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Shashank Suhas
Seminar-HFO
Commits
90625ed0
Commit
90625ed0
authored
Mar 04, 2016
by
Matthew Hausknecht
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Small changes to manual.
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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
+
5
T
$
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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