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***************************************************************** * UvA_Trilearn 2003 - University of Amsterdam, The Netherlands * * Base code version of the RoboCup-2003 World Champion * * Created by: Jelle Kok * * Research Coordinator: Nikos Vlassis * * Team Coordinator: Frans Groen * * Copyright 2000-2001. Jelle Kok and Remco de Boer * * Copyright 2001-2002. Jelle Kok * * Copyright 2002-2003. Jelle Kok * * All rights reserved. * ***************************************************************** Last update: 30-10-2003 General information ------------------- This directory contains parts of the source files and configuration files for the UvA Trilearn 2003 soccer simulation team which won the RoboCup-2003 Simulation League in Padova. The released code contains our low-level and intermediate level implementation (agent-environment synchronization method, world model, player skills), but not our high-level decision procedure. Instead, we have included a simple high-level action selection strategy which is the same as that of the Simple Portugal team. The fastest player to the ball intercepts the ball and shoots it to a random corner in the opponent goal regardless of his position on the field. The remaining players move to a strategic position which is determined by their home position in the formation and by the position of the ball. Furthermore, we deliberately have removed some specific aspects of our (low-level) code, i.e. the learned dribble skill and the opponent modeling in the intercept skill. Our intention was to make sure this base code would be a good starting point, but not too good, since that would be unfair for teams that have been working on their basic for the past years and would be immediately surpassed by new teams that use our code as a basis. Usage ----- Autoconf and automake are used in order to create this package. A simple ./configure ./make should compile the sources. The sources have been developed under Linux, which is the recommened platform. However, Alexey Vasilyev (Riga Technical University, Latvia) has provided a windows port for the free Borland C++ compiler. See the ./windows directory for the necessary Makefile and Borland configuration files. After the binaries are compiled, they can be started using the start-up script `start.sh' (see contents of this file for details). To extend the high-level strategy of this team, look at the method `deMeer5()' in the file `PlayerTeams.cpp' which defines the high-level strategy of the team. The other most important areas for improvement are: - the goalie behavior - intercept method that takes opponents into account - dribble skill Documentation ------------- The source code has been extensively documented using Doxygen (www.doxygen.org). The created html documentation can be downloaded from our website or generated using the command make doc in the directory of this README. The html files will be placed in the directory ./doc/html/. Here it is assumed that the program `dot' has been installed to create collaboration diagrams. If this is not the case then set the variable `HAVE_DOT' in the file `doc/doxygen.cfg' to `NO'. Changes ------- The basic code has changed with respect to the previous base release in 2002 (and not only with the file names ending in .cpp now). Except for the improvements in the low-level methods (e.g., intercept, kick) and the creation of the world model, the code also supports the functionality of the 9.xx protocol (tackle, attentionto, etc) and the synchronization mode. We tried to keep the code backward-compatibility with the previous release, but we won't make any promises. Please report when you encounter any major problems. Acknowledgements ---------------- The team has initially been built from scratch in 2001 for the master's graduation project of Jelle Kok and Remco de Boer at the University of Amsterdam. Thereafter, Jelle Kok continued the work under supervision of Nikos Vlassis. Although we have not copied any code from other teams, we have looked at some of their methods and used this knowledge for our own implementation. For this we would like to thank the following teams: - FC Portugal 2000: for their team formation and Simple Portugal team - CMUnited-99 : for their interception and message parsing methods - Cyberoos 2000 : for the description of their synchronization method - Essex Wizards : for the description of their multi-threaded architecture More information ---------------- More information can be found at the official UvA Trilearn website: http://www.science.uva.nl/~jellekok/robocup/index.html or contact: Jelle Kok ([email protected]) Global overview of classes -------------------------- A global overview of the various classes is as shown below. Note that the SenseHandler, ActHandler and other classes form three different threads that work independently. Object Player -- Formations | | | | | | WorldModel --- BasicPlayer | | | | | | SenseHandler ActHandler | | | | |_______________| | Connection | | | SOCCERSERVER Utility classes which are used by the classes listed above but which are not shown in the diagram are the following: - PlayerSettings - Logger, Timing (in Logger.C) - ServerSettings - SoccerTypes, SoccerCommand, Time (in SoccerTypes.C) - Geometry, Line, Circle, Rectangle, VecPosition (all in Geometry.C) - Parse Description of classes ---------------------- A description of each of the classes is given below. Connection ========== This class makes a connection with a socket and contains methods for sending messages to and receiving messages from this socket. SenseHandler ============ This class handles the processing of messages that the agent receives from the server. It parses these messages and sends the extracted information to the WorldModel. It also sets a signal to indicate when an action should be sent to the server; this signal is handled by the ActHandler. ActHandler ========== The ActHandler class deals with actuator output. It stores actions into two different queues: - m_queueOneCycleCommand: contains commands which can only be executed once during a cycle (kick, dash, etc.); the command which has been received last is sent to the server. - m_queueMultipleCommands: contains commands which can be executed concurrently with commands in m_queueOneCycleCommand (turn_neck, say, etc.); all commands in this list are sent to the server. When the ActHandler receives a signal, it converts the soccer commands into string messages and sends them to the server. WorldModel ========== This class contains the current representation of the world as observed by the agent. This representation includes information about all the objects on the field such as the positions and velocities of all the players and the ball. Information concerning the current play mode is also stored, as well as the time and the score. Furthermore, the WorldModel contains various types of methods that deal with the world state information in different ways: - Retrieval methods: for directly retrieving information about objects in the world model; these methods are defined in the file `WorldModel.C'; this file also contains methods for iterating over a specific set of objects; these methods make it possible to compare information about different objects in the same set (e.g. OBJECT_SET_OPPONENTS). - Update methods: for updating the world model based on new sensory information received from the SenseHandler; these methods are defined in the file `WorldModelUpdate.C'. - Prediction methods: for predicting future states of the world based on past perceptions and for predicting the effect of actions performed by the agent; these methods are defined in the file `WorldModelPredict.C'. - High-level methods: for deriving high-level conclusions from basic information about the state of the world (e.g. determining the fastest teammate to the ball); these methods are defined in the file `WorldModelHighLevel.C'. Object ====== This class contains information about all the objects in the simulation. Its implementation is spread over six separate classes which together form an object type hierarchy. These classes are the following: - Object: abstract superclass that contains estimates (and associated confidence values) for the global positions of all the objects and that defines methods for retrieving an updating this information. - FixedObject: subclass of the Object class that contains information about the stationary objects on the field (flags, lines and goals); it adds no additional attributes to those inherited from the Object superclass. - DynamicObject: subclass of the Object class that contains information about mobile objects; it adds velocity information to the general information provided by the Object class. - BallObject: subclass of the DynamicObject class which contains information about the ball; it adds no additional attributes to those inherited from the DynamicObject superclass. - PlayerObject: subclass of the DynamicObject class which contains information about a specific player on the field (either a teammate or an opponent); it adds attributes denoting the global neck angle and global body angle of the player to the information provided by the DynamicObject class and it holds a boolean attribute which indicates whether the player is a goalkeeper or not; the agent itself is not a member of this class. - AgentObject: subclass of the PlayerObject class which contains information about the agent himself. It adds attributes denoting the stamina, view angle and view quality of the agent to the information provided by the PlayerObject class. BasicPlayer =========== This class defines the various skills than an agent can perform. The way in which these skills are executed depends on the current state of the world model. PlayerSettings ============== This class contains parameters which are used in the BasicPlayer class. An example of such a parameter is `dPassEndSpeed' which denotes the desired end speed of the ball when it is passed to a teammate. By changing the values of the parameters in this class it is possible to adapt the behavior of the BasicPlayer. Player ====== This class is a subclass of the BasicPlayer class that contains methods for reasoning about the best possible action in a given situation. Action selection is based on the most recent information about the state of the world as obtained from the WorldModel and on the role of the agent in the current team formation. For making the final decision on whether a particular type of action should be performed, the agent uses the parameter values which are specified in the PlayerSettings class. Formations ========== This class contains information about possible team formations as well as a method for determining a strategic position on the field. Formations are read from a configuration file (formations.conf) and are based on those used by the Simple Portugal team. The implementation is spread over three separate classes: - PlayerTypeInfo: contains information about a player type in a formation. - FormationTypeInfo: contains information about one specific formation. - Formations: contains information about all the possible team formations and stores the currently used formation. This class is accessible from the WorldModel class. GenericValues ============= This class is a superclass for all classes that contain settings from the PlayerSettings and ServerSettings classes. Using this class it is possible to link variables to (text) names. When these names with their associated values are read from (or written to) a file, the corresponding variables can be easily set. Logger ====== This class is used by all the other classes to log various kinds of information for debugging purposes. It allows the programmer to specify the level of abstraction (`loglevel') from which he desires debugging information and contains an output stream for writing (usually a file). All log information that is sent to the Logger has a number which is compared to the specified log level (or range of log levels) to determine whether the information should be printed or discarded. It is also possible to log the information together with a time stamp. This time stamp corresponds to the time that has elapsed since a timer was last restarted. This timer is represented by an object from the Timing class which is also defined in the file `Logger.C'. Timing ====== This class contains a timer and methods for restarting this timer and for determining the amount of wall clock time that has elapsed since the timer was started. It is mainly used for the timing of incoming messages from the server and for debugging purposes. Parse ===== This class contains several static methods for parsing string messages. These methods can skip characters up to a specified point and convert parts of a string to integer or double values. They are mainly used by the SenseHandler that handles the processing of messages from the soccer server. ServerSettings ============== This class contains all the server parameters which are used for the current version of the soccer server (9.x). Examples are the maximum speed of a player (player_speed_max) and the stamina increase per cycle (stamina_inc_max). When the agent is initialized, the server sends him a message containing the values for these parameters. This message is then parsed using the methods from the Parse class and the resulting values are stored in ServerSettings. SoccerTypes =========== This class contains enumerations for different soccer types that are used in the simulation. It creates an abstraction for using soccer-related concepts (playmodes, referee messages, etc.) in a clean and consistent way throughout the code. Furthermore, this class contains methods for converting parts of string messages received from the server to the corresponding soccer types (e.g. `(g l)' to `GOAL_LEFT'). SoccerCommands ============== This class holds all the necessary information for creating a soccer command that can be sent to the server. It contains variables denoting the possible arguments (angle, power, etc.) of the different soccer commands and stores the type of the current command. Only those variables which are related to the current type will get a legal value. Furthermore, the class contains a method for converting the command into a string message that will be accepted by the soccer server. The definition of this class can be found in the file `SoccerTypes.C'. Time ==== This class holds the server time in the form of an ordered pair (t,s) where t denotes the current server cycle and s is the number of cycles since the clock has stopped. Here the value of t equals that of the time stamp contained in the last message received from the server, whereas the value for s will always be 0 while the game is in progress. It is only during dead ball situations (e.g. free kicks) that this value will be different, since in these cases the server time will stop while cycles continue to pass (i.e. actions can still be performed). Representing the time in this way has the advantage that it allows the players to reason about the number of cycles between events in a meaningful way. The definition of this class can be found in the file `SoccerTypes.C'. Geometry ======== This class contains several static methods for performing geometrical calculations and is mainly used by the BasicPlayer for working out action details. Methods have been defined for dealing with (possibly infinite) geometric series and for working with the abc-formula. Note that the `Geometry.C' file also contains several goniometric functions which enable one to specify angles in degrees rather than in radians. VecPosition =========== This class contains the representation of a position (x,y) and defines several methods which operate on this position in different ways. Methods are defined for relatively comparing positions (e.g. `isBehind', `isBetween', etc.) and for converting relative positions to global positions and vice versa. This class also allows you to specify positions in polar coordinates (r,phi) and contains a method for converting polar coordinates (r,phi) to Cartesian coordinates (x,y). Furthermore, the standard arithmetic operators have been overloaded for positions. The definition of this class can be found in the file `SoccerTypes.C'. Line ==== This class contains the representation of a line: ax + by + c = 0. It allows one to specify a line in different ways: by providing three values (a, b and c), by giving two points on the line, or by specifying a single point on the line together with an angle. Furthermore, this class contains methods for determining the intersection point of two lines and for determining a line perpendicular to the current line that goes through a given point. The definition of this class can be found in the file `SoccerTypes.C'. Circle ====== This class contains the representation of a circle and contains methods that deal with circles. A circle is specified by a VecPosition object which denotes its center and by a value denoting its radius. Methods have been defined for computing the area and circumference of the circle and for determining the intersection points of two circles as well as the size of their intersection area. The definition of this class can be found in the file `SoccerTypes.C'. Rectangle ========= This class contains the representation of a rectangle and contains methods that deal with rectangles. A rectangle is specified by two VecPosition objects denoting the upper left corner and bottom right corner respectively. The most important method in this class determines whether a given point lies inside the current rectangle. The definition of this class can be found in the file `SoccerTypes.C'. The main file ============= In the file `main.C' all the different classes are initialized and linked after which the player mainloop is called. A single execution of this loop is as follows: - block until new sensory information is received - tell the WorldModel to update all the information using the latest message from the server - determine the best possible action in the form of a skill from the Player class - send an action command which is part of this skill to the ActHandler This loop is called in each cycle after a sense_body or see message is received. After a sense_body message a new action is determined based on a prediction of the current world state, whereas after a see message a new action is chosen based on the new visual information. In each case the action is put in the ActHandler queue. In this way the ActHandler will always contain an action even when no visual information arrived during a cycle. When visual information does arrive the action determined after the sense message arrival can be optimized based on the new information, but this is not necessary.
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