Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Durk Talsma
On Thursday 05 January 2006 23:44, Paul Surgeon wrote:
 On Thursday 05 January 2006 21:13, Durk Talsma wrote:
  I haven't firmly
  decided yet, but I'm considering starting to tackle airway following
  code, which is in a way quite similar to the ground network.

 Now that would be amazing. No other desktop sim has AI flying realistic
 flightplans along airways.

The only other desktop FlightSim I know in fair detail is MSFS, and fact that 
all AI traffic follows straight point to point routes drives me nuts. 
Especially when Flying across continental Europe with the major project AI 
airlines packages installed, which results in major proximity alerts about 
every five minutes. 

There are still a few gotcha's to think about, to prevent ridiculous 
routing, but the general idea is to find a way through the airway network 
stored in data/Navaids/awy.dat.gz in a way much similar to the trace 
algorithm used in src/Airports/groundnetwork.[ch]xx

Once a good route is found, it can be stored in a cache directory on disk, so 
its' available for fast access.

Cheers,
Durk


 Of course we may not be flying airways in real life for much longer with
 all the GPS and automated routing ideas floating around.
 Maybe GPS direct isn't so far fetched after all.

 Paul


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Durk Talsma
On Friday 06 January 2006 00:38, Dave Culp wrote:
 On Thursday 05 January 2006 04:46 pm, Curtis L. Olson wrote:
  Also, who ever is developing and working on the MP and AI code:
 
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
 
  Please consider users with multiple display channels driven from
  multiple computeres synced together over the network.

 I can consider it all I want, but unless I win the lottery I won't be able
 to test this :)  Maybe you'll just have to disable that stuff, or find a
 developer who is able to test it.

 Dave



Well I guess, a basic solution would be to have a master/slave mode for the 
AIModels subsystem, where the master computer does the intelligent AIModels 
work, and sends the resulting data across the network. The remaining 
computers, wouldn't have the AIModels system do anything, except process the 
incoming data.

I don't think that this scenario would be impossible to implement, and has 
actually some attractive advantages (for example, the master AIModels 
computer could be configured to emphasize AImodels processing, at the cost of 
graphics display functions, it it were to be run on a system that was hooked 
up to the network, but not part of the display system).

Like Dave, however, I don't have enough computer resource available to test 
this, so we would need to depend on a developer with the means to actually 
test this. Curt, I know how extremely busy you are, but would you be willing 
to test this, once we get to the point where this might become a reality?

Cheers,
Durk


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread George Patterson
On Thu, 2006-01-05 at 23:37 +, Lee Elliott wrote:
 On Thursday 05 Jan 2006 22:46, Curtis L. Olson wrote:
  Martin Spott wrote:
  Hello Durk,
  
  Durk Talsma wrote:
  I still haven't firmly decided how ATC should interact with
   AI traffic, but that these systems should be integrated has
   always been part of my overarching design plan. Since my AI
   developments are based on extending the AIModels code, this
   would naturally move toward a fully integrated system.
  
  To me it's obvious why MP and AI are partially going to be
   merged some day, because both are 'exterior' sources of
   aircraft movement from the FlightGear users' point of view.
   If you think of integrating ATC with AI as well, then please
   keep in mind that a special situation arises because we are
   unlikely to convince AI aircraft to listen to 'human' ATC 
   :-)
 
  Also, who ever is developing and working on the MP and AI
  code:
 
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
  PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
 
  Please consider users with multiple display channels driven
  from multiple computeres synced together over the network.
 
  Nothing is more embarassing (well maybe I shouldn't say
  nothing) than demoing the new sim software on a 6 screen
  visual system flightgear based simulator and having 6
  independent ATC/Tower communications sessions going (one on
  each screen) and then having different airplanes appear on one
  screen and not on any of the others.
 
  Please consider some way to replicate the MP/AI traffic across
  multiple visual channels, perhaps slave from one master
  machine that communicates with the outside MP server.
 
  Thanks!
 
  Curt.
 
 I was just wondering if pigeon's FG map web-site could be adapted 
 to function as a radar and had started to think about how it 
 might be nice to include AI traffic as well when the problem of 
 inconsistent AI aircraft that you mentioned above occurred to 
 me:)

My thoughts was to use the interface and code from air traffic
controller (airtraf hereafter, I didn't want to re-use the acronym atc)
(airtraffic.sf.net) for client.

I don't believe that we want the atc server integrated into flightgear
itself as the regional rules differ between countries and even perferred
runway.

I see it as airtraf-client optionally talks to airtraf-server which
talks to fg-server and then to the appropriate users. Airtraf supposedly
will function automatically when there are no human users connected.

 Perhaps a possible solution would be for the MP server to 
 generate AI traffic and for local AI traffic to be switched off 
 when connected to an MP server.

Better, might be for MP to be disabled if the player selects AI traffic.

 
 For the multi-system type set-up you're using for your 6 screen 
 configuration there would have to be some way of nominating one 
 of the systems to take on the MP AI role, with the remaining 
 systems treating it as an MP server.

I'm not getting involved in this point as I feel I'm not suitably
qualified.

Anyway, I have emailed the project leader for his(??) opinion on the
matter. If I get shouted down here, then so be it. :-P


Regards



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Martin Spott
Hello Durk,

Durk Talsma wrote:

 I still haven't firmly decided how ATC should interact with AI traffic, but 
 that these systems should be integrated has always been part of my 
 overarching design plan. Since my AI developments are based on extending the 
 AIModels code, this would naturally move toward a fully integrated system. 

To me it's obvious why MP and AI are partially going to be merged some
day, because both are 'exterior' sources of aircraft movement from the
FlightGear users' point of view. If you think of integrating ATC with
AI as well, then please keep in mind that a special situation arises
because we are unlikely to convince AI aircraft to listen to 'human'
ATC  :-)

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Karsten Krispin
Am Donnerstag, 5. Januar 2006 23:32 schrieb Martin Spott:
 To me it's obvious why MP and AI are partially going to be merged some
 day, because both are 'exterior' sources of aircraft movement from the
 FlightGear users' point of view. If you think of integrating ATC with
 AI as well, then please keep in mind that a special situation arises
 because we are unlikely to convince AI aircraft to listen to 'human'
 ATC  :-)

Hi Martin,

I don't believe that this is a problem at all. We can mask a aircraft as AI so 
that a human controller knows, he has to command the aircraft only by text.  
Where by text means the command window - For lazy controllers this windows 
also creates readable text messages when the command is for a human pilot and 
sends this over network/whatever...

Karsten


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Paul Surgeon
On Thursday 05 January 2006 21:13, Durk Talsma wrote:
 I haven't firmly
 decided yet, but I'm considering starting to tackle airway following code,
 which is in a way quite similar to the ground network.

Now that would be amazing. No other desktop sim has AI flying realistic 
flightplans along airways.

Of course we may not be flying airways in real life for much longer with all 
the GPS and automated routing ideas floating around.
Maybe GPS direct isn't so far fetched after all.

Paul


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Curtis L. Olson

Martin Spott wrote:


Hello Durk,

Durk Talsma wrote:

 

I still haven't firmly decided how ATC should interact with AI traffic, but 
that these systems should be integrated has always been part of my 
overarching design plan. Since my AI developments are based on extending the 
AIModels code, this would naturally move toward a fully integrated system. 
   



To me it's obvious why MP and AI are partially going to be merged some
day, because both are 'exterior' sources of aircraft movement from the
FlightGear users' point of view. If you think of integrating ATC with
AI as well, then please keep in mind that a special situation arises
because we are unlikely to convince AI aircraft to listen to 'human'
ATC  :-)
 



Also, who ever is developing and working on the MP and AI code:

PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!


Please consider users with multiple display channels driven from 
multiple computeres synced together over the network.


Nothing is more embarassing (well maybe I shouldn't say nothing) than 
demoing the new sim software on a 6 screen visual system flightgear 
based simulator and having 6 independent ATC/Tower communications 
sessions going (one on each screen) and then having different airplanes 
appear on one screen and not on any of the others.


Please consider some way to replicate the MP/AI traffic across multiple 
visual channels, perhaps slave from one master machine that communicates 
with the outside MP server.


Thanks!

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Dave Culp
On Thursday 05 January 2006 04:46 pm, Curtis L. Olson wrote:

 Also, who ever is developing and working on the MP and AI code:

 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!

 Please consider users with multiple display channels driven from
 multiple computeres synced together over the network.

I can consider it all I want, but unless I win the lottery I won't be able to 
test this :)  Maybe you'll just have to disable that stuff, or find a 
developer who is able to test it.

Dave


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread David Luff
Curtis L. Olson writes:

 
 Also, who ever is developing and working on the MP and AI code:
 
 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
 PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
 

:-)

 Please consider users with multiple display channels driven from 
 multiple computeres synced together over the network.
 
 Nothing is more embarassing (well maybe I shouldn't say nothing) than 
 demoing the new sim software on a 6 screen visual system flightgear 
 based simulator and having 6 independent ATC/Tower communications 
 sessions going (one on each screen) and then having different airplanes 
 appear on one screen and not on any of the others.
 

ATC should be easy - simply disable it on all but one display.  AI is more 
tricky - I guess ideally you would like the AI aircraft to pass seamlessly from 
one monitor to another as it crosses the FOV.  Hmmm.

Cheers - Dave



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