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

parent 90ebf5a7
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: 50000
perception.los.ray-count: 72
perception.los.precision.hp: 600
perception.los.precision.damage: 50
!include common.cfg
# Synonyms
resq-fire.water_capacity:150000
fire.tank.maximum:150000
resq-fire.water_refill_rate:9100
fire.tank.refill_rate: 9100
#New Changes 2013
resq-fire.water_hydrant_refill_rate: 7500
fire.tank.refill_hydrant_rate: 7500
resq-fire.water_distance:50000
fire.extinguish.max-distance:50000
fire.extinguish.max-sum: 8500
resq-fire.max_extinguish_power_sum:8500
# 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:12
resq-fire.concrete_capacity:1.5
resq-fire.wooden_speed:0.05
resq-fire.energy_loss:0.86
resq-fire.ray_rate: 0.0020
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
# Where to look for jars that might contain factories, gis, perception, communication, agents, simulators, viewers.
loadabletypes.inspect.dir: ../jars
# Whether to inspect jars for likely-looking class names. If false (or "no") then only the manifest will be read. If true (or "yes") then all classes in the jar will be tested to see if they are implementations of the various interfaces.
loadabletypes.inspect.deep: yes
!include common.cfg
!include score.cfg
view.standard.human.icons.size: 24
view.standard.human.icons.use: no
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<?xml version="1.0" encoding="UTF-8"?>
<scenario:scenario xmlns:scenario="urn:roborescue:map:scenario">
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<scenario:refuge scenario:location="36450" scenario:bedCapacity="50" />
<scenario:refuge scenario:location="36395" scenario:bedCapacity="30" />
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<scenario:firestation scenario:location="30250" />
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<scenario:policeforce scenario:location="27081" />
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<scenario:policeforce scenario:location="10048" />
<scenario:policeoffice scenario:location="23099" />
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<scenario:ambulanceteam scenario:location="36557" />
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<scenario:ambulanceteam scenario:location="36441" />
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<scenario:ambulanceteam scenario:location="16690" />
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<scenario:ambulanceteam scenario:location="1027" />
<scenario:ambulanceteam scenario:location="152" />
<scenario:ambulanceteam scenario:location="7456" />
<scenario:ambulanceteam scenario:location="7456" />
<scenario:ambulanceteam scenario:location="7456" />
<scenario:ambulancecentre scenario:location="18199" />
</scenario:scenario>
\ No newline at end of file
!include common.cfg
# The probability that a buried civilian will call for help
civilian.help.probability : 0.1
# The probability that a damaged civilian will call for help
civilian.ouch.probability : 0.1
# Civilians with HP less than this threshold will not call for help
civilian.conscious.threshold : 2500
!include common.cfg
# The road clear rate in square meters per timestep per police force
clear.repair.rate: 15
# Maximum distance from a blockage in mm.
clear.repair.distance: 10000
#New Changes 2013
clear.repair.rad: 2000
!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: 7
# Possible extent of wall collapse.
collapse.wall-extent.min: 0.4
collapse.wall-extent.max: 1
!include types.cfg
# Random seed for all components
random.seed: 1023
scenario.human.random-id: true
kernel.host: localhost
kernel.port: 27931
#!include comms/comms-01-full.cfg
#!include comms/comms-02-unreliable.cfg
#!include comms/comms-03-mixed.cfg
#!include comms/comms-04-many.cfg
!include comms/comms-05-medium.cfg
#!include comms/comms-06-none.cfg
#!include comms/very-limited.cfg
comms.channels.count: 3
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 2 high-bandwidth channels
comms.channels.1.type: radio
comms.channels.1.bandwidth: 4000
comms.channels.2.type: radio
comms.channels.2.bandwidth: 4000
comms.channels.max.platoon: 2
comms.channels.max.centre: 2
comms.channels.count: 3
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 2 high-bandwidth, low-reliability channels
comms.channels.1.type: radio
comms.channels.1.bandwidth: 3000
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: 0.2
comms.channels.2.type: radio
comms.channels.2.bandwidth: 3000
comms.channels.2.noise.input.failure.use: yes
comms.channels.2.noise.input.failure.p: 0.2
comms.channels.2.noise.output.dropout.use: yes
comms.channels.2.noise.output.dropout.p: 0.2
comms.channels.max.platoon: 2
comms.channels.max.centre: 2
\ No newline at end of file
comms.channels.count: 6
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: 2000
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.1
comms.channels.1.noise.output.failure.use: yes
comms.channels.1.noise.output.failure.p: 0.05
# Create four low-bandwidth, high-reliability channels
comms.channels.2.type: radio
comms.channels.2.bandwidth: 256
comms.channels.2.noise.output.dropout.use: yes
comms.channels.2.noise.output.dropout.p: 0.01
comms.channels.3.type: radio
comms.channels.3.bandwidth: 256
comms.channels.3.noise.output.dropout.use: yes
comms.channels.3.noise.output.dropout.p: 0.02
comms.channels.4.type: radio
comms.channels.4.bandwidth: 256
comms.channels.4.noise.output.dropout.use: yes
comms.channels.4.noise.output.dropout.p: 0.01
comms.channels.5.type: radio
comms.channels.5.bandwidth: 256
comms.channels.max.platoon: 1
comms.channels.max.centre: 2
\ No newline at end of file
comms.channels.count: 11
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: 256
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.01
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.01
comms.channels.2.type: radio
comms.channels.2.bandwidth: 256
comms.channels.2.noise.input.failure.use: yes
comms.channels.2.noise.input.failure.p: 0.01
comms.channels.2.noise.output.dropout.use: yes
comms.channels.2.noise.output.dropout.p: 0.01
comms.channels.3.type: radio
comms.channels.3.bandwidth: 256
comms.channels.3.noise.input.failure.use: yes
comms.channels.3.noise.input.failure.p: 0.01
comms.channels.3.noise.output.dropout.use: yes
comms.channels.3.noise.output.dropout.p: 0.01
comms.channels.4.type: radio
comms.channels.4.bandwidth: 256
comms.channels.4.noise.input.failure.use: yes
comms.channels.4.noise.input.failure.p: 0.01
comms.channels.4.noise.output.dropout.use: yes
comms.channels.4.noise.output.dropout.p: 0.01
comms.channels.5.type: radio
comms.channels.5.bandwidth: 256
comms.channels.5.noise.input.failure.use: yes
comms.channels.5.noise.input.failure.p: 0.01
comms.channels.5.noise.output.dropout.use: yes
comms.channels.5.noise.output.dropout.p: 0.01
comms.channels.6.type: radio
comms.channels.6.bandwidth: 256
comms.channels.6.noise.input.failure.use: yes
comms.channels.6.noise.input.failure.p: 0.01
comms.channels.6.noise.output.dropout.use: yes
comms.channels.6.noise.output.dropout.p: 0.01
comms.channels.7.type: radio
comms.channels.7.bandwidth: 256
comms.channels.7.noise.input.failure.use: yes
comms.channels.7.noise.input.failure.p: 0.01
comms.channels.7.noise.output.dropout.use: yes
comms.channels.7.noise.output.dropout.p: 0.01
comms.channels.8.type: radio
comms.channels.8.bandwidth: 256
comms.channels.8.noise.input.failure.use: yes
comms.channels.8.noise.input.failure.p: 0.01
comms.channels.8.noise.output.dropout.use: yes
comms.channels.8.noise.output.dropout.p: 0.01
comms.channels.9.type: radio
comms.channels.9.bandwidth: 256
comms.channels.9.noise.input.failure.use: yes
comms.channels.9.noise.input.failure.p: 0.01
comms.channels.9.noise.output.dropout.use: yes
comms.channels.9.noise.output.dropout.p: 0.01
comms.channels.10.type: radio
comms.channels.10.bandwidth: 256
comms.channels.10.noise.input.failure.use: yes
comms.channels.10.noise.input.failure.p: 0.01
comms.channels.10.noise.output.dropout.use: yes
comms.channels.10.noise.output.dropout.p: 0.01
comms.channels.max.platoon: 3
comms.channels.max.centre: 5
\ No newline at end of file
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