- scenario
- Norms
- Fixing the kinds of norms. An algorithmic description of each can be found here
- Actions
- Introduces an alias for the
adopt
action:adapt
- Introduces an alias for the
- Add config option to deliver an agent's absolute position as percept (only for getting started/testing/debugging)
- General bug fixes, some dependencies updated
- Norms
This time, some more things have changed. Please tell us soon if you think something doesn't work as expected.
- scenario
- Norms
- Dynamic rules change what is allowed.
- Tasks
- Task boards are gone.
- Tasks can be submitted multiple times while they are active.
- Goal zones move away!
- Roles
- Agent's can adopt roles that change their parameters and which actions they are allowed to use.
- Role zones allow agents to adopt roles.
- Actions
accept
is now obsoleteadopt
is for rolessurvey
gathers informationclear
is more important than ever
- Norms
- eismassim
- some now more or less obsolete options have been removed
- some exceptions have been disabled by default (and can be enabled again) - this might improve interaction with Goal
- scenario
- new more distinctive failure codes for some actions
- new percept for team size
- new status messages in the protocol for querying which teams are currently playing which simulation
- randomized which agents start in clusters
- starting clusters have variable size (configurable interval)
- task boards can now be added via the setup file
- some new sample configs
- eismassim
- new entity for the new status messages
- monitor
- now wraps around (+ marks the origin)
- new view for each agent's local perspective
- zoom!
- select agents!
- track accepted tasks
- general
- update to Java 13
- scenario
- the grid now loops horizontally and vertically (is it a donut?)
- new taskboards
- task rewards now decrease over time
- agents may now start close to another agent
- server
- simpler team configuration (create many "accounts" at once)
- similar adjustments to eismassim and javaagents
- new option to add a pause between consecutive simulations
- simpler team configuration (create many "accounts" at once)
- eismassim
- update to newest EIS version
- new option that delivers percepts only once
- some not so minor bugs fixed
- monitor improvements
- many bug-fixes
- monitor improvements
- scenario
- added percept for vision and team
- added percept for which things are currently attached to another agent
- added "clear" action that removes blocks and obstacles and disables agents
- agents may now become temporarily disabled
- agents now have "energy"
- new percepts for energy and disabled status
- added map events
- are perceived similar to clear actions
- will clear the marked area
- will create new obstacles around the center of the event
- monitor
- show the sum of current wells' efficiency
- eismassim
- fix an entity type set exception
- server
- cache routes if they do not change
- fix build action result
- fix generator using wrong parameter
- protocol
- changed xml structure of items to attributes
- eismassim
- upgraded to EIS 0.6.0
- fix: added percepts that were missing
- entity type is now set to the name of the role when the info is received
- scenario
- made auction duration dynamic
- added some more sample configurations
- scenario
- changed goal: get the highest score!
- major additions
- added wells to generate score points with
- added build/dismantle actions to build/dismantle wells
- roles now have a new skill attribute determining the efficiency of build, dismantle and gather actions
- roles now have a new vision attribute describing an agent's vision radius
- roles now have values for maximum speed, battery, load, vision and skill to support the
- new upgrade system! each agent can upgrade its speed, battery, load, vision and skill
- minor revisions
- entities (and wells) are now only visible in an agent's vision radius
- currency renamed to massium
- used to build wells or upgrade agents
- removed blackouts
- item-related
- shops do not sell items any more
- added new trade action to sell assembled items in shops
- tools have been removed, assembly now requires the presence of roles instead
- assembled items require at most one instance of each part
- shops do not sell items any more
- removed actions
- post_job
- nobody used it anyway
- skip (redundant)
- post_job
- under the hood changes
- simulation instance generation has been simplified
- resource nodes are more common
- resource nodes use skill system to determine when they yield a resource
- volume of assembled items does not depend on required parts anymore
- simplified job generation
- monitor
- added replay mechanism
- scenario
- added the 2 missing tournament maps
- added config files for the new maps
- server
- added some more log output
- scenario
- added measure to prevent empty jobs
- fixed issue where agents could be trapped in some parts of the map
- changed cellSize to Integer
- monitor
- added rendering of agents' routes
- scenario
- added percepts for map center, cellSize and proximity
- monitor
- fixed display of stored items
- added a third team color
- added display of action parameters
- eismassim
- improved entity re/connection
- added the new percepts
- server
- fixed a bug where actions could go missing on extremely slow hardware
- refactored the scenario generation
- protocol
- added the agent's name to sim-start
- fixed sim-end message not being deserialized
- XML request-action messages now organized for better readability
- eismassim
- added percept for agent's name
- fixed abort action deemed not being supported
- fixed a bug where an EISEntity could create multiple listening threads
- added method for checking an entity's connection to a server to the environment interface
- starting the environment now also starts its main thread, which will cause it to try to connect its entities with a massim server if they are not connected
- monitor
- selection of multiple agents in the same location now cycles through all of them
- zoom to new location on map change#
- scenario
- fixed tools not being listed in storages after being stored
- items of completed jobs are now mostly fed back into random shops
- server
- will now only parse as many agents from team config as required and make up its own names if too few agents are configured
- scenario:
- blackouts added (charging stations may not work for a couple of steps)
- assembly assistants are now sorted by their number (i.e. first by length of their name, then lexicographically) when determining the order in which to remove their items
- fixed missions' rewards being higher than lowestBid
- adapted configuration for 28 agents
- fixed a severe bug when abort action was used
- monitor: limit number of displayed jobs and fix displayed items in shops
- protocol: added min/max lat and lon to sim-start percept
- eismassim: removed obsolete missionId parameter from mission percepts
- changed xml format of tools in roles and item-requirements
- added tools to sim-start message
- fixed a possible memory leak that could occur if some agents would not connect
- added a special testing mode for simple (non-assembly) jobs
- set difficultyMin/Max and missionDifficultyMax to 0
- changed "item" percept to "hasItem" for carried items (eismassim)
- added missing facility percept (eismassim)
- improved job generation (replaced temporary one)
- fixed a bug where assembled items could (or would) have volume 0
- fixed a bug where missions were not added to the percept