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Rollerslam Proposal of the Project. ajvc bbm cmor maas psb watm. Rollerslam Simulation GUI. Game Visualization GUI. Agent Reasoning Visualization GUI. playerAgent1(team1). playerAgent20(team1). playerAgent1(team2). playerAgent20(team2). gamePhysicsRulesSimulatorAgent.
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Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm
Rollerslam Simulation GUI Game Visualization GUI Agent Reasoning Visualization GUI playerAgent1(team1) playerAgent20(team1) playerAgent1(team2) playerAgent20(team2) ... ... gamePhysicsRulesSimulatorAgent Rollerslam Game Simulation
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
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
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 determinedstrength. • 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.
Players • Percepts • See – With a fully 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.
Judge • Actions • Say – The Judge is going to “say” when the game starts and when it ends.
Judge • Percepts • See – With a fully observable environment, the Judge will receive a complete model of the environment. Which will base on to keep the score.
2D Game View Track Zone Division Basket in-track Player Field Edge Goal Ball
Goal • Goal Area Basket (1x1) Field Goal (1x9) in-track
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
Server Game GUI Client Game GUI - 1 Client Game GUI - N playerAgent1(team2) (independent thread) playerAgent1(team1) (independent thread) playerAgent20(team1) (independent thread) playerAgent20(team2) (independent thread) EnvironmentAgent (independent thread) The “Client GUI” registers on “Server GUI” to see the game Architecture ... The “player” only knows the “environment”. The communication will be set with JRMI (can change) communication communication ... ... communication communication The “environment” knows every one. It will be the communication center.