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Team Description Mainz Rolling Brains 2001

Arnold, Axel and Flentge, Felix and Schneider, Christoph and Schwandtner, Götz and Uthmann, Thomas and Wache, Martin
Birk, A. and Coradeschi, S. and Tadokoro, S. (eds.) (2002):
Team Description Mainz Rolling Brains 2001.
In: RoboCup-2001. Robot Soccer World Cup V, Springer, [Conference or Workshop Item]

Abstract

The Mainz Rolling Brains 2001 team is based on our last year’s team. Our modular design as described in [1] has proved to be efficient and flexible. Thus the team could easily be adopted to the soccerserver’s new features and some of the weak spots of our team could be eliminated. We use a three-layers concept for our agents: a technical layer (purely tech- nical matters like server communication), a transformation layer (the tools and skills a player might use) and the decision layer. The decision layer consists of various modules for different tasks (goal shot, pass, ballhandling, positioning and standard situation). These modules rate the adequateness of their respective ac- tions and compete for the control over the player. More detailed information about our team architecture can be found in [1] and [2]. One of this year’s main focuses was positioning which has been completely revised. We will describe our new position module below. We made extensive use of our new tool "FUNSSEL" (a debugging tool including an extended soccer monitor) which made it possible to further improve our technical skills and some of our modules as well. Due to the lack of space we will concentrate in the following on the new positioning module, FUNSSEL and our method of self-localisation.

Item Type: Conference or Workshop Item
Erschienen: 2002
Editors: Birk, A. and Coradeschi, S. and Tadokoro, S.
Creators: Arnold, Axel and Flentge, Felix and Schneider, Christoph and Schwandtner, Götz and Uthmann, Thomas and Wache, Martin
Title: Team Description Mainz Rolling Brains 2001
Language: German
Abstract:

The Mainz Rolling Brains 2001 team is based on our last year’s team. Our modular design as described in [1] has proved to be efficient and flexible. Thus the team could easily be adopted to the soccerserver’s new features and some of the weak spots of our team could be eliminated. We use a three-layers concept for our agents: a technical layer (purely tech- nical matters like server communication), a transformation layer (the tools and skills a player might use) and the decision layer. The decision layer consists of various modules for different tasks (goal shot, pass, ballhandling, positioning and standard situation). These modules rate the adequateness of their respective ac- tions and compete for the control over the player. More detailed information about our team architecture can be found in [1] and [2]. One of this year’s main focuses was positioning which has been completely revised. We will describe our new position module below. We made extensive use of our new tool "FUNSSEL" (a debugging tool including an extended soccer monitor) which made it possible to further improve our technical skills and some of our modules as well. Due to the lack of space we will concentrate in the following on the new positioning module, FUNSSEL and our method of self-localisation.

Title of Book: RoboCup-2001. Robot Soccer World Cup V
Publisher: Springer
Divisions: 20 Department of Computer Science > Telecooperation
20 Department of Computer Science
Date Deposited: 31 Dec 2016 12:59
Identification Number: Arnold02Team
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