World Model
- Biter receives
see
commands from the sserver
and parses them.
- Biter maintains a
WorldModel
which has the
absolute location of every object on the field that the agent
can or has seen recently.
- Static objects are read in at startup.
- First, the closest line and flag are used to determine the
player's absolute location, then the location of all other
objects is deduced from it. Their certainty is set to one.
- If the ball is not seen then its updated using
dead-reckoning from its previous velocity. The certainty about
its location is reduced. When the certainty reaches zero it is
removed.
- Player positions can be updated the same way.
- You will need to decide how fast to forget (reduce phantom
objects).
José M. Vidal
.
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