sees, 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