Commit 90625ed0 authored by Matthew Hausknecht's avatar Matthew Hausknecht

Small changes to manual.

parent b63f9b29
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......@@ -100,9 +100,14 @@ call:\\
\noindent \verb+ > hfo.connectToServer(FEATURE_SET, port, etc);+\\
The arguments to this function are provided by the HFO executable for
each player upon starting the game:\\
each player upon starting the game. For example
\verb|./bin/HFO --offense-agents=1| prints all the information needed
to connect the offensive player:\\
\noindent \verb+ Waiting for player-controlled agent base_left-0: config_dir=/home/matthew/projects/HFO/bin/teams/base/config/formations-dt, uniform_number=11, server_port=6000, server_addr=localhost, team_name=base_left, play_goalie=False+\\
\noindent \verb+Waiting for player-controlled agent base_left-0: +\\
\noindent \verb+ config_dir=HFO/bin/teams/base/config/formations-dt,+\\
\noindent \verb+ uniform_number=11, server_port=6000, server_addr=localhost,+\\
\noindent \verb+ team_name=base_left, play_goalie=False+\\
By default, the server starts on port 6000, but may be changed as follows:\\
......@@ -261,22 +266,6 @@ are encoded a floating point values and normalized to the range of
[-1,1]. Invalid features are given a value of -2. The features are as
follows:
\begin{figure}[htp]
\centering
\includegraphics[width=.7\textwidth]{figures/playfieldCoords}
\caption{\textbf{Normalized Coordinates in the HFO play field}:
These coordinates are used for reporting the agent's position in
the high-level feature set as well specifying targets for the
mid-level actions (Section \ref{sec:mid_level_actions}). The
red-rectangle shows the boundaries of the reported positions,
which exceed the play field boundaries by 10\% in each
direction. Positions exceeding this rectangle are bounded (via
min/max) to the edges of the rectangle. All distance features are
normalized against the max HFO distance shown in orange.}
\label{fig:playfieldCoords}
\end{figure}
\newpage
\subsubsection{High Level State Feature List}
Let $T$ denote the number of teammates in the HFO game. Then there are
a total of $9 + 5T$ high-level features with an additional $T+1$
......@@ -317,6 +306,21 @@ features if at least one opponent is present.
uniform number of that teammate.}
\end{enumerate}
\begin{figure}[htp]
\centering
\includegraphics[width=.7\textwidth]{figures/playfieldCoords}
\caption{\textbf{Normalized Coordinates in the HFO play field}:
These coordinates are used for reporting the agent's position in
the high-level feature set as well specifying targets for the
mid-level actions (Section \ref{sec:mid_level_actions}). The
red-rectangle shows the boundaries of the reported positions,
which exceed the play field boundaries by 10\% in each
direction. Positions exceeding this rectangle are bounded (via
min/max) to the edges of the rectangle. All distance features are
normalized against the max HFO distance shown in orange.}
\label{fig:playfieldCoords}
\end{figure}
\begin{figure}[htp]
\centering
\includegraphics[width=.5\textwidth]{figures/openAngle}
......@@ -327,7 +331,6 @@ features if at least one opponent is present.
\label{fig:openAngle}
\end{figure}
\newpage
\subsection {Low Level Feature Set}
The state features used by HFO are designed with the mindset of
providing an overcomplete, basic, egocentric viewpoint. The features
......@@ -425,7 +428,7 @@ are used to encode each player feature.
\subsubsection{Other Features}
Some features, such as the agent's stamina, do not fall into any of
the above categories. These features are referred to as \textit{other
features}.
features} and are normalized in the range $[-1, 1]$.
\subsubsection{Low Level State Feature List}
Let $T$ denote the number of teammates and $O$ denote the number of
......
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