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From: Sander v. D. <sgv...@gm...> - 2011-02-18 21:22:14
|
Hey Hedayat, Looking forward to your real reply ;-) Thanks for your point! It is indeed true that they will become a single island then. However, this doesn't change the problem much. At every physics step the islands are redetermined, after which they can be spread over different threads. So the only situation where there is no advantage is when everything is in a single island (note that this is not the case because all agents are connected through the ground, the ground is disabled and therefore not included in islands), which is not likely to happen. What could perhaps use some consideration is that because of this islands may not have the same size and that one can do some load balancing to distribute them over different threads correctly. But let's first see if it can work at all :) Sander On Fri, Feb 18, 2011 at 4:08 PM, Hedayat Vatankhah <hed...@gm...>wrote: > Hi Sander, > Thanks for the report. :) > I'll post the real reply soon (with some details about what should be done > for RoboCup 2011 in MC). > Just something about ODE islands: I might be wrong but IIRC if two agents > collide with each other, they'll become one island until they are completely > separated again. As I said, I'm in doubt but it'll probably need some > consideration if I'm right. > > Good luck, > Hedayat > > *Sander van Dijk <sgv...@gm...> <sgv...@gm...>* wrote on > 02/18/2011 11:53:24 PM +0350: > > Hello MC, > > As you may know, the RC federation put out a call for proposals for > projects, among others to work on the competition infrastructure. I sent in > a proposal together with Ubbo Visser, which got accepted. So now I am with > Ubbo to work on simspark for 2 months, and I would like to keep you up to > date with what we're doing. > > The main aim of our project is to make the simulator usable for bulk > training. One part of that means debugging the simulator and make it faster > and more stable, the other part is to make some external tools. On the > second point we are still working out the details, but on the first part I > did some work: > > * Did a lot of profiling, which a.o. showed that the server spent more than > 10% of the time on dynamic casting alone. This was mostly because of > continuous searches for nodes in the scene tree. I have put in some caching > here to alleviate it, reducing the time spent casting to 1%. This extra 10% > has now gone to ODE. I still have to create some performance tests to see if > this made stuff faster. > > * Multi threading mode is fixed (but see below). Although at first I was > doubtful of whether the current way it is done would help, it should, > because now the second and third most costly things, gathering perception > data (20%) and gathering monitor data (8%) can now be done in parallel. > However, while running a 6vs6 game there is not a real noticeable speed-up. > But again, I still have to do proper performance tests to see what it does. > > However, the biggest opportunity to optimise is ODE, which now eats up > 67-70% of all computation time. There was a project at CMU in 2007 to > parallelize ODE [1], where they made the collision detection parallel. > Profiling shows however that this will not help: collision detection takes > up 0.45% in rcssserver3d. What is expensive for us, is stepping the physics. > Luckily, ODE already splits this work into different parts, updating > 'islands' seperately, where in our case each island is one agent. I am now > working on parallelising this, and if that works we can in theory cut up the > 67% CPU time into 12/18 parts (4vs6/9vs9) that can be run in parallel, > hopefully making having 8 cores actually useful. > > So far about what I am doing. Now, I would also like something from you > guys ;-) First of all, give the new stuff I committed a good test. Behaviour > of the simulator should still be the same, but it could be that I missed > something and that timing of messages is slightly different, breaking > agents. Also, give the multi threaded mode a good test, see if you can make > it crash. And, finally, I will be working full time on the simulator for 1 > 1/2 months more, if you think there is anything that I may be able to > squeeze in there, do let me know! > > Cheers, > Sander > > [1] http://www.cs.cmu.edu/~mpa/ode/ > > -- > Adaptive Systems Research Group > Department of Computer Science > University of Hertfordshire > United Kingdom > > > ------------------------------------------------------------------------------ > The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: > Pinpoint memory and threading errors before they happen. > Find and fix more than 250 security defects in the development cycle. > Locate bottlenecks in serial and parallel code that limit performance.http://p.sf.net/sfu/intel-dev2devfeb > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/simspark-devel > > -- Adaptive Systems Research Group Department of Computer Science University of Hertfordshire United Kingdom |
From: Hedayat V. <hed...@gm...> - 2011-02-18 21:09:05
|
<!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 Sander,<br> Thanks for the report. :)<br> I'll post the real reply soon (with some details about what should be done for RoboCup 2011 in MC). <br> Just something about ODE islands: I might be wrong but IIRC if two agents collide with each other, they'll become one island until they are completely separated again. As I said, I'm in doubt but it'll probably need some consideration if I'm right.<br> <br> Good luck,<br> Hedayat<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>Sander van Dijk <a class="moz-txt-link-rfc2396E" href="mailto:sgv...@gm..."><sgv...@gm...></a></b></i> wrote on 02/18/2011 11:53:24 PM +0350:</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:AAN...@ma..." type="cite">Hello MC,<br> <br> As you may know, the RC federation put out a call for proposals for projects, among others to work on the competition infrastructure. I sent in a proposal together with Ubbo Visser, which got accepted. So now I am with Ubbo to work on simspark for 2 months, and I would like to keep you up to date with what we're doing.<br> <br> The main aim of our project is to make the simulator usable for bulk training. One part of that means debugging the simulator and make it faster and more stable, the other part is to make some external tools. On the second point we are still working out the details, but on the first part I did some work:<br> <br> * Did a lot of profiling, which a.o. showed that the server spent more than 10% of the time on dynamic casting alone. This was mostly because of continuous searches for nodes in the scene tree. I have put in some caching here to alleviate it, reducing the time spent casting to 1%. This extra 10% has now gone to ODE. I still have to create some performance tests to see if this made stuff faster.<br> <br> * Multi threading mode is fixed (but see below). Although at first I was doubtful of whether the current way it is done would help, it should, because now the second and third most costly things, gathering perception data (20%) and gathering monitor data (8%) can now be done in parallel. However, while running a 6vs6 game there is not a real noticeable speed-up. But again, I still have to do proper performance tests to see what it does.<br> <br> However, the biggest opportunity to optimise is ODE, which now eats up 67-70% of all computation time. There was a project at CMU in 2007 to parallelize ODE [1], where they made the collision detection parallel. Profiling shows however that this will not help: collision detection takes up 0.45% in rcssserver3d. What is expensive for us, is stepping the physics. Luckily, ODE already splits this work into different parts, updating 'islands' seperately, where in our case each island is one agent. I am now working on parallelising this, and if that works we can in theory cut up the 67% CPU time into 12/18 parts (4vs6/9vs9) that can be run in parallel, hopefully making having 8 cores actually useful.<br> <br> So far about what I am doing. Now, I would also like something from you guys ;-) First of all, give the new stuff I committed a good test. Behaviour of the simulator should still be the same, but it could be that I missed something and that timing of messages is slightly different, breaking agents. Also, give the multi threaded mode a good test, see if you can make it crash. And, finally, I will be working full time on the simulator for 1 1/2 months more, if you think there is anything that I may be able to squeeze in there, do let me know!<br> <br> Cheers,<br> Sander<br> <br> [1] <a moz-do-not-send="true" href="http://www.cs.cmu.edu/%7Empa/ode/">http://www.cs.cmu.edu/~mpa/ode/</a><br> <br> -- <br> Adaptive Systems Research Group<br> Department of Computer Science<br> University of Hertfordshire<br> United Kingdom<br> <pre wrap=""> <fieldset class="mimeAttachmentHeader"></fieldset> ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/intel-dev2devfeb">http://p.sf.net/sfu/intel-dev2devfeb</a></pre> <pre wrap=""> <fieldset class="mimeAttachmentHeader"></fieldset> _______________________________________________ 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: Sander v. D. <sgv...@gm...> - 2011-02-18 20:23:31
|
Hello MC, As you may know, the RC federation put out a call for proposals for projects, among others to work on the competition infrastructure. I sent in a proposal together with Ubbo Visser, which got accepted. So now I am with Ubbo to work on simspark for 2 months, and I would like to keep you up to date with what we're doing. The main aim of our project is to make the simulator usable for bulk training. One part of that means debugging the simulator and make it faster and more stable, the other part is to make some external tools. On the second point we are still working out the details, but on the first part I did some work: * Did a lot of profiling, which a.o. showed that the server spent more than 10% of the time on dynamic casting alone. This was mostly because of continuous searches for nodes in the scene tree. I have put in some caching here to alleviate it, reducing the time spent casting to 1%. This extra 10% has now gone to ODE. I still have to create some performance tests to see if this made stuff faster. * Multi threading mode is fixed (but see below). Although at first I was doubtful of whether the current way it is done would help, it should, because now the second and third most costly things, gathering perception data (20%) and gathering monitor data (8%) can now be done in parallel. However, while running a 6vs6 game there is not a real noticeable speed-up. But again, I still have to do proper performance tests to see what it does. However, the biggest opportunity to optimise is ODE, which now eats up 67-70% of all computation time. There was a project at CMU in 2007 to parallelize ODE [1], where they made the collision detection parallel. Profiling shows however that this will not help: collision detection takes up 0.45% in rcssserver3d. What is expensive for us, is stepping the physics. Luckily, ODE already splits this work into different parts, updating 'islands' seperately, where in our case each island is one agent. I am now working on parallelising this, and if that works we can in theory cut up the 67% CPU time into 12/18 parts (4vs6/9vs9) that can be run in parallel, hopefully making having 8 cores actually useful. So far about what I am doing. Now, I would also like something from you guys ;-) First of all, give the new stuff I committed a good test. Behaviour of the simulator should still be the same, but it could be that I missed something and that timing of messages is slightly different, breaking agents. Also, give the multi threaded mode a good test, see if you can make it crash. And, finally, I will be working full time on the simulator for 1 1/2 months more, if you think there is anything that I may be able to squeeze in there, do let me know! Cheers, Sander [1] http://www.cs.cmu.edu/~mpa/ode/ -- Adaptive Systems Research Group Department of Computer Science University of Hertfordshire United Kingdom |
From: Hedayat V. <hed...@gm...> - 2011-02-17 00:48:10
|
Hi again, It is fixed now. Our MediaWiki version was incompatible with PHP 5.3 which is used be Sourceforge recently. I fixed it manually but it might be better for us to upgrade our MediaWiki version or jump to the MediaWiki service provided by SourceForge itself... ?! Thanks, Hedayat /*Drew Noakes <dre...@ya...>*/ wrote on 02/15/2011 5:17:33 PM +0350: > Does anyone know what happened to the SimSpark wiki on SourceForge? > It appears to be offline. > > http://simspark.sourceforge.net/wiki/index.php/Main_Page > > Drew. > > > ------------------------------------------------------------------------------ > The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: > Pinpoint memory and threading errors before they happen. > Find and fix more than 250 security defects in the development cycle. > Locate bottlenecks in serial and parallel code that limit performance. > http://p.sf.net/sfu/intel-dev2devfeb > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Hedayat V. <hed...@gm...> - 2011-02-15 18:06:46
|
Hi Drew, /*Drew Noakes <dre...@ya...>*/ wrote on 02/15/2011 5:17:33 PM +0350: > Does anyone know what happened to the SimSpark wiki on SourceForge? It appears > to be offline. Thanks for letting us know. Sourceforge has recently made some changes in its Projects Web service. It has probably affected the wiki. I'll try to fix the problems. Good luck, Hedayat > http://simspark.sourceforge.net/wiki/index.php/Main_Page > > Drew. > > > > > > ------------------------------------------------------------------------------ > The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: > Pinpoint memory and threading errors before they happen. > Find and fix more than 250 security defects in the development cycle. > Locate bottlenecks in serial and parallel code that limit performance. > http://p.sf.net/sfu/intel-dev2devfeb > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Drew N. <dre...@ya...> - 2011-02-15 13:47:40
|
Does anyone know what happened to the SimSpark wiki on SourceForge? It appears to be offline. http://simspark.sourceforge.net/wiki/index.php/Main_Page Drew. |
From: Hedayat V. <hed...@gm...> - 2011-01-12 11:23:26
|
Hi Luca, /*Luca <er...@ya...>*/ wrote on 01/11/2011 7:11:59 PM +0350: > Hello everybody! > I've just joined the mailing list because I think I've a little patch to > suggest, regarding OpenGL inclusion on Mac OS X. > When some days ago i tried to install the server, (on a macbook 2.1, Snow > Leopard, Xcode 3.2 ) i encountered some troubles at the linking phase: the > linker could not find the graphic libraries and the make stop. > Googling around i found this > (http://www.cmake.org/pipermail/cmake/2009-February/027235.html) page, > explaining the right way to make the inclusion. > Thus, i tried this two little modifies at CmakeLists.txt files: > > - in simspark/trunk/rcssserver3d i've added in "include_directories()" the > string "${OPENGL_INCLUDE_DIR}" Would you please try again without the above modification and get the error messages you receive? > - in simspark/trunk/rcssserver3d/plugin/soccermonitor i've added in > "target_link_libraries(soccermonitor ${spark_libs} )" the string > "${OPENGL_LIBRARIES}" Yes, this is fine. :) > And it magically works out! > I thought it was a good idea to suggest this little modify, in order to > enhance the software portability. Yes, thanks a lot for your consideration. I'll apply the changes. Thanks again, Hedayat > Best Regards, > > Luca Giuliani > |
From: Luca <er...@ya...> - 2011-01-11 15:42:13
|
Hello everybody! I've just joined the mailing list because I think I've a little patch to suggest, regarding OpenGL inclusion on Mac OS X. When some days ago i tried to install the server, (on a macbook 2.1, Snow Leopard, Xcode 3.2 ) i encountered some troubles at the linking phase: the linker could not find the graphic libraries and the make stop. Googling around i found this (http://www.cmake.org/pipermail/cmake/2009-February/027235.html) page, explaining the right way to make the inclusion. Thus, i tried this two little modifies at CmakeLists.txt files: - in simspark/trunk/rcssserver3d i've added in "include_directories()" the string "${OPENGL_INCLUDE_DIR}" - in simspark/trunk/rcssserver3d/plugin/soccermonitor i've added in "target_link_libraries(soccermonitor ${spark_libs} )" the string "${OPENGL_LIBRARIES}" And it magically works out! I thought it was a good idea to suggest this little modify, in order to enhance the software portability. Best Regards, Luca Giuliani -- Creato con il rivoluzionario client email di Opera: http://www.opera.com/mail/ ^ ^^^ Rispetta l'ambiente: se non ti è necessario, non stampare questa mail !!! ^^^^^ | | |
From: Ben <lgp...@16...> - 2010-12-09 17:47:48
|
Huang, http://en.wikipedia.org/wiki/Physics_engine#Limitations Regards Ben At 2010-12-09 19:32:31,"Huang Yaolong" <air...@gm...> wrote: Hi, all. I'm playing around simspark and change some standard parameters to do some testing. Here is some changes I made: setting the LinearDrag and AngularDrag of the Ball to 0. changing the value of SimStep in SimulationServer from 0.02 to 0.1 and to 0.2. setting the ball's initial velocity to (0, 0, 10),. After making these changes, I found that with the smaller SimStep, the calculated position of the ball would be more accurate, but the velocity would be the same in all case. For example, at the moment when simtime = 1.0, the position(initially(0, 0, 1)) and the velocity(initially(0, 0, 10)) of the ball is as follow(No agent connected): SimStep position velocity 0.02 (0 0 5.9969) (0 0 0.189999) 0.1 (0 0 5.6045) (0 0 0.19) 0.2 (0 0 5.114) (0 0 0.19) As you can see, while the velocities being equal, the position tends to be smaller with the larger SimStep. I don't what causes this difference. Is there any pointer to some references about this issue?? -- Best regards, Yaolong Huang(Curtis) Tianjin University, China Blog:http://blog.csdn.net/airekans/ |
From: Huang Y. <air...@gm...> - 2010-12-09 11:32:40
|
Hi, all. I'm playing around simspark and change some standard parameters to do some testing. Here is some changes I made: 1. setting the LinearDrag and AngularDrag of the Ball to 0. 2. changing the value of SimStep in SimulationServer from 0.02 to 0.1 and to 0.2. 3. setting the ball's initial velocity to (0, 0, 10),. After making these changes, I found that with the smaller SimStep, the calculated position of the ball would be more accurate, but the velocity would be the same in all case. For example, at the moment when simtime = 1.0, the position(initially *(0, 0, 1)*) and the velocity(initially *(0, 0, 10)*) of the ball is as follow(No agent connected): SimStep position velocity 0.02 (0 0 5.9969) (0 0 0.189999) 0.1 (0 0 5.6045) (0 0 0.19) 0.2 (0 0 5.114) (0 0 0.19) As you can see, while the velocities being equal, the position tends to be smaller with the larger SimStep. I don't what causes this difference. Is there any pointer to some references about this issue?? -- Best regards, Yaolong Huang(Curtis) Tianjin University, China Blog: http://blog.csdn.net/airekans/ |
From: Stefan G. <gla...@gm...> - 2010-11-18 15:06:08
|
Hello all, yesterday the user "Uladati" added a lot of changes to the simspark-wiki, linking a lot of sites to a let's say not related page. I will try to revert all the changes he/she/it made, but since I'm not an admin I can't handle the problem root... Can someone with more power take care of that? Thanks! Best regards, Stefan |
From: Drew N. <dre...@ya...> - 2010-11-16 11:40:46
|
At the lowest level, you must parse the messages from the server. They're not too complex. Alternatively use an existing library if you like the object model, though most are geared towards dealing with the agent protocol rather than the monitor protocol. Documentation of the protocol is available here: http://simspark.sourceforge.net/wiki/index.php/Network_Protocol Feel free to improve the documentation if you find anything unclear or incorrect. It should be enough to get you going though. ________________________________ From: Carlos Alberto Nunes <car...@gm...> To: Hedayat Vatankhah <hed...@gm...> Cc: Drew Noakes <dr...@dr...>; Drew Noakes <dre...@ya...>; sim...@li... Sent: Mon, 15 November, 2010 15:01:33 Subject: Re: [simspark-devel] [rcssmonitor3d] Extracting the players' and ball's current position How do i access it ? On Fri, Nov 12, 2010 at 6:32 PM, Hedayat Vatankhah <hed...@gm...> wrote: > Oops! I do too! I was just thinking in an agent-writing point of view (for > competitions). As noted by Drew, if you are working on a monitor you'll > receive the position of players and balls in the monitor info. > > > > Drew Noakes <dre...@ya...> wrote on 11/12/2010 7:40:13 PM +0350: > > I apologise. I didn't notice the reference to rcssmonitor3d in the subject > line! > ________________________________ > From: Carlos Alberto Nunes <car...@gm...> > To: Drew Noakes <dr...@dr...> > Cc: sim...@li... > Sent: Fri, 12 November, 2010 15:58:42 > Subject: Re: [simspark-devel] [rcssmonitor3d] Extracting the players' and > ball's current position > > I'm just working on the monitor, although i guess i could add agent > just to extract the players' and the ball's current position, it seems > a bit overkill (and it wouldn't work on log input mode). > I'll check out the library. > > Thanks for the reply :) > Carlos > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Carlos A. N. <car...@gm...> - 2010-11-15 15:01:43
|
How do i access it ? On Fri, Nov 12, 2010 at 6:32 PM, Hedayat Vatankhah <hed...@gm...> wrote: > Oops! I do too! I was just thinking in an agent-writing point of view (for > competitions). As noted by Drew, if you are working on a monitor you'll > receive the position of players and balls in the monitor info. > > > > Drew Noakes <dre...@ya...> wrote on 11/12/2010 7:40:13 PM +0350: > > I apologise. I didn't notice the reference to rcssmonitor3d in the subject > line! > ________________________________ > From: Carlos Alberto Nunes <car...@gm...> > To: Drew Noakes <dr...@dr...> > Cc: sim...@li... > Sent: Fri, 12 November, 2010 15:58:42 > Subject: Re: [simspark-devel] [rcssmonitor3d] Extracting the players' and > ball's current position > > I'm just working on the monitor, although i guess i could add agent > just to extract the players' and the ball's current position, it seems > a bit overkill (and it wouldn't work on log input mode). > I'll check out the library. > > Thanks for the reply :) > Carlos > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Xu Y. <xuy...@gm...> - 2010-11-13 16:24:59
|
On 11/08/2010 09:12 PM, Hedayat Vatankhah wrote: > > > I totally agree. I also support enabling the pixel camera image sensor > somehow in addition to the current vision sensor or as an option for > teams to select one of them. Providing it in the current protocol is > problematic, but for now we might accept it if the agent says that it > can handle a weird protocol for it :P. I hope that we can completely > move to a binary protocol but I wonder if I can do it for 2011 (with > the Player integration proposal). > If we want to provide the image by current protocol, we can use Base64[1] to encode the data, it is about 33% bigger than binary data. [1]http://en.wikipedia.org/wiki/Base64 Best Regards, Xu, Yuan ------------------------------------------------------------------------ <javascript:void(0);> |
From: Hedayat V. <hed...@gm...> - 2010-11-12 18:33:33
|
Oops! I do too! I was just thinking in an agent-writing point of view (for competitions). As noted by Drew, if you are working on a monitor you'll receive the position of players and balls in the monitor info. /*Drew Noakes <dre...@ya...>*/ wrote on 11/12/2010 7:40:13 PM +0350: > I apologise. I didn't notice the reference to rcssmonitor3d in the > subject line! > > ------------------------------------------------------------------------ > *From:* Carlos Alberto Nunes <car...@gm...> > *To:* Drew Noakes <dr...@dr...> > *Cc:* sim...@li... > *Sent:* Fri, 12 November, 2010 15:58:42 > *Subject:* Re: [simspark-devel] [rcssmonitor3d] Extracting the > players' and ball's current position > > I'm just working on the monitor, although i guess i could add agent > just to extract the players' and the ball's current position, it seems > a bit overkill (and it wouldn't work on log input mode). > I'll check out the library. > > Thanks for the reply :) > Carlos > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > <mailto:sim...@li...> > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Drew N. <dre...@ya...> - 2010-11-12 16:10:23
|
I apologise. I didn't notice the reference to rcssmonitor3d in the subject line! ________________________________ From: Carlos Alberto Nunes <car...@gm...> To: Drew Noakes <dr...@dr...> Cc: sim...@li... Sent: Fri, 12 November, 2010 15:58:42 Subject: Re: [simspark-devel] [rcssmonitor3d] Extracting the players' and ball's current position I'm just working on the monitor, although i guess i could add agent just to extract the players' and the ball's current position, it seems a bit overkill (and it wouldn't work on log input mode). I'll check out the library. Thanks for the reply :) Carlos ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list sim...@li... https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Carlos A. N. <car...@gm...> - 2010-11-12 15:59:53
|
:S |
From: Carlos A. N. <car...@gm...> - 2010-11-12 15:58:48
|
I'm just working on the monitor, although i guess i could add agent just to extract the players' and the ball's current position, it seems a bit overkill (and it wouldn't work on log input mode). I'll check out the library. Thanks for the reply :) Carlos |
From: Drew N. <dre...@ya...> - 2010-11-12 13:32:40
|
As far as I know you have three options. 1. Process the regular messages sent to an agent via it's vision perceptor. 2. Set (setSenseMyPos true) in naoneckhead.rsg file to include agent location data in data sent from the vision perceptor. 3. Connect to the monitor port and process those messages as well. Option 1 is the only valid method allowed during a competition. Options 2 and 3 are useful for debugging and training/machine learning scenarios. As an aside, the TinMan library for .NET (C#, etc) provides support for all three of these options via the API without having to decode any messages yourself. If you're working with a different language you could use the source code as a reference. Drew. ________________________________ From: Carlos Alberto Nunes <car...@gm...> To: sim...@li... Sent: Thu, 11 November, 2010 20:23:17 Subject: [simspark-devel] [rcssmonitor3d] Extracting the players' and ball's current position I'm not very familiar with the code, so with a light analysis the only method i see to figure out a player's position (for example) is by 'parsing' the messages from the server, and applying the geometric transformations myself in order to find their current position. Is there a easier way to do this ? Thanks ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list sim...@li... https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Hedayat V. <hed...@gm...> - 2010-11-11 20:30:31
|
<!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,<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>Carlos Alberto Nunes <a class="moz-txt-link-rfc2396E" href="mailto:car...@gm..."><car...@gm...></a></b></i> wrote on 11/11/2010 11:53:17 PM +0350:</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:AANLkTi=K=Kv6...@ma..." type="cite"> <pre wrap="">I'm not very familiar with the code, so with a light analysis the only method i see to figure out a player's position (for example) is by 'parsing' the messages from the server, and applying the geometric transformations myself in order to find their current position. Is there a easier way to do this ? </pre> </blockquote> Nope! :)<br> <br> Good luck,<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:AANLkTi=K=Kv6...@ma..." type="cite"> <pre wrap=""> Thanks ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/dell-eql-dev2dev">http://p.sf.net/sfu/dell-eql-dev2dev</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: Carlos A. N. <car...@gm...> - 2010-11-11 20:23:24
|
I'm not very familiar with the code, so with a light analysis the only method i see to figure out a player's position (for example) is by 'parsing' the messages from the server, and applying the geometric transformations myself in order to find their current position. Is there a easier way to do this ? Thanks |
From: Hedayat V. <hed...@gm...> - 2010-11-10 22:58:35
|
Hi, /*Stefan Glaser <gla...@gm...>*/ wrote on 11/09/2010 8:52:36 PM +0350: > Hi all! > > I already spent some time on the documentation (wiki & tex) and if you > like, I will try to add everything I have heard of from time to time. That's great > But since I'm not involved in the development process itself, it's > sometimes quite hard to give a clear and correct description. Just bring up the issue in the mailing list; developers will try to clarify any ambiguities. > > I also would like to join the development of the simulation server > somehow. But up to today it is quite tough for me to get in touch with > a c++ project of that size and complexity. > Nevertheless I thought I could start with something simple - e.g. > implementing a perceptor that initially perceives field-dimensions > etc. Maybe I'm able to contribute some bugfixes before Istanbul and > put some effort into the developer manual, too. It is great too. IIRC, sending information such as the field dimensions is part of the GameState perceptor (and I think that it is even stated in the docs, but not implemented for the latest simulator version). So, if you decided to start with that, it could be a good starting point. Thanks, Good luck > > Keep up that great work! > > Best Regards, > Stefan Glaser > > > > Am 07.11.2010 00:09, schrieb Hedayat Vatankhah: >> Hi all! >> I've created a draft version of WiKi page for organizing 2011 work of >> MC[1] which is based on 2010 page. It'd be nice if you could have a >> look at it and add additional info or correct what I wrote. Also, it >> would be really nice if you pick up some tasks! >> >> Specially, there are some bugs listed in the bugs section some of >> which are really annoying, so fixing them is greatly appreciated. :) >> If there are any other known bugs, please add them to the list. >> >> Finally, if your name is listed under "Currently Assigned Tasks" >> section, please let me know if you are still interested to work on it. >> >> Looking to hear from you! >> Good luck, >> Hedayat >> >> >> [1] >> http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2011 >> >> >> ------------------------------------------------------------------------------ >> The Next 800 Companies to Lead America's Growth: New Video Whitepaper >> David G. Thomson, author of the best-selling book "Blueprint to a >> Billion" shares his insights and actions to help propel your >> business during the next growth cycle. Listen Now! >> http://p.sf.net/sfu/SAP-dev2dev >> >> >> _______________________________________________ >> Simspark Generic Physical MAS Simulator >> simspark-devel mailing list >> sim...@li... >> https://lists.sourceforge.net/lists/listinfo/simspark-devel >> > > > ------------------------------------------------------------------------------ > The Next 800 Companies to Lead America's Growth: New Video Whitepaper > David G. Thomson, author of the best-selling book "Blueprint to a > Billion" shares his insights and actions to help propel your > business during the next growth cycle. Listen Now! > http://p.sf.net/sfu/SAP-dev2dev > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Hedayat V. <hed...@gm...> - 2010-11-10 00:20:37
|
<!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,<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>Oliver Obst <a class="moz-txt-link-rfc2396E" href="mailto:oli...@gm..."><oli...@gm...></a></b></i> wrote on 11/09/2010 10:40:18 AM +0350:</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:528...@gm..." type="cite">Hi Hedayat and all, <div><br> <div> <div>On 07/11/2010, at 9:59 AM, Hedayat Vatankhah wrote:</div> <br class="Apple-interchange-newline"> <blockquote type="cite"> <div style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi all (specially veterans!),<br> One of the items in our wish list which has sit there for a long time is this: "Replace networking code with sth. like RakkNet"<br> I'd like to know what are the desired features of the replacement?! In fact, I'm interested in replacing the current network code with a code using Boost's Asio; but I'm not sure if it has the desired properties. I'm thinking about different ways I can finish the proposed "Agent Proxy" code and one of them is using this library. So I thought that it might be a good replacement for rcssnet and decided to ask about the intended properties of the replacement code.<br> </div> </blockquote> <div><br> </div> <div>if I remember correctly the features that we had in mind were some higher level abstraction, but also some nice performance: e.g., raknet had / has something like UDP-based connections without giving up all guarantees of TCP connections. </div> <div>(the reasoning was somehow if it's used in computer games performance can't be too bad).</div> </div> </div> </blockquote> I'm not sure, but I think many games usually consider losing some packets in order non-problematic. On the other hand, considering that we usually use the simulator in isolated networks (at least for competitions!), we'll probably have a reliable UDP data transfer (except if an agent deliberately tries to increase UDP traffic). I wonder if there are other opportunities to improve performance of networking code. <br> AFAIK, Asio does not provide any extra protocols over UDP; so if this property is desired it would not help. Asio does provide some higher level abstraction (which is why I'm interested in) but I'm not sure about the performance improvements. Specially if we want to go with UDP, it provides only UDP and no extra protocols over what rcssnet provides. It might have some positive effects when using asynchronous operations though considering how it handles them, but I'm not sure.<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:528...@gm..." type="cite"> <div> <div> <div><br> </div> <div>At the time I wasn't aware of boost Asio (possibly because it didn't exist back then). <br> </div> </div> </div> </blockquote> Yes, asio is recently added to boost (it was a completely independent project before). :) <br> <br> Thanks a lot<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:528...@gm..." type="cite"> <div> <div> <div>If (for our purposes) features are similar, it may be a better choice than raknet because it doesn't increase the number of dependencies (boost is required anyways). </div> <div><br> </div> <div>If any of asio or raknet improve performance better I would guess it's up to the person doing it... -- unfortunately I haven't got time to help with any of these at the moment.</div> <br> </div> Cheers</div> <div>Oliver</div> <div><br> </div> </blockquote> </body> </html> |
From: Stefan G. <gla...@gm...> - 2010-11-09 17:23:15
|
Hi all! I already spent some time on the documentation (wiki & tex) and if you like, I will try to add everything I have heard of from time to time. But since I'm not involved in the development process itself, it's sometimes quite hard to give a clear and correct description. I also would like to join the development of the simulation server somehow. But up to today it is quite tough for me to get in touch with a c++ project of that size and complexity. Nevertheless I thought I could start with something simple - e.g. implementing a perceptor that initially perceives field-dimensions etc. Maybe I'm able to contribute some bugfixes before Istanbul and put some effort into the developer manual, too. Keep up that great work! Best Regards, Stefan Glaser Am 07.11.2010 00:09, schrieb Hedayat Vatankhah: > Hi all! > I've created a draft version of WiKi page for organizing 2011 work of > MC[1] which is based on 2010 page. It'd be nice if you could have a > look at it and add additional info or correct what I wrote. Also, it > would be really nice if you pick up some tasks! > > Specially, there are some bugs listed in the bugs section some of > which are really annoying, so fixing them is greatly appreciated. :) > If there are any other known bugs, please add them to the list. > > Finally, if your name is listed under "Currently Assigned Tasks" > section, please let me know if you are still interested to work on it. > > Looking to hear from you! > Good luck, > Hedayat > > > [1] > http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2011 > > > ------------------------------------------------------------------------------ > The Next 800 Companies to Lead America's Growth: New Video Whitepaper > David G. Thomson, author of the best-selling book "Blueprint to a > Billion" shares his insights and actions to help propel your > business during the next growth cycle. Listen Now! > http://p.sf.net/sfu/SAP-dev2dev > > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Hedayat V. <hed...@gm...> - 2010-11-08 20:13:12
|
<!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"> <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>Yuan Xu <a class="moz-txt-link-rfc2396E" href="mailto:xuy...@gm..."><xuy...@gm...></a></b></i> wrote on 11/08/2010 9:05:34 PM +0350:</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:AANLkTim4qEwmKRjyySO+T+J6V0=HXppp=cHU...@ma..." type="cite">Great work! Hedayat,<br> <br> </blockquote> Thanks :)<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:AANLkTim4qEwmKRjyySO+T+J6V0=HXppp=cHU...@ma..." type="cite"> As usual, there are a lot of work to do.<br> I am interested to improve the performance of physic engine, and can help to fix some bugs in soccer rule.<br> </blockquote> That is great. ODE has some sort of support for multi-threaded processing for some time now and it would be great if we can start using it (If I've understood correctly, it provides the possibility of doing collision detection processing of separate spaces in parallel; which is IIRC the most time consuming part of the simulation. It would be nice if we can have some worker threads for this). I don't know if there are some other opportunities for improving performance in this area, but this is one possibility. <br> Fixing the rules is also important as it can have a sever negative impact on some games.<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:AANLkTim4qEwmKRjyySO+T+J6V0=HXppp=cHU...@ma..." type="cite"> BTW, I think we can enable seeing lines in the next release, especially in larger field.<br> </blockquote> I totally agree. I also support enabling the pixel camera image sensor somehow in addition to the current vision sensor or as an option for teams to select one of them. Providing it in the current protocol is problematic, but for now we might accept it if the agent says that it can handle a weird protocol for it :P. I hope that we can completely move to a binary protocol but I wonder if I can do it for 2011 (with the Player integration proposal).<br> <br> Thanks,<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:AANLkTim4qEwmKRjyySO+T+J6V0=HXppp=cHU...@ma..." type="cite"> <br> -- <br> Best Regards,<br> <br> Xu, Yuan<br> <br> <div class="gmail_quote">On Sun, Nov 7, 2010 at 12:09 AM, Hedayat Vatankhah <span dir="ltr"><<a moz-do-not-send="true" href="mailto:hed...@gm...">hed...@gm...</a>></span> wrote:<br> <blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"> <div style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi all!<br> I've created a draft version of WiKi page for organizing 2011 work of MC[1] which is based on 2010 page. It'd be nice if you could have a look at it and add additional info or correct what I wrote. Also, it would be really nice if you pick up some tasks! <br> <br> Specially, there are some bugs listed in the bugs section some of which are really annoying, so fixing them is greatly appreciated. :) If there are any other known bugs, please add them to the list. <br> <br> Finally, if your name is listed under "Currently Assigned Tasks" section, please let me know if you are still interested to work on it. <br> <br> Looking to hear from you!<br> Good luck,<br> Hedayat<br> <br> <br> [1] <a moz-do-not-send="true" href="http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2011" target="_blank">http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2011</a><br> </div> <br> ------------------------------------------------------------------------------<br> The Next 800 Companies to Lead America's Growth: New Video Whitepaper<br> David G. Thomson, author of the best-selling book "Blueprint to a<br> Billion" shares his insights and actions to help propel your<br> business during the next growth cycle. Listen Now!<br> <a moz-do-not-send="true" href="http://p.sf.net/sfu/SAP-dev2dev" target="_blank">http://p.sf.net/sfu/SAP-dev2dev</a><br> _______________________________________________<br> Simspark Generic Physical MAS Simulator<br> simspark-devel mailing list<br> <a moz-do-not-send="true" href="mailto:sim...@li...">sim...@li...</a><br> <a moz-do-not-send="true" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel" target="_blank">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a><br> <br> </blockquote> </div> <br> <br clear="all"> <br> <br> </blockquote> </body> </html> |