see
s, in polar coordinates relative to its current position and viewing direction.sense_body
tells the player about its own body.(see Time ObjectInfo ObjectInfo ...)where
ObjectInfo = (ObjName Distance Direction DistChng DirChng BodyDir HeadDir )and
ObjName ::= (player Teamname UniformNumber) | (goal [l|r]) | (ball) | (flag c) | (flag [l|c|r] [t|b]) | (flag p [l|r] [t|c|b]) | (flag g [l|r] [t|b]) | (flag [l|r|t|b] 0) | (flag [t|b] [l|r] [10|20|30|40|50]) | (flag [l|r] [t|b] [10|20|30]) | (line [l|r|t|b])
sense_body_step
milliseconds.(sense_body TIME (view_mode QUALITY WIDTH) (stamina STAMINA EFFORT) (speed AMOUNT_OF_SPEED) (head_angle RELATIVE_HEAD_ANGLE) (kick KICK_COUNT) (dash DASH_COUNT) (turn TURN_COUNT) (say SAY_COUNT) (turn_neck TURN_NECK_COUNT))
(turn Moment
)
Change the direction of the player according to
Moment
.(turn-neck Angle
)
Adds Angle
to the clients neck angle.(dash Power
)
Increases the velocity of the player in the direction
it is facing by Power
*dash_power_rate
.
(kick Power
Direction
)
Kick the ball with Power
in Direction
if the ball is near enough.
(move X
Y
)
Move the player to the position (X
,Y
).
This command is available only in the before_kick_off
mode, and for the goalie immediately after catching the ball (see the
catch
) command.
(catch Direction
)
Tries to catch the ball in direction Direction
.
(say Message
)
Broadcast Message
to all players.
(change_view ANGLE_WIDTH
QUALITY
)
Change angle of view cone and quality of visual information.
simulator_step
(100ms) the simulator updates the
world model using these inputs. Only one action per agent is
accepted.stamina
: used up when dashing and
replenished slightly. Stamina increases slightly every
cycle.effort
: determines the effectiveness of
dashing.recovery
: controls how much stamina is
recovered each cycle.dash
only with
Power
lower than the current
stamina. The stamina decreases by the Power
.
see
commands from the soccerserver
and parses them.WorldModel
which has the
absolute location of every object on the field that the agent
can or has seen recently.inhibits
.canHandle
.busy
. This is forever for permanent
behavior.ActivityManager
.Samurai | 4, 6 | |||
---|---|---|---|---|
KAR | 6, 10 | 5, 6 | ||
China | 1, 8 | 7, 0 | 3, 4 | |
Sachin | 0, 18 | 0, 10 | 2, 1 | 7, 1 |
Betir | Samurai | Kar | China |
This talk available at http://jmvidal.cse.sc.edu/talks/teachingbiter/
Copyright © 2009 José M. Vidal
.
All rights reserved.
27 February 2002, 02:00PM