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Assemby Production
Models, Algorithms and Evaluation
| Connecting to the Competition Server |
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If you have Internet access, you can use the game client to connect to our server.
If you aim at developing an intelligent controller for our simulation world, you have to write a stand-alone console program, which
connects to our game client. Your
controller - we call it the engine - can then be started with the help of the client program. If your engine follows the game dependent
text protocol, it can participate. Your engine does only exchange messages with the client program, all communication
between client and server via Internet is hidden for you and fully transparent.
The engine/client protocol for the PP3 game.
An easier way to develop a working optimization engine is to use an existing client-library.
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| Version |
Item |
| 1.1 26.03.2007 |
Graphical User Interface and Client: (GUI.exe) You need an account and
a password, which you can receive. Please, send an email to flulo'at'upb.de, Subject TOPSUaccount,
and give your name, your address and your email address in the message. |
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Example Engine: (Client.exe) |
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Sources of the example engine: (PP3ExampleClient.zip) |
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Instance Data: (Example 1) |
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Documents:
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Contact
Ulf Lorenz (flulo@upb.de)
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