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Ontologies Reasoning Components Agents Simulations Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm
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Rollerslam Game Simulation playerAgent1(team1) playerAgent20(team1)... playerAgent1(team2) playerAgent20(team2)... gamePhysicsRulesSimulatorAgent Game Visualization GUI Agent Reasoning Visualization GUI Rollerslam Simulation GUI
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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
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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
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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.
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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.
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Judge Actions Say – The Judge is going to “say” when the game starts and when it ends.
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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.
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2D Game View Field in-track Edge Goal Track Zone Division Basket Ball Player
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Goal Goal Area Basket (1x1) Goal (1x9) in-track Field
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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
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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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