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Published byStephan Cregg Modified over 10 years ago
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Rollerslam “Filtering” Mechanism
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Main Idea Problem: Avoid network overload when agents need to receive excessive informations about the environment. Solution: –The agents decides which flux object is he aware of. –“A voluntarily partially observable world”
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Old Top Level Component Realization Service View > Simulation Infrastructure > Display > GameDisplay > SimulationAdmin > ControlPanel > Agent * > Player > Referee > GamePhysics > agents
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New Top Level Component Realization Service View > Simulation Infrastructure > Display > GameDisplay > SimulationAdmin > ControlPanel > Agent * > Player > Referee > GamePhysics > agents > Agent > PercepFilter > Filter >
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Filter Component
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Specification Service View > Agent > Filter > Agent -------------------------------------------------------- + getAgentID() : Integer + sendActions(p:Message[0..*]) + receivePercepts() : Message[0..*] + getSimulationState() : SimulationState > PerceptFilter -------------------------------------------------------- + setDesiredFluxObjects(fo : FluxObject[*])
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Details The “Agent” interface just delegates the implementation of its method to the interface realized by the infrastructure –Exception: The “receivePercepts” strips down the messages sent by the infrastructure, removing the unwanted objects How does this solve the problem? –If the “Filter” component resides on the same machine as the Infrastructure and the agents reside on their machines, the complete model is just transfered between component in the same machine, whereas just the desired subset of the world needs to be transfered between different machines.
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