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Shashank Suhas
Seminar-HFO
Commits
09d1c9f4
Commit
09d1c9f4
authored
Aug 07, 2017
by
drallensmith
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Minor documentation cleanup [ci skip]
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...
...
@@ -230,7 +230,7 @@ follows:\\
This would take offense NPCs from Helios' 2013 Eindhoven release and
defensive NPCs from the default Agent2D-base. Currently the only
supported teams are Helios and Base.
supported teams are Helios
(on Linux only)
and Base.
\section
{
Communication
}
HFO allows agents to receive and broadcast messages. This is
...
...
@@ -242,19 +242,20 @@ maximum allowed message size is controlled by HFO's
\section
{
Fullstate
}
By default, perceptions and actions in HFO are noisy. The
\verb
+
--fullstate
+
flag in HFO removes noise from the agent's
\verb
|
--fullstate
|
flag in HFO removes noise from the agent's
perception of the world. Many tasks become significantly easier as a
result. Noise in actions remains. This flag is disabled by default.
\section
{
Controlling Trials
}
HFO trials typically end with a goal, the defense capturing the ball,
the ball going out of bounds, or running out of time. The trials flag
specifies a maximum number of trials
\verb
+
> ./bin/HFO --trials 500
+
. Instead, a maximum number of frames
may be specified:
\verb
+
> ./bin/HFO --frames 1000
+
will stop the
server after 10,000 steps have passed. Each trial is run for a maximum
of
\verb
--frames-per-trial
\
steps, but may stop early if no agent
approaches the ball within
\verb
--untouched-time
\
steps.
HFO trials typically end with a goal, the defense capturing
the ball, the ball going out of bounds, or running out of time.
The trials flag specifies a maximum number of
trials:
\verb
|
> ./bin/HFO --trials 500
|
.
Instead, a maximum number of frames may be specified; for
instance,
\verb
|
--frames 1000
|
will stop the
server after 1,000 steps have passed. Each trial is run for a
maximum of
\verb
|
--frames-per-trial
|
steps, but may stop early
if no agent approaches the ball within
\verb
|
--untouched-time
|
steps.
\section
{
State Spaces
}
The HFO domains provides a choice between a low and a high-level
...
...
@@ -274,7 +275,7 @@ used. The following sections explain the feature sets.
\subsection
{
High Level Feature Set
}
A set of high-level features is provided following the example given
by Barrett
et al. pp. 159-160
\cite
{
THESIS14-Barrett
}
. Barrett writes
by Barrett
pp. 159-160
\cite
{
THESIS14-Barrett
}
. Barrett writes:
``There are many ways to represent the state of a game of half field
offense. Ideally, we want a compact representation that allows the
agent to learn quickly by generalizing its knowledge about a state to
...
...
@@ -376,8 +377,8 @@ value of -1. Otherwise it will assume the maximum value of 1.
The features associated with a valid feature are given the value of
zero if an inconsistency is detected. For example, if the world model
detects that the agent's velocity
is invalid, the feature that encodes
the magnitude of self velocity will be set to zero.
detects that the agent's velocity
perception is invalid, the feature
th
at encodes th
e magnitude of self velocity will be set to zero.
\subsubsection
{
Angular Features
}
\textit
{
Angular features
}
(e.g. the angle to the ball), are encoded as
...
...
@@ -394,8 +395,8 @@ changes in $\theta$.
Given an angular feature
$
\langle
\alpha
_
1
,
\alpha
_
2
\rangle
$
we can
recover the original angle
$
\theta
$
(in radians) by taking the
$
cos
^{
-
1
}
(
\alpha
_
2
)
$
and multiplying by the sign of
$
\alpha
_
1
$
.
Another method
uses the common 'atan2' function a
s
$
atan
2
(
\alpha
_
1
,
\alpha
_
2
)
$
.
Another method
, possibly preferable in the presence of noise, use
s
the common 'atan2' function as
$
atan
2
(
\alpha
_
1
,
\alpha
_
2
)
$
.
\begin{figure*}
[htp]
\centering
...
...
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