Assemby Production

Models, Algorithms and Evaluation

Connecting to the Competition Server
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.

 

Download
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.
Example Engine: (Client.exe)
Sources of the example engine: (PP3ExampleClient.zip)
Instance Data: (Example 1)
Documents:

 

Links

 

Contact

Ulf Lorenz (flulo@upb.de)

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