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

init

parent 90ebf5a7
!include common.cfg
# Synonyms
resq-fire.water_capacity: 150000
fire.tank.maximum: 150000
resq-fire.water_refill_rate: 50000
fire.tank.refill_rate: 50000
#New Changes 2013
resq-fire.water_hydrant_refill_rate: 5000
fire.tank.refill_hydrant_rate: 5000
resq-fire.water_distance: 150000
fire.extinguish.max-distance: 150000
fire.extinguish.max-sum: 15000
resq-fire.max_extinguish_power_sum: 15000
# 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:0.5
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:90.0
resq-fire.concrete_speed:0.05
resq-fire.firestation_inflammable:false
resq-fire.steel_speed:0.05
resq-fire.randomseed:102
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: 0.145
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
log.viewers : rescuecore2.standard.view.StandardWorldModelViewer
viewer.standard.AreaNeighboursLayer.visible : false
viewer.standard.PositionHistoryLayer.visible : false
view.standard.human.icons.size: 24
view.standard.human.icons.use: no
This diff is collapsed.
<?xml version="1.0" encoding="UTF-8"?>
<scenario:scenario xmlns:scenario="urn:roborescue:map:scenario">
<scenario:refuge scenario:location="53762" scenario:bedCapacity="100" />
<scenario:refuge scenario:location="43289" scenario:bedCapacity="100" />
<scenario:refuge scenario:location="51225" scenario:bedCapacity="100" />
<scenario:refuge scenario:location="45211" scenario:bedCapacity="100" />
<scenario:refuge scenario:location="36927" scenario:bedCapacity="100" />
<scenario:civilian scenario:location="27851" />
<scenario:civilian scenario:location="43854" />
<scenario:civilian scenario:location="57359" />
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<scenario:firebrigade scenario:location="16330" />
<scenario:firebrigade scenario:location="3304" />
<scenario:firebrigade scenario:location="17392" />
<scenario:firebrigade scenario:location="14557" />
<scenario:firebrigade scenario:location="8707" />
<scenario:policeforce scenario:location="53397" />
<scenario:policeforce scenario:location="30009" />
<scenario:policeforce scenario:location="12316" />
<scenario:policeforce scenario:location="15781" />
<scenario:policeforce scenario:location="9868" />
<scenario:policeforce scenario:location="19417" />
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<scenario:policeforce scenario:location="12712" />
<scenario:policeforce scenario:location="8941" />
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<scenario:policeforce scenario:location="52364" />
<scenario:policeoffice scenario:location="29729" />
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<scenario:policeoffice scenario:location="38978" />
<scenario:policeoffice scenario:location="40034" />
<scenario:policeoffice scenario:location="55161" />
<scenario:ambulanceteam scenario:location="37198" />
<scenario:ambulanceteam scenario:location="32571" />
<scenario:ambulanceteam scenario:location="55991" />
<scenario:ambulanceteam scenario:location="57718" />
<scenario:ambulanceteam scenario:location="35368" />
<scenario:ambulanceteam scenario:location="11524" />
<scenario:ambulanceteam scenario:location="55905" />
<scenario:ambulanceteam scenario:location="57406" />
<scenario:ambulanceteam scenario:location="74" />
<scenario:ambulanceteam scenario:location="41320" />
<scenario:ambulanceteam scenario:location="12235" />
<scenario:ambulanceteam scenario:location="18472" />
<scenario:ambulanceteam scenario:location="14791" />
<scenario:ambulanceteam scenario:location="22873" />
<scenario:ambulanceteam scenario:location="15520" />
</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: 11
# Maximum distance from a blockage in mm.
clear.repair.distance: 12000
clear.repair.rad: 1050
!include common.cfg
# Damage distribution for wooden buildings
collapse.wood.p-destroyed: 0.15
collapse.wood.p-severe: 0.15
collapse.wood.p-moderate: 0.15
collapse.wood.p-slight: 0.15
collapse.wood.p-none: 0.4
# Damage distribution for steel buildings
collapse.steel.p-destroyed: 0.1
collapse.steel.p-severe: 0.15
collapse.steel.p-moderate: 0.2
collapse.steel.p-slight: 0.25
collapse.steel.p-none: 0.3
# Damage distribution for concrete buildings
collapse.concrete.p-destroyed: 0.3
collapse.concrete.p-severe: 0.25
collapse.concrete.p-moderate: 0.2
collapse.concrete.p-slight: 0.15
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: 6
# Possible extent of wall collapse.
collapse.wall-extent.min: 0.4
collapse.wall-extent.max: 0.85
!include types.cfg
# Random seed for all components
random.seed: 1658
scenario.human.random-id: true
kernel.host: localhost
kernel.port: 27931
!include comms/comms-01-full.cfg
#!include comms/comms-02-medium.cfg
#!include comms/comms-03-very-limited.cfg
#!include comms/comms-04-low.cfg
#!include comms/comms-05-less.cfg
comms.channels.count: 2
comms.channels.0.type: voice
# Range of a voice message in mm
comms.channels.0.range: 70000
# 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: 3
comms.channels.0.noise.input.dropout.use: yes
comms.channels.0.noise.input.dropout.p: 0.15
# 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: 4
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: 1024
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.2.type: radio
comms.channels.2.bandwidth: 1024
comms.channels.2.noise.input.failure.use: yes
comms.channels.2.noise.input.failure.p: 0.1
comms.channels.2.noise.output.dropout.use: yes
comms.channels.2.noise.output.dropout.p: 0.05
comms.channels.3.type: radio
comms.channels.3.bandwidth: 1024
comms.channels.3.noise.input.failure.use: yes
comms.channels.3.noise.input.failure.p: 0.1
comms.channels.3.noise.output.dropout.use: yes
comms.channels.3.noise.output.dropout.p: 0.05
comms.channels.max.platoon: 1
comms.channels.max.centre: 2
\ No newline at end of file
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.output.dropout.use: yes
comms.channels.0.noise.output.dropout.p: 0.05
# One very low bandwidth channel
comms.channels.1.type: radio
comms.channels.1.bandwidth: 64
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.25
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.12
# No other channels
comms.channels.max.platoon: 1
comms.channels.max.centre: 1
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.output.dropout.use: yes
comms.channels.0.noise.output.dropout.p: 0.05
# One very low bandwidth channel
comms.channels.1.type: radio
comms.channels.1.bandwidth: 64
comms.channels.1.noise.input.failure.use: yes
comms.channels.1.noise.input.failure.p: 0.25
comms.channels.1.noise.output.dropout.use: yes
comms.channels.1.noise.output.dropout.p: 0.12
# No other channels
comms.channels.max.platoon: 1
comms.channels.max.centre: 1
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 : ../maps/gml/legacy/Kobe
# 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=false
gis.map.floor-placement.random.floor-rate.1=2
gis.map.floor-placement.random.floor-rate.2=2
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
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