Labbook

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Labbook 2004

31 August 2004

15 August 2004

14 August 2004

13 augustus 2004

12 augustus 2004

11 augustus 2004

9 augustus 2004

            aStrategy  = new Strategy (NULL, NULL, aBehaviour, 0.1f); 
            aSituationModel = aBehaviour->Predict(aStrategy); 

5 augustus 2004

            aMember = new TeamMember ((ImaginaryHuman*)this); 
            aStrategy  = new Strategy (NULL, aMember, aBehaviour, 0.1f); 
            aSituationModel = aBehaviour->Predict(aStrategy); 

5 augustus 2004

26 juni 2004

Gekeken naar teams die hun source-code beschikbaar hebben gesteld. Tot nu toe:

En van 2003:

Directe links http://cs.uwindsor.ca/~liangc/links.htm

23 juni 2004

18 juni 2004

17 juni 2004

2 juni 2004

    make -f Agents.mak clean
Vervolgens moet je je X11 pad instellen:
    export X11=/usr/X11R6 <- zelf juiste pad opgeven...
Opnieuw maken:
    make -f Agents.mak

14 mei 2004

13 mei 2004

12 Mei 2004

Back to 16 March.

plus had also segmentation problems. So try to upgrade to version 0.44.

11 Mei 2004

15 April 2004

5 April 2004

	1 find the nearest building that needs to be extinguished.
	2 travel towards that building and then find the nearest fireagent
	3 travel towards the fireagent and then find the nearest refuge
	1 find the nearest building that needs to be extinguished.
	2 travel towards neighbor object and start to extinguish the building
	x during travel, if there is an obstruction, check for other nearby fired buildings
	x if near building meets extinguish distance criterium, make it the new target
        x alternate between: [travel towards new neighbor object] and [extinguish near building]
        3 As soon as the watersupply becomes empty, travel toward nearest refuge to refill
        - like the other agents, broadcast (TELL messages) with their location and destination
        1 at this moment only travel randomly across the map

The overal view is that the police and the fireagents individually do a good job, but coordination is missing. For instance the fireagents try to fight a fire area alone which they never can handle. Further they concentrate on the buildings just behind the fire front, instead of the buildings just before. The policeagents concentrate too much on the current position of the fireagents instead of their intentions.

29 March 2004

	- % instead of == symbol in exchange function  <- fixed
	- using it for received in init instead of it1 <- fixed
	- succesfull execution of NOSYNC a=4,f=4,p=4, SYNC a=5, f=5, p=5
	- *_faulty logs show that the kernel loses messages
	- generate move_path on the fly when making room for others agents
	- improve findPath by precomputing

23 March 2004

18 March 2004

16 March 2004

15 March 2004

10 March 2004

9 March 2004

8 March 2004

5 March 2004

4 March 2004

3 March 2004

     < 19:    Executing task Patrols
  Time 19:    Agents (2508-2514) get task Fight fire 16 according to Police Agent 2514, who starts to Travels to sector 16 => Move: 499 -> 1020.
  Time 20:    Police Agents (2515-2516) also get task Fight fire 16 and agent (2515) start to Travel => Move: 528 -> 1015
              Ambulance Agents (2506-2507) get task Rescue 20, but Travel to sector 20 (predicted to fail) => Idle ? Rescue Current Sector
              Fire Agent 2510 still executes task Patrol => Move: 20 -> 657
  Time 21:    Police Agent (2512) also get task Fight fire 16 and start to Travel => Move: 516 -> 1028
  Time 22:    Police Agent (2514) realises that Fire Agents (2508-2511) are Idle and (2512) Travels to 16 -> Recon 16 => Move: 248 -> 789
  Time 23:    Police Agent (2516) comes to same conclusion => Move: 222 -> 800
  Time 24:    Ambulance Agent (2506) still wants to Travel to sector 20 (predicted to fail) => Idle
              Executing Travel to sector 20 by Fire Agent 2510. => Move : 472 -> 902.
  Time 25:    Police Agent (2512) also realises that Fire Agents (2508-2511) are Idle  -> Recon 16 => Move: 224 -> 824
  Time 26:    Police Agent (2514) thinks that the Idle Fire Agents (2508-2511) want to Travel to sector 20. So the Police Agent also wants to Travel to sector 20 (predicted to fail) -> Select Sweep path [ 1140 - 853 ]) => Move: 1140 -> 345
              Police Agent (2516) comes to same conclusion => Move: 1140 -> 345
  Time 27:    Fire Agent (2510) wants to Travel to sector 20 (predicted to fail) -> Executing Refill at 1883  => Move: 357 -> 876.
  Time 28:    Police Agent (2512) Predicts Police Agent (2514) Travel to sector 16 -> Executing Recon 16 => Move: 816 -> 241.
  Time 29:    Police Agent (2514) still wants to Travel to sector 20 (predicted to fail) -> Select Sweep path [ 345 - 853 ]) => Open: 345 (3%)
              Police Agent (2516) comes to same conclusion => Open: 345 (3%)
  Time 31:    Fire Agent (2510) wants to Travel to sector 20 (predicted to fail) -> Executing Refill at 1883 => Move: 70 -> 670.
  Time 32:    Police Agent (2512) Predicts Agent (2513) & Agent (2514) Travel to sector 16 -> Executing Recon 16 => Move: 785 -> 234.
  Time 33:    Police Agent (2516) Predicts Agent (2515) & Agent (2516) Travel to sector 20 -> Executing Recon 20 => Move: 345 -> 891.
              Police Agent (2514) still wants to Travel to sector 20 (predicted to fail) -> Select Sweep path [ 345 - 853 ]) => Move: 345 -> 891
  Time 35:    Fire Agent (2510) thinks that it can now Travel to sector 20 => Move: 218 -> 774
              Police Agent (2512) cannot Travel to sector 20 -> Sweep path [ 802 - 853 ]) => Open: 223 (19%)
  Time 291:   Executing Free 2509 by Police Agent 2512 

Maurits suggests to increase the cycletime with a factor 4 to be able to use the viewer. Further it is wise to use less roadblocks. I will look for that in the Padua games. Further the late start of the Rescue 20 and Fire Fight 16 at cycle 20 are maybe due to the Communication-model, which is the Augustus 2003 version. The current Communication-model should be faster.

2 March 2004

  Connect: Ambulance Center
  Connecting... FAILED! (81)
  Connect: Ambulance 1/2
  Connecting... FAILED! (81)
  Connect: Reached maximum number of Ambulance connects
  return vector<Object*>::operator[](aPos);

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