Rollerslam Proposal of the Project ajvc bbm cmor
Rollerslam Proposal of the Project ajvc bbm cmor maas psb watm Ontologies Reasoning Components Agents Simulations
Rollerslam Game Simulation Rollerslam Simulation GUI Game Visualization GUI player. Agent 1(team 1) player. Agent 1(team 2) . . . player. Agent 20(team 1) Agent Reasoning Visualization GUI game. Physics. Rules. Simulator. Agent player. Agent 20(team 2)
Rollerslam 1. 0 E Simulation is composed of 6 active component classes E E E 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) E Environment: E E 2 D, agent being point Discrete (divided in areas) Fully observable Automata agent architecture E Agent (player): E Goal-based agent architecture E Agent (judge): E Automata agent architecture
Rollerslam 1. 0 E Players E Actions E Dash E Throw ball E Say E Percepts E See E Hear E Ramifications E subpart of game rules E One action per simulation cycle E 1 simulation cycle: E environment sends new percepts to all agents E then, wait N ms to receive actions from all agents E executes only last action sent during this interval E if no action was sent, does nothing E environment compute new simulation state E environment send new state to all displays
Players E Actions EDash – To make a move the Player will initiate an acceleration in any direction. The Dash action will change the Player’s acceleration. EThrow ball – The Player can throw a ball in any direction, with a determined strength. EHand throw ball – When the Player throw a ball with the hand. It has more precision, but less strength. EFoot kick ball – When the Player kick a ball with the foot. It has less precision, but more strength. ESay – The Player can “say” some thing to other agent.
Players E Percepts ESee – 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. EHear – The Player can “hear” what others Players are “saying” to him. EFeel (body) – The Player is going to have time perception.
Judge E Actions ESay – The Judge is going to “say” when the game starts and when it ends.
Judge E Percepts ESee – With a fully observable environment, the Judge will receive a complete model of the environment. Which will base on to keep the score.
2 D Game View Track Zone Division Basket in-track Player Field Edge Goal Ball
Goal E Goal Area Basket (1 x 1) Field Goal (1 x 9) in-track
Rules E 2 team, 20 players each E 1 judge EXX minutes with no time out ENo faults EThe game does not stop after a goal EScore E (goal or basket can be scored indifferently in either direction) E XX points goal with the foot E XX points goal with the hand E XX points basket with the hand (basket can be only done with the hand) E XX points complete lap around the “Track Zone” EJudge E Is responsible for keeping the score E Determine when the game starts and ends E Times the game
Architecture Client Game GUI - 1 The “player” only knows the “environment”. . The “Client GUI” registers on “Server GUI” to see the game Client Game GUI - N The communication will be set with JRMI (can change) Server Game GUI communication player. Agent 1(team 2) (independent thread) player. Agent 1(team 1) (independent thread) . . . communication player. Agent 20(team 1) (independent thread) The “environment” knows every one. It will be the communication Environment. Agent (independent thread) player. Agent 20(team 2) (independent thread)
- Slides: 12