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[13.0.0] * RCSSBase is now integrated into RCSSServer. It is not necessary for you to install RCSSBase before the RCSSServer installation. * New parameters: - server::stamina_capacity (default value: 148600.0) - server::max_dash_angle (default value: 180.0) - server::min_dash_angle (default value: -180.0) - server::dash_angle_step (default value: 90.0) - server::side_dash_rate (default value: 0.25) - server::back_dash_rate (default value: 0.5) - server::max_dash_power (default value: 100.0) - server::min_dash_power (default value: -100.0) * Changed parameters: - server::stamina_max (4000 -> 8000) - server::max_back_tackle_power (50.0 -> 0.0) - server::extra_half_time (300 -> 100) - server::player_speed_max (1.2 -> 1.05) - server::player_speed_max_min (0.8 -> 0.75) - server::extra_stamina (0.0 -> 50.0) - player::player_decay_delta_min (-0.05 -> -0.1) - player::extra_stamina_delta_max (100.0 -> 50.0) - player::effort_mix_delta_factor (-0.002 -> -0.004) - player::effort_man_delta_factor (-0.002 -> -0.004) - player::new_dash_power_rate_delta_min (-0.0005 -> -0.0012) - player::new_dash_power_rate_delta_max (0.0015 -> 0.0008) * Changed a stamina model. The new parameter server::stamina_capacity defines the maximum recovery capacity for each player. When player's stamina is recovered during the game, his stamina capacity is also consumed. If the player's stamina capacity becomes 0, his stamina is never recovered and he can use only his extra stamina. The recovery policy of the stamina capacity is as follows: - normal halves The stamina capacity is reset to the initial value just after the kick off as well as the other stamina related variables. - extra halves and penalty shootouts The stamina capacity is reset to the initial value just after normal halves if the game is not over, but is never recovered at the half time and before the penalty shootouts. If server::stamina_capacity is set to a negative value, players have an infinite stamina capacity. This setting makes the new stamina model completely same as the old stamina model. * Changed a dash model. Players can now add the dash direction as the second argument of his dash command: `(dash <power> <dir>)' The dash direction is relative to player's body angle (or reverse side angle if dash power is negative value) and is restricted within [server::min_dash_angle,server::max_dash_angle]. The dash power effectiveness is affected by the magnitude of dash angle. Players can dash in direction of their body (or reverse side angle if dash power is negative) using 100% of power, in backward with server::back_dash_rate(0.5) of power and in sideward with server::side_dash_rate(0.25) of power. The dash power effectiveness will increase between sides and body direction from server::side_dash_rate(0.25) to 1.0 and between sides and backward from server::side_dash_rate(0.25) to server::back_dash_rate(0.5). dir_rate = ( fabs( dir ) > 90.0 ? back_dash_rate - ( back_dash_rate - side_dash_rate ) * ( 1.0 - ( fabs( dir ) - 90.0 ) / 90.0 ) : side_dash_rate + ( 1.0 - side_dash_rate ) * ( 1.0 - fabs( dir ) / 90.0 ) ); Please note that server::min_dash_power will be set to 0 in the future simulator (v14 or later). This means the negative dash power will be forbidden completely. In order to balance with older binaries and to enable flexible settings, server::dash_angle_step parameter has been introduced. This parameter defines the discreteness of player's dash direction. If server::dash_angle_step is 90.0, players can dash only in four directions (forward, backward and two sidewards). * Changed heterogeneous player parameters. Now, heterogeneous players' dash speed become slower. * Forbad a backward tackle. Now, server::max_back_tackle_power is set to 0. This means the tackle command directed to 180.0 degree has no effect. * Changed a overtime length. Now, the default overtime length is set to 1000 cycles. * Supported a protocol version 13. - All new parameters are sent to v.13 or later clients. - server::extra_half_time parameter is now sent to v.13 or later clients. - Version 13+ players and coaches can see players' kicking state. When players can see another players team, they can also see if that player is kicking via a `k' flag as follows: `((p "<TEAMNAME>" <UNUM>) <DIST> <DIR> <DISTCHG> <DIRCHG> <BDIR> <HDIR> [<POINTDIR>] [{t|k}])' `((p "<TEAMNAME>") <DIST> <DIR> [<POINTDIR>] [{t|k}])' Coach visuals now can indicate if a player is kickingvia a `k' flag as follows: `((p "<TEAMNAME>" <UNUM>) <X> <Y> <VEL_X> <VEL_Y> <ANGLE> <NECK_ANGLE> [<ARM_DIR>] [{t|k}])' If an observed player is tackling, the kicking flag is always overwritten by the tackle flag. Please note that the kicking state can be seen within one cycle just after kicking. - The stamina capacity information is added to sense_body message as follows: `(stamina <STAMINA> <EFFORT> <CAPACITY>)` * Supported a monitor protocol version 4 and a game log format version 5. In these versions, players' stamina capacity information are contained in each player data. Now, these versions are used by default. * Now, stoppage time information is recorded in the text log(.rcl) files. * Supported the environment variable RCSS_CONF_DIR. With this variable, you can specify the default location of configuration files.[12.1.4] * Fixed library dependencies and a problem in 64bit platforms. Thanks go to hedayat Vatankhah for providing the patches.[12.1.3] * This release is the version for the final round of RoboCup2008. * Added new parameter, server::extra_half_time(default: 300). This parameter changes the length of each extra half. Please note that, at least in this release, rcssserver never send server::extra_half_time to v.12 or older clients via the server_param message.[12.1.2] * Fixed gcc 4.3 compilation problems. Thanks go to Hedayat Vatankhah for providing the patch. * Fixed gcc 4.4 warnings.[12.1.1] * Fixed an endless loop bug in the collision check with goal posts. Thanks go to Alexander Burger for reporting the problem. * Fixed defects of the back pass rule. - Now, the back pass rule does not apply if goalie catches the ball after his own kick but the previous ball kicker is an opponent player and both kicks are performed within the same play_on period. - Now, the back pass rule applies if a teammate player holds the ball and kicks the ball just after goalie's catch in the same cycle. - Fixed a defect of timer count when trainer changes the playmode.[12.1.0] * Slightly changed the game log format version 4. Now, players' pointing points are recorded by the global value of left-hand coordinate system. * The size of team_graphic image can be smaller than 256x64. Any xpm graphic that the size is 8*m x 8*n (0<m<=32,0<n<=8) is acceptable. * Now, team_graphic messages are always recorded in the game log file as msg info. * Now, the game date and result are recorded at the end of the game log file as msg info. * Fixed a defect of log file flushing. * Disabled the stdoutsaver by default. Instead, the rcsoccersim script will try to load the stdoutsaver module. * Fixed an incorrect result message of penalty shootouts in stdoutsaver.[12.0.1] * Fixed a change_view command bug in the synchronous mode. Thanks go to Tobias Springenbergr for reporting the problem and providing the patch.[12.0.0] * Supported the monitor protocol version 3 and the game log format version 4. Now, these are used by default. * Fixed a build problem on some platforms.[12.0.0_pre-20080210] * New parameter: - server::synch_see_offset (default value: 30) * Renamed parameter: - server::min_tackle_power -> server::max_back_tackle_power (default value: 50.0) * Changed parameters: - server::tackle_power_rate (0.0135 -> 0.027) - server::tackle_back_dist (0.5 -> 0.0) - server::tackle_width (1.0 -> 1.25) * New command: - "(synch_see)" All version players can use this command. If the command is accepted, rcssserver sent a reply message, "(ok synch_see)". This command is used for a synchronous mode describing below. * Changed a see message timer. There are 2 modes for all players, the asynchronous mode and the synchronous mode. The asynchronous mode is completely same as v.11 or older timer and is a default mode for all players including v.12 players. If players send the "(synch_see)" command, they enter to the synchronous mode and cannot return to the asynchronous mode. v.11 or older players also can use this command and the synchronous mode. In the synchronous mode, the "low" view quality cannot be used and the following view width are available: | mode | view width(degree) | see frequency | | narrow | 60 | every cycle | | normal | 120 | every 2 cycles | | wide | 180 | every 3 cycles | In all view modes, rcssserver send see messages at server::synch_see_offset(30) ms from the beginning of the cycle. Each view width can be calculated as follows: narrow: 60 = visible_angle(90) * send_step(150) / sim_step(100) normal: 120 = narrow * 2 wide: 130 = narrow * 3 * Changed a tackle model for v.12 players based on the Thomas Gabel's proposal. Now, the argument of the tackle command sent by v.12 players means the ball acceleration angle relative to the player's body angle. Effective power for tackle(angle) is calculated as follows: eff_power = ( max_back_tackle_power + ( max_tackle_power - max_back_tackle_power ) * ( 1 - fabs( angle )/PI ) ) * tackle_power_rate * Changed a tackle power restriction rule for the v.11 or older players as follows: power = max( -max_back_tackle_power, min( max_tackle_power, power ) ) This means a tackle power is restricted within [-50,100] in the default settings. Note that a backwards tackle might be completely forbidden (max_back_tackle_power is set to 0) in the v.13 or later simulator. * Added a tackle power reduction according to the ball position as follows: eff_power *= 1 - 0.5*( fabs( player_2_ball.th() )/PI * Changed a kick noise model. This change is motivated by the Mehrab Norouzitallab's proposal. Now, the maximum kick noise is directly proportional to the kick power, the ball distance, the ball direction and the ball speed. When the kick power is 0, the kick noise becomes always 0. pos_rate = 0.5 + 0.25*( dir_diff/PI + dist_2_bal/kickable_margin ) For tackle: pos_rate = 0.5 + 0.5*( 1.0 - tackle_prob ) speed_rate = 0.5 + 0.5*( ball_speed / (ball_speed_max*ball_decay) ) max_rand = kick_rand * ( power / max_power ) * ( pos_rate + speed_rate ) kick_noise = polar2vector( rand( 0, max_rand ), rand(-PI,PI) ) * Added an automatic version check for configuration files. If configuration files do not contain a version parameter that is same as the rcssserver's release version, rcssserver will exit with error messages. * (Not fixed yet) Supported the monitor protocol version 3 and the game log format version 4. From these versions, data is represented by human readable text messages. The default version of game log format is still 3 in 12.0.0_pre-20080210 because the format has not been fixed yet and the implementation has not been completed yet. * (Test version) Introduced a new catch model based on the Sebastian Marian's proposal. The catch probability is set to unreliable catches. If ball is not within the goalie's reliable catch area, the catch probability is calculated according to the ball position and the goalie's catch command might be failed. Note that this rule is not actually used in the default settings of v.12 server. If you try to test this rule, you need to change the server::catchable_area_l(default value: 1.2) parameter to the value greater than server::reliable_catch_area_l(default value: 1.2). And server::min_catch_probability(default value: 1) also need to be change to [0, 1]. RCSSServer can read these parameter from server.conf, but does not send them to clients.
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