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Published byEzra Butler Modified over 9 years ago
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Pelen Sandal 2008 RoboCup Movement Models Authors: Mariusz Wojcik Goncalo Ferraz Leszek Manicki Jaroslaw Tempski
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Pelen Sandal 2008 RoboCup objects RoboCup Server models movement of objects: players and ball. In each simulation step t each object has following parameters: position velocity acceleration
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Pelen Sandal 2008 Equations Acceleration is derived from power rate and angle Movement of objects is calculated as following manner:
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Pelen Sandal 2008 Movement Noise Model RoboCup features also „noise” containing movement model „Noise” is added to the model in order to reflect unexpected movements of objects in real world β noise parameter is added to movement equations
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Pelen Sandal 2008 Collision Model Collision – at the end of the simulation cycle two objects overlap Colliding models are moved back until they do not overlap The velocities of the objects are multiplied by -0.1
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Pelen Sandal 2008 Dash Model dash command Player can move forwards and backwards The acceleration power is set (power parameter of dash command) Negative power means accelarating backwards Accelerating reduces stamina of the player Accelerating backwards reduces twice as much stamina
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Pelen Sandal 2008 Dash Model Player may accelerate only once per simulation step Player may accelerate only using dash command
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Pelen Sandal 2008 Turn and TurnNeck Model turn command Angle the player turns is set RoboCup uses inertia concept that makes it more difficult for the player to turn when he is moving When player does not move he turns precisely the given angle Player may turn his neck using turn_neck command. This is the way to change the viewing angle of the player
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Pelen Sandal 2008 Stamina Model The stamina of the players consists of following parameters: Value Recovery Effort Recovery says how much stamina recovers each cycle Effort says how effective dashing is (how fast player reduces stamina)
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Pelen Sandal 2008 Kick Model kick command Command parameters are the kich power and the angle the player kicks the ball to Player may kick the ball when the ball is in range of the player and the player is not marked offside. The effective kick power depends on the distance from the ball to the player and on the angle between the player and the ball
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Pelen Sandal 2008 Catch Model catch command Command parameter is the catch angle Each goalkeeper has rectangular area he catches ball in The ball is caught with some propability After catching the ball, goalkeeper can move with the ball inside the penalty area (move command)
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Pelen Sandal 2008 Catch Model - example
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Pelen Sandal 2008 Move Model move command Command is available at the beginning of each half and after a goal has been scored Players may be moved to a position of its team half
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Pelen Sandal 2008 Say Model say command Messages players say can be heard within some distance Message is fixed size and contains letters, digits and some characters
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Pelen Sandal 2008 The End Danke schön
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