CS378: Autonomous Multiagent Systems -- Fall 2003: Programming Assignment 2
This assignments assumes the knowledge gained from assignment 1.
For the first assignment, you used the "rcssclient" to allow you to
communicate with the simulator by hand. You will now alter a similar
client to perform some tasks automatically. In this assignment, you
will implement some simple soccer-playing agents. All parts of this
assignment can be done with purely reactive behaviors. If you create
an agent that is non-reactive in some way, please note it in your
email to us.
This assignment (and all for this course) is about creating agents.
It's not about programming. If you have programming
questions/problems, etc. (e.g. "How do I generate a random number in
C?") ask the class list early and often.
A good debugging tool is to print stuff out, in C you can do it with printf.
Here is a simple example which should help (for more info check the printf reference):
#include <stdio.h> // This should be at the top of the file
...
char str[10] = "agents";
int num = 1;
double dbl = 2.0;
// It prints out the value of variables str,num and dbl.
// Notice the difference between %s, %d and %f.
printf("string: %s, int:%d, double:%f\n", str, num, dbl);
The output would be: "string: agents, int:1, double:2.000000"
A good method for parsing strings, is sscanf. Here is an example:
#include <stdio.h> // This should be at the top of the file
...
char str[20] = "((b) 23 1.5)";
int i = 0;
double dbl = 0;
// The integer value appeared at the place of the %d would go to the i variable,
// and the the double value would go to the dbl variable.
sscanf(str, "((b) %d %lf)", &i, &dbl);
printf("i:%d dbl:%f\n", i, dbl);
The output would be: "i:23 dbl:1.50000"
The
strstr()
function may also be useful. (Here is code that
parses a sample server message and find the distance and angle to the
right goal.)
Also, the sprintf()
function is useful for creating strings with variable content. For
example, you can use sprintf() to create a
(dash N)
string for any number N.
C/C++ Reference
Score a goal
The code you will be modifying is in /projects/cs378.pstone/sampleclient.
Instructions:
- Copy over the files in the sampleclient directory to any directory in your account:
% cp -r /projects/cs378.pstone/sampleclient/ .
- Go into your version of the sampleclient and compile by typing "make".
- In a new terminal window, start the soccer server (as you did in the previous assignment).
% rcsoccersim
- Back in the other window, run the client:
% ./client
You will see the same behavior as last week. The agent is waiting for
you to type a command; if you send the init command "(init (version
9.3))", the agent will display all of the percepts that it receives to
the screen.
Looking into the code (client.c), you will see that it uses select()
to read from multiple input streams: one for receiving input from the
server, and one for receiving input from the shell.
Your task is to alter the code so that the player does the following
without any input from the shell:
- Connect to the server with version 9.3 protocol.
- Immediately after connecting, it should move to a random place on
its side of the field "(move x y)" where -52.5 < x < 0, -34 < y < 34.
- It should find the ball, go the the ball, find the opponent's
goal, "(g r)" for the left team or "(g l)" for the right team,
and kick the ball towards that goal. The player should decide what to
do based only on its latest sight. It should send at most one command after
every sight it receives.
Hints:
- The player should send "(init <teamname> (version 9.3))" as
the first thing that it does. This message is
important, because the simulator won't send you anything
until you send it an "init" message.
- The response from the server to the "(init)" command tells which
side the player is on: (init [l/r]...) where "l" means left side, "r"
means right side.
- Search for the statement that starts printf( "recv".
Rather than printing out the sensation, parse it to find the distance
and angle to the ball and/or the relevant goal (if they're in the
player's view).
- The format of visual information of sensation is:
(see Time Object*)
where "Time" is the current simulator timestep (it will only increase
after you've told it to kick off) and "Object*" means that there will
be zero or more "Object"s. Each Object has one of the following forms:
(ObjName Distance Direction DistChng DirChng BodyDir HeadDir)
(ObjName Distance Direction DistChng DirChng)
(ObjName Distance Direction)
(ObjName Direction)
The ObjName variable can be many things, including:
(b) for the ball
(g r) for right goal
(g l) for left goal
(p "teamname" "uniform number") for players
For more information on the format of the sensation, look at page 24
(the manual page, not the PDF page number) of the manual.
Note that sometimes if objects are close but outside of the viewcone,
they can still be "seen" in a rough manner (page 30 of the manual).
- Decide on a single action (kick/dash/turn) with appropriate
parameters and send them to the server using the "send" (or
"send_message") command as is done in the current routine that accepts
keyboard input.
- Beware of altering the socket protocol in the client. The
protocol implemented by the sampleclient is as follows: the init
message is sent to the server on port 6000. The server replies on a
different port, and all subsequent messages are to be sent to that
port.
- By default, a player is not allowed to kick the ball twice in a
row on a kick_off. You can get around this by starting the game with
a drop ball (right-click in the simulator window). Or, you can turn
off this rule in the simulator for this part of the assignment. To do
so, copy over
/projects/cs378.pstone/rcsoccersim-9.3.7/install/bin/.rcssserver-server.conf
into your home directory:
% cp /projects/cs378.pstone/rcsoccersim-9.3.7/install/bin/.rcssserver-server.conf ~/
and change the line
free_kick_faults : on
to
free_kick_faults : off
What to turn in:
Run the same code, but this time start 2 players: 1 on each team.
Turn in a logfile that runs at least until one player scores or 1000
cycles (whichever comes first). If the players get stuck, you can
create drop-balls.
What to turn in:
A logfile called [yourlogin]-1on1.log
Create 2 players on the same team that pass the ball back and forth.
Try to do this reactively (i.e. without saving any state). If you do
something non-reactive, just point that out in the email describing
your approach and no credit will be deducted.
Hints:
What to turn in:
Grading
This assignment will be graded as follows:
Part 1:
- 4 points if it works smoothly.
- 3.5 points if it doesn't work so well but still scores
Part 2: 1 point if it works.
Part 3:
- 4 points if it works smoothly. (it's OK if the ball doesn't
go straight to the teammate, as long as the teammate can
go retrieve the ball and keep playing)
- 3.5 points if a couple of passes are completed, but it
doesn't seem like it could keep working (players get
bunched up, etc.)
- 3 points if 1 pass is completed.
Description:
- 1 point if you indicate an understanding of "reactive"
- .5 if you provide a poor description
- 0 if you don't provide a description
When you're done with all parts of the assignment, send us an
email to that effect with a brief description of your approaches.
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