📄 basicplayer.c
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ball position and which has a radius equal to the sum of the radius of the agent, the radius of the ball and a small buffer (kickable margin/6). It is now determined whether the agent can intercept the ball in the next cycle by looking at the number of intersection points between l and c. If l and c have exactly one point in common then this point is the desired interception point for the next cycle. However, if the number of intersection points equals two then the desired point is the one for which the absolute angle of the ball relative to that point is the smallest. This amounts to the intersection point which is closest to the agent when the ball lies in front of him and to the furthest one when the ball is behind his back. As a result, the desired interception point will always be such that the agent has the ball in front of him in the next cycle. Then a dash command is generated that will bring the agent as close as possible to the desired point. Next, the position of the agent after executing this command is predicted and if it turns out that this predicted position lies within the kickable distance from the ball then the dash is performed. However, if the predicted position is not close enough to the ball or if l and c have no points in common then it is assumed that the ball cannot be intercepted with a single dash. In these cases, two alternatives are explored to see if the ball can be intercepted in two cycles. The first alternative is to determine whether the agent can intercept the ball by performing a turn followed by a dash. To this end the global position of the ball is predicted two cycles into the future and a turn command is generated that will turn the agent towards this point. The agent's position after executing this command is then predicted after which a dash command is generated that will bring the agent as close as possible to the predicted ball position in two cycles. If it turns out that the predicted position of the agent after the dash lies within kickable distance from the ball then the first command (i.e. the turn) in the sequence of two is performed. Otherwise, a second alternative is tried to determine whether the agent can intercept the ball by performing two dash commands. To this end two dash commands are generated to get closer to the predicted ball position after two cycles. If the predicted position of the agent after these two dashes lies within kickable distance from the ball then the first dash is performed. Otherwise, an illegal command is returned to indicate that the skill cannot be performed. The close interception procedure is heavily based on a similar method introduced in CMU'99 by Peter Stone. \return command to intercept ball in two cycles, CMD_ILLEGAL otherwise */SoccerCommand BasicPlayer::interceptClose( ){ SoccerCommand soc; double dPower, dDist; AngDeg ang, ang2; VecPosition s1, s2; // first determine whether the distance to the ball is not too large dDist = 2*SS->getPlayerSpeedMax() + (1.0 + SS->getBallDecay())*SS->getBallSpeedMax() + SS->getMaximalKickDist(); if( WM->getRelativeDistance( OBJECT_BALL ) > dDist ) return SoccerCommand( CMD_ILLEGAL ); // initialize all variables with information from the worldmodel. VecPosition posAgent = WM->getAgentGlobalPosition( ); VecPosition posPred = WM->predictAgentPos( 1, 0 ); VecPosition posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 1 ); VecPosition velMe = WM->getAgentGlobalVelocity( ); Stamina sta = WM->getAgentStamina( ); AngDeg angBody = WM->getAgentGlobalBodyAngle( ); // make a line from center of body in next cycle with direction of body // use next cycle since current velocity is always propogated to position in // next cycle. Make a circle around the ball with a radius equal to the // sum of your own body, the ball size and a small buffer. Then calculate // the intersection between the line and this circle. These are the (two) // points that denote the possible agent locations close to the ball // From these two points we take the point where the body direction of the // agent makes the smallest angle with the ball (with backward // dashing we sometime have to dash "over" the ball to face it up front) Line line = Line::makeLineFromPositionAndAngle(posPred,angBody); dDist = SS->getPlayerSize()+SS->getBallSize()+SS->getKickableMargin()/6; int iSol = line.getCircleIntersectionPoints( Circle(posBall,dDist), &s1, &s2); if (iSol > 0) // if a solution { if (iSol == 2) // take the best one { ang = VecPosition::normalizeAngle((posBall - s1).getDirection() -angBody); ang2 = VecPosition::normalizeAngle((posBall - s2).getDirection() -angBody); if ( fabs(ang2) < 90) s1 = s2; // and put it in s1 } // try one dash // now we have the interception point we try to reach in one cycle. We // calculate the needed dash power from the current position to this point, // predict were we will stand if we execute this command and check whether // we are in the kickable distance dPower = WM->getPowerForDash(s1-posAgent, angBody, velMe,sta.getEffort() ); posPred = WM->predictAgentPos( 1, (int)dPower); if ( posPred.getDistanceTo( posBall ) < SS->getMaximalKickDist() ) return SoccerCommand( CMD_DASH, dPower ); } // try one dash by getting close to ball // this handles situation where ball cannot be reached within distance // SS->getKickableMargin()/6 soc = dashToPoint( posBall ); WM->predictAgentStateAfterCommand(soc,&posPred,&velMe,&angBody,&ang,&sta ); if ( posPred.getDistanceTo( posBall ) < SS->getMaximalKickDist() ) return soc; // try turn and then dash // first predict the angle between the agent and the ball after two cycles, // is this larger than the angle when to turn, turn to position of the ball // after two cycles. Then perform a dash based on the position of the ball // after two cycles and the position of the agent after the turn. If after // these two command the agent is in the kickable distance, return turn // command. posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 2 ); posPred = WM->predictAgentPos( 2, 0 ); ang = (posBall - posPred).getDirection(); ang = VecPosition::normalizeAngle( ang - angBody ); if (fabs( ang ) > PS->getPlayerWhenToTurnAngle() ) // if we want to turn { soc = turnBodyToPoint( posBall, 2 ); // perform turn WM->predictAgentStateAfterCommand(soc,&posPred,&velMe,&angBody,&ang,&sta ); dPower = WM->getPowerForDash(posBall-posPred,angBody,velMe,sta.getEffort()); WM->predictStateAfterDash( dPower, &posPred, &velMe, &sta, angBody); if (posPred.getDistanceTo(posBall) < SS->getMaximalKickDist()) return soc; } // try two dashes // first predict the position in the next cycle when dash with full power // is performed. Then calculate the dash power to reach the point where the // ball will be in two cycles and predict the global position of the agent // after a dash with this power. If the position is in the kickable distance // return a dash with full power. soc = SoccerCommand( CMD_DASH, SS->getMaxPower() ); WM->predictAgentStateAfterCommand(soc,&posPred,&velMe,&angBody,&ang,&sta ); dPower=WM->getPowerForDash(posBall-posPred,angBody,velMe,sta.getEffort()); WM->predictStateAfterDash( dPower, &posPred, &velMe, &sta, angBody ); if (posPred.getDistanceTo(posBall) < SS->getMaximalKickDist()) return soc; // try three dashes // same as with two dashes, but now try two maximum dashes and posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 3 ); soc = SoccerCommand( CMD_DASH, SS->getMaxPower() ); WM->predictAgentStateAfterCommand(soc,&posPred,&velMe,&angBody,&ang,&sta ); WM->predictStateAfterCommand( soc, &posPred, &velMe, &angBody, &ang,&sta ); dPower=WM->getPowerForDash(posBall-posPred,angBody,velMe,sta.getEffort()); WM->predictStateAfterDash( dPower, &posPred, &velMe, &sta, angBody ); if (posPred.getDistanceTo(posBall) < SS->getMaximalKickDist()) return soc; // cannot intercept ball in two cycles return SoccerCommand( CMD_ILLEGAL );}/*! This skill enables a goalkeeper to intercept a ball which is close to him. The objective is to move in such a way that the ball will come within the catchable distance from the agent in one or two cycles. To this end the prediction methods from the world model are used to predict the ball position in the next cycle and two cycles into the future. It is then determined whether it is possible to move the agent within the catchable area from one of these positions using all logical combinations of turn and dash commands. If it is not possible to intercept the ball within two cycles then this skill returns an illegal command to indicate that it cannot be performed. First it is determined whether the goalkeeper can intercept the ball in one cycle. To this end the position of the ball in the next cycle is predicted and a calculation is performed to decide whether a single dash can move the agent within catchable distance from this position. If it turns out that this is the case, the corresponding dash is performed. However, if the predicted position is not close enough to the ball then it is assumed that the ball cannot be intercepted with a single dash. In these cases, two alternatives are explored to see if the ball can be intercepted in two cycles. The first alternative is to determine whether the agent can intercept the ball by performing two dash commands. To this end two dash commands are generated. If the predicted position of the agent after these two dashes lies within catchable distance from the ball then the first dash is performed. Otherwise, a second alternative is tried to determine whether the agent can intercept the ball by performing a turn followed by a dash. To this end the global position of the ball is predicted two cycles into the future and a turn command is generated that will turn the agent towards this point. The agent's position after executing this command is then predicted after which a dash command is generated that will bring the agent as close as possible to the predicted ball position. If it turns out that the predicted position of the agent after the dash lies within catchable distance from the ball then the first command (i.e. the turn) in the sequence of two is performed. Otherwise, an illegal command is returned to indicate that the skill cannot be performed. The close interception procedure is heavily based on the method used by CMU'99 by Peter Stone. \return command to intercept ball in two cycles, CMD_ILLEGAL otherwise */SoccerCommand BasicPlayer::interceptCloseGoalie( ){ SoccerCommand soc; double dPower, dDist; AngDeg ang; VecPosition posClosestToBall; // initialize all variables with information from worldmodel. VecPosition posPred = WM->predictAgentPos( 1, 0 ); VecPosition posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 1 ); VecPosition velMe = WM->getAgentGlobalVelocity( ); Stamina sta = WM->getAgentStamina( ); AngDeg angBody = WM->getAgentGlobalBodyAngle( ); Line lineGoalie=Line::makeLineFromPositionAndAngle(posPred,angBody); // when it is theoretical possible // try one dash and check whether ball is in catchable area dDist = SS->getBallSpeedMax()+SS->getPlayerSpeedMax()+SS->getCatchableAreaL(); if( WM->getRelativeDistance( OBJECT_BALL ) < dDist ) { posClosestToBall = lineGoalie.getPointOnLineClosestTo( posBall ); dPower = WM->getPowerForDash( posClosestToBall-posPred, angBody, velMe, sta.getEffort() ); posPred = WM->predictAgentPos( 1, (int)dPower); if ( posPred.getDistanceTo( posBall ) < SS->getCatchableAreaL() ) return SoccerCommand( CMD_DASH, dPower ); } // when it is theoretical possible // try two dashes and check whether ball is in catchable area // otherwise try first two dashes and check whether ball is in catchable // area, thereafter for turn and dash. dDist = SS->getBallSpeedMax()*(1.0+SS->getBallDecay()) + 2*SS->getPlayerSpeedMax() + SS->getCatchableAreaL(); if( WM->getRelativeDistance( OBJECT_BALL ) < dDist ) { // try two dashes // first predict the position in the next cycle when dash with full power // is performed. Then calculate the dash power to reach the point where the // ball will be in two cycles and predict the global position of the agent // after a dash with this power. If the position is in the catchable area // return a dash with full power. posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 2 ); soc = dashToPoint( posBall ); WM->predictAgentStateAfterCommand(soc,&posPred,&velMe,&angBody,&ang,&sta ); dPower=WM->getPowerForDash(posBall-posPred,angBody,velMe,sta.getEffort()); WM->predictStateAfterDash( dPower, &posPred, &velMe, &sta, angBody ); if( posPred.getDistanceTo(posBall) < SS->getCatchableAreaL() ) return soc; // try one turn and a dash posBall = WM->predictPosAfterNrCycles( OBJECT_BALL, 2 ); posPred = WM->predictAgentPos( 2, 0 ); ang = (posBall - posPred).getDirection(); ang = VecPosition::normalizeAngle( ang - angBody ); if (fabs( ang ) > PS->getPlayerWhenToTurnAngle() ) // if we want to turn
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