End User Strategy Specification Paul Scerri and Johan Ydrén RTSLAB Linköping University End User Strategy Specification Introduction • Introduction • RoboCup and the soccer server • Three design phases End User Strategy specification RoboCup End User Strategy Specification RoboCup • AI and robotic research • World cup - four leagues • Simulation league End User Strategy Specification Soccer Server • • • • Soccer server Simplified Difficulties Challenge End User Strategy Specification Three Phases • • • • • Whiteboard analogy Creating a player template Drawing a strategy Testing the strategy Iterations End User Strategy Specification Behavior Specification • Needs an AI expert • Behavior based system • Specification language End User Specification Behavior Based • Modular • Layered Close To Our Goal • Predicates Defense – Fuzzy – Modificators Have Ball Play Always Neutral Near Ball Our Player has ball Offense Far From Ball End User Strategy Specification Specification Language • Keywords: – Play mode Top • Mode Winning Losing – Attributes • ATTR – Actions Defense_MODE Attack_MODE Center_MODE Aggressive_ATTR Passer_ATTR Defensive_ATTR • Action – Parameters • Param Pass_ACTION Dribble_ACTION Catch_ACTION Pos_ACTION End User Strategy Specification Strategy Creation • Strategy design • Compilation End User Strategy Specification Strategy Design End User Strategy Specification Strategy Design End User Strategy Specification Compilation • Preloaded template • Extracts information • Recursively building behavior structure End User Strategy Specification Our Experience • Creates complex coordinated behaviors • Limited by the template
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