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Simulation League -- League Summary


Oliver Obst and Daniel Polani. Simulation League -- League Summary. In Gal A. Kaminka, Pedro U. Lima, and Raul Rojas, editors, RoboCup 2002: Robot Soccer World Cup VI, Lecture Notes in Artificial Intelligence, pp. 443–452, Springer, 2003.


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Abstract

In the simulation league the RoboCup soccer server provides a standard platform for simulated soccer teams to play against each other over a local network. Each team connects 11 player programs and possibly a coach client to the server, which simulates the 2D soccer field and distributes the sensory information to the clients. Besides the team clients the RoboCup soccer monitor or other visualization and debug tools can be connected as a client to the server to provide 2D or 3D visual information or information like game statistics and analysis for the spectators.


BiBTeX Entry


@InCollection{	  OP03,
  adress	= {Berlin, Heidelberg, New York},
  author	= {Oliver Obst and Daniel Polani},
  booktitle	= {RoboCup 2002: Robot Soccer World Cup~VI},
  editor	= {Gal A. Kaminka and Pedro U. Lima and Raul Rojas},
  pages 	= {443--452},
  place 	= {REGAL},
  publisher	= {Springer},
  series	= {Lecture Notes in Artificial Intelligence},
  title 	= {Simulation League -- League Summary},
  volume	= {2752},
  year		= {2003},
  abstract	= {In the simulation league the RoboCup soccer server
		   provides a standard platform for simulated soccer teams to play against each
		   other over a local network. Each team connects 11 player programs and
		   possibly a coach client to the server, which simulates the 2D soccer field
		   and distributes the sensory information to the clients. Besides the team
		   clients the RoboCup soccer monitor or other visualization and debug tools
		   can be connected as a client to the server to provide 2D or 3D visual
		   information or information like game statistics and analysis for the
		   spectators.}}