Unverified Commit 54f6cedf authored by Juon Kawakami's avatar Juon Kawakami 🥗
Browse files

init

parent 90ebf5a7
!include common.cfg
# Damage distribution for wooden buildings
collapse.wood.p-destroyed: 0.2
collapse.wood.p-severe: 0.15
collapse.wood.p-moderate: 0.15
collapse.wood.p-slight: 0.1
collapse.wood.p-none: 0.4
# Damage distribution for steel buildings
collapse.steel.p-destroyed: 0.2
collapse.steel.p-severe: 0.2
collapse.steel.p-moderate: 0.2
collapse.steel.p-slight: 0.2
collapse.steel.p-none: 0.2
# Damage distribution for concrete buildings
collapse.concrete.p-destroyed: 0.35
collapse.concrete.p-severe: 0.25
collapse.concrete.p-moderate: 0.2
collapse.concrete.p-slight: 0.1
collapse.concrete.p-none: 0.1
# Amount of damage for each collapse degree class
collapse.destroyed.mean: 100
collapse.destroyed.sd: 5
collapse.severe.mean: 75
collapse.severe.sd: 5
collapse.moderate.mean: 50
collapse.moderate.sd: 5
collapse.slight.mean: 25
collapse.slight.sd: 5
# Whether to create road blockages or not
collapse.create-road-blockages: true
# Assumed height of walls per floor in m.
collapse.floor-height: 9
# Possible extent of wall collapse.
collapse.wall-extent.min: 0.9
collapse.wall-extent.max: 1.5
!include types.cfg
# Random seed for all components
random.seed: 5
scenario.human.random-id: true
kernel.host: localhost
kernel.port: 27931
#!include comms/comms-01-full.cfg
#!include comms/comms-02-high.cfg
!include comms/comms-03-midle.cfg
#!include comms/comms-04-low.cfg
#!include comms/comms-05-fullJamar.cfg
#!include comms/comms-06-noneChannel.cfg
#!include comms/very-limited.cfg
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.1
# Create 1 high-bandwidth channel
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.max.platoon: 2
comms.channels.max.centre: 2
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.1
# Create 1 high-bandwidth, low-reliability channels
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.1
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.05
comms.channels.max.platoon: 2
comms.channels.max.centre: 2
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.1
# Create a single high-bandwidth, low-reliability channel
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.2
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.1
comms.channels.max.platoon: 1
comms.channels.max.centre: 2
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.1
# Create 10 low-bandwidth, high-reliability channels
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.3
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.15
comms.channels.max.platoon: 2
comms.channels.max.centre: 2
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.1
# Create 3 medium-bandwidth, medium-reliability channels
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 1
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 1
comms.channels.max.platoon: 1
comms.channels.max.centre: 2
comms.channels.count: 1
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 30000
# Maximum size of a voice message
comms.channels.0.messages.size: 256
# Maximum number of voice messages each agent can utter each timestep
comms.channels.0.messages.max: 1
comms.channels.0.noise.output.dropout.use: yes
comms.channels.0.noise.output.dropout.p: 0.05
# No other channels
comms.channels.max.platoon: 0
comms.channels.max.centre: 0
\ No newline at end of file
generator.output: ../maps/gml/generated/map.gml
generator.manhattan.grid.width: 10
generator.manhattan.grid.height: 10
generator.manhattan.grid.size: 100
generator.manhattan.road.width: 7
generator.manhattan.building.width.min: 5
generator.manhattan.building.height.min: 5
generator.manhattan.building.separation.min: 1
generator.manhattan.building.separation.max: 5
generator.manhattan.building.split.min-size: 50
generator.manhattan.building.split.max-size: 1000
generator.manhattan.building.split.chance: 0.9
\ No newline at end of file
# The map directory to read
gis.map.dir : /home/ali/maps/test/Berlin3/map
# Optional: The map file to read. Defaults to map.gml
gis.map.file : map.gml
# Optional: The scenario file to read. Defaults to scenario.xml
gis.map.scenario : scenario.xml
gis.map.floor-placement.random : true
gis.map.floor-placement.random.floor-rate.1 : 2
gis.map.floor-placement.random.floor-rate.2 : 1
gis.map.floor-placement.random.floor-rate.3 : 1
gis.map.building-code-placement.random = true
gis.map.building-code-placement.random.code-rate.0=75
gis.map.building-code-placement.random.code-rate.1=20
gis.map.building-code-placement.random.code-rate.2=5
!include common.cfg
# The lambda value of the Poisson distribution used to choose how many fires to ignite per timestep
ignition.random.lambda: 0.000001
ignition.gas_station.explosion.range:50000
!include common.cfg
!include gis.cfg
!include comms.cfg
!include perception.cfg
!include score.cfg
# Also include configs for simulators and agents
!include collapse.cfg
!include clear.cfg
!include misc.cfg
!include resq-fire.cfg
!include traffic3.cfg
!include ignition.cfg
!include civilian.cfg
!include sample-agents.cfg
!include viewer.cfg
# Name of the kernel log file
kernel.logname: ../logs/rescue.log
# Number of timesteps to run
kernel.timesteps: 300
# The simulation termination conditions
kernel.termination: kernel.TimestepTerminationCondition
#kernel.termination: kernel.TimestepTerminationCondition rescuecore2.standard.kernel.CiviliansDeadOrRescuedTerminationCondition
# The amount of time (ms) agents have to send commands each timestep
kernel.agents.think-time: 1000
# Number of timesteps that agents commands are ignored
kernel.agents.ignoreuntil: 3
# List of command collectors to use
kernel.commandcollectors: kernel.TimedCommandCollector
#kernel.commandcollectors: kernel.TimedCommandCollector rescuecore2.standard.kernel.StandardCommandCollector
# List of command filters to use
kernel.commandfilters +: kernel.WrongTimeCommandFilter
kernel.commandfilters +: kernel.FrozenAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.DeadAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.BuriedAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.SingleCommandFilter
# The agent registrar
kernel.agents.registrar: rescuecore2.standard.kernel.StandardAgentRegistrar
# The amount of time agents have to start up
kernel.startup.connect-time: 300000 # 5 minute startup time
# kernel.startup.connect-time: 10000 # 10 second startup time
# Automatic choice of GIS
kernel.gis.auto: gis2.GMLWorldModelCreator
# Automatic choice of perception
kernel.perception.auto: rescuecore2.standard.kernel.LineOfSightPerception
# Automatic choice of communication model
kernel.communication.auto: rescuecore2.standard.kernel.comms.ChannelCommunicationModel
# Automatically start simulators/viewers/agents
kernel.simulators.auto +: collapse.CollapseSimulator
kernel.simulators.auto +: clear.ClearSimulator
kernel.simulators.auto +: misc.MiscSimulator
kernel.simulators.auto +: firesimulator.FireSimulatorWrapper
kernel.simulators.auto +: traffic3.simulator.TrafficSimulator
kernel.simulators.auto +: ignition.IgnitionSimulator
kernel.viewers.auto +: sample.SampleViewer
kernel.agents.auto +: sample.SampleFireBrigade*n
kernel.agents.auto +: sample.SamplePoliceForce*n
kernel.agents.auto +: sample.SampleAmbulanceTeam*n
kernel.agents.auto +: sample.SampleCentre*n
kernel.agents.auto +: sample.SampleCivilian*n
# Kernel UI components
kernel.ui.components: rescuecore2.standard.kernel.StandardWorldModelViewerComponent
!include common.cfg
!include gis.cfg
!include comms.cfg
!include perception.cfg
!include score.cfg
# Also include configs for simulators and agents
!include collapse.cfg
!include clear.cfg
!include misc.cfg
!include resq-fire.cfg
!include traffic3.cfg
!include ignition.cfg
!include civilian.cfg
!include sample-agents.cfg
!include viewer.cfg
# Name of the kernel log file
kernel.logname: ../logs/rescue.log
# Number of timesteps to run
kernel.timesteps: 300
# The simulation termination conditions
kernel.termination: kernel.TimestepTerminationCondition
#kernel.termination: kernel.TimestepTerminationCondition rescuecore2.standard.kernel.CiviliansDeadOrRescuedTerminationCondition
# The amount of time (ms) agents have to send commands each timestep
kernel.agents.think-time: 1000
# Number of timesteps that agents commands are ignored
kernel.agents.ignoreuntil: 3
# List of command collectors to use
kernel.commandcollectors: kernel.TimedCommandCollector
#kernel.commandcollectors: kernel.TimedCommandCollector rescuecore2.standard.kernel.StandardCommandCollector
# List of command filters to use
kernel.commandfilters +: kernel.WrongTimeCommandFilter
kernel.commandfilters +: kernel.FrozenAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.DeadAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.BuriedAgentsCommandFilter
kernel.commandfilters +: rescuecore2.standard.kernel.SingleCommandFilter
# The agent registrar
kernel.agents.registrar: rescuecore2.standard.kernel.StandardAgentRegistrar
# The amount of time agents have to start up
kernel.startup.connect-time: 180000 # 3 minute startup time
# kernel.startup.connect-time: 10000 # 10 second startup time
# Automatic choice of GIS
kernel.gis.auto: gis2.GMLWorldModelCreator
# Automatic choice of perception
kernel.perception.auto: rescuecore2.standard.kernel.LineOfSightPerception
# Automatic choice of communication model
kernel.communication.auto: rescuecore2.standard.kernel.comms.ChannelCommunicationModel
# Kernel UI components
kernel.ui.components: rescuecore2.standard.kernel.StandardWorldModelViewerComponent
log.viewers : rescuecore2.standard.view.StandardWorldModelViewer
!include common.cfg
# Degrees of buriedness for building codes and levels of collapse
misc.buriedness.wood.none.value: 0
misc.buriedness.wood.partial.value: 20
misc.buriedness.wood.half.value: 30
misc.buriedness.wood.all.value: 60
misc.buriedness.steel.none.value: 0
misc.buriedness.steel.partial.value: 20
misc.buriedness.steel.half.value: 35
misc.buriedness.steel.all.value: 70
misc.buriedness.concrete.none.value: 0
misc.buriedness.concrete.partial.value: 35
misc.buriedness.concrete.half.value: 60
misc.buriedness.concrete.all.value: 80
# Buriedness rates for building codes and levels of collapse
misc.buriedness.wood.none.rate: 0
misc.buriedness.wood.partial.rate: 1
misc.buriedness.wood.half.rate: 1
misc.buriedness.wood.all.rate: 1
misc.buriedness.steel.none.rate: 0
misc.buriedness.steel.partial.rate: 0.008
misc.buriedness.steel.half.rate: 0.008
misc.buriedness.steel.all.rate: 0.008
misc.buriedness.concrete.none.rate: 0
misc.buriedness.concrete.partial.rate: 0.008
misc.buriedness.concrete.half.rate: 0.008
misc.buriedness.concrete.all.rate: 0.008
# Injury rates for collapse damage
misc.injury.collapse.wood.none.slight: 0
misc.injury.collapse.wood.none.serious: 0
misc.injury.collapse.wood.none.critical: 0
misc.injury.collapse.wood.partial.slight: 0.5
misc.injury.collapse.wood.partial.serious: 0.3
misc.injury.collapse.wood.partial.critical: 0.02
misc.injury.collapse.wood.half.slight: 0.5
misc.injury.collapse.wood.half.serious: 0.3
misc.injury.collapse.wood.half.critical: 0.02
misc.injury.collapse.wood.all.slight: 0.5
misc.injury.collapse.wood.all.serious: 0.3
misc.injury.collapse.wood.all.critical: 0.02
misc.injury.collapse.steel.none.slight: 0
misc.injury.collapse.steel.none.serious: 0
misc.injury.collapse.steel.none.critical: 0
misc.injury.collapse.steel.partial.slight: 0.1
misc.injury.collapse.steel.partial.serious: 0.03
misc.injury.collapse.steel.partial.critical: 0.005
misc.injury.collapse.steel.half.slight: 0.1
misc.injury.collapse.steel.half.serious: 0.03
misc.injury.collapse.steel.half.critical: 0.005
misc.injury.collapse.steel.all.slight: 0.1
misc.injury.collapse.steel.all.serious: 0.03
misc.injury.collapse.steel.all.critical: 0.005
misc.injury.collapse.concrete.none.slight: 0
misc.injury.collapse.concrete.none.serious: 0
misc.injury.collapse.concrete.none.critical: 0
misc.injury.collapse.concrete.partial.slight: 0.1
misc.injury.collapse.concrete.partial.serious: 0.03
misc.injury.collapse.concrete.partial.critical: 0.005
misc.injury.collapse.concrete.half.slight: 0.1
misc.injury.collapse.concrete.half.serious: 0.03
misc.injury.collapse.concrete.half.critical: 0.005
misc.injury.collapse.concrete.all.slight: 0.1
misc.injury.collapse.concrete.all.serious: 0.03
misc.injury.collapse.concrete.all.critical: 0.005
misc.injury.collapse.slight: 2
misc.injury.collapse.serious: 10
misc.injury.collapse.critical: 10000
misc.injury.collapse.multiplier.ambulance: 0.2
misc.injury.collapse.multiplier.police: 0.2
misc.injury.collapse.multiplier.fire: 0.2
# Injury rates for buriedness damage
misc.injury.bury.wood.none.slight: 0
misc.injury.bury.wood.none.serious: 0
misc.injury.bury.wood.none.critical: 0
misc.injury.bury.wood.partial.slight: 0.4
misc.injury.bury.wood.partial.serious: 0.5
misc.injury.bury.wood.partial.critical: 0.1
misc.injury.bury.wood.half.slight: 0.4
misc.injury.bury.wood.half.serious: 0.5
misc.injury.bury.wood.half.critical: 0.1
misc.injury.bury.wood.all.slight: 0.4
misc.injury.bury.wood.all.serious: 0.5
misc.injury.bury.wood.all.critical: 0.1
misc.injury.bury.steel.none.slight: 0
misc.injury.bury.steel.none.serious: 0
misc.injury.bury.steel.none.critical: 0
misc.injury.bury.steel.partial.slight: 0.4
misc.injury.bury.steel.partial.serious: 0.5
misc.injury.bury.steel.partial.critical: 0.1
misc.injury.bury.steel.half.slight: 0.4
misc.injury.bury.steel.half.serious: 0.5
misc.injury.bury.steel.half.critical: 0.1
misc.injury.bury.steel.all.slight: 0.4
misc.injury.bury.steel.all.serious: 0.5
misc.injury.bury.steel.all.critical: 0.1
misc.injury.bury.concrete.none.slight: 0
misc.injury.bury.concrete.none.serious: 0
misc.injury.bury.concrete.none.critical: 0
misc.injury.bury.concrete.partial.slight: 0.4
misc.injury.bury.concrete.partial.serious: 0.5
misc.injury.bury.concrete.partial.critical: 0.1
misc.injury.bury.concrete.half.slight: 0.4
misc.injury.bury.concrete.half.serious: 0.5
misc.injury.bury.concrete.half.critical: 0.1
misc.injury.bury.concrete.all.slight: 0.4
misc.injury.bury.concrete.all.serious: 0.5
misc.injury.bury.concrete.all.critical: 0.1
misc.injury.bury.slight: 3
misc.injury.bury.serious: 15
misc.injury.bury.critical: 100
misc.injury.bury.multiplier.ambulance: 0.2
misc.injury.bury.multiplier.police: 0.2
misc.injury.bury.multiplier.fire: 0.2
# Injury rates for fire damage
misc.injury.fire.wood.none.slight: 0.4
misc.injury.fire.wood.none.serious: 0.2
misc.injury.fire.wood.none.critical: 0.1
misc.injury.fire.wood.partial.slight: 0.4
misc.injury.fire.wood.partial.serious: 0.2
misc.injury.fire.wood.partial.critical: 0.1
misc.injury.fire.wood.half.slight: 0.4
misc.injury.fire.wood.half.serious: 0.2
misc.injury.fire.wood.half.critical: 0.1
misc.injury.fire.wood.all.slight: 0.4
misc.injury.fire.wood.all.serious: 0.2
misc.injury.fire.wood.all.critical: 0.1
misc.injury.fire.steel.none.slight: 0.4
misc.injury.fire.steel.none.serious: 0.2
misc.injury.fire.steel.none.critical: 0.1
misc.injury.fire.steel.partial.slight: 0.4
misc.injury.fire.steel.partial.serious: 0.2
misc.injury.fire.steel.partial.critical: 0.1
misc.injury.fire.steel.half.slight: 0.4
misc.injury.fire.steel.half.serious: 0.2
misc.injury.fire.steel.half.critical: 0.1
misc.injury.fire.steel.all.slight: 0.4
misc.injury.fire.steel.all.serious: 0.2
misc.injury.fire.steel.all.critical: 0.1
misc.injury.fire.concrete.none.slight: 0.4
misc.injury.fire.concrete.none.serious: 0.2
misc.injury.fire.concrete.none.critical: 0.1
misc.injury.fire.concrete.partial.slight: 0.4
misc.injury.fire.concrete.partial.serious: 0.2
misc.injury.fire.concrete.partial.critical: 0.1
misc.injury.fire.concrete.half.slight: 0.4
misc.injury.fire.concrete.half.serious: 0.2
misc.injury.fire.concrete.half.critical: 0.1
misc.injury.fire.concrete.all.slight: 0.4
misc.injury.fire.concrete.all.serious: 0.2
misc.injury.fire.concrete.all.critical: 0.1
misc.injury.fire.slight: 5
misc.injury.fire.serious: 20
misc.injury.fire.critical: 100
misc.injury.fire.multiplier.ambulance: 1
misc.injury.fire.multiplier.police: 1
misc.injury.fire.multiplier.fire: 0.2
# Damage progression
misc.injury.collapse.k: 0.00025
misc.injury.collapse.l: 0.01
misc.injury.collapse.noise.mean: 0.1
misc.injury.collapse.noise.sd: 0.01
misc.injury.bury.k: 0.000035
misc.injury.bury.l: 0.01
misc.injury.bury.noise.mean: 0.1
misc.injury.bury.noise.sd: 0.01
misc.injury.fire.k: 0.00025
misc.injury.fire.l: 0.03
misc.injury.fire.noise.mean: 0.1
misc.injury.fire.noise.sd: 0.01
# Legacy perception module parameters
perception.standard.view-distance: 10000
perception.standard.use-far-fires: true
perception.standard.far-fire-distance: 10000
perception.standard.hp-precision: 1000
perception.standard.damage-precision: 100
# Line of sight perception parameters
perception.los.max-distance: 30000
perception.los.ray-count: 72
perception.los.precision.hp: 1000
perception.los.precision.damage: 50
!include common.cfg
# Synonyms
resq-fire.water_capacity:140000
fire.tank.maximum:140000
resq-fire.water_refill_rate:10000
fire.tank.refill_rate: 10000
#New Changes 2013
resq-fire.water_hydrant_refill_rate: 7000
fire.tank.refill_hydrant_rate: 7000
resq-fire.water_distance:60000
fire.extinguish.max-distance:60000
fire.extinguish.max-sum: 12000
resq-fire.max_extinguish_power_sum:12000
# Fire simulator options
resq-fire.rays.dir:rays
resq-fire.wind_speed:0
resq-fire.steel_capacity:1.0
resq-fire.wooden_energy:2400.0
resq-fire.cell_size:5000
resq-fire.air_cell_heat_capacity:0.004
resq-fire.wooden_ignition:47.0
resq-fire.water_thermal_capacity: 20
resq-fire.steel_burning:850.0
resq-fire.concrete_energy:350.0
resq-fire.air_to_air_flow:1.0
resq-fire.gamma:0.2
resq-fire.ambulancecenter_inflammable:false
resq-fire.steel_ignition:47.0
resq-fire.wind_random:1
resq-fire.radiation_coefficient: 0.011
resq-fire.steel_energy:800.0
resq-fire.wooden_burning:800.0
resq-fire.refuge_inflammable:false
resq-fire.policeoffice_inflammable:false
resq-fire.air_to_building_flow:0.0015
resq-fire.concrete_burning:800.0
resq-fire.wooden_capacity:1.1
resq-fire.concrete_ignition:47.0
resq-fire.wind_direction:100.0
resq-fire.concrete_speed:0.05
resq-fire.firestation_inflammable:false
resq-fire.steel_speed:0.05
resq-fire.randomseed:20
resq-fire.concrete_capacity:1.5
resq-fire.wooden_speed:0.05
resq-fire.energy_loss:0.86
resq-fire.ray_rate: 0.0025
resq-fire.max_ray_distance: 200000
resq-fire.burn-rate-average: 0.15
resq-fire.burn-rate-variance: 0.02
!include common.cfg
\ No newline at end of file
score.function: rescuecore2.standard.score.LegacyScoreFunction
score.standard.building-fire.heating: 0.66
score.standard.building-fire.burning: 0.33
score.standard.building-fire.inferno: 0.0
score.standard.building-fire.water-damage: 0.90
score.standard.building-fire.minor-damage: 0.75
score.standard.building-fire.moderate-damage: 0.5
score.standard.building-fire.severe-damage: 0.25
score.standard.building-fire.burnt-out: 0
score.standard.building-fire.absolute: false
score.standard.health.absolute: false
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment