📄 _server.tex
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\chapter{SimSpark Simulation Server}\label{chServer}The simulation is generated by the SimSpark Soccer Simulation Server. Agents can enterthe simulation by communicating with the soccer server using tcp sockets and ahierarchical parentheses based communication protocol (think of LISP). The simulation maintains aphysically realistic (although at the moment noiseless) world, existing of asoccer field and soccer(ro)bots. One agent program represents one soccer robot in thesimulation.As of the World Championship of 2007 the simulation can only reliably run two agents perteam and still had some hiccups in the form of physics errors causing exploding body part.But we are confident that these will be resolved in the near future.\section{The Soccer Field}Currently (RoboCup 2007) the soccer field is a rectangular field of 50 meters by 32 meterslength and width. In each corner there resides a flag and on each side there are two goalposts. The size of the field is subjected to change and probably won't stay the same forvery long. Luckily the server notifies the agent of the size of the field at the initiationof communication.\section{The Soccerbot}The soccerbot is a humanoid robot, loosely based on Fujitsu's HOAP-2 robot.%\section{The Agent Communication Protocol}% Socket communication (bad communication)% Communication protocol% Field layout (flags and goalposts)% Joints of the robot + constraints% Monitor
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