Unverified Commit 54f6cedf authored by Juon Kawakami's avatar Juon Kawakami 🥗
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<?xml version="1.0" encoding="UTF-8"?>
<scenario:scenario xmlns:scenario="urn:roborescue:map:scenario">
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</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: 30
# Maximum distance from a blockage in mm.
clear.repair.distance: 20000
#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: 5
# 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: 1765
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: 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: 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=true
gis.map.floor-placement.random.floor-rate.1=50
gis.map.floor-placement.random.floor-rate.2=1
gis.map.floor-placement.random.floor-rate.3=0
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: 190
# 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: 190
# 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
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: 60000
perception.los.ray-count: 72
perception.los.precision.hp: 1000
perception.los.precision.damage: 50
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