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The behavior of the client for these tests was very simple. In
essence, the client would chase after the ball, and upon reaching it
would kick it at its goal. A low-level description of what the client
would do at each time step is given below.
- Query the memory for the position of the ball. If its not known
then look for it.
- If the ball is close enough to be kicked then:
- Query the memory for the location of the goal. If its not known
then look for it.
- Kick the ball toward the goal.
- If the ball is not close enough to be kicked then dash toward it.
Figure: The soccer field used by the simulator. The boxes mark out
where the players and ball were placed for the free ball
experiment.
Peter Stone
Wed Dec 17 13:44:25 EST 1997