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Ontologies Reasoning Components Agents Simulations Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm.

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Presentation on theme: "Ontologies Reasoning Components Agents Simulations Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm."— Presentation transcript:

1 Ontologies Reasoning Components Agents Simulations Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm

2 Rollerslam Game Simulation playerAgent1(team1) playerAgent20(team1)... playerAgent1(team2) playerAgent20(team2)... gamePhysicsRulesSimulatorAgent Game Visualization GUI Agent Reasoning Visualization GUI Rollerslam Simulation GUI

3 Rollerslam 1.0  Simulation is composed of 6 active component classes  1 environment (1 instance, server)  1 agent (player) (N instances, clients)  1 agent (judge) (1 instance, client)  1 client game GUI (N instances, clients)  1 server game GUI (1 instance, server)  Environment:  2D, agent being point  Discrete (divided in areas)  Fully observable  Automata agent architecture  Agent (player):  Goal-based agent architecture  Agent (judge):  Automata agent architecture

4 Rollerslam 1.0  Players  Actions  Dash  Throw ball  Say  Percepts  See  Hear  Ramifications  subpart of game rules  One action per simulation cycle  1 simulation cycle:  environment sends new percepts to all agents  then, wait N ms to receive actions from all agents  executes only last action sent during this interval  if no action was sent, does nothing  environment compute new simulation state  environment send new state to all displays

5 Players  Actions  Dash – To make a move the Player will initiate an acceleration in any direction. The Dash action will change the Player’s acceleration.  Throw ball – The Player can throw a ball in any direction, with a determined strength.  Hand throw ball – When the Player throw a ball with the hand. It has more precision, but less strength.  Foot kick ball – When the Player kick a ball with the foot. It has less precision, but more strength.  Say – The Player can “say” some thing to other agent.

6 Players  Percepts  See – With a f ully observable environment, the Player will receive a complete model of the environment. Players and ball position, velocity, acceleration. Who has the ball.  Hear – The Player can “hear” what others Players are “saying” to him.  Feel (body) – The Player is going to have time perception.

7 Judge  Actions  Say – The Judge is going to “say” when the game starts and when it ends.

8 Judge  Percepts  See – With a f ully observable environment, the Judge will receive a complete model of the environment. Which will base on to keep the score.

9 2D Game View Field in-track Edge Goal Track Zone Division Basket Ball Player

10 Goal  Goal Area Basket (1x1) Goal (1x9) in-track Field

11 Rules  Rules  2 team, 20 players each  1 judge  XX minutes with no time out  No faults  The game does not stop after a goal  Score  (goal or basket can be scored indifferently in either direction)  XX points goal with the foot  XX points goal with the hand  XX points basket with the hand (basket can be only done with the hand)  XX points complete lap around the “Track Zone”  Judge  Is responsible for keeping the score  Determine when the game starts and ends  Times the game

12 Architecture playerAgent1(team1) (independent thread) playerAgent20(team1) (independent thread)... EnvironmentAgent (independent thread) Server Game GUI Client Game GUI - 1 communication playerAgent1(team2) (independent thread) playerAgent20(team2) (independent thread)... communication The “environment” knows every one. It will be the communication center. The “player” only knows the “environment”. Client Game GUI - N The “Client GUI” registers on “Server GUI” to see the game... The communication will be set with JRMI (can change)


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