亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? readme

?? 卡內基梅隆大學99年機器人足球世界杯2D仿真組源代碼??▋然仿〈髮W在人工智能界的巨牛
??
字號:
README=====Computer Science DepartmentCarnegie Mellon UniversityPittsburgh, PA  USAWinner of RoboCup99 - Simulation LeagueCopyright 1999 Peter Stone, Patrick Riley, Manuela Veloso			(All rights reserved)This directory contains the source code for the low-level skills ofthe CMUnited99 simulator team.You may need to alter the Makefile for your architecture.  It has beentested under SunOS and under Linux.  To compile, first to "gmake depend", then do "gmake"To start one agent, type './start <servername> <teamname>' where<servername> is the name of the machine running the server.To start more than one player at a time, you can alter the start scriptor call it multiple times.This directory contains:+ A Makefile+ the source code (*.[Ch])+ a client configuration file (client.conf)+ the server configuration file (server.conf)+ 2 start scripts (start and fast-start)+ this README file+ CMUnited-99-sim.ps.Z: an article describing some of the features of  the CMUnited-99 team  The point of this code is to help people get past the low-levelimplementation details involved in using the soccer server (version5.x).  You may use the code, but please keep the copyright noticesattached and keep track of what ideas you are using from this code.Papers describing our higher level algorithms, including the one inthis directory, are available from our project web page (see below).We are providing this code as-is, with no support provided.  However,we would be interested in hearing from you regarding how easily youwere able to compile, run, and use the code.To test out our sample behaviors, see the instructions in the "behave"function in behave.CIf you see many errors of the form: > PETER's ERROR (player 9, time 354.0): Server missed a turn at time 353Then the clients are not able to keep up with the server speed.(occasional errors of this type are OK)There are two possible solutions.1)  Distribute the server and clients among more and/or faster machines2)  Slow down the server by increasing simulator_step and send_step in    server.conf.  If you do this, make sure that they stay in the same    ratio and make sure that the simulator and clients are reading the    same server.conf file.For further information see:	http://www.cs.cmu.edu/~robosoccerTo contact us write an email to:	pstone@cs.cmu.edu==================================================================================Relation to CMUnited-98==================================================================================CMUnited-99 is based closely on CMUnited-98.  The most relevanthigh-level changes are described in the paper that can be found inthis directory.  However, many minor changes were also made in theagents' low-level skills.  Support is also added for neck-turning.This code release can be seen as a version-up of the CMUnited-98source code release.==================================================================================Following is some limited documenation regarding the code's structure.==================================================================================------------------General structure:------------------The client keeps its view of the world in a big "Memory" structure	defined in Mem*.[Ch]The action to be sent to the server is chosen in 	{behave,kick,dribble,test}.Ch.  The top-level action function	is behave() defined in behave.C------------------------Overall flow of control:------------------------all in client.CWhen the timer expires (every SP_simulator_step/CP_senses_per_cycle)	-- block IO	-- when time changes, update all object states to match 		the current server time as well as possible, act	-- if time is the same and there's a  turn-neck command	-- if time is the same (or no action), communicate,		change_view, or sense_body	-- (don't communicate more than once every n cycles)	-- unblock IO(In the current version of the simulator, all commands can be sent at once). When a sensation comes:	-- block timer	-- parse it	-- store the information in temporary variables for later		update (see above)	-- unblock timer	-- choose communcations in response and/or to coach------------------------Timing------------------------Time is represented as two integers:  	t = server time 	s = # cycles the clock's been stopped (incremented as the					       action timer goes off)addition and subtraction are defined to take into account the stoppedcycles.  But only the last time the clock restarted is stored.  Soyou can't subtract arbitrarily far back or add beyond the currenttime.LastStartClockTime is set to be the time of the final actionopportunity before the mode changed away from PM_Before_Kick_Off.One glitch is the transition from server time to stopped-clock time.Some sights may have already occurred at the subsequent stopped-clocktime.  For this reason, sanitize_times must be called on all the timevariables that could have been updated since the last actionopportunity: 	CurrentTime, 	LastSightTime, 	LastSoundTime, 	sense_time,	and all the times of temporary sight and sound info variables.Sanitize_time just transfers the excess s to t.------------------------Sending actions: ------------------------One structure each for turn/dash/kick/catch, turn-neck, communicate, change_view	-- Running action loop (behave) possibly identifies a single	   turn/dash/kick/catch and a turn-neck.  The former gets priority.	-- If no action, check to see if there's a turn-neck to execute	-- If no action, check memory to see if there's something to say	-- If no communication, execute a pending change_view(In the current version of the simulator, all commands can be sent at once). -------------------------At startup: -------------------------MemOption has all the server, client, and initialize parameters.They can be loaded from a file with the -file flag or from the command line with various flags as indicated in MemOption.C.To add a new option, just need to add it in MemOption.h and in2 places in MemOption.C (one to set the default, one to set the flag).It should be possible to load from more than one file.SP_ is a server parameterCP_ is a client parameterFP_ is a formation parameterVP_ is client version parameterIP_ is initialize parameter-------------------------Object Knowledge representation -------------------------              Object    	 	    /   \	----     ----       /	     \StationaryObject MobileObject		   /   	  \		  /   	   \		 /  	    \	     BallObject   PlayerObject			     Object -- global position stored with confidenceStationaryObject -- nothing addedMobileObject -- add global velocity infoBallObject -- nothing added (except if the ball's kickable)PlayerObject -- add global facing infoWhen seen or heard (from teammate), relative or global info about theobject status is stored with confidences and time stamps in temporaryvariables.When updated, precedence is given to seen information (setsconfidence to 1) unless a teammate saw the object from closer.If no new information arrived, the velocity and actions taken (kick)are used to update the position of the objcet.  Then confidence isdecayed.In PositionInfo, all lines and markers are stored asStationaryObjects.  There is one ball, and several players allocatedas well.  Pointers to seen markers, and players on each team aremaintained.Players are stored in a big array of size 21 (11*2-1).Arrays of pointers into this array representing my players, theirplayers, and teamless players are stored.  Free players are playersin the top array that aren't in any of the others.  Players that are seen without numbers and/or side are stored asunknown players until their positions can be determined based on myposition when they were seen.  Then they are reconciled with closestappropriate players.	Determine the x,y positions, headings, speeds of all players, ball.When relative info needed, convert -------------------------Updating Memory-------------------------PositionInfo updates the global info once a cycle (right beforeaction).  The goal is to match the server's state at the current timeas closely as possible.  If there's a sight, it came from the servereither at the current time or one cycle ago.1. Update my position 	-- if there's a new sight, bring my position up to date for		that time (either now or one cycle ago).	-- from the sight, use the line and closest object to localize	-- use the sensed speed from that time to determine velocity.		Assume velocity is in the direction I'm facing	-- if there's no sight, bring velocity up to date, possibly		using known dashes, then update position, decay		velocity2. Update the ball 	-- if there's a new sight, use my position and the ball's		relative position info to set its position.  Also		update its velocity if moving.  Otherwise check if 		the new position is where it would have been estimated		to see if velocity is correct.		-- if it should be in sight, but isn't, set confidence to 0	-- update its position by estimating, including possible kick		information.  Perhaps only the velocity needs to be 		estimated.	-- if it should be in sight, but isn't, set confidence to 0	-- see if any heard information would increase the confidence		in the ball's position or velocity at this time.  If		so, go for it, estimating the position up to the		current time.	3. Update the players	-- First see if any of the teamless players seen match up with		previously known players	-- do the same update as for the ball, except adding in		information about which way each player is facing	-- If any players are no longer valid, free up the pointers		appropriately4. Update my position to the current time	-- at this point it might only be known to the previous time		step so that the relative ball and player positions		would be correct.  If so, estimate the final step.5. Update my stamina based on dashes taken, effort decays, and sensed		info-------------------------Parsing -------------------------Find the closest flag and visible line for angle knowledge.No longer worrying about motion from markers -- using sense_body.Store relative positions of objects, sense_body info, or heard infowith time stamps to be used later when positions are updated.-------------------------Memory structure -------------------------		OptionInfo		PlayerInfo		PositionInfo                ActionInfo                 Memory	      			      OptionInfo to get options     PlayerInfo action queues, time, stamina, game status (score, mode), etc.PositionInfo with all other object positionsActionInfo keep track of action variablesMemory  with all else==================================================================================/* client.C contains the main program loop  * It is partially based on Player.C from the turnballclient of Alessandro Bissacco   *//* netif.C handles the udp socket communication with the server * Based on Noda's sampleclient *//* geometry.C defines several constructs for doing geometric reasoning on the soccer field *//* utils.C implements generic utility functions that are used throughout the program * The Time class allows clients to reason about time progressing even when the  * soccerserver clock is stopped. *//* parse.C parses incoming messages from the server *//* types.h defines types used throughout the program *//* MemOption.C contains all the client parameters * They can be specified as .conf files or command line options in the same style * as for soccerserver.  The code is based on Noda's soccerserver code. * * Parameters starting with SP_ are server parameters.  Most can be read from * the standard server.conf file * * Not all paramters listed here have meaning in the release version of CMUnited99 *//* MemPlayer.C stores all the information relating to the client itself: * position on the field, speed, stamina, etc. *//* MemPosition.C stores all the information relating to other objects on the field: * other players, the ball, markers, etc. *//* MemAction.C contains utility functions for ball interception   Created by Patrick Riley *//* Memory.C contains the top-level Memory class  *//* behave.C is called once every server cycle.   It determines the action to be sent to the server *//* test.C contains functions that demonstrate our client's abilities * They should be called from behave.C *//* kick.C contains functions for kicking the ball   Created by Patrick Riley *//* dribble.C contains functions for dribbling the ball   Created by Patrick Riley */

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
亚洲美女视频在线| 午夜激情一区二区| 亚洲成人综合视频| 久久99精品国产.久久久久久| 国产成人精品在线看| 欧美日韩一卡二卡三卡| 国产三级欧美三级日产三级99| 樱桃视频在线观看一区| 国产精品一区三区| 51久久夜色精品国产麻豆| 中文字幕在线不卡一区二区三区| 美国一区二区三区在线播放| 欧美亚洲日本一区| 国产精品第一页第二页第三页| 免费观看成人av| 欧美精品久久99| 综合分类小说区另类春色亚洲小说欧美 | 国产精品成人免费精品自在线观看| 日韩av网站免费在线| 91精彩视频在线| 中文字幕视频一区| 丰满亚洲少妇av| 久久人人爽爽爽人久久久| 日韩经典中文字幕一区| 欧美三级韩国三级日本一级| 一区二区三区在线播放| 91亚洲永久精品| 成人欧美一区二区三区| 成人av高清在线| 欧美国产欧美综合| 国产一区视频在线看| 亚洲精品在线免费播放| 看电视剧不卡顿的网站| 日韩午夜激情av| 日韩成人精品在线| 欧美电影免费观看高清完整版在| 日韩—二三区免费观看av| 7878成人国产在线观看| 日本在线不卡视频| 精品国产一区久久| 国产一本一道久久香蕉| 国产午夜久久久久| 99久久精品免费| 亚洲人一二三区| 欧美性猛交xxxxxx富婆| 婷婷亚洲久悠悠色悠在线播放 | 97久久久精品综合88久久| 中文字幕亚洲不卡| 99在线热播精品免费| 亚洲精品伦理在线| 欧美三级资源在线| 另类小说视频一区二区| 国产日韩精品一区| 91亚洲永久精品| 日本成人在线网站| 久久精品一区四区| 91麻豆精东视频| 人人狠狠综合久久亚洲| 精品国产乱码久久久久久久| 国产精品一区二区在线观看网站| 久久天堂av综合合色蜜桃网| av电影天堂一区二区在线| 一区二区三区欧美亚洲| 欧美精选午夜久久久乱码6080| 麻豆91精品视频| 国产精品九色蝌蚪自拍| 欧美精品色综合| 国产成人超碰人人澡人人澡| 夜夜夜精品看看| 精品国产乱码久久久久久牛牛 | 欧美第一区第二区| 精品亚洲成av人在线观看| 亚洲婷婷综合久久一本伊一区| 欧美日韩免费视频| 岛国精品在线观看| 午夜视频久久久久久| 国产午夜精品一区二区三区视频| 欧美日韩专区在线| 国产成人超碰人人澡人人澡| 丝袜国产日韩另类美女| 国产精品理伦片| 欧美一区二区三区婷婷月色| 99国产精品久久久| 国产一区在线精品| 午夜欧美大尺度福利影院在线看| 国产欧美日韩麻豆91| 欧美精品 日韩| 91论坛在线播放| 国产激情精品久久久第一区二区| 亚洲精品视频在线观看网站| 亚洲国产精华液网站w| 欧美一级淫片007| 欧洲视频一区二区| 成+人+亚洲+综合天堂| 久久精品国产99| 图片区小说区国产精品视频| 亚洲欧美日韩国产另类专区 | 日韩欧美一级二级三级| 欧美性视频一区二区三区| 99国产精品久久久久| 国产美女精品在线| 日本亚洲欧美天堂免费| 亚洲国产日韩综合久久精品| 成人欧美一区二区三区黑人麻豆| 国产女人18水真多18精品一级做| 精品成人私密视频| 精品国产乱码久久久久久浪潮 | 韩国成人精品a∨在线观看| 天堂午夜影视日韩欧美一区二区| 一区二区在线观看视频| 1区2区3区欧美| 亚洲日穴在线视频| 亚洲蜜桃精久久久久久久| 中文字幕一区二区三区色视频| 欧美激情综合在线| 中文字幕欧美国产| 欧美激情中文字幕一区二区| 国产女人18水真多18精品一级做 | 欧美亚洲综合久久| 欧洲生活片亚洲生活在线观看| 欧美在线制服丝袜| 欧美视频在线一区| 欧美区在线观看| 91精品国产综合久久香蕉麻豆| 91精品国产色综合久久不卡电影| 91精选在线观看| 精品日韩成人av| 国产日本亚洲高清| √…a在线天堂一区| 亚洲激情av在线| 亚洲一区在线观看网站| 婷婷亚洲久悠悠色悠在线播放| 麻豆精品视频在线观看视频| 久久精品国产精品亚洲综合| 国产精品资源站在线| av网站免费线看精品| 91精品福利视频| 日韩天堂在线观看| 国产日产精品一区| 亚洲午夜久久久久久久久久久| 日韩—二三区免费观看av| 国产一区二区三区蝌蚪| 99riav一区二区三区| 91浏览器打开| 欧美一级二级三级蜜桃| 久久久精品中文字幕麻豆发布| 亚洲欧美综合网| 日韩av一二三| 成人黄色小视频在线观看| 欧洲一区二区av| 久久久久国产免费免费| 国产精品不卡一区二区三区| 亚洲国产精品久久久久婷婷884| 毛片基地黄久久久久久天堂| www.日韩大片| 日韩一级大片在线观看| 1区2区3区欧美| 紧缚捆绑精品一区二区| 91亚洲永久精品| 精品日韩欧美一区二区| 一区二区三区日韩欧美精品| 国产精品资源网站| 欧美三级视频在线| 中文一区二区在线观看| 秋霞影院一区二区| 欧美又粗又大又爽| 日本一区二区三级电影在线观看| 亚洲mv大片欧洲mv大片精品| 成人免费高清在线观看| 日韩一区二区三区在线观看| 亚洲欧美日韩在线播放| 精品亚洲欧美一区| 欧美日韩国产影片| 亚洲欧洲99久久| 丁香另类激情小说| 久久久久久久综合色一本| 亚洲国产成人av网| 91在线观看免费视频| 久久久久久久久久久久电影| 亚洲一区二区高清| 99riav久久精品riav| 国产亚洲综合av| 久久精工是国产品牌吗| 欧美日韩中文字幕一区| 亚洲免费av高清| 99re免费视频精品全部| 国产欧美日韩不卡免费| 国产永久精品大片wwwapp| 欧美一区二区成人| 天堂av在线一区| 欧美日韩在线不卡| 亚洲国产一区二区a毛片| 99久久精品费精品国产一区二区| 国产欧美日韩不卡免费| 国产成人av一区二区三区在线观看| 精品久久久影院| 国产一区二区视频在线| 久久亚洲一区二区三区明星换脸| 久久精品国产久精国产| 久久久久久久久久久久久夜|