Abstract
The RoboCup Simulation League presents developers with a variety of challenges. Arguably, the following list includes the most critical topics:
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distributed client/server system running on a network;
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concurrent communication with a medium-sized (25) number of agents;
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fragmented, localised and imprecise (noisy and latent) information about the environment (field);
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heterogeneous sensory data (visual, auditory, kinetic);
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asynchronous perception-action activity;
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limited range of basic commands/effectors (turn, kick, dash,...);
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limited window of opportunity to perform an action;
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autonomous decision-making under constraints enforced by teamwork (collaboration) and opponent (competition);
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conflicts between reactivity and deliberation;
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no centralised controllers (no global vision, etc.);
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evolving standards, rules and parameters of the Simulation.
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Prokopenko, M., Wang, P., Howard, T. (2002). Cyberoos’2001: “Deep Behaviour Projection” Agent Architecture. In: Birk, A., Coradeschi, S., Tadokoro, S. (eds) RoboCup 2001: Robot Soccer World Cup V. RoboCup 2001. Lecture Notes in Computer Science(), vol 2377. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45603-1_70
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