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

init

parent 90ebf5a7
!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:60000
\ No newline at end of file
!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: 240
# 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: 240
# 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
# Kernel UI components
kernel.ui.components: rescuecore2.standard.kernel.StandardWorldModelViewerComponent
!include score.cfg
log.viewers : rescuecore2.standard.view.StandardWorldModelViewer
viewer.standard.AreaNeighboursLayer.visible : false
viewer.standard.CommandLayer.visible : false
viewer.standard.PositionHistoryLayer.visible : false
!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: 30000
perception.standard.use-far-fires: true
perception.standard.far-fire-distance: 50000
perception.standard.hp-precision: 1000
perception.standard.damage-precision: 100
# Line of sight perception parameters
perception.los.max-distance: 60000
perception.los.ray-count: 72
perception.los.precision.hp: 900
perception.los.precision.damage: 80
!include common.cfg
# Synonyms
resq-fire.water_capacity:130000
fire.tank.maximum:130000
resq-fire.water_refill_rate:18000
fire.tank.refill_rate: 18000
resq-fire.water_hydrant_refill_rate: 7000
fire.tank.refill_hydrant_rate: 7000
resq-fire.water_distance:90000
fire.extinguish.max-distance:90000
fire.extinguish.max-sum: 20000
resq-fire.max_extinguish_power_sum:20000
# 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:120.0
resq-fire.concrete_speed:0.05
resq-fire.firestation_inflammable:false
resq-fire.steel_speed:0.05
resq-fire.randomseed:25
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: 0.10
resq-fire.burn-rate-variance: 0.01
!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
!include common.cfg
traffic3.nudge-magnitude=0.001
traffic3.agent.force.coefficient.A=0.0001
traffic3.agent.force.coefficient.B=0.001
traffic3.agent.force.coefficient.K=0.00001
traffic3.agent.distance.cutoff=10000
traffic3.agent.force.limit=0.0001
traffic3.wall.distance.cutoff=10000
traffic3.wall.force.coefficient.A=0.01
traffic3.wall.force.coefficient.B=0.7
traffic3.rescue-agent.velocity.mean=0.7
traffic3.rescue-agent.velocity.sd=0.1
traffic3.civilian.velocity.mean=0.2
traffic3.civilian.velocity.sd=0.002
# 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.CommandLayer.visible : false
viewer.standard.PositionHistoryLayer.visible : false
view.standard.human.icons.size: 24
view.standard.human.icons.use: no
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<scenario:scenario xmlns:scenario="urn:roborescue:map:scenario">
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<scenario:policeforce scenario:location="52288" />
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<scenario:ambulanceteam scenario:location="16739" />
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<scenario:ambulanceteam scenario:location="24830" />
<scenario:ambulancecentre scenario:location="58404" />
</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: 10
# Maximum distance from a blockage in mm.
clear.repair.distance: 10000
clear.repair.rad: 2000
!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: 0.5
collapse.wall-extent.max: 0.9
!include types.cfg
# Random seed for all components
random.seed: 85247
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
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