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ORGANIZED BY THE CSS
Virtual RoboCup 2009
A Brief Overview
The Virtual RoboCup is a competition in which teams, of a maximum of 3 members, program a
team of autonomous virtual robots (a field player and a goalie) to play soccer against one another.
The goal (har har!) is to program the most advanced AI that you can so your robots can
outsmart, and therefore out-score, your opponent.
The AI can be programmed in a multitude of languages, so it is accessible to people of all backgrounds and experiences. It can also be
programmed in approximately 300 lines or less, depending on the language you choose.
It's easier than it sounds!
A Brief Overview (contd.)
Tournament-style competitionTeams capped at 3 member (this may
change)2v2 matches (a goalie and field player per
team)Final competition will be held during Spring
quarterCheck http://css.cdm.depaul.edu/virtualcup/
for changes in rules and schedulingProgramming the AI is not as daunting a task
as it may seem!
Team Registration
Plan on having 2 teammatesWe will need the following from each team
A team name A logo (Optional, but cool! Details to come) Names of the team members A designated team leader
To register, send an e-mail to [email protected] fill out a sign-up sheet
The Schedule
Fall 2009 Form teams Begin working on your AI CSS office will be open to lend a hand (Room 451)
Winter 2009 Friendly matches between teams to test AI Tournament placements TBA
Spring 2010 Final tournament Late May - Awards ceremony at the annual CSS
bowling event
Webots
Download at: http://www.cyberbotics.com/ Supported OS’s
Windows XP, Vista, and 7 Mac OSX 10.4 and up Linux (yay!) Ubuntu, Debian, Redhat, etc.
Supported languages C/C++ Java Python Matlab
Webots (cont.)
Intuitive AI programming interfaceSee your changes immediately! A quick
recompile is all that’s neededTutorials, examples, and API documentation
can be accessed via “Webots/doc/index.html” or online here http://www.cyberbotics.com/cdrom/common/doc/webots/reference/reference.html
Don’t hesitate to drop by/e-mail us with questions!
Let’s see it!
Webots (cont. x 2) – Interface
Webots (cont. x 2) – Interface
Webots (cont. x 2) – Interface
Webots (cont. x 2) – Interface
Webots (cont. x 3) - Compilation
Compiling code is modeled after the “make” process Clean (if needed) -> Shift + F7 Compile -> Ctrl + F7 Build -> F7 (Java only) Create a JAR file, if desired
Webots (cont. x 4) – The Robots
Features of AI Programming in Webots
Sensors Two cameras (Straight ahead, and towards the
ground) Useful predefined functions for finding objects
The soccer ball Either goal Other players (both teams)
Touch sensors Distance sensors
Create and execute custom movementsCommunication between AI teammates
(goalie and field player)
Rules
Typical soccer rulesThe “Supervisor” AI keeps track of remaining
time, out of bounds violations, scored goals, etc.
More complex enforcements are left to a human referee Rule 1: No BattleBot action! Rule 2: Don’t intentionally have your field player block
the soccer ball with its hands Rule 3: No hacksploits!
We’ll call ‘em as we see ‘em!
Finally
If you have already figured out your teams, fill out a signup sheet now!
Even if you haven’t, still sign up with your name and e-mail address, so we can contact you with updates
Questions or concerns? Ask a CSS [email protected]
http://css.cdm.depaul.edu/virtualcup/