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AIsHockeyAIsHockey——A Platform for A Platform for Studying Synthetic PlayersStudying Synthetic Players

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AIsHockey

AIsHockey — — A Platform for A Platform for Studying Synthetic Players Studying Synthetic Players

Jouni Smed, Timo Kaukoranta

Department of Information Technology, University of Turku Turku Centre for Computer Science (TUCS), Finland

Harri Hakonen

Oy L M Ericsson Ab, Telecom R&D Turku, Finland

(2)

Algorithmic Problems in Algorithmic Problems in

Computer Games Computer Games

graphics and audio

– 3D rendering

– camera movements – adaptive audio

simulation and modeling

– game engines

multiplayer networking

– protocols and security – resource distribution

artificial intelligence (AI)

– computer-controlled actors

a shift of interest

(3)

Model

Model - - View View - - Controller Controller

synthetic view synthetic

player control logic

driver

proto-view

rendering

output device

state instance core structures

human player

perception input

device action

model controller view

(4)

What Is AIsHockey?

What Is AIsHockey?

simplified ice hockey:

– official IIHF rules – real-world

measurements

– Newtonian physics engine

distributed system

– client/server architecture

the challenge: implement a collaborating team of

autonomous, real-time synthetic players

(5)

Client/Server Architecture Client/Server Architecture

Player AI

Client

Player AI

Server

Game engine

Client

Player AI

Player AI

Player AI

Player AI

Player AI

Client

view server to clients: multicast

client to server: unicast

(6)

AIsHockey Platform AIsHockey Platform

implemented with Java

synthetic player is an instance of a class

– inherits methods for receiving and sending data

– runs on own thread

team is a collection of synthetic players

– defined in an initialization file

– teams can be distributed

(7)

Player’s Attributes Player’s Attributes

0.35 m 0.50 m

orientation operation area

m = 75 kg

(8)

Player’s Methods 1(3) Player’s Methods 1(3)

shoot(p)

keepPuck() 0.0 <= p <= 1.0

(9)

Player’s Methods 2(3) Player’s Methods 2(3)

dash(p)

brake(p) 0.0 <= p <= 1.0

0.0 <= p <= 1.0

(10)

Player’s Methods 3(3) Player’s Methods 3(3)

head(a)

say(m)

*#&*!

a = angle in radians

m = 64-bit long word

(11)

Player’s Perception Player’s Perception

players

– position – orientation – message

puck

– position

auxiliary methods

constants

– measurements of the rink

(12)

Example: MyAI.java Example: MyAI.java

import

import fi.utu.cs.hockey.ai.*;

public

public classclass MyAI

extends

extends AI implementsimplements Constants { public

public voidvoid react() { if

if (isPuckWithinReach()) {

head(headingTo(0.0, THEIR_GOAL_LINE));

brake(0.5);

shoot(1.0);

say(1050L);

} elseelse {

head(headingTo(puck()));

dash(1.0);

} } }

(13)

Key Questions Key Questions

♦ how to achieve real-time response?

♦ how to distribute the synthetic players in a network?

♦ how autonomous the synthetic players should be?

♦ how to communicate with other synthetic

players?

(14)

Observations Observations

♦ educational tool

– strategic, tactical and operational level decision making

– software design

– algorithm implementations

♦ AI programming as a game

– game within a game

– human player coaching synthetic players

– engaging and entertaining

(15)

Try It Out!

Try It Out!

♦ platform and teams are publicly available:

http://staff.cs.utu.fi/staff/jouni.smed/aishockey

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