at the Osaka University for 6 months. Here I am going to work on the Simspark environment within the context of a "research" practicum under the watchful eyes of Joschka Boedecker. (Actually it wont be "researching", but I will be focusing on solely one project) My major subject is Computational Visualistics, so my plans for developing on Simspark are mostly improving usability and/or graphical presentation. From the Todo- and wishlist in the Wiki I could target (or at least support) some of: - New interface for different rendering engines, add OGRE support - Enable new agent-server protocol to support using image sensor and other things via new rendering engine. - GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, incl. easy construction of new robots and simulations, moving robots on the field, etc.) - Support Referee enhancements and trainer enhancements: (Drop a player anywhere on the field. Drop the ball at any place (as drop ball, free kick left or right) as is possible in 2D. Play Mode Control etc..Control e.g. via Monitor) - Nice 3D visualization, including a stadium, animated crowd, automatic commentator, slow-motion replay, etc. - Training Capabilities through agent-monitor communication As i have about five and a half months of time I could probably connect some of these tasks, but of course i will have to focus. For example building a User Interface for Server, Monitor and Client Support (maybe like WeBots) along with the possibilty to connect new modules for a RsgEditor and new functionality would be possible. At the same time, Peter Tissen (a friend of mine who is working here too) is implementing Bullet as a pluggable Physics Engine optionally choosable for the Simspark Simulation. First of all, to me it is most important to get feedback by those, who are already experienced with Simspark. What is needed? What would be nice to have/doable in this amount of time? What is definitely NOT needed? Whatever will be done has to be accepted and integrated by the community, so it can be of use and of course can be maintained and extended in the future by everyone. So to begin with, in the following I have a list of ideas and questions you may comment with whatever comes to your mind. The more detailed, the better.** *What should a central user interface contain* - starting server, monitor and agents - controlling the server (game control, message overview, physics engine, log control) - controlling the monitor (views, rendering engine, video captures, game camera) - controlling the agents (message overview, message sending?, debug interface?) - creating and testing agents? (loading from collada?, annotating with receptors and effectors?, coding?, visualize behaviour? control interface?) - be extendable to incorporate rsgeditor, further monitors, agent visualizations... / Questions/: Is running most agents as simspark plugin possible? Or is it better to offer some kind of debug messaging interface? How are agents debugged in practice and could a central user interface working together with server and visualization (see next point) be of help? My preference for an easy-to-create and -extend up-to-date GUI is definitely QT. *What should an improved graphics engine/monitor be able to do?* - Visualizing server or agent internal states? (view of agents, rule checking, effector usage, agent state visualization) - Improve Debugging/Logging by server and/or agents with a documentation interface (visualizing and recording on request) - graphics engine choosable? (currently built-in as fallback, Ogre/Irrlicht as improvement). e.g. bind ogre to core scene graph via bridge pattern. - Shading, 1st alternative: GLSL Shading environment attached to ogre - pro: multiple render targets -> realistic lighting, improved materials, point of view rendering for every agent, realistic sight detection -> implementation of Screen Space Lighting -> implementation of Screen Space Ambient occlusion - pro: Further rendering engines besides ogre can be connected the same way - con: bound to Ogre. When the interface should fail somehow, there wouldnt be any improved shading anymore. - Shading, 2nd alternative: basic GLSL Shading environment attached to the monitors core, improving current indepandant shading ( allowing MRT Shading too) - pro: lightweight, same shading options like 1st option - pro: easy and fast to implement, so i will have time for other things - pro: not dependant to ogre -> one needs no knowledge about ogre - con: developing new shaders will be harder, as no combination is possible natively - con: lacking ogres support for Object loading, environmental animation, scenegraph, materials etc. - Object Shadows - simple object shadows (blob under objects)-> easy, with ogre for free - directional shadow for each object -> easy because of flat ground, - shadow mapping (allow shadows on objects)-> time consuming). - Inner Shadows (Screen Space Ambient Occlusion, SSAO): only possible with shader integration - additional objects to render: seats, crowd, goal net, corner flags (further objects would be easier when using ogre) - graphics improvement: textures, sky, weather - environment simulation (wind on grass, changing sky...) The main problem is how to improve the current monitor or create an alternative one, that is easy to use and (most important) easy to maintain. Various new possibilities like visual debugging and recording of server internal states (rcssserver3d) and the agents could be integrated into the visualization (or maybe better the GUI). I guess since rewriting the monitor from scratch could lead to discarding any new implementation with the stable one after im done, it my be better to make Ogre a pluggable option to the current monitor. New possibilities for the monitor would most likely create the need of extending the Server/Monitor MessageProtocol. Both implementing Ogre as pluggable rendering engine and simply improving the engine already in use are viable options. However, while creating a simple (yet good looking) improved rendering style for the Monitor is an easy task, connecting Ogre to the scene graph is not. So the Question: Is it better to simply implement a better visualization, leaving much more time for graphical gimmicks, the GUI or debug/point-of-view visualization and so on, or is it preferable to create a flexible graphics-interface for the monitor and implement Ogre as the first one, even if there wont be much more time for the actual visualization and possibly more important tasks (central gui). This said for the two possible development fields... Again, the most important thing is the acceptance in the community. I definitely dont want to create an interface or program that cannot be used or maintained in the future, should I not be able to continue. Please send me E-Mails with comments, ideas, suggestions and anything helpful you might come up with. Thanks a lot ;) Patrick Geib |
From: <or...@de...> - 2011-09-26 20:05:17
|
Thank you Hedayat for your answer! After some failures I (hopefully) understood something more about RSG format and its functioning and I finally managed to load my model in the simulation and move. These are the infos I collected (please correct me if something wrong): - there is a strict relation between rsg format and spark framework and many expressions are treated as class names and methods invocations, so it's a good idea to have a look to the API documentation. Using this support the NAO description is quite self explanatory. - it's useful to have the meshes centered in their bounding box to make the specification of the collision and phisics volume easier. I think it's not possible to specify different position for a mesh and its collision bounding box - the positioning of the models parts are relative to the origin of the entire model, so, for example, if you know the position of the arm relative to the shoulder and the position of the sholder relative to the torso (and the torso is the base element) you have to specify the sum of the positions -rotations are eulerian ZYX -anchor positions for hinge joints are relative to the child: for example to insert a joint between the torso and shoulder you have to specify its position relative to the unrotated shoulder origin (the original mesh reference frame) -instead I didn't discovered how the joint rotation axes should be fixed. It seems they are not relative to the global frame nor to the mesh frame... I had to try different configurations to find the correct ones - there is a useful switch structure: (switch $variable (<value1> (<expression for value 1>) ) (<value2> (expression for value 2>) ) ... ) Now I'm trying to understand why StaticMeshInitEffector node tries to plant my model in the ground with a beautiful pike dive as result :) , but I think it is related to the soccer simulation (and NAO dimensions). By removing its specification the simulation still runs with some warnings. |
From: Hedayat V. <hed...@gm...> - 2011-09-26 17:20:37
|
<html style="direction: ltr;"> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> <style>body p { margin-bottom: 0cm; margin-top: 0pt; } </style> <style>body p { margin-bottom: 0cm; margin-top: 0pt; } </style> </head> <body style="direction: ltr;" bidimailui-detected-decoding-type="UTF-8" bgcolor="#FFFFFF" text="#000000"> <p><br> </p> <p>Hi Alessandro,</p> <p>Unfortunately I'm not very familiar with robot design, but about your particular issue:</p> <p>Yes, X and Y axis of the field are not aligned with object's local X and Y axis. Please let us know if you need more info, I hope that we can ask others who have experience with RSG robot design. </p> <p><br> </p> <p>Sorry for the late answer ( I hoped that someone can provide a better answer)</p> <p>Good luck,</p> <p>Hedayat<br> </p> <p><br> </p> <p> </p> <span id="IDstID"> <style type="text/css">blockquote { /*Tue, 20 Sep 2011 17:11:40 +0200*/ 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 { /*Tue, 20 Sep 2011 17:11:40 +0200*/ color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important}blockquote blockquote blockquote { /*Tue, 20 Sep 2011 17:11:40 +0200*/ color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important}blockquote blockquote blockquote blockquote { /*Tue, 20 Sep 2011 17:11:40 +0200*/ color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important}blockquote blockquote blockquote blockquote blockquote { /*Tue, 20 Sep 2011 17:11:40 +0200*/ color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b><a clas="" s="moz-txt-link-abbreviated" href="mailto:or...@de...">or...@de...</a></b></i> wrote on Tue, 20 Sep 2011 17:11:40 +0200:</span> <blockquote cite="mid:201...@ma..." type="cite"> <pre wrap="">Hi, waiting for an answer to my previus mail I tryed to create my rsg file by hand and using the nao rsg as sample. Now the parts of my model are shown in the simulation but I have some problems with the position and the rotation of the parts each other. Could you explain me how setLocalPos and setLocalRotation should be used and what they do. For example: - If I load the torso (which is Z aligned) without transformations it appears rotated along Y direction. To make it rotate correctly I have to rotate it using (nd Transform (setLocalRotation 90 90 0) (nd StaticMesh (load 'models/robovie_x/torso.obj')(setScale $Scale_Factor $Scale_Factor $Scale_Factor)) ) - After that I have to connect the right shoulder to the torso. In the model the shoulder coordinates (relative to the origin of the torso) are: X=0 Y=-0.4475 Z=0.00606 with the rotation -99�,0,0. Using these values the position and the angle of the shoulder are uncorrect. It seems that X and Y are inverted. Thank you in advance, Alessandro ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/splunk-d2dcopy1">http://p.sf.net/sfu/splunk-d2dcopy1</a> _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:sim...@li...">sim...@li...</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> </pre> </blockquote> </body> </html> |
From: <or...@de...> - 2011-09-20 15:11:55
|
Hi, waiting for an answer to my previus mail I tryed to create my rsg file by hand and using the nao rsg as sample. Now the parts of my model are shown in the simulation but I have some problems with the position and the rotation of the parts each other. Could you explain me how setLocalPos and setLocalRotation should be used and what they do. For example: - If I load the torso (which is Z aligned) without transformations it appears rotated along Y direction. To make it rotate correctly I have to rotate it using (nd Transform (setLocalRotation 90 90 0) (nd StaticMesh (load 'models/robovie_x/torso.obj')(setScale $Scale_Factor $Scale_Factor $Scale_Factor)) ) - After that I have to connect the right shoulder to the torso. In the model the shoulder coordinates (relative to the origin of the torso) are: X=0 Y=-0.4475 Z=0.00606 with the rotation -99°,0,0. Using these values the position and the angle of the shoulder are uncorrect. It seems that X and Y are inverted. Thank you in advance, Alessandro |
From: <or...@de...> - 2011-09-03 14:18:33
|
Hi, I'm a student of the University of Padova (Italy). I'm new in this mailing list. I'm trying to integrate the Robovie-X humanoid robot model (from stl or obj meshes) in SimSpark but I did't find any guide or indication about how to do in the wiki, only some reference to the use of Rsgedit software. I tryed to build Rsgedit from source following the instructions posted here http://simspark.sourceforge.net/wiki/index.php/Installation_on_Linux , but i found some compilation errors: /usr/local/include/simspark/oxygen/simulationserver/simulationserver.h: In member function ?void mainframe::AdvanceSimulation(boost::shared_ptr<oxygen::SimulationServer>&, float)?: /usr/local/include/simspark/oxygen/simulationserver/simulationserver.h:159: error: ?virtual void oxygen::SimulationServer::AdvanceTime(float)? is protected ~/simspark/trunk/rsgedit/src/mainframe.cpp:613: error: within this context ~/simspark/trunk/rsgedit/src/mainframe.cpp:616: error: no matching function for call to ?oxygen::SimulationServer::Cycle(boost::shared_ptr<oxygen::SimControlNode>&)? /usr/local/include/simspark/oxygen/simulationserver/simulationserver.h:119: note: candidates are: virtual void oxygen::SimulationServer::Cycle() ~/simspark/trunk/rsgedit/src/sparkglrender.cpp: In member function ?void SparkGLRender::Render(int, int)?: ~/simspark/trunk/rsgedit/src/sparkglrender.cpp:114: error: no matching function for call to ?kerosin::RenderServer::Render()? /usr/local/include/simspark/kerosin/renderserver/renderserver.h:68: note: candidates are: virtual void kerosin::RenderServer::Render(bool) I tryed to resolve by moving oxygen::SimulationServer::AdvanceTime in the public section of the class, removing the argument in the call of oxygen::SimulationServer::Cycle and adding the parameter (both true and false) to the call of kerosin::RenderServer::Render, and finally I got it to compile but the program doesn't work (no rendering and crashes while moving through the menu). Is it a known problem? Is Rsgedit the right tool to make the rsg files for my model? Thank you in advance for the support! Alessandro. ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. |
From: Qingyuan Z. <mi...@gm...> - 2011-07-26 02:03:48
|
Hi Sander, I am new here, and I 'm appreciated if you can offer help. I have tested this, it works fine. I played a game in 9VS9, seems nothing wrong happened. BTW, where can I see the joint feedback? Regards, Qingyuan Zhang On Tue, Jul 26, 2011 at 3:56 AM, Sander van Dijk <sgv...@gm...>wrote: > Hello fellow developers, > > As I mentioned on the 3D mailing list, requesting joint feedback (which for > instance can be used to determine energy consumption) currently creates > instability when using multithreaded ODE. I have had a look at it, and > believe that with the attached file this should now work correctly. Before > going further, I'd like to ask you to give it a test. Replace > ode/src/step.cc with this file in the ode-0.11.1-tbb source directory, > remake and install ODE and remake and install spark. I have enabled joint > feedback in the SVN trunk, so perform an update of that first. If you need > to (re)configure ODE, make sure to use the --enable-malloc flag. > > It didn't work if you get agents exploding all over the place (with a large > number of agents, it won't happen with just 1). Please let me know. I will > then also make a SF project to maintain it. > > Sander > > > -- > Adaptive Systems Research Group > Department of Computer Science > University of Hertfordshire > United Kingdom > > > ------------------------------------------------------------------------------ > Storage Efficiency Calculator > This modeling tool is based on patent-pending intellectual property that > has been used successfully in hundreds of IBM storage optimization engage- > ments, worldwide. Store less, Store more with what you own, Move data to > the right place. Try It Now! > http://www.accelacomm.com/jaw/sfnl/114/51427378/ > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > |
From: Stefan G. <gla...@gm...> - 2011-05-20 20:37:54
|
Hi Feng, I had a second look at your problem. As I wrote, you have a small gap between the camera and the pitch axis of the head, but if it would be this gap, then the resulting change should look different. I reproduced your situation on my machine and I was able to record similar values. Here my results: where: - Vec is the perceived polar coordinates in cartesian cordinates - res the resulting vision vector after an inverse rotatation of the movement - pos the resulting position calculation based on the known position of the flags NECK PITCH CASE ============================================================ (n hj2) (ax -30.00)) (See (G2R (pol 15.74 -4.50 30.91)) (G1R (pol 15.72 4.22 30.75)) (F1R (pol 17.20 26.69 25.43)) (F2R (pol 17.20 -26.85 25.41)) Vec1: (13.46, -1.05, 8.08) res: (15.70, -1.05, 0.27) pos: (-5.20, 0.01, 0.52) Vec2: (13.47, 0.99, 8.03) res: (15.68, 0.99, 0.22) pos: (-5.18, 0.05, 0.57) Vec3: (13.87, 6.97, 7.38) res: (15.71, 6.97, -0.54) pos: (-5.21, 0.02, 0.54) Vec4: (13.86, -7.01, 7.38) res: (15.69, -7.01, -0.53) pos: (-5.19, 0.01, 0.53) (HJ (n hj2) (ax -0.00)) (See (G2R (pol 15.74 -3.90 0.94)) (G1R (pol 15.74 3.77 0.94)) (F1R (pol 17.21 24.09 -1.70)) (F2R (pol 17.19 -24.15 -1.84)) Vec1: (15.70, -1.07, 0.25) res: (15.70, -1.07, 0.25) pos: (-5.20, 0.02, 0.54) Vec2: (15.70, 1.03, 0.25) res: (15.70, 1.03, 0.25) pos: (-5.20, 0.01, 0.54) Vec3: (15.70, 7.02, -0.51) res: (15.70, 7.02, -0.51) pos: (-5.20, -0.02, 0.51) Vec4: (15.67, -7.02, -0.55) res: (15.67, -7.02, -0.55) pos: (-5.17, 0.02, 0.55) (HJ (n hj2) (ax 30.00)) (See (G2R (pol 15.74 -4.41 -28.97)) (G1R (pol 15.73 4.23 -29.06)) (F1R (pol 17.19 27.58 -29.00)) (F2R (pol 17.23 -27.51 -28.70)) Vec1: (13.72, -1.05, -7.62) res: (15.70, -1.05, 0.26) pos: (-5.20, 0.00, 0.53) Vec2: (13.71, 1.01, -7.64) res: (15.69, 1.01, 0.23) pos: (-5.19, 0.03, 0.56) Vec3: (13.32, 6.96, -8.33) res: (15.70, 6.96, -0.55) pos: (-5.20, 0.03, 0.55) Vec4: (13.40, -6.98, -8.27) res: (15.74, -6.98, -0.46) pos: (-5.24, -0.01, 0.46) NECK YAW CASE ============================================================ (HJ (n hj1) (ax -30.00)) (See (G2R (pol 15.75 26.30 1.00)) (G1R (pol 15.71 33.57 0.69)) (F1R (pol 17.20 54.11 -1.79)) (F2R (pol 17.20 5.99 -1.83)) Vec1: (14.11, 6.97, 0.27) res: (15.71, -1.01, 0.27) pos: (-5.21, -0.03, 0.52) Vec2: (13.08, 8.68, 0.18) res: (15.67, 0.97, 0.18) pos: (-5.17, 0.07, 0.61) Vec3: (10.07, 13.92, -0.53) res: (15.69, 7.02, -0.53) pos: (-5.19, -0.02, 0.53) Vec4: (17.09, 1.79, -0.54) res: (15.70, -6.99, -0.54) pos: (-5.20, -0.00, 0.54) (HJ (n hj1) (ax 0.00)) (See (G2R (pol 15.75 -3.62 1.03)) (G1R (pol 15.75 4.00 1.01)) (F1R (pol 17.19 24.03 -1.88)) (F2R (pol 17.17 -24.15 -1.98)) Vec1: (15.71, -0.99, 0.28) res: (15.71, -0.99, 0.28) pos: (-5.21, -0.05, 0.51) Vec2: (15.70, 1.09, 0.27) res: (15.70, 1.09, 0.27) pos: (-5.20, -0.04, 0.52) Vec3: (15.69, 6.99, -0.56) res: (15.69, 6.99, -0.56) pos: (-5.19, 0.00, 0.56) Vec4: (15.65, -7.02, -0.59) res: (15.65, -7.02, -0.59) pos: (-5.15, 0.02, 0.59) (HJ (n hj1) (ax 30.00)) (See (G2R (pol 15.75 -33.51 1.06)) (G1R (pol 15.76 -25.84 1.08)) (F1R (pol 17.17 -6.05 -2.00)) (F2R (pol 17.20 -53.85 -1.79)) Vec1: (13.12, -8.69, 0.29) res: (15.71, -0.96, 0.29) pos: (-5.21, -0.08, 0.50) Vec2: (14.18, -6.86, 0.29) res: (15.71, 1.14, 0.29) pos: (-5.21, -0.09, 0.50) Vec3: (17.06, -1.80, -0.59) res: (15.68, 6.96, -0.59) pos: (-5.18, 0.03, 0.59) Vec4: (10.14, -13.88, -0.53) res: (15.72, -6.95, -0.53) pos: (-5.22, -0.04, 0.53) As you see, this effect is more related to pitch movements and the corder flags - the yaw case is not affected as much and as well not in the same way. This would also indicate a relation to the camera-pitch-gap, but if you look at the resulting positions, this effect isn't realy present any more. Overall I think it's related to the general noise of the vision, even though it looks dubious. Hope I could help you, Stefan Am 20.05.2011 16:07, schrieb feng: > Hi all, > There is a simple problem that has been bothering me for some time. > Form a flag,we can get the Distance , the Theta,and the Phi. The description of Theta in User's Manual is:the angle in the horizontal plane.But when i raise NAO's head a little,Theta increases. > Here is my test (with agent stand on(-5.2,0,0),do nothing): > Head2 Angle :30 angle to RFlag1 :27.76 angle to RFlag2 :-27.65 > Head2 Angle :0 angle to RFlag1 :24.11 angle to RFlag2 :-23.98 > Head2 Angle :-30 angle to RFlag1 :26.87 angle to RFlag2 :-27.04 > I am not clear on this problem,please help. > Best regards, > Feng > > > > ------------------------------------------------------------------------------ > What Every C/C++ and Fortran developer Should Know! > Read this article and learn how Intel has extended the reach of its > next-generation tools to help Windows* and Linux* C/C++ and Fortran > developers boost performance applications - including clusters. > http://p.sf.net/sfu/intel-dev2devmay > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Stefan G. <gla...@gm...> - 2011-05-20 16:20:31
|
Hi Feng, I will check the description of the wiki once again according to our agent-implementation. But since I did this already several times, I hope there is no error left any more. Keep in mind, that the camera is located in the center of NAO's head - but the pitch axis of the head is located a bit below. Since your changes are relatively small, this could already be an indicator. On the other hand, you could also try to look sidewards and check the second angle, which is provided to you. This way you can cancel out other values... Good luck, Stefan Am 20.05.2011 16:07, schrieb feng: > Hi all, > There is a simple problem that has been bothering me for some time. > Form a flag,we can get the Distance , the Theta,and the Phi. The description of Theta in User's Manual is:the angle in the horizontal plane.But when i raise NAO's head a little,Theta increases. > Here is my test (with agent stand on(-5.2,0,0),do nothing): > Head2 Angle :30 angle to RFlag1 :27.76 angle to RFlag2 :-27.65 > Head2 Angle :0 angle to RFlag1 :24.11 angle to RFlag2 :-23.98 > Head2 Angle :-30 angle to RFlag1 :26.87 angle to RFlag2 :-27.04 > I am not clear on this problem,please help. > Best regards, > Feng > > > > ------------------------------------------------------------------------------ > What Every C/C++ and Fortran developer Should Know! > Read this article and learn how Intel has extended the reach of its > next-generation tools to help Windows* and Linux* C/C++ and Fortran > developers boost performance applications - including clusters. > http://p.sf.net/sfu/intel-dev2devmay > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Drew N. <dre...@ya...> - 2011-05-20 14:14:00
|
Hi Feng, Have you read the Wiki article on vision perceptors? It has quite a lot of information that should help. http://simspark.sourceforge.net/wiki/index.php/Perceptors#Vision_Perceptors If it's still unclear, then please indicate how the document could be improved. Drew. ________________________________ From: feng <fen...@16...> To: sim...@li... Sent: Friday, 20 May 2011, 15:07 Subject: [simspark-devel] The angle in the horizontal plane. Hi all, There is a simple problem that has been bothering me for some time. Form a flag,we can get the Distance , the Theta,and the Phi. The description of Theta in User's Manual is:the angle in the horizontal plane.But when i raise NAO's head a little,Theta increases. Here is my test (with agent stand on(-5.2,0,0),do nothing): Head2 Angle :30 angle to RFlag1 :27.76 angle to RFlag2 :-27.65 Head2 Angle :0 angle to RFlag1 :24.11 angle to RFlag2 :-23.98 Head2 Angle :-30 angle to RFlag1 :26.87 angle to RFlag2 :-27.04 I am not clear on this problem,please help. Best regards, Feng ------------------------------------------------------------------------------ What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list sim...@li... https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: feng <fen...@16...> - 2011-05-20 14:07:16
|
Hi all,There is a simple problem that has been bothering me for some time.Form a flag,we can get the Distance , the Theta,and the Phi. The description of Theta in User's Manual is:the angle in the horizontal plane.But when i raise NAO's head a little,Theta increases.Here is my test (with agent stand on(-5.2,0,0),do nothing):Head2 Angle :30 angle to RFlag1 :27.76 angle to RFlag2 :-27.65Head2 Angle :0 angle to RFlag1 :24.11 angle to RFlag2 :-23.98Head2 Angle :-30 angle to RFlag1 :26.87 angle to RFlag2 :-27.04I am not clear on this problem,please help.Best regards,Feng |
From: Stefan G. <gla...@gm...> - 2011-05-16 19:52:08
|
Hi Yuan, thanks a lot for your help! But I'm sorry, I have missed out some clear questions in the second part of my last email. I've had already found the corresponding .rsg files and was also looking at the calculations. This was the reason why I came up with the issue of giving a clear descriptions to that in the wiki and the manual. My real question was more like: is the modelling of the middle circle ment to stay like that? In my opinion these 10 lines represent a lot of fix-points arranged around a small area. I'm also not sure, if there was a discussion about which field lines are/should be visible, so I wanted to stress this topic once before I draw a special picture for it. But since noone else took part in the discussion, I think I will add some description of the current arrangement of the field lines to the manuals. Thanks, Stefan Am 16.05.2011 16:45, schrieb Yuan Xu: > Hi Stefan, > > The reason of 10 lines modeled middle circle is only because it is the > simplest way. > In the case of real robot ( image processing ), circle can be combined > by small lines or recognized directly by special methods. > > You can find the description of middle circle in > rcssserver3d/data/rsg/agent/fieldring.rsg > > Best Regards, > Xu, Yuan > > > On 05/12/2011 03:45 PM, Stefan Glaser wrote: > > >> Hallo all, >> >> I'm currently updating the descriptions in the wiki according to the new >> release. I was able to look up / get most of the information I was >> looking for, but two questions are still not clear to me, which I now >> want to ask you in this mail. >> >> First of all, I wanted to ask for the unit transmitted by the >> accelerometer. I wanted to document that it now provides RAW-data, but >> it's unclear to me, what's the real meaning of that. Can someone give me >> a pointer on that? >> >> The socond problem I'm unclear about is the description of the field >> lines. I visualized the field lines to get some idea, where they are >> located and why the agent sees so much of them. Then I realized that the >> middle circle is modelled with 10 small field lines. If the complete >> circle is seen (what is often the case for most of the robots during a >> game), this results in 20 coordinates located around a relatively small >> spot in a very simple arrangment, also supported by the middle line. I >> wonder about the purpose of putting in this kind of modelling of the >> middle circle. 20 coordinates is a lot of traffic - in fact close to 50% >> of the currently visible field lines are needed to model the middle >> circle. I'm also not sure how realistic this is compared to a real >> scenario... but I have no experience with that. But since I expect the >> vision-errors to be applied separately on each coordinate, it should be >> absolutely no problem to do e.g. a camera calibration within a few cycles. >> Overall I struggle a bit with giving a clear decription to the field >> lines. The normal lines don't need a special description, but if the >> middle circle stays this way, I have to add some special description to >> the arrangement of these lines. >> >> Best regards, >> Stefan >> >> ------------------------------------------------------------------------------ >> Achieve unprecedented app performance and reliability >> What every C/C++ and Fortran developer should know. >> Learn how Intel has extended the reach of its next-generation tools >> to help boost performance applications - inlcuding clusters. >> http://p.sf.net/sfu/intel-dev2devmay >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Stefan G. <gla...@gm...> - 2011-05-16 19:20:21
|
Hi Hedayat, thanks a lot for your quick and clear answer! I expected to old value already to represent the value you described now ;) So overall the accelerometer description in the manual and wiki fits in its current state already the new value. Thanks, Stefan Am 13.05.2011 16:07, schrieb Hedayat Vatankhah: > Hi Stefan, > > /*Stefan Glaser <gla...@gm...>*/ wrote on 05/12/2011 6:15:33 > PM +0450: >> Hallo all, >> >> I'm currently updating the descriptions in the wiki according to the new >> release. I was able to look up / get most of the information I was >> looking for, but two questions are still not clear to me, which I now >> want to ask you in this mail. > Thanks a lot for your efforts :) > >> First of all, I wanted to ask for the unit transmitted by the >> accelerometer. I wanted to document that it now provides RAW-data, but >> it's unclear to me, what's the real meaning of that. Can someone give me >> a pointer on that? > It is the difference of velocity for the body part reported by ODE > divided by the spent time. AFAIK, ODE uses SI units, so the reported > acceleration should be in m/s^2. > > About lines, probably Yuan can provide some help. :P > > Good luck! > Hedayat > >> The socond problem I'm unclear about is the description of the field >> lines. I visualized the field lines to get some idea, where they are >> located and why the agent sees so much of them. Then I realized that the >> middle circle is modelled with 10 small field lines. If the complete >> circle is seen (what is often the case for most of the robots during a >> game), this results in 20 coordinates located around a relatively small >> spot in a very simple arrangment, also supported by the middle line. I >> wonder about the purpose of putting in this kind of modelling of the >> middle circle. 20 coordinates is a lot of traffic - in fact close to 50% >> of the currently visible field lines are needed to model the middle >> circle. I'm also not sure how realistic this is compared to a real >> scenario... but I have no experience with that. But since I expect the >> vision-errors to be applied separately on each coordinate, it should be >> absolutely no problem to do e.g. a camera calibration within a few cycles. >> Overall I struggle a bit with giving a clear decription to the field >> lines. The normal lines don't need a special description, but if the >> middle circle stays this way, I have to add some special description to >> the arrangement of these lines. >> >> Best regards, >> Stefan >> >> ------------------------------------------------------------------------------ >> Achieve unprecedented app performance and reliability >> What every C/C++ and Fortran developer should know. >> Learn how Intel has extended the reach of its next-generation tools >> to help boost performance applications - inlcuding clusters. >> http://p.sf.net/sfu/intel-dev2devmay >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Yuan Xu <xu...@in...> - 2011-05-16 14:46:07
|
Hi Stefan, The reason of 10 lines modeled middle circle is only because it is the simplest way. In the case of real robot ( image processing ), circle can be combined by small lines or recognized directly by special methods. You can find the description of middle circle in rcssserver3d/data/rsg/agent/fieldring.rsg Best Regards, Xu, Yuan On 05/12/2011 03:45 PM, Stefan Glaser wrote: > Hallo all, > > I'm currently updating the descriptions in the wiki according to the new > release. I was able to look up / get most of the information I was > looking for, but two questions are still not clear to me, which I now > want to ask you in this mail. > > First of all, I wanted to ask for the unit transmitted by the > accelerometer. I wanted to document that it now provides RAW-data, but > it's unclear to me, what's the real meaning of that. Can someone give me > a pointer on that? > > The socond problem I'm unclear about is the description of the field > lines. I visualized the field lines to get some idea, where they are > located and why the agent sees so much of them. Then I realized that the > middle circle is modelled with 10 small field lines. If the complete > circle is seen (what is often the case for most of the robots during a > game), this results in 20 coordinates located around a relatively small > spot in a very simple arrangment, also supported by the middle line. I > wonder about the purpose of putting in this kind of modelling of the > middle circle. 20 coordinates is a lot of traffic - in fact close to 50% > of the currently visible field lines are needed to model the middle > circle. I'm also not sure how realistic this is compared to a real > scenario... but I have no experience with that. But since I expect the > vision-errors to be applied separately on each coordinate, it should be > absolutely no problem to do e.g. a camera calibration within a few cycles. > Overall I struggle a bit with giving a clear decription to the field > lines. The normal lines don't need a special description, but if the > middle circle stays this way, I have to add some special description to > the arrangement of these lines. > > Best regards, > Stefan > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Bolu Z. <zha...@gm...> - 2011-05-15 15:48:13
|
Hi Yuan, I also encountered the similar problem. It happened occasionally. The agnet's position is ( -6.7 -1.2 54). The agent stood and didn't move any more. One of the normal information is (time (now 323.02))(GS (t 0.00) (pm BeforeKickOff))(GYR (n torso) (rt 0.35 -0.36 0.01))(ACC (n torso) (a 0.20 0.20 9.83))(HJ (n hj1) (ax 0.96))(HJ (n hj2) (ax -20.16))(See (G2R (pol 17.19 -56.84 12.20)) (G1R (pol 17.35 -49.85 14.22)) (F1R (pol 19.06 -31.07 15.83)) (B (pol 6.82 -45.84 10.05)) (P (team SEU) (id 9) (rlowerarm (pol 0.18 -32.17 -5.20)) (llowerarm (pol 0.18 31.22 -4.75))) (L (pol 6.74 -60.13 5.48) (pol 10.59 -4.94 17.03)) (L (pol 17.28 -59.71 8.76) (pol 19.07 -31.08 15.81)) (L (pol 19.08 -31.01 15.88) (pol 9.06 60.20 7.00)) (L (pol 15.74 -44.99 12.56) (pol 15.44 -59.01 8.64)) (L (pol 15.74 -44.97 12.58) (pol 17.49 -46.35 12.35)) (L (pol 15.42 -59.16 8.52) (pol 17.22 -58.89 8.85)) (L (pol 8.59 -48.33 9.87) (pol 8.47 -40.94 11.65)) (L (pol 8.49 -40.57 11.95) (pol 7.85 -34.20 12.94)) (L (pol 7.84 -34.23 12.91) (pol 6.83 -30.63 12.96)) (L (pol 6.82 -30.71 12.89) (pol 5.73 -32.71 11.60)) (L (pol 5.74 -32.57 11.72) (pol 5.08 -41.79 9.09)) (L (pol 5.07 -41.89 9.00) (pol 5.28 -53.70 6.19)) (L (pol 5.27 -53.76 6.14) (pol 6.18 -60.01 5.15)) (L (pol 6.32 -60.05 5.24) (pol 7.29 -59.75 5.96)) (L (pol 7.29 -59.65 6.05) (pol 8.17 -54.95 7.93)) (L (pol 8.18 -54.83 8.04) (pol 8.61 -47.95 10.18)))(HJ (n raj1) (ax -0.00))(HJ (n raj2) (ax 0.00))(HJ (n raj3) (ax -0.00))(HJ (n raj4) (ax 0.00))(HJ (n laj1) (ax -0.00))(HJ (n laj2) (ax 0.00))(HJ (n laj3) (ax -0.00))(HJ (n laj4) (ax 0.00))(HJ (n rlj1) (ax -0.00))(HJ (n rlj2) (ax 0.00))(HJ (n rlj3) (ax 0.00))(HJ (n rlj4) (ax 0.00))(HJ (n rlj5) (ax 0.00))(FRP (n rf) (c 0.01 -0.01 -0.02) (f -0.21 -0.21 19.07))(HJ (n rlj6) (ax 0.00))(HJ (n llj1) (ax -0.00))(HJ (n llj2) (ax -0.00))(HJ (n llj3) (ax 0.00))(HJ (n llj4) (ax 0.00))(HJ (n llj5) (ax 0.00))(FRP (n lf) (c 0.01 -0.00 -0.01) (f -0.21 -0.20 26.11))(HJ (n llj6) (ax -0.00)) The NaN information are (time (now 323.08))(GS (t 0.00) (pm BeforeKickOff))(GYR (n torso) (rt -0.35 0.36 -0.01))(ACC (n torso) (a -0.20 -0.20 9.79))(HJ (n hj1) (ax 1.92))(HJ (n hj2) (ax -20.16))(See (G2R (pol 17.18 -57.89 11.85)) (G1R (pol 17.37 -50.68 14.08)) (F1L (pol 9.06 59.32 7.25)) (F1R (pol 19.07 -31.99 15.71)) (B (pol 6.82 -46.82 9.79)) (P (team SEU) (id 9) (rlowerarm (pol 0.18 -33.29 -5.57)) (llowerarm (pol 0.18 30.36 -4.55))) (L (pol 6.74 -59.98 5.62) (pol 10.60 -5.88 17.06)) (L (pol 17.21 -60.13 8.42) (pol 19.08 -31.98 15.72)) (L (pol 8.75 60.04 6.74) (pol 9.07 59.31 7.25)) (L (pol 19.06 -32.16 15.57) (pol 9.06 59.16 7.12)) (L (pol 15.71 -46.22 12.11) (pol nan nan nan)) (L (pol 15.72 -46.12 12.19) (pol 17.48 -47.37 12.07)) (L (pol 15.56 -59.79 8.50) (pol 17.24 -59.68 8.69)) (L (pol 8.61 -48.85 9.98) (pol 8.48 -41.68 11.61)) (L (pol 8.47 -41.91 11.42) (pol 7.83 -35.47 12.51)) (L (pol 7.85 -35.08 12.83) (pol 6.82 -31.80 12.63)) (L (pol 6.82 -31.77 12.66) (pol 5.73 -33.74 11.37)) (L (pol 5.73 -33.66 11.44) (pol 5.07 -42.83 8.80)) (L (pol 5.07 -42.98 8.67) (pol 5.28 -54.51 6.02)) (L (pol 5.28 -54.63 5.93) (pol 6.02 -59.97 5.06)) (L (pol 7.39 -59.87 6.13) (pol 8.18 -55.81 7.73)) (L (pol 8.17 -55.90 7.66) (pol 8.60 -49.17 9.71)))(HJ (n raj1) (ax -0.00))(HJ (n raj2) (ax 0.00))(HJ (n raj3) (ax -0.00))(HJ (n raj4) (ax 0.00))(HJ (n laj1) (ax -0.00))(HJ (n laj2) (ax 0.00))(HJ (n laj3) (ax -0.00))(HJ (n laj4) (ax 0.00))(HJ (n rlj1) (ax -0.00))(HJ (n rlj2) (ax 0.00))(HJ (n rlj3) (ax 0.00))(HJ (n rlj4) (ax 0.00))(HJ (n rlj5) (ax 0.00))(FRP (n rf) (c -0.01 -0.01 -0.02) (f 0.21 0.21 25.45))(HJ (n rlj6) (ax 0.00))(HJ (n llj1) (ax -0.00))(HJ (n llj2) (ax -0.00))(HJ (n llj3) (ax 0.00))(HJ (n llj4) (ax 0.00))(HJ (n llj5) (ax 0.00))(FRP (n lf) (c -0.01 -0.01 -0.02) (f 0.21 0.20 19.76))(HJ (n llj6) (ax -0.00)) And (time (now 2096.40))(GS (t 0.00) (pm BeforeKickOff))(GYR (n torso) (rt 0.35 -0.36 0.01))(ACC (n torso) (a 0.21 0.20 9.83))(HJ (n hj1) (ax 1.60))(HJ (n hj2) (ax -20.16))(See (G2R (pol 17.17 -57.39 11.96)) (G1R (pol 17.36 -50.15 14.19)) (F1L (pol 9.05 59.78 6.94)) (F1R (pol 19.05 -31.57 15.67)) (B (pol 6.82 -46.29 9.92)) (P (team SEU) (id 9) (rlowerarm (pol 0.18 -33.72 -5.94)) (llowerarm (pol 0.18 32.17 -5.22))) (L (pol 6.73 -60.10 5.53) (pol 10.59 -5.20 17.13)) (L (pol 17.23 -60.05 8.48) (pol 19.06 -31.45 15.77)) (L (pol 8.97 60.00 6.81) (pol 9.07 59.96 7.09)) (L (pol 19.06 -31.49 15.73) (pol 9.05 59.68 6.86)) (L (pol 15.73 -45.39 12.46) (pol 15.43 -59.38 8.54)) (L (pol 15.71 -45.59 12.29) (pol 17.49 -46.65 12.32)) (L (pol 15.41 -59.58 8.37) (pol 17.23 -59.13 8.85)) (L (pol 8.58 -48.76 9.74) (pol 8.48 -41.11 11.75)) (L (pol 8.48 -41.02 11.82) (pol 7.83 -34.82 12.69)) (L (pol 7.83 -34.65 12.82) (pol 6.81 -31.12 12.82)) (L (pol 6.81 -31.14 12.80) (pol 5.73 -33.03 11.60)) (L (pol 5.74 -32.79 11.80) (pol 5.08 -42.04 9.13)) (L (pol 5.06 -42.37 8.86) (pol 5.28 -53.93 6.23)) (L (pol 5.26 -54.39 5.85) (pol 6.11 -59.83 5.25)) (L (pol nan nan nan) (pol 7.29 -59.94 6.02)) (L (pol 7.29 -60.07 5.92) (pol 8.16 -55.46 7.74)) (L (pol 8.17 -55.28 7.88) (pol 8.59 -48.65 9.83)))(HJ (n raj1) (ax -0.00))(HJ (n raj2) (ax 0.00))(HJ (n raj3) (ax -0.00))(HJ (n raj4) (ax 0.00))(HJ (n laj1) (ax -0.00))(HJ (n laj2) (ax 0.00))(HJ (n laj3) (ax -0.00))(HJ (n laj4) (ax 0.00))(HJ (n rlj1) (ax -0.00))(HJ (n rlj2) (ax 0.00))(HJ (n rlj3) (ax 0.00))(HJ (n rlj4) (ax 0.00))(HJ (n rlj5) (ax 0.00))(FRP (n rf) (c 0.01 -0.01 -0.02) (f -0.21 -0.21 19.07))(HJ (n rlj6) (ax 0.00))(HJ (n llj1) (ax -0.00))(HJ (n llj2) (ax -0.00))(HJ (n llj3) (ax 0.00))(HJ (n llj4) (ax 0.00))(HJ (n llj5) (ax 0.00))(FRP (n lf) (c 0.01 -0.00 -0.01) (f -0.21 -0.20 26.11))(HJ (n llj6) (ax -0.00)) To compare the line information: (L (pol 15.71 -46.22 12.11) (pol nan nan nan)) seems to be (L (pol 15.74 -44.99 12.56) (pol 15.44 -59.01 8.64)) (L (pol nan nan nan) (pol 7.29 -59.94 6.02)) seems to be (L (pol 6.32 -60.05 5.24) (pol 7.29 -59.75 5.96)) So I wonder whether when the absolute value of the second parameter is more than a certain value ( or boundary value), server will change the position to (pol nan nan nan). But as the noise of vision, maybe we could increase the boundary value. 2011/5/15 Yuan Xu <xuy...@gm...> > Hi Drew, > > Do you know which situation it happened ? For example did the robot fall on > the line. > Thank you . > > Best Regards, > Xu, Yuan > On May 14, 2011 3:49 PM, "Drew Noakes" <dre...@ya...> wrote: > > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > -- Best Regards, Bolu Zhao Southeast University, China ------------------------------------------------ May there be enough clouds in your life to make a beautiful sunset! |
From: Drew N. <dre...@ya...> - 2011-05-15 13:31:13
|
Hi Yuan, Unfortunately no, I can't give much detail about what caused it. I was debugging another issue I saw between two teams using binaries from Iran Open 2011. If you wanted to reproduce the environment, then you could use this configuration as much as possible. Firstly, I'm on Ubuntu 11.04 x64. I installed the server via: sudo add-apt-repository ppa:gnurubuntu/rubuntu && sudo apt-get update sudo apt-get install rcssserver3d It's running with single-threaded ODE (until I work out how to get multithreaded working!) The two teams were Karachi Koalas and Strive3D. It was a 9 vs 9 game. There was a bug in TinMan caused by a 'hear' message from Strive3D (completely my fault) which is fixed now, so you will need to replace their TinMan.dll with version 0.5.7 (debug build) from: http://code.google.com/p/tin-man/downloads/list With that setup, I see these occasionally during play, normally a few times per 300 second half. It might be worth mentioning that my server install generally crashes at least once every game (within 600 sec) and that when it does, RoboViz encounters some exceptions related to "nan" strings as well. java.lang.NumberFormatException For input string: "-nan" I hope that's helpful. Drew. ________________________________ From: Yuan Xu <xuy...@gm...> To: Drew Noakes <dre...@ya...> Cc: "sim...@li..." <sim...@li...> Sent: Sunday, 15 May 2011, 10:09 Subject: Re: [simspark-devel] NaN line segment positions Hi Drew, Do you know which situation it happened ? For example did the robot fall on the line. Thank you . Best Regards, Xu, Yuan On May 14, 2011 3:49 PM, "Drew Noakes" <dre...@ya...> wrote: |
From: Yuan Xu <xuy...@gm...> - 2011-05-15 09:09:10
|
Hi Drew, Do you know which situation it happened ? For example did the robot fall on the line. Thank you . Best Regards, Xu, Yuan On May 14, 2011 3:49 PM, "Drew Noakes" <dre...@ya...> wrote: |
From: Drew N. <dre...@ya...> - 2011-05-14 13:48:54
|
Hi All, Occasionally I see line segment data sent from server 0.6.5 that resemble: (L (pol 4.06 -11.31 12.96) (pol nan nan nan)) This was causing a parse error in TinMan (which I will fix) but even so I am wondering whether this denotes something in particular, or whether it is a bug in the server. Drew. |
From: Hedayat V. <hed...@gm...> - 2011-05-13 14:07:18
|
Hi Stefan, /*Stefan Glaser <gla...@gm...>*/ wrote on 05/12/2011 6:15:33 PM +0450: > Hallo all, > > I'm currently updating the descriptions in the wiki according to the new > release. I was able to look up / get most of the information I was > looking for, but two questions are still not clear to me, which I now > want to ask you in this mail. Thanks a lot for your efforts :) > First of all, I wanted to ask for the unit transmitted by the > accelerometer. I wanted to document that it now provides RAW-data, but > it's unclear to me, what's the real meaning of that. Can someone give me > a pointer on that? It is the difference of velocity for the body part reported by ODE divided by the spent time. AFAIK, ODE uses SI units, so the reported acceleration should be in m/s^2. About lines, probably Yuan can provide some help. :P Good luck! Hedayat > The socond problem I'm unclear about is the description of the field > lines. I visualized the field lines to get some idea, where they are > located and why the agent sees so much of them. Then I realized that the > middle circle is modelled with 10 small field lines. If the complete > circle is seen (what is often the case for most of the robots during a > game), this results in 20 coordinates located around a relatively small > spot in a very simple arrangment, also supported by the middle line. I > wonder about the purpose of putting in this kind of modelling of the > middle circle. 20 coordinates is a lot of traffic - in fact close to 50% > of the currently visible field lines are needed to model the middle > circle. I'm also not sure how realistic this is compared to a real > scenario... but I have no experience with that. But since I expect the > vision-errors to be applied separately on each coordinate, it should be > absolutely no problem to do e.g. a camera calibration within a few cycles. > Overall I struggle a bit with giving a clear decription to the field > lines. The normal lines don't need a special description, but if the > middle circle stays this way, I have to add some special description to > the arrangement of these lines. > > Best regards, > Stefan > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Hedayat V. <hed...@gm...> - 2011-05-13 13:24:16
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> <title></title> </head> <body bgcolor="#ffffff" text="#000000"> Hi Huan Yaolong,<br> <br> <br> <span> <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>Huang Yaolong <a class="moz-txt-link-rfc2396E" href="mailto:air...@gm..."><air...@gm...></a></b></i> wrote on 05/11/2011 6:30:28 PM +0450:</span><br> <blockquote style="color: navy; background-color: rgb(245, 245, 245); padding-left: 15px; border-left: 2px solid rgb(16, 16, 255);" cite="mid:BAN...@ma..." type="cite">Hi, Hedayat.<br> <br> I have compiled simspark 0.2.2 and rcssserver3d 0.6.5 from source under OpenSUSE 11.2(32 bits) and CentOS 5.4(x86_64) successfully.<br> <br> Under OpenSUSE, if I run rcssserver, when import odeimps bundle, the dlopen would fail to load odeimps, and after output the error by dlerror, I get the following error:<br> <blockquote style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;" class="gmail_quote">(SharedLibrary) ERROR: dlopen failed for odeimps with:�������������������� <br> ������� /usr/local/lib/simspark/odeimps.so: undefined symbol: _ZN3tbb8internal19allocate_root_proxy8allocateEj���� �<br> </blockquote> This error will appear if I run it under CentOS.<br> Fixing this bug requires add -ltbb flags to the target_link_libraries in the CMakeLists.txt of rcssserver3d, rcssmonitor3d and rcssagent3d.<br> </blockquote> Thank you for your report. The above problem is supposed to be solved in simspark/spark SVN. Could you please check to see if it is actually resolved? If not, you might try adding ${ODE_LDFLAGS} to target_link_libraries in the mentioned directories to see if it'll solve the problem.<br> <br> <br> <blockquote style="color: navy; background-color: rgb(245, 245, 245); padding-left: 15px; border-left: 2px solid rgb(16, 16, 255);" cite="mid:BAN...@ma..." type="cite"> <br> Also, compile simspark under CentOS requires adding -lIL flags to target_link_libraries of� the inputtest, fonttest and scenetest.<br> <br> I think this is strange, is there any other guys meeting this problem??<br> <br> Anyway, now I can run the new release smoothly. :)<br> <br> </blockquote> :) Happy to hear that. I'll add the required linker flags to test apps.<br> <br> Regards,<br> Hedayat<br> <br> <blockquote style="color: navy; background-color: rgb(245, 245, 245); padding-left: 15px; border-left: 2px solid rgb(16, 16, 255);" cite="mid:BAN...@ma..." type="cite"> -- <br> Best regards,<br> Yaolong Huang(Curtis)<br> <br> Tianjin University, China<br> <br> Blog: <a moz-do-not-send="true" href="http://blog.csdn.net/airekans/">http://blog.csdn.net/airekans/</a><br> </blockquote> </body> </html> |
From: Stefan G. <gla...@gm...> - 2011-05-12 13:45:51
|
Hallo all, I'm currently updating the descriptions in the wiki according to the new release. I was able to look up / get most of the information I was looking for, but two questions are still not clear to me, which I now want to ask you in this mail. First of all, I wanted to ask for the unit transmitted by the accelerometer. I wanted to document that it now provides RAW-data, but it's unclear to me, what's the real meaning of that. Can someone give me a pointer on that? The socond problem I'm unclear about is the description of the field lines. I visualized the field lines to get some idea, where they are located and why the agent sees so much of them. Then I realized that the middle circle is modelled with 10 small field lines. If the complete circle is seen (what is often the case for most of the robots during a game), this results in 20 coordinates located around a relatively small spot in a very simple arrangment, also supported by the middle line. I wonder about the purpose of putting in this kind of modelling of the middle circle. 20 coordinates is a lot of traffic - in fact close to 50% of the currently visible field lines are needed to model the middle circle. I'm also not sure how realistic this is compared to a real scenario... but I have no experience with that. But since I expect the vision-errors to be applied separately on each coordinate, it should be absolutely no problem to do e.g. a camera calibration within a few cycles. Overall I struggle a bit with giving a clear decription to the field lines. The normal lines don't need a special description, but if the middle circle stays this way, I have to add some special description to the arrangement of these lines. Best regards, Stefan |
From: Huang Y. <air...@gm...> - 2011-05-11 14:00:38
|
Hi, Hedayat. I have compiled simspark 0.2.2 and rcssserver3d 0.6.5 from source under OpenSUSE 11.2(32 bits) and CentOS 5.4(x86_64) successfully. Under OpenSUSE, if I run rcssserver, when import odeimps bundle, the dlopen would fail to load odeimps, and after output the error by dlerror, I get the following error: > (SharedLibrary) ERROR: dlopen failed for odeimps with: > /usr/local/lib/simspark/odeimps.so: undefined symbol: > _ZN3tbb8internal19allocate_root_proxy8allocateEj > This error will appear if I run it under CentOS. Fixing this bug requires add -ltbb flags to the target_link_libraries in the CMakeLists.txt of rcssserver3d, rcssmonitor3d and rcssagent3d. Also, compile simspark under CentOS requires adding -lIL flags to target_link_libraries of the inputtest, fonttest and scenetest. I think this is strange, is there any other guys meeting this problem?? Anyway, now I can run the new release smoothly. :) -- Best regards, Yaolong Huang(Curtis) Tianjin University, China Blog: http://blog.csdn.net/airekans/ |
From: Hedayat V. <hed...@gm...> - 2011-05-01 22:22:01
|
Hi all! Mahdi told me that he was able to run the latest version of simspark/rcssserver3d under windows successfully. Apparently, I faced crashes since some of the pre-built libraries that I use were built with VC 2008 and they doesn't work with VC 2010. Therefore, I decided to try MinGW and finally I were able to create a working installer which will be released soon. :) Thanks, Hedayat /*Mahdi <zig...@gm...>*/ wrote on 04/30/2011 2:10:00 AM +0450: > Hi Hedayat > > Of course, I will do my best to create the windows binaries as soon > as possible and I will consider your suggestion to analyse possible > problems. Although competitions are using linux versions of simspark > binaries, I personally think it is wise to compile a big project using > different compilers to reduce number of possible errors. > > cheers > > On 4/29/11, Hedayat Vatankhah <hed...@gm...> wrote: >> Hi Mahdi and Drew, >> >> Yes, I forgot to mention that Mahdi has created Windows versions of the >> previous version of simspark/rcssserver3d; and they are available for >> download on the official place. >> >> I spent some time creating the Windows version, and fixed a few bugs in >> the middle. However, rcssserver3d still crashes immediately when run. >> I'm not expected to spend much more time debugging the issue, so I'll >> wait to see if Mahdi (or someone else) can find the issue. >> Mahdi, please try to create a working windows binary with regular ODE >> first. When succeeded, you might go with TBB version of ODE then. >> I wonder if the issue is caused by commits after rcssserver >> 0.6.4/simspark 0.2.1, or it is because of using a newer version of >> Visual Studio or something. Anyway, it looks like to be a bug in our >> code (but not for sure). >> >> Thanks, >> Hedayat >> >> /*Mahdi <zig...@gm...>*/ wrote on 04/29/2011 4:38:37 PM +0450: >>> Hi Drew >>> >>> Installer packages were created for rcssserver3d 0.6.4 and simspark >>> 0.2.1 release on windows, but they were not released right after the >>> official release. With a bit of delay, they were released three months >>> ago on sourceforge. The tbb version of ode used in this release makes >>> compilation a bit harder, but that would not be a serious problem. >>> Updated installer packages for windows will be up soon :) >>> >>> On 4/28/11, Hedayat Vatankhah <hed...@gm...> wrote: >>>> /*Drew Noakes <dre...@ya...>*/ wrote on 04/28/2011 5:35:02 PM >>>> +0450: >>>>> Great news. I look forward to trying it out. >>>>> >>>>> I notice that there haven't been any binaries for Windows since 0.6.3. >>>>> It'd be great to have these. In fact, the Windows version gets more >>>>> downloads than the Linux versions on SourceForge (possibly because >>>>> people get it via package managers on Linux?): >>>>> >>>>> http://sourceforge.net/projects/simspark/files/rcssserver3d/0.6.3/ >>>> Hi Drew, >>>> I'm working on the Windows version and (hopefully) it'll be released >>>> soon. >>>> >>>> Thanks, >>>> Hedayat >>>> >>>>> Drew. >>>>> >>>>> ------------------------------------------------------------------------ >>>>> *From:* Hedayat Vatankhah <hed...@gm...> >>>>> *To:* Server3D ML <sse...@li...> >>>>> *Cc:* Simspark Devel ML <sim...@li...> >>>>> *Sent:* Wednesday, 27 April 2011, 7:41 >>>>> *Subject:* [simspark-devel] SimSpark 0.2.2 and RCSSServer3D 0.6.5 are >>>>> available now! >>>>> >>>>> Dear all, >>>>> Finally, simspark 0.2.2 and rcssserver3d 0.6.5 are released! You can >>>>> download them from [1]. These packages include a number of bug fixes and >>>>> improvements since the pre-release versions. Most notably, simspark >>>>> includes some bug fixes for log playback and a small fix in network >>>>> communication. The latter can affect teams which spend too much time >>>>> when thinking. Previously, such agents could slow down the simulator; >>>>> but in this release such agents will lose some cycles if they don't >>>>> receive simulator's messages on time. >>>>> >>>>> RCSSServer3D includes some changes too: thanks to the initial patch by >>>>> Luis (FC Portugal), and the code to geometrically calculate where the >>>>> ball has crossed the goal line by Mehdi (Zigorat/Halcyon), rcssserver3d >>>>> should be able to count all goals correctly now. Hopefully, it should >>>>> not miss any goals any longer (However, it seems that rcssmonitor might >>>>> sometimes fail to update the goal count on the screen). Another patch >>>>> was submitted by Mehdi (IIRC) from Nexus3D. With this change, when too >>>>> much players are in touch with each other and the number of opponents in >>>>> the group are more than the number of teammates of the last player to >>>>> joint the group; a member of the opponent team is relocated outside the >>>>> field instead of him. Thanks to all for their contribution. >>>>> >>>>> Like most simultaneous releases, please note that rcssserver3d 0.6.5 >>>>> requires simspark 0.2.2 and will *not* work with previous versions of >>>>> simspark. Therefore, you should install simspark 0.2.2 and then >>>>> rcssserver3d 0.6.5. It is highly recommended to remove previous versions >>>>> of simspark and rcssserver3d before installing the latest versions. >>>>> Also, remove your ~/.simspark directory before running the latest >>>>> version. Notice that, since simspark 0.2.2, spark.rb is copied to >>>>> ~/.simspark in the first run, and ~/.simspark/spark.rb is used in >>>>> subsequent runs. So, if you want to change anything in spark.rb you >>>>> should apply it to ~/.simspark/spark.rb rather than what is installed >>>>> along the simulator (It is highly recommended to limit our your changes >>>>> to ~/.simspark anyway: e.g. if you want to modify rcssserver3d.rb, copy >>>>> it to ~/.simspark and apply your changes there). >>>>> >>>>> More detailed release notes of rcssserver3d and simspark follows: >>>>> >>>>> SimSpark 0.2.2 >>>>> ========= >>>>> This release features many small enhancements which will benefit users. >>>>> It contains many bug fixes and performance improvements, in addition to >>>>> fixing some compilation issues. The behavior of ACC perceptor has been >>>>> slightly >>>>> changed, and the multi-threaded mode should work without any known bugs. >>>>> Support for the camera sensor is improved too. More details are as >>>>> follows: >>>>> >>>>> - ACC sensor provides raw data without any pre-processing >>>>> -- You can apply the following filter to 'RawACC' value received from >>>>> the >>>>> simulator to get ACC value as what you'd receive in previous >>>>> versions: >>>>> ACC = 0.9 * ACC + (0.1) * RawACC >>>>> - Using base64 encoding for camera perceptor >>>>> - Fixed bugs in multi-threaded mode. >>>>> - Compilation fixes >>>>> - HingePerceptor can report torque >>>>> - Better Performance >>>>> - New timing system result in more cleaner code and prevent wasting >>>>> CPU time >>>>> - Do not block on sending data to clients. Previously, simulator would >>>>> block on >>>>> send() until it can send all data to clients. >>>>> >>>>> RCSSServer3D 0.6.5 >>>>> ============ >>>>> This release comes with a number of enhancements and some bug fixes. >>>>> Most >>>>> notably, the automated referee is improved to prevent many agents to >>>>> collide >>>>> with each other which is required for running games with more players. >>>>> Also, to >>>>> better suite the field for running 9 vs 9 games, the field size is >>>>> increased >>>>> and it is 21x14 now. There are some visual improvements and minor >>>>> enhancements >>>>> to improve the general experience with the simulator. Finally, >>>>> simspark.rb is >>>>> renamed to rcssserver3d.rb for more consistency. >>>>> >>>>> * New touch rules: >>>>> The automated referee now enforces two new rules to better prevent >>>>> crowding and >>>>> a high number of collisions in 9 vs 9 games: >>>>> - If an agent is in touch with more than 2 agents (including himself), >>>>> and he >>>>> wasn't in such a situation in the previous time step - which means he >>>>> is the >>>>> last to join the group - he is relocated outside of the field. >>>>> However, if >>>>> the number of opponents in the group are more than teammates, an >>>>> unspecified >>>>> opponent will be relocated instead. >>>>> - If it is not clear which agent joined the group last, e.g. when 3 >>>>> players >>>>> were all separate at time t, but were all touching each other in time >>>>> t + 1, >>>>> an agent is chosen at random for relocation. >>>>> >>>>> * Other Enhancements: >>>>> - Visual improvements in rcssmonitor3d: new field texture, colored team >>>>> names >>>>> and scores >>>>> - Set different agent and monitor ports with --agent-port and >>>>> --server-port >>>>> - Bigger field size: 21x14 >>>>> - Updated PDF documentation >>>>> - Bug fixes, specially in the automated referee >>>>> - New Trainer command (killsim) to terminate the simulator >>>>> - Compilation fixes >>>>> - Nao robots now sense visual information about field lines by default >>>>> - Now you should change the value of enableRealTimeMode variable in >>>>> rcssserver3d.rb if you want to turn off using real time mode >>>>> >>>>> Thanks to all MC members who contributed to this release, >>>>> Hedayat Vatankhah >>>>> RCSServer3D Maintenance Committee >>>>> >>>>> [1] http://sourceforge.net/projects/simspark/files >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> WhatsUp Gold - Download Free Network Management Software >>>>> The most intuitive, comprehensive, and cost-effective network >>>>> management toolset available today. Delivers lowest initial >>>>> acquisition cost and overall TCO of any competing solution. >>>>> http://p.sf.net/sfu/whatsupgold-sd >>>>> _______________________________________________ >>>>> Simspark Generic Physical MAS Simulator >>>>> simspark-devel mailing list >>>>> sim...@li... >>>>> <mailto:sim...@li...> >>>>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>>>> >>>>> |
From: Mahdi <zig...@gm...> - 2011-04-29 21:40:07
|
Hi Hedayat Of course, I will do my best to create the windows binaries as soon as possible and I will consider your suggestion to analyse possible problems. Although competitions are using linux versions of simspark binaries, I personally think it is wise to compile a big project using different compilers to reduce number of possible errors. cheers On 4/29/11, Hedayat Vatankhah <hed...@gm...> wrote: > Hi Mahdi and Drew, > > Yes, I forgot to mention that Mahdi has created Windows versions of the > previous version of simspark/rcssserver3d; and they are available for > download on the official place. > > I spent some time creating the Windows version, and fixed a few bugs in > the middle. However, rcssserver3d still crashes immediately when run. > I'm not expected to spend much more time debugging the issue, so I'll > wait to see if Mahdi (or someone else) can find the issue. > Mahdi, please try to create a working windows binary with regular ODE > first. When succeeded, you might go with TBB version of ODE then. > I wonder if the issue is caused by commits after rcssserver > 0.6.4/simspark 0.2.1, or it is because of using a newer version of > Visual Studio or something. Anyway, it looks like to be a bug in our > code (but not for sure). > > Thanks, > Hedayat > > /*Mahdi <zig...@gm...>*/ wrote on 04/29/2011 4:38:37 PM +0450: >> Hi Drew >> >> Installer packages were created for rcssserver3d 0.6.4 and simspark >> 0.2.1 release on windows, but they were not released right after the >> official release. With a bit of delay, they were released three months >> ago on sourceforge. The tbb version of ode used in this release makes >> compilation a bit harder, but that would not be a serious problem. >> Updated installer packages for windows will be up soon :) >> >> On 4/28/11, Hedayat Vatankhah <hed...@gm...> wrote: >>> >>> /*Drew Noakes <dre...@ya...>*/ wrote on 04/28/2011 5:35:02 PM >>> +0450: >>>> Great news. I look forward to trying it out. >>>> >>>> I notice that there haven't been any binaries for Windows since 0.6.3. >>>> It'd be great to have these. In fact, the Windows version gets more >>>> downloads than the Linux versions on SourceForge (possibly because >>>> people get it via package managers on Linux?): >>>> >>>> http://sourceforge.net/projects/simspark/files/rcssserver3d/0.6.3/ >>> Hi Drew, >>> I'm working on the Windows version and (hopefully) it'll be released >>> soon. >>> >>> Thanks, >>> Hedayat >>> >>>> Drew. >>>> >>>> ------------------------------------------------------------------------ >>>> *From:* Hedayat Vatankhah <hed...@gm...> >>>> *To:* Server3D ML <sse...@li...> >>>> *Cc:* Simspark Devel ML <sim...@li...> >>>> *Sent:* Wednesday, 27 April 2011, 7:41 >>>> *Subject:* [simspark-devel] SimSpark 0.2.2 and RCSSServer3D 0.6.5 are >>>> available now! >>>> >>>> Dear all, >>>> Finally, simspark 0.2.2 and rcssserver3d 0.6.5 are released! You can >>>> download them from [1]. These packages include a number of bug fixes and >>>> improvements since the pre-release versions. Most notably, simspark >>>> includes some bug fixes for log playback and a small fix in network >>>> communication. The latter can affect teams which spend too much time >>>> when thinking. Previously, such agents could slow down the simulator; >>>> but in this release such agents will lose some cycles if they don't >>>> receive simulator's messages on time. >>>> >>>> RCSSServer3D includes some changes too: thanks to the initial patch by >>>> Luis (FC Portugal), and the code to geometrically calculate where the >>>> ball has crossed the goal line by Mehdi (Zigorat/Halcyon), rcssserver3d >>>> should be able to count all goals correctly now. Hopefully, it should >>>> not miss any goals any longer (However, it seems that rcssmonitor might >>>> sometimes fail to update the goal count on the screen). Another patch >>>> was submitted by Mehdi (IIRC) from Nexus3D. With this change, when too >>>> much players are in touch with each other and the number of opponents in >>>> the group are more than the number of teammates of the last player to >>>> joint the group; a member of the opponent team is relocated outside the >>>> field instead of him. Thanks to all for their contribution. >>>> >>>> Like most simultaneous releases, please note that rcssserver3d 0.6.5 >>>> requires simspark 0.2.2 and will *not* work with previous versions of >>>> simspark. Therefore, you should install simspark 0.2.2 and then >>>> rcssserver3d 0.6.5. It is highly recommended to remove previous versions >>>> of simspark and rcssserver3d before installing the latest versions. >>>> Also, remove your ~/.simspark directory before running the latest >>>> version. Notice that, since simspark 0.2.2, spark.rb is copied to >>>> ~/.simspark in the first run, and ~/.simspark/spark.rb is used in >>>> subsequent runs. So, if you want to change anything in spark.rb you >>>> should apply it to ~/.simspark/spark.rb rather than what is installed >>>> along the simulator (It is highly recommended to limit our your changes >>>> to ~/.simspark anyway: e.g. if you want to modify rcssserver3d.rb, copy >>>> it to ~/.simspark and apply your changes there). >>>> >>>> More detailed release notes of rcssserver3d and simspark follows: >>>> >>>> SimSpark 0.2.2 >>>> ========= >>>> This release features many small enhancements which will benefit users. >>>> It contains many bug fixes and performance improvements, in addition to >>>> fixing some compilation issues. The behavior of ACC perceptor has been >>>> slightly >>>> changed, and the multi-threaded mode should work without any known bugs. >>>> Support for the camera sensor is improved too. More details are as >>>> follows: >>>> >>>> - ACC sensor provides raw data without any pre-processing >>>> -- You can apply the following filter to 'RawACC' value received from >>>> the >>>> simulator to get ACC value as what you'd receive in previous >>>> versions: >>>> ACC = 0.9 * ACC + (0.1) * RawACC >>>> - Using base64 encoding for camera perceptor >>>> - Fixed bugs in multi-threaded mode. >>>> - Compilation fixes >>>> - HingePerceptor can report torque >>>> - Better Performance >>>> - New timing system result in more cleaner code and prevent wasting >>>> CPU time >>>> - Do not block on sending data to clients. Previously, simulator would >>>> block on >>>> send() until it can send all data to clients. >>>> >>>> RCSSServer3D 0.6.5 >>>> ============ >>>> This release comes with a number of enhancements and some bug fixes. >>>> Most >>>> notably, the automated referee is improved to prevent many agents to >>>> collide >>>> with each other which is required for running games with more players. >>>> Also, to >>>> better suite the field for running 9 vs 9 games, the field size is >>>> increased >>>> and it is 21x14 now. There are some visual improvements and minor >>>> enhancements >>>> to improve the general experience with the simulator. Finally, >>>> simspark.rb is >>>> renamed to rcssserver3d.rb for more consistency. >>>> >>>> * New touch rules: >>>> The automated referee now enforces two new rules to better prevent >>>> crowding and >>>> a high number of collisions in 9 vs 9 games: >>>> - If an agent is in touch with more than 2 agents (including himself), >>>> and he >>>> wasn't in such a situation in the previous time step - which means he >>>> is the >>>> last to join the group - he is relocated outside of the field. >>>> However, if >>>> the number of opponents in the group are more than teammates, an >>>> unspecified >>>> opponent will be relocated instead. >>>> - If it is not clear which agent joined the group last, e.g. when 3 >>>> players >>>> were all separate at time t, but were all touching each other in time >>>> t + 1, >>>> an agent is chosen at random for relocation. >>>> >>>> * Other Enhancements: >>>> - Visual improvements in rcssmonitor3d: new field texture, colored team >>>> names >>>> and scores >>>> - Set different agent and monitor ports with --agent-port and >>>> --server-port >>>> - Bigger field size: 21x14 >>>> - Updated PDF documentation >>>> - Bug fixes, specially in the automated referee >>>> - New Trainer command (killsim) to terminate the simulator >>>> - Compilation fixes >>>> - Nao robots now sense visual information about field lines by default >>>> - Now you should change the value of enableRealTimeMode variable in >>>> rcssserver3d.rb if you want to turn off using real time mode >>>> >>>> Thanks to all MC members who contributed to this release, >>>> Hedayat Vatankhah >>>> RCSServer3D Maintenance Committee >>>> >>>> [1] http://sourceforge.net/projects/simspark/files >>>> >>>> ------------------------------------------------------------------------------ >>>> WhatsUp Gold - Download Free Network Management Software >>>> The most intuitive, comprehensive, and cost-effective network >>>> management toolset available today. Delivers lowest initial >>>> acquisition cost and overall TCO of any competing solution. >>>> http://p.sf.net/sfu/whatsupgold-sd >>>> _______________________________________________ >>>> Simspark Generic Physical MAS Simulator >>>> simspark-devel mailing list >>>> sim...@li... >>>> <mailto:sim...@li...> >>>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>>> >>>> > |
From: Hedayat V. <hed...@gm...> - 2011-04-29 18:38:51
|
Hi Mahdi and Drew, Yes, I forgot to mention that Mahdi has created Windows versions of the previous version of simspark/rcssserver3d; and they are available for download on the official place. I spent some time creating the Windows version, and fixed a few bugs in the middle. However, rcssserver3d still crashes immediately when run. I'm not expected to spend much more time debugging the issue, so I'll wait to see if Mahdi (or someone else) can find the issue. Mahdi, please try to create a working windows binary with regular ODE first. When succeeded, you might go with TBB version of ODE then. I wonder if the issue is caused by commits after rcssserver 0.6.4/simspark 0.2.1, or it is because of using a newer version of Visual Studio or something. Anyway, it looks like to be a bug in our code (but not for sure). Thanks, Hedayat /*Mahdi <zig...@gm...>*/ wrote on 04/29/2011 4:38:37 PM +0450: > Hi Drew > > Installer packages were created for rcssserver3d 0.6.4 and simspark > 0.2.1 release on windows, but they were not released right after the > official release. With a bit of delay, they were released three months > ago on sourceforge. The tbb version of ode used in this release makes > compilation a bit harder, but that would not be a serious problem. > Updated installer packages for windows will be up soon :) > > On 4/28/11, Hedayat Vatankhah <hed...@gm...> wrote: >> >> /*Drew Noakes <dre...@ya...>*/ wrote on 04/28/2011 5:35:02 PM >> +0450: >>> Great news. I look forward to trying it out. >>> >>> I notice that there haven't been any binaries for Windows since 0.6.3. >>> It'd be great to have these. In fact, the Windows version gets more >>> downloads than the Linux versions on SourceForge (possibly because >>> people get it via package managers on Linux?): >>> >>> http://sourceforge.net/projects/simspark/files/rcssserver3d/0.6.3/ >> Hi Drew, >> I'm working on the Windows version and (hopefully) it'll be released soon. >> >> Thanks, >> Hedayat >> >>> Drew. >>> >>> ------------------------------------------------------------------------ >>> *From:* Hedayat Vatankhah <hed...@gm...> >>> *To:* Server3D ML <sse...@li...> >>> *Cc:* Simspark Devel ML <sim...@li...> >>> *Sent:* Wednesday, 27 April 2011, 7:41 >>> *Subject:* [simspark-devel] SimSpark 0.2.2 and RCSSServer3D 0.6.5 are >>> available now! >>> >>> Dear all, >>> Finally, simspark 0.2.2 and rcssserver3d 0.6.5 are released! You can >>> download them from [1]. These packages include a number of bug fixes and >>> improvements since the pre-release versions. Most notably, simspark >>> includes some bug fixes for log playback and a small fix in network >>> communication. The latter can affect teams which spend too much time >>> when thinking. Previously, such agents could slow down the simulator; >>> but in this release such agents will lose some cycles if they don't >>> receive simulator's messages on time. >>> >>> RCSSServer3D includes some changes too: thanks to the initial patch by >>> Luis (FC Portugal), and the code to geometrically calculate where the >>> ball has crossed the goal line by Mehdi (Zigorat/Halcyon), rcssserver3d >>> should be able to count all goals correctly now. Hopefully, it should >>> not miss any goals any longer (However, it seems that rcssmonitor might >>> sometimes fail to update the goal count on the screen). Another patch >>> was submitted by Mehdi (IIRC) from Nexus3D. With this change, when too >>> much players are in touch with each other and the number of opponents in >>> the group are more than the number of teammates of the last player to >>> joint the group; a member of the opponent team is relocated outside the >>> field instead of him. Thanks to all for their contribution. >>> >>> Like most simultaneous releases, please note that rcssserver3d 0.6.5 >>> requires simspark 0.2.2 and will *not* work with previous versions of >>> simspark. Therefore, you should install simspark 0.2.2 and then >>> rcssserver3d 0.6.5. It is highly recommended to remove previous versions >>> of simspark and rcssserver3d before installing the latest versions. >>> Also, remove your ~/.simspark directory before running the latest >>> version. Notice that, since simspark 0.2.2, spark.rb is copied to >>> ~/.simspark in the first run, and ~/.simspark/spark.rb is used in >>> subsequent runs. So, if you want to change anything in spark.rb you >>> should apply it to ~/.simspark/spark.rb rather than what is installed >>> along the simulator (It is highly recommended to limit our your changes >>> to ~/.simspark anyway: e.g. if you want to modify rcssserver3d.rb, copy >>> it to ~/.simspark and apply your changes there). >>> >>> More detailed release notes of rcssserver3d and simspark follows: >>> >>> SimSpark 0.2.2 >>> ========= >>> This release features many small enhancements which will benefit users. >>> It contains many bug fixes and performance improvements, in addition to >>> fixing some compilation issues. The behavior of ACC perceptor has been >>> slightly >>> changed, and the multi-threaded mode should work without any known bugs. >>> Support for the camera sensor is improved too. More details are as >>> follows: >>> >>> - ACC sensor provides raw data without any pre-processing >>> -- You can apply the following filter to 'RawACC' value received from the >>> simulator to get ACC value as what you'd receive in previous versions: >>> ACC = 0.9 * ACC + (0.1) * RawACC >>> - Using base64 encoding for camera perceptor >>> - Fixed bugs in multi-threaded mode. >>> - Compilation fixes >>> - HingePerceptor can report torque >>> - Better Performance >>> - New timing system result in more cleaner code and prevent wasting >>> CPU time >>> - Do not block on sending data to clients. Previously, simulator would >>> block on >>> send() until it can send all data to clients. >>> >>> RCSSServer3D 0.6.5 >>> ============ >>> This release comes with a number of enhancements and some bug fixes. Most >>> notably, the automated referee is improved to prevent many agents to >>> collide >>> with each other which is required for running games with more players. >>> Also, to >>> better suite the field for running 9 vs 9 games, the field size is >>> increased >>> and it is 21x14 now. There are some visual improvements and minor >>> enhancements >>> to improve the general experience with the simulator. Finally, >>> simspark.rb is >>> renamed to rcssserver3d.rb for more consistency. >>> >>> * New touch rules: >>> The automated referee now enforces two new rules to better prevent >>> crowding and >>> a high number of collisions in 9 vs 9 games: >>> - If an agent is in touch with more than 2 agents (including himself), >>> and he >>> wasn't in such a situation in the previous time step - which means he >>> is the >>> last to join the group - he is relocated outside of the field. >>> However, if >>> the number of opponents in the group are more than teammates, an >>> unspecified >>> opponent will be relocated instead. >>> - If it is not clear which agent joined the group last, e.g. when 3 >>> players >>> were all separate at time t, but were all touching each other in time >>> t + 1, >>> an agent is chosen at random for relocation. >>> >>> * Other Enhancements: >>> - Visual improvements in rcssmonitor3d: new field texture, colored team >>> names >>> and scores >>> - Set different agent and monitor ports with --agent-port and >>> --server-port >>> - Bigger field size: 21x14 >>> - Updated PDF documentation >>> - Bug fixes, specially in the automated referee >>> - New Trainer command (killsim) to terminate the simulator >>> - Compilation fixes >>> - Nao robots now sense visual information about field lines by default >>> - Now you should change the value of enableRealTimeMode variable in >>> rcssserver3d.rb if you want to turn off using real time mode >>> >>> Thanks to all MC members who contributed to this release, >>> Hedayat Vatankhah >>> RCSServer3D Maintenance Committee >>> >>> [1] http://sourceforge.net/projects/simspark/files >>> >>> ------------------------------------------------------------------------------ >>> WhatsUp Gold - Download Free Network Management Software >>> The most intuitive, comprehensive, and cost-effective network >>> management toolset available today. Delivers lowest initial >>> acquisition cost and overall TCO of any competing solution. >>> http://p.sf.net/sfu/whatsupgold-sd >>> _______________________________________________ >>> Simspark Generic Physical MAS Simulator >>> simspark-devel mailing list >>> sim...@li... >>> <mailto:sim...@li...> >>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>> >>> |
From: Mahdi <zig...@gm...> - 2011-04-29 12:09:15
|
Hi Drew Installer packages were created for rcssserver3d 0.6.4 and simspark 0.2.1 release on windows, but they were not released right after the official release. With a bit of delay, they were released three months ago on sourceforge. The tbb version of ode used in this release makes compilation a bit harder, but that would not be a serious problem. Updated installer packages for windows will be up soon :) On 4/28/11, Hedayat Vatankhah <hed...@gm...> wrote: > > > /*Drew Noakes <dre...@ya...>*/ wrote on 04/28/2011 5:35:02 PM > +0450: >> Great news. I look forward to trying it out. >> >> I notice that there haven't been any binaries for Windows since 0.6.3. >> It'd be great to have these. In fact, the Windows version gets more >> downloads than the Linux versions on SourceForge (possibly because >> people get it via package managers on Linux?): >> >> http://sourceforge.net/projects/simspark/files/rcssserver3d/0.6.3/ > Hi Drew, > I'm working on the Windows version and (hopefully) it'll be released soon. > > Thanks, > Hedayat > >> >> Drew. >> >> ------------------------------------------------------------------------ >> *From:* Hedayat Vatankhah <hed...@gm...> >> *To:* Server3D ML <sse...@li...> >> *Cc:* Simspark Devel ML <sim...@li...> >> *Sent:* Wednesday, 27 April 2011, 7:41 >> *Subject:* [simspark-devel] SimSpark 0.2.2 and RCSSServer3D 0.6.5 are >> available now! >> >> Dear all, >> Finally, simspark 0.2.2 and rcssserver3d 0.6.5 are released! You can >> download them from [1]. These packages include a number of bug fixes and >> improvements since the pre-release versions. Most notably, simspark >> includes some bug fixes for log playback and a small fix in network >> communication. The latter can affect teams which spend too much time >> when thinking. Previously, such agents could slow down the simulator; >> but in this release such agents will lose some cycles if they don't >> receive simulator's messages on time. >> >> RCSSServer3D includes some changes too: thanks to the initial patch by >> Luis (FC Portugal), and the code to geometrically calculate where the >> ball has crossed the goal line by Mehdi (Zigorat/Halcyon), rcssserver3d >> should be able to count all goals correctly now. Hopefully, it should >> not miss any goals any longer (However, it seems that rcssmonitor might >> sometimes fail to update the goal count on the screen). Another patch >> was submitted by Mehdi (IIRC) from Nexus3D. With this change, when too >> much players are in touch with each other and the number of opponents in >> the group are more than the number of teammates of the last player to >> joint the group; a member of the opponent team is relocated outside the >> field instead of him. Thanks to all for their contribution. >> >> Like most simultaneous releases, please note that rcssserver3d 0.6.5 >> requires simspark 0.2.2 and will *not* work with previous versions of >> simspark. Therefore, you should install simspark 0.2.2 and then >> rcssserver3d 0.6.5. It is highly recommended to remove previous versions >> of simspark and rcssserver3d before installing the latest versions. >> Also, remove your ~/.simspark directory before running the latest >> version. Notice that, since simspark 0.2.2, spark.rb is copied to >> ~/.simspark in the first run, and ~/.simspark/spark.rb is used in >> subsequent runs. So, if you want to change anything in spark.rb you >> should apply it to ~/.simspark/spark.rb rather than what is installed >> along the simulator (It is highly recommended to limit our your changes >> to ~/.simspark anyway: e.g. if you want to modify rcssserver3d.rb, copy >> it to ~/.simspark and apply your changes there). >> >> More detailed release notes of rcssserver3d and simspark follows: >> >> SimSpark 0.2.2 >> ========= >> This release features many small enhancements which will benefit users. >> It contains many bug fixes and performance improvements, in addition to >> fixing some compilation issues. The behavior of ACC perceptor has been >> slightly >> changed, and the multi-threaded mode should work without any known bugs. >> Support for the camera sensor is improved too. More details are as >> follows: >> >> - ACC sensor provides raw data without any pre-processing >> -- You can apply the following filter to 'RawACC' value received from the >> simulator to get ACC value as what you'd receive in previous versions: >> ACC = 0.9 * ACC + (0.1) * RawACC >> - Using base64 encoding for camera perceptor >> - Fixed bugs in multi-threaded mode. >> - Compilation fixes >> - HingePerceptor can report torque >> - Better Performance >> - New timing system result in more cleaner code and prevent wasting >> CPU time >> - Do not block on sending data to clients. Previously, simulator would >> block on >> send() until it can send all data to clients. >> >> RCSSServer3D 0.6.5 >> ============ >> This release comes with a number of enhancements and some bug fixes. Most >> notably, the automated referee is improved to prevent many agents to >> collide >> with each other which is required for running games with more players. >> Also, to >> better suite the field for running 9 vs 9 games, the field size is >> increased >> and it is 21x14 now. There are some visual improvements and minor >> enhancements >> to improve the general experience with the simulator. Finally, >> simspark.rb is >> renamed to rcssserver3d.rb for more consistency. >> >> * New touch rules: >> The automated referee now enforces two new rules to better prevent >> crowding and >> a high number of collisions in 9 vs 9 games: >> - If an agent is in touch with more than 2 agents (including himself), >> and he >> wasn't in such a situation in the previous time step - which means he >> is the >> last to join the group - he is relocated outside of the field. >> However, if >> the number of opponents in the group are more than teammates, an >> unspecified >> opponent will be relocated instead. >> - If it is not clear which agent joined the group last, e.g. when 3 >> players >> were all separate at time t, but were all touching each other in time >> t + 1, >> an agent is chosen at random for relocation. >> >> * Other Enhancements: >> - Visual improvements in rcssmonitor3d: new field texture, colored team >> names >> and scores >> - Set different agent and monitor ports with --agent-port and >> --server-port >> - Bigger field size: 21x14 >> - Updated PDF documentation >> - Bug fixes, specially in the automated referee >> - New Trainer command (killsim) to terminate the simulator >> - Compilation fixes >> - Nao robots now sense visual information about field lines by default >> - Now you should change the value of enableRealTimeMode variable in >> rcssserver3d.rb if you want to turn off using real time mode >> >> Thanks to all MC members who contributed to this release, >> Hedayat Vatankhah >> RCSServer3D Maintenance Committee >> >> [1] http://sourceforge.net/projects/simspark/files >> >> ------------------------------------------------------------------------------ >> WhatsUp Gold - Download Free Network Management Software >> The most intuitive, comprehensive, and cost-effective network >> management toolset available today. Delivers lowest initial >> acquisition cost and overall TCO of any competing solution. >> http://p.sf.net/sfu/whatsupgold-sd >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> <mailto:sim...@li...> >> https://lists.sourceforge.net/lists/listinfo/simspark-devel >> >> > |