7. Coach

7.1. Introduction

Coaches are privileged clients that provide assistance to the players. There are two kinds of coaches, the online coach and the trainer. The latter is often called ‘off-line coach’ as well, but for clarity’s sake we will use the term ‘trainer’.

7.2. Distinction Between Trainer and Online Coach

In general, the trainer can exercise more control over the game and may be used only in the development stage, whereas the online coach may connect to official games. The trainer is useful during development for such tasks as running automated learning or managing games. The online coach is used during games to provide additional advice and information to the players.

While developing player clients, for example when applying machine learning methods to learn skills like dribbling or kicking, it might be useful to create training sessions in an automated way. Therefore, the trainer has the following capabilities:

  • It can control the play-mode

  • It can broadcast audio messages. Such a message can consist of a command or some information intended for one or more of the player-clients. Its syntax and interpretation are user-defined.

  • It can move the players and the ball to any location on the field and set their directions and velocities.

  • It can get noise-free information about the movable objects.

For details on these capabilities see Section 7.3.

The online coach is intended to observe the game and provide advice and information to the players. Therefore, its capabilities are somewhat limited:

  • It can communicate with the players.

  • It can get noise-free information about the movable objects.

To prevent the coach from controlling each client in a centralized way, communication is restricted in several ways as described in Section 7.7. The online coach is a good tool for opponent modelling, game analysis, and giving strategic tips to teammates. Since the coach gets a noise-free, global view of the field and has fewer real-time demands, it is expected that it can spend more time deliberating over strategies. See Section 7.6 for more details about the online coach.

7.3. Trainer

7.3.1. Connecting with and without the Soccerserver Referee

By default, an internal referee module is active within the soccerserver that controls the match (see Section 4.7). If the trainer should have complete control over the match, the soccerserver must be instructed to deactivate the referee module. This means for example, that the play-mode will not change and players will not be moved back to their sides after a goal. The trainer has to react to these events by its own rules.

The soccerserver must be informed at startup-time that a trainer-client will be used. Add the option -coach to the command arguments of the soccerserver application when a coach-client is used and the internal referee module of the server must be deactivated. You can also add the line coach to the server.conf.

If you want to connect a trainer but let the server referee remain activated, add the option -coach_w_referee to the command arguments of the server or add coach_w_referee to the server configuration file.

If the server is invoked with one of the trainer modes, it prepares a UDP socket to which the trainer-client can connect. The default port number is 6001. If a different port number is needed the new port can be set by assigning its value to the coach_port parameter (see Section B.1).

7.4. Commands

The trainer and the online coach can use the following set of commands. The items are listed in three categories. The first category includes commands that can be used only by the trainer, the second includes commands that can be used also by the online coach with certain restrictions, and the third lists commands that can be used by both trainer and online coach.

7.4.1. Commands that can be used only by the trainer

  • (change_mode PLAY_MODE)

Change the play-mode to PLAY_MODE. PLAY_MODE must match one of the modesde nedin Section 4.7.1. Note that for most play-mode requests the soccerserver will only change the play-mode. The position of the ball usually remains unchanged, but in some cases players will be moved. E.g. in free-kick and kick-in playmodes they will be moved away from the ball if they stand within a certain radius. When changing to ‘before_kick_off’ they will be even moved to their own side.

Possible replies by the soccerserver:

  • (ok change_mode)

    The command succeded.

  • (error illegal_mode)

    The specified mode was not valid.

  • (error illegal_command_form)

    The PLAY_MODE argument was omitted

  • (move OBJECT X Y [VDIR [VELx VELy]])

This command will move OBJECT, which may be a player or the ball (see Section Sensor models for format information),to absolute position(X,Y). If VDIR is specified, it will also change its absolute facing direction to VDIR (this only matters for players). Additionally, if VELx and VELy are specified, the object’s velocity will be set accordingly.

The trainer always uses left-hand coordinates.

Possible replies by the soccerserver:

  • (ok move)

    The command succeded.

  • (error illegal_object_form)

    The OBJECT specification was not valid.

  • (error illegal_command_form)

    The position, direction, and/or velocity specification was not valid.

  • (check_ball)

Ask the soccerserver to check the position of the ball. Four positions are defined:

  • in_field

    The ball is within the boundaries of the field.

  • (goal_l)

    The ball is within the area assigned to the goal on the left side of the field.

  • (goal_r)

    The ball is within the area assigned to the goal on the right side of the field.

  • (out_of_field)

    The ball is somewhere else.

Note that the states ‘goal_l’ and ‘goal_r’ do not necessarily imply that the ball actually crossed the goal line.

Possible replies by the soccerserver:

  • (ok check_ball TIME BALLPOSITION)

    BALLPOSITION will be one of the states specified above.

  • (start)

This command starts the server, e.g. sets the play-mode to ‘kick_off_l’. This essentially simulates pressing the kick-off button on the monitor.

If the trainer does not send an init command, then the first commands of any type received from the trainer will cause the server to start, e.g. set the play-mode to ‘kick_off_l’.

Possible replies by the soccerserver:

  • (ok start)

    The command succeeded.

  • (recover)

This command resets players’ stamina, recovery, effort and hear capacity to the values at the beginning of the game.

Possible replies by the soccerserver:

  • (ok recover)

    The command succeeded.

  • (ear MODE)

It turns on or off the sending of auditory information to the trainer. MODE must be one of on and off. If (ear on) is sent, the server sends all auditory information to the trainer. See Table 7.3 for the format. If (ear off) is sent, the server stops sending auditory information to the trainer.

Possible replies by the soccerserver:

  • (ok ear on) and (ok ear on)

    Both replies indicate that the command succeeded.

  • (error illegal_mode)

    MODE did not match on or off.

  • (error illegal_command_form)

    The MODE argument was omitted.

7.4.2. Commands that can be used only by the online coach

  • (init (version VERSION)) for the trainer and

  • (init TEAMNAME (version VERSION)) for the online coach.

These commands tell the server which protocol version should be used to communicate with the trainer or coach. In the case of the online coach TEAMNAME has to be specified to indicate which team the coach belongs to. Note that the coach must connect after at least one player from its team.

The trainer is not required to issue an init command. However, it is recommended that the trainer does so. Otherwise, the server will communicate with an older protocol.

It should be mentioned that the default port is 6001 for the trainer and 6002 for the online coach.

Possible replies by the soccerserver:

  • (init ok)

    The command succeeded in case of the trainer.

  • (init SIDE ok)

    The command succeeded in case of the online coach. SIDE is either ‘l’ or ‘r’.

  • (say MESSAGE)

Note that the online coach can use this command with the same syntax, but there are more restrictions. See Section 7.6.2 for details.

This command broadcasts the message MESSAGE to all clients in the case of the trainer and only to teammates in the case of the online coach. For the trainer, the format of MESSAGE is the same as for a player-client. It must be a string whose length is less than say_coach_msg_size*(see Section B.1) and it must consist of alphanumeric characters and/or the symbols().+/?<>_

The format in which the players hear these messages can be found in Section 4.3.1.

Possible replies by the soccerserver:

  • (ok say)

    The command succeeded.

  • (error illegal_command_form)

    MESSAGE did not match the required format.

  • (change_player_type TEAM_NAME UNUM PLAYER_TYPE) for the trainer and

  • (change_player_type UNUM PLAYER_TYPE) for the online coach.

These commands can be used to change the heterogeneous player type (see Section 4.6) of the player with the number UNUM of team TEAM_NAME to the type PLAYER_TYPE. PLAYER_TYPE is a digit between 0 and 6, where 0 denotes the default player type. Note that in the case of the online coach the argument TEAM_NAME is missing, because it can only change player types in its own team.

The trainer does not have to comply with the rule that a maximum of three (specified by subs_max) players of each type can be on the field.

See Section 7.6.3 for details about the restrictions as to when and how the online coach may substitute players.

Possible replies by the soccerserver:

  • (warning no_team_found)

    The team does not exist.

  • (error illegal_command_form)

    If change_player_type is not followed by a string, two integers and a close bracket.

  • (warning no_such_player)

    If there is no player with that uniform number on that team.

  • (ok change_player_type TEAM UNUM TYPE)

    The command succeeded.

Additionally, the soccerserver can send the following replies to the online coach:

  • (warning cannot_sub_while_playon)

    If the play-mode is ‘play-on’.

  • (warning no_subs_left)

    If the coach has already made its three (specified by subs_max) subs for the game.

  • (warning max_of_that_type_on_field)

    If the player-type is not the default and there are three (specified by subs_max) of that type already on the field.

  • (warning cannot_change_goalie)

    If the coach tries to change the player type of the goalie.

The server responds to the teammates with:

  • (change_player_type UNUM TYPE)

and opponents (including opponent coach) with:

  • (change_player_type UNUM)

TODO: team_graphic

7.4.3. Commands that can be used by both trainer and online-coach

  • (look)

This command provides information about the positions of the following objects on the field:

  • The left and right goals.

  • The ball.

  • All active players.

Note that the trainer and online coach for both sides receive left-hand coordinates. That is, the coaches receive information in the global coordinates that the left-hand team uses. In general, the players receive no global information (the one exception being the move command), but it is common for teams to localize themselves so that the negative x direction is towards the goal they defend.

Possible replies by the soccerserver:

  • (ok look TIME (OBJ1 OBJDESC1) (OBJ2 OBJDESC2) … )

    OBJj can be any of the objects mentioned above. See Section 4.3 for information about the way the names of those objects are composed. OBJDESCj has the following form:

    • For goals: X Y

    • For the ball: X Y DELTAx DELTAy

    • For players: X Y DELTAx DELTAy BODYANGLE NECKANGLE [POINTING_DIRECTION]

The coordinates are always in left-hand orientation, no matter whether a trainer or online coach is used.

If the trainer/coach should receive visual information periodically, use the (eye on) command.

  • (eye MODE)

MODE must be one of on and off . If (eye on) is sent, the server starts sending (see_global … ) information (see Section 7.5) every 100ms (the interval is specified by the send_vi_step parameter automatically to the client. If (eye off) is sent, the server stops sending visual information automatically. In this case the trainer/coach has to ask actively with (look), if it needs visual information.

Possible replies by the soccerserver:

  • (ok eye on) and (ok eye off)

    Both replies indicate that the command succeeded.

  • (error illegal_mode)

    MODE id does not match on or off.

  • (error illegal_command_form)

    The MODE argument was omitted.

  • (team_names)

This command makes the trainer/coach receive information about the names of both teams and which side they are playing on.

Possible replies by the soccerserver:

  • (ok team_names [(team l TEAMNAME1) [(team r TEAMNAME2)]])

    Depending on whether the teams already connected no, one, or both team name(s) will be supplied. Recall that the first team that connects will be on the left side.

7.4.4. Commands that can be used only by the online-coach

  • (team_graphic (X Y “XPM line” … “XPM line”))

The online coach can send teams-graphics as 256x64 XPM to the server. Each team_graphic-command sends a 8x8 tile. X and Y are the coordinates of this tile, so they range from 0 to 31 and 0 to 7 respectively. Each XPM line is a line from the 8x8 XPM tile. Monitors that are connected to the server will receive the following message on the message-board after each of the coach’s team_graphic-commands: (team_graphic_l|r (X Y “XPM line” … “XPM line”))

Possible replies by the soccerserver:

  • (ok team_graphic X Y)

    For each tile the server sends this string in order to signal its arrival.

7.5. Messages from the Server

Apart from the replies to the commands mentioned above the server also sends some messages to the trainer and online coach. If the clients connect to the server with a version >= 7.0 (using the init-command), they will receive the following parameter messages just like player clients:

  • (server_param …) once

  • (player_param …) once

  • (player_type …) once for each player type

See Section 4.2.2 for details on the parameter messages.

If the client chooses to receive visual information in each cycle by sending (eye on) it will receive messages in the following format every 100ms (send_vi_step):

class center

(see_global (OBJ1 OBJDESC1)(OBJ2 OBJDESC2) …)

OBJj denotes the name of the object. See Table 4.3 for information about the way the names for those objects are composed. OBJDESCj has the following form:

  • For goals: X Y

  • For the ball: X Y DELTAx DELTAy

  • For players: X Y DELTAx DELTAy BODYANGLE NECKANGLE [POINT-ING_DIRECTION]

The syntax is the same as in the reply to the (look) command, so coordinates are always in left-hand orientation.

If the client wants to receive auditory information and sent (ear on) to the server, it will receive all auditory information, from both the referees and all of the players. There are two kinds of hear messages:

  • (hear TIME referee MESSAGE) for all referee messages, such as “play_on” and “free_kick_left”. See Section 4.7 for a list of the valid messages from the referee.

  • (hear TIME (p “TEAMNAME” NUM) “MESSAGE”) for all player messages. Note the quotes around the message.

See Section 4.3.1 for more details about the players speaking and listening abilities.

7.6. Online Coach

7.6.1. Introduction

The online coach is a privileged client that can connect to the server in official games. It has the capability of receiving global and noise-free information about the objects on the field. In order to encourage research in this area there are special coach contests since 2001. This way, research groups that do not want to develop a team of player clients can participate in the RoboCup challenge by focusing on the online coach. Additionally, to make it possible to use a single coach with a variety of teams, a standard coach language (CLang) has been developed that can be used to communicate with the players.

See Sections 7.4 and 7.5 for details about the commands that can be used by the online coach and messages that will be sent by the server.

7.6.2. Communication with the players

Before version 7.00, the online coach could say short (128 characters, say_coach_msg_size) alphanumeric (plus the symbols().+*/?<>) messages when the play-mode is not ‘play_on’. This type of message still exists as a “freeform” message, but there are now other standard message types. Since version 8.05 there are also certain intervals in which freeform messages can be sent even during ‘play_on’. Every 600 cycles (specified by freeform_wait_period) of ‘play_on’ the coach can send freeform-messages for 20 cycles (specified by freeform_send_period). For example, if the play-mode changes to ‘play_on’ at cycle 420 and stays in ‘play_on’ till the end of this example, the coach can send freeform-messages between 1020 and 1040, 1620 and 1640, etc. The coach can send say_coach_cnt_max freeform messages per game. The length of these messages has to be less than say_coach_msg_size. If the game continues into extended time, the online coaches are given an additional say_coach_cnt_max messages to say every additional 6000 cycles (or whatever the normal length of a game is). Allowed messages are cumulative, so if the coach does not use all its allowed messages, it can use them in the extended time. The server will send (error said_too_many_messages) if the coach tries to send messages after it reaches the maximum number.

It should be noted that freeform-messages are not allowed in coach-competition-games, and are only supported by CLang for compatibility reasons.

In the standard coach language, there are three other types of messages: rule-, define-, and delete- messages. To prevent coaches from micro-controlling every single action of the players communication is restricted in the following ways.

Every 300 cycles (specified by clang_win_size) the coach can send one of each. Note that the number of allowed messages can be changed by setting the clang_define_win, clang_del_win, and clang_rule_win parameters (see SectionB.1). The messages are heard by the players 50 (specified by clang_mess_delay) cycles later. If the play-mode is not ‘play_on’, one (specified by clang_mess_per_cycle) message is sent to the players in each cycle, even if the delay time has not elapsed. Messages that are sent while the play mode is not ‘play_on’ do not count towards the message number restrictions. For example, if the default values are used the coach can send one message per cycle during breaks that will be heard by the players without delay. The server guarantees that messages of each type will be sent to the players in the same order in which they were received from the coach.

The language grammar developed below does not place restrictions on the length of the messages that can be sent to the server. However, for very practical reasons, any message in the standard language cannot be longer than 8154 characters (this is so the maximum message that should be sent to the player is 8K).

The first version of the coach language (Clang) was developed for server version 7.x. For server version 8.x the language has been extended. Because of this, clients that want to receive messages from their coach have to explicitly advise the server, which version of CLang they support. This is done by sending

  • (clang (ver MIN MAX))

where MIN and MAX are unsigned integers denoting the earliest and latest supported version of CLang, respectively. Clients that do not send such a message will not receive coach messages. The server can determine the version number of coach messages and will filter out any messages that are not supported by the player. If a message has been filtered out, the players will receive

  • (hear TIME online_coach_left|right (unsupported_clang))

The coach will receive a message from each player that informs it about the supported versions:

  • (clang (ver (PLAYER_NAME) MIN MAX))

This means that you have to add the sending of (clang (ver 7 7)), if you use version 7 source code of players with newer server versions.

The standard coach language will be described in detail in Section 7.7.

7.6.3. Changing Player Types

Using the change_player_type-command (described in Section 7.4) the online coach can change player types unlimited times in ‘beforekickoff’ play-mode. Of course, these changes have to comply with the general rules about heterogeneous players (see Section 4.6). After kick-off player types can be changed three (subs_max) times during play-modes that are not ‘play_on’.

See the description of the change_player_type-command in Section 7.4 for details about the possible replies from the server.

Note: A player client will be informed about substitutions that occurred before the client connected by the message (change_player_type UNUM TYPE) for substitutions in it own team and (change_player_type UNUM) for substitutions in the opponent team.

7.6.4. Team Graphic

TODO

7.7. The Standard Coach Language

7.7.1. General Properties

The standard coach language was developed to enable coaches to work together with teams from different research groups. One of the design goals was to have clear semantics that should prevent misinterpretation from both the players and the coach. The language is based on low-level concepts that can be combined to construct new high-level concepts.

Additionally, coaches can communicate a certain number of freeform messages that may be arbitrary strings to the players during non-‘play_on’-modes. See Section 7.6.2 for details. Be aware though, that freeform messages probably will not be understood by other teams if you plan to use your coach with other teams.

The language description below is the improved and extended version of the language developed by the community, as it is supported by server version 8.x. While the first version of CLang is still supported by the server, its use is not encouraged. A complete description of this first version can be found in the manual for server version 7. It is hoped that all interested researchers will continue to develop CLang to make it a useful tool for multi-agent research.

Some concepts were derived from Unilang [14] (e.g. definitions and several actions) and SFL[12] (e. g. variables and point arithmetic).

Note that the server itself parses all the coach messages using flex and bison (the GNU replacements for lex and yacc) and constructs a simple representation based on a C++ class hierarchy. Please feel free to use and modify this code from the server to handle the parsing of the coach messages. In particular, look at the coach_lang* files.

7.7.2. Example Language Utterance

The general idea of CLang is to describe tactics and behaviours as rules which map directives to conditions. Each rule consists of a component that denotes a situation (the condition) and a list of directives that are applicable if the situation description is true in the given world state. Rules can either be used as advice that tells the player how to act, or as information that, for example, describes how the opponent behaves in certain situations. In CLang rules also have an ID, so that the coach can refer to them later.

A simple rule which advises the player number 5 to pass to his teammate with the number 11 if it has the ball and is in the middle of the field can be defined as follows:

(define

(definerule

MyRule1

direc (

(and

(bowner our 5)

(bpos (rec (pt -10 -10) (pt 10 10))))

(do our 5 (pass 11)))))

Each of the primitives will be explained in detail later. For now, it should suffice to get the idea that the rule is assigned the ID “MyRule1” and is defined as a directive (as compared to a model-rule that describes observed behavior). bowner determines that player 5 of the coach’s team is the ball owner. bpos specifies the ball position using a rectangle. Finally, the directive advises player number 5 to pass to his teammate 11. In CLang lingo (pass 11) is an action and (do our5 (pass 11)) is a directive.

Rules are off by default. So the coach has to turn them off by sending a message like (rule (on MyRule1))

Now the language concepts will be looked at in more detail.

7.7.3. Overview of the Five Message Types

There are five types of coach messages in the standard coach language: Rule, Define, Delete, and Freeform. Their purpose and format will be described in this section, and some examples will be given.

In the following format description elements in capitals denote non-terminal symbols which are defined in section 7.7.7.

Define-message: Define messages are the most complex messages in CLang, because they define and combine the components that the coach wants to share with the players, like conditions, directives, regions, actions, and rules. By defining a component it is assigned an ID which the coach can use to refer to it at later messages.

Conditions: Format for defining a condition: (definec CLANG_STR CONDITION)

Example: (definec “Defense” (bowner opp 0)) This defines the condition in which any player of the opponent team owns the ball.

Actions: Format for defining an action:(definea CLANG_STR ACTION)

Example: (definea “Pass7” (pass 7))

Directives: Format for defining a directive:(defined CLANG_STR DIRECTIVE)

Example: (defined “Pass10to11” (doour 10 (pass 11))) This directive denotes player 10 passing to player 11.

Regions: Format for defining a region:(defined CLANG_STR REGION)

Example: (defined “OURHALF” (rec (pt -52.5 -34) (pt 0 34))) A rectangle which covers the team’s own half is defined.

Rules: Format for defining a rule:(definerule CLANG_VAR model RULE) or (definerule CLANG_VAR direc RULE)

Example: (definerule Rule1 direc ((playm bko) (do our 7 (pos (pt -20 20))))) This rule states that player 7 should position itself at the given point before kick-off. See also section 7.7.4 about defining rules.

Rule-message: Rule messages are used to turn previously defined rules on or off. After defining a rule, it is off by default.

Format: (rule ACTIVATION_LIST)

Example: (rule (on rule2) (off rule1))

Delete-message: The delete message tells a player that a rule will not be used again and can be removed from the memory. This also means that after deleting a rule, its ID should not appear in other nested rule definitions (see section 7.7.4) anymore.

Format: (delete ID_LIST)

Examples: (delete Rule1) (delete (Rule1 Rule2)) (delete all) Deletes one rule, a list of two rules, or all rules, respectively.

Freeform-message: Free-form messages are arbitrary strings and can be sent according to the aforementioned restrictions in section 7.6.2.

Format: (freeform “STRING”) Note that STRING must be included in quotes.

7.7.4. Defining Rules

The definition of rules is an important part of CLang, so it will be looked at in more detail in this section. Remember that a rule consists of a condition and a list of directives, which again contain actions.

As stated above the format for defining a rule is (definerule DEFINE_RULE) using the following components:

<DEFINE_RULE>: <CLANG_VAR> model <RULE>
            | <CLANG_VAR> direc <RULE>
<RULE>: (<CONDITION> <DIRECTIVE_LIST>)
        | (<CONDITION> <RULE_LIST>)
        | <ID_LIST>

Each rule is assigned a name complying with the definition of CLANG_VAR. Additionally, rules are in one of two modes, either model which states that the rule is a description of observed behavior, or direc which states that the rule is a directive to behave in a certain way.

Now, the actual content of a rule can be specified in several ways:

  • (CONDITION DIRECTIVE_LIST)

This is the straightforward way. The example in section 7.7.3 complies with this format. The CONDITION denotes a situation, and DIRECTIVE_LIST denotes the appropriate directives. Note that the list can contain directives for one, several, or all players, or even several directives for the same player. In the latter case, it is up to the player to decide which directive is to be followed.

  • (CONDITION RULE_LIST)

This is a very powerful format for combining rules with larger tactics. Since each rule in RULE_LIST already contains a condition, a definition of this form results in nested rules. It can for example be used to activate several rules simultaneously. Suppose, there are already several rules specifying the home positions of the defenders: pos2a and pos2b for player 2, and pos3a and pos3b for player 3. Now, by using

(definerule defenseformation direc ((bowner our {0}) (pos2a pos3a)))

and

(definerule offenseformation direc ((bowner opp {0}) (pos2b pos3b)))

it can be specified when the rules are supposed to be active (depending on which team owns the ball). For evaluating such definitions, the outer condition is assumed to be distributed into the inner conditions, being combined with logical and. E.g. assume that pos2a was specified as

((time > 20) (do our {2} (pos (pt -40 10))))

then the above definition would create

((and (bowner our {0}) (time > 20)) (do our {2} (pos (pt -40 10))))

  • ID_LISTS

Similar to the above format, this way several existing rules can be combined. Suppose, there have been defined two rules:

(definerule position2 direc ((true) (home (pt -40 -10))))

(definerule mark2 direc ((bowner opp {10}) (mark 10)))

These can be combined into a behavior for player 2:

(definerule player2 direc (position2 mark2))

7.7.5. Semantics and Syntax Details of the Components

In the following the syntax and semantics of the non-terminal symbols that were used in the format outlined above will be described. Rules have a condition on the left-hand side and a set of actions on the right-hand side. Thus each rule can be thought of as essentially specifying an if-then statement:

if CONDITION
then { DIRECTIVE_1 DIRECTIVE_2 ... }

In the player’s programs, it is easy to represent all the advice given by the coach as a small rule-base. Following the advice would be easy by matching the current world state against the condition, and trying to act on the directives. Note: If more than one condition applies to the current situation and the corresponding directives differ, it is up to the player to choose the directive. Note that the player should also exercise some discretion in following directives. For example, if the only directive that matches is to pass to player 5, but player 5 is well-covered by opponents, the player with the ball may choose to ignore the directive for now.

  • Conditions:

    A condition is made from the logical connectives over atomic state description propositions:

    • (ture)

      Always true.

    • (false)

      Always false.

    • (ppos TEAM UNUM SET INT INT REGION)

      The first INT is the MINIMUM and the second is the MAXIMUM At least MINUMUM but no more than MAXIMUM players in UNUM SET from team TEAM are in region REGION. Regions and unum sets are more precisely defined below. TEAM is either ”our” or ”opp”. There is no ambiguity since the coach can only be heard by its own players.

    • (bpos REGION)

      The ball is in region REGION.

    • (bowner TEAM UNUM SET)

      The ball is controlled by some player in UNUM SET of team TEAM. The ball-owner is the last player that had ball contact (i.e. the ball was in his kickable area), even if the ball left his control after that.

    • (playm PLAY MODE)

      The play-mode is PLAY MODE. See Section 7.7.7 for the valid values of PLAY MODE.

    • (COND COMP)

      The time, goal-difference, number of own or opponent goals can be compared with constants, using the operators < > <= == != >=. Examples: (time > 20) (2 >= opp goals)

    • unum CLANG VAR UNUM SET

      If CLANG VAR is instantiated, it is checked whether the unum denoted by the variable CLANG VAR is in the set UNUM SET. If the variable is still unbound, it is bound to the specific set.

    The logical connectives are:

    • (and CONDITION_1 CONDITION_2 … CONDITION_n )

    • (or CONDITION_1 CONDITION_2 … CONDITION_n )

    • (not CONDITION)

    An example condition: ”When opponent player 3 is in region X and controls the ball” would be (and (ppos opp {3} X) (bowner opp {3}))

  • Directives:

    Directives are lists of actions for individual sets of players and come in two forms:

    • (do TEAM UNUM SET ACTION LIST) (affirmative mode: players should take these actions)

    • (dont TEAM UNUM SET ACTION LIST) (negative mode: players should avoid taking these actions)

    If the actions in the affirmative mode are mutually exclusive, it is up to the player to decide which one is to be followed. In rules that are in the model mode, directives convey knowledge about the plans/behaviors of the players or their opponents.

  • Actions:

    • (pos REGION)

      The player should position himself in REGION.

    • (home REGION)

      The player’s default position should be in REGION. This directive is intended largely to specify formations for the team.

    • (mark UNUM SET)

      The player should mark some opponent player in UNUM SET.

    • (markl REGION)

      The passing lane from the current ball position to REGION should be marked.

    • (markl UNUM SET)

      The passing lane from the current ball position to some opponent player in UNUM SET should be marked.

    • (oline REGION)

      The offside-trap line for the player/team should be set at REGION.

    • (htype TYPE)

      The player is of heterogeneous type TYPE. The TYPE number is as described in Section 4.6. A value of -1 should clear the player’s idea of the heterogeneous type.

    • (pass REGION)

      The ball should be passed to some player in REGION.

    • (pass UNUM SET)

      The ball should be passed to some player in UNUM SET.

    • (dribble REGION)

      The ball should be dribbled to REGION.

    • (clear REGION)

      The ball should be cleared from REGION, which means to shoot the ball to a point outside of REGION.

    • (shoot)

      The ball should be shot at the goal.

    • (hold)

      The player should hold the ball, i. e. stand at his position and keep the ball away from opponents.

    • (intercept)

      The player should go to the ball and try to control it.

    • (tackle UNUM SET)

      The player should tackle some player in UNUM SET (or the ballowner?).

  • Regions:

    Any REGION token can be any of the following:
    • a POINT

      This is defined more precisely below

    • (rec POINT 1 POINT 2 )

      Defines a rectangle with its sides parallel to the pitch lines, respectively.

    • (tri POINT 1 POINT 2 POINT 3 )

      Defines a triangle made up of the given points.

    • (arc POINT RADIUS SMALL RADIUS LARGE ANGLE BEGIN ANGLE SPAN)

      Defines a donut-arc: the area between two circles co-centered at point POINT, having the given radii, with the arc defined starting at the beginning angle and covering the spanning angle. For example, a circle with a radius r could be defined as “(arc (pt 0 0) 0 r 0 360)”, and a U-shaped region could be defined as “(arc (pt 0 0) 5 10 0 180)”

    • (null)

      The null (empty) region.

    • (reg REG_1 REG_2 … REG_n )

      Defines a region made up of the union of the given regions.

    A POINT is any of the following:
    • (pt X Y)

      X and Y are real and in global coordinates. This is the absolute position (X,Y);

    • (pt ball) The current global position of the ball.

    • (pt TEAM UNUM) The current position of player number UNUM on team

      TEAM (either ’our’ or ’opp’). Remember that UNUM can be a variable.

    • (POINT 1 OP POINT 2 )

      This arithmetically combines two points into a new point. POINT i can be made up of arithmetic operators, resulting in a recursive structure. The operators are defined in a natural way, for example: (pt \(X_1Y_1\) ) OP (pt \(X_2Y_2\) ) \(=\) (pt \(X_1\) OP \(X_2\) \(Y_1`**OP** :math:`Y_2\) ) where OP is one of \(+ − * /\)

    The use of these relative points makes it easy to express ideas such as “Move to the ball”, “If there are 2 teammates within 10m of the ball”, etc. Remember that the online coach receives visual information always in left-hand orientation, no matter which side its team plays on. Yet, when sending messages to a team that plays on the right side, the coach must use right-hand orientation in the messages. Transforming coordinates from left- to right-hand orientation is done by negating them.

  • UNUM SETS:

    Unum sets are sets of player numbers. These are sets in the sense that order does not matter and may be changed by the server. If 0 is included anywhere in the set, then the set contains all players 1 - 11. The set can contain variables.

    Format: { :math: NUM_1 NUM_2 … NUM_n }

  • Variables:

    Technically, everywhere where UNUM occurs, a variable can be used. Yet, it is important to make sure that the variables are instantiated or ground. The scope is the innermost spanning rule, e.g. in

    1   (definerule rule1 model
    2       (bowner our {0})
    3       ((true)             (do our {5} (mark 11)))
    4       ((bowner our {X}) (do our {X} (shoot)))
    5   )
    

    the scope of X is the complete line 4. This also shows how variables can be instan- tiated: Only in conditions that have UNUMs as fixed argument (i. e. UNUMs in POINTs do not count as condition UNUMS) a variable may be introduced. Its value is set by checking which unums make the condition true. In the example X is instantiated with the uniform number of the ball owner. In a condition like ppos it can be necessary to instantiate the variable as a set of unums:

    (ppos our {X} 1 11 REGION) In this example X has to be instantiated as the set of unums which are in REGION. Note that an instantiation as in (ppos our {5} 1 1 (rec (pt ball) (pt our {X}))) is not supported.

7.7.6. Futher Resources

7.7.7. Syntax

The complete grammar of the standard coach language:

<MESSAGE> : <FREEFORM_MESS> | <DEFINE_MESS> | <RULE_MESS> | <DEL_MESS>

<RULE_MESS> : (rule <ACTIVATION_LIST>)

<DEL_MESS> : (delete <ID_LIST>)

<DEFINE_MESS> : (define <DEFINE_TOKEN_LIST>)

<FREEFORM_MESS> : (freeform <CLANG_STR>)

<DEFINE_TOKEN_LIST> : <DEFINE_TOKEN_LIST> <DEFINE_TOKEN>
| <DEFINE_TOKEN>

<DEFINE_TOKEN> : (definec <CLANG_STR> <CONDITION>)
| (defined <CLANG_STR> <DIRECTIVE>)
| (definer <CLANG_STR> <REGION>)
| (definea <CLANG_STR> <ACTION>)
| (definerule <DEFINE_RULE>)

<DEFINE_RULE> : <CLANG_VAR> model <RULE>
| <CLANG_VAR> direc <RULE>

<RULE> : (<CONDITION> <DIRECTIVE_LIST>)
| (<CONDITION> <RULE_LIST>)
| <ID_LIST>

<ACTIVATION_LIST> : <ACTIVATION_LIST> <ACTIVATION_ELEMENT>
| <ACTIVATION_ELEMENT>

<ACTIVATION_ELEMENT> : (on|off <ID_LIST>)

<ACTION> : (pos <REGION>)
| (home <REGION>)
| (mark <UNUM_SET>)
| (markl <UNUM_SET>)
| (markl <REGION>)
| (oline <REGION>)
| (htype <INTEGER>)
| <CLANG_STR>
| (pass <REGION>)
| (pass <UNUM_SET>)
| (dribble <REGION>)
| (clear <REGION>)
| (shoot)
| (hold)
| (intercept)
| (tackle <UNUM_SET>)

<CONDITION> : (true)
| (false)
| (ppos <TEAM> <UNUM_SET> <INTEGER> <INTEGER> <REGION>)
| (bpos <REGION>)
| (bowner <TEAM> <UNUM_SET>)
| (playm <PLAY_MODE>)
| (and <CONDITION_LIST>)
| (or <CONDITION_LIST>)
| (not <CONDITION>)
| <CLANG_STR>
| (<COND_COMP>)
| (unum <CLANG_VAR> <UNUM_SET>)
| (unum <CLANG_STR> <UNUM_SET>)

<COND_COMP> : <TIME_COMP>
| <OPP_GOAL_COMP>
| <OUR_GOAL_COMP>
| <GOAL_DIFF_COMP>

<TIME_COMP> : time <COMP> <INTEGER>
| <INTEGER> <COMP> time

<OPP_GOAL_COMP> : opp_goals <COMP> <INTEGER>
| <INTEGER> <COMP> opp_goals

<OUR_GOAL_COMP> : our_goals <COMP> <INTEGER>
| <INTEGER> <COMP> our_goals

<GOAL_DIFF_COMP> : goal_diff <COMP> <INTEGER>
| <INTEGER> <COMP> goal_diff

<COMP> : < | <= | == | != | >= | >

<PLAY_MODE> : bko | time_over | play_on | ko_our | ko_opp
| ki_our | ki_opp | fk_our | fk_opp
| ck_our | ck_opp | gk_opp | gk_our
| gc_our | gc_opp | ag_opp | ag_our

<DIRECTIVE> : (do|dont <TEAM> <UNUM_SET> <ACTION_LIST>)
| <CLANG_STR>

<REGION> : (null)
| (arc <POINT> <REAL> <REAL> <REAL> <REAL>)
| (reg <REGION_LIST>)
| <CLANG_STR>
| <POINT>
| (tri <POINT> <POINT> <POINT>)
| (rec <POINT> <POINT>)

<POINT> : (pt <REAL> <REAL>)
| (pt ball)
| (pt <TEAM> <INTEGER>)
| (pt <TEAM> <CLANG_VAR>)
| (pt <TEAM> <CLANG_STR>)
| (<POINT_ARITH>)

<POINT_ARITH> : <POINT_ARITH> <OP> <POINT_ARITH>
| <POINT>

<OP> : + | - | * | /

<REGION> : <REGION_LIST> <REGION>
| <REGION>

<UNUM_SET> : { <UNUM_LIST> }

<UNUM_LIST> : <UNUM>
| <UNUM_LIST> <UNUM>

<UNUM> : <INTEGER> | <CLANG_VAR> | <CLANG_STR>

<ACTION_LIST> : <ACTION_LIST> <ACTION>
| <ACTION>

<DIRECTIVE_LIST> : <DIRECTIVE_LIST> <DIRECTIVE>
| <DIRECTIVE>

<CONDITION_LIST> : <CONDITION_LIST> <CONDITION>
| <CONDITION>

<RULE_LIST> : <RULE_LIST> <RULE>
| <RULE>

<ID-LIST> : <CLANG_VAR>
| (<ID_LIST2>)
| all

<ID-LIST2> : <ID_LIST2> <CLANG_VAR>
| <CLANG_VAR>

<CLANG_STR> : “[0-9A-Za-z().+-*/?<>_ ]+”

<CLANG_VAR> : [abe-oqrt-zA-Z_]+[a-zA-Z0-9_]*

Parameter name

Used value

Default value

Explanation

coach_port

6001

6001

The port number the trainer connects to.

say_msg_size

512

256

Maximum length of a freeform message a player, trainer, or coach can say.

say_coach_cnt_max

128

128

Upper limit of freeform messages an online coach can say

send_vi_step

100

100

Interval of online coach’s look.

clang_win_size

100

100

Number of cycles that lie between online coach messages

clang_define_win

1

1

Number of define messages that can be sent in the aforementioned interval.

clang_rule_win

1

1

Number of rule messages that can be sent in the aforementioned interval.

clang_del_win

1

1

Number of delete messages that can be sent in the aforementioned interval.

clang_mess_delay

50

50

Number of cycles messages from the online coach will be delayed.

clang mess per cycle

1

1

Number of messages that will be sent to the players during non-play on modes.

Table 7.1 Trainer Interactions with the Server

From trainer to server

From server to trainer

(init (version VERSION))

VERSION ::= a real number

trainer: (init ok)

(change mode PLAY_MODE)

PLAY MODE ::= one of the play-modes

(ok change_mode) (error illegal_mode) (error illegal_command_form)

(move OBJECT X Y
[VDIR [DELTA_X DELTA_Y]])
OBJECT ::= One of object names
X ::= -52–52
Y ::= -32–32
VDIR ::= -180–180
DELTA_X, DELTA_Y ::= [float]
(ok move)
(error illegal_object_form)
(error illegal_command_form)

(check_ball)

(ok check_ball TIME BPOS)
TIME ::= sim. time of server
BPOS ::= in_field |
goal SIDE |
out of field
SIDE ::= l | r
(start)
(recover)
(ok start)
(ok recover)
(change_player_type
TEAM_NAME UNUM
PLAYER_TYPE)
TEAM_NAME ::= string
UNUM ::= 1–11
PLAYER_TYPE ::= 0–6
(warning no_team_found)
(error illegal_command_form)
(warning no_such_player)
(ok change_player_type
TEAM UNUM TYPE)

(ear MODE)
MODE ::= on | off
(ok ear on)
(ok ear off)
(error illegal mode)
(error illegal_command_form)
Table 7.2 Online Coach Interactions with the Server

From trainer to server

From server to online coach

(init TEAMNAME
(version VERSION))
VERSION ::= a real number
TEAMNAME ::= string
(init SIDE ok)
SIDE ::= l | r
(change_player_type
UNUM PLAYER_TYPE)
UNUM ::= 1–11
PLAYER TYPE ::= 0–6
(warning no_team_found)
(error illegal_command_form)
(warning no_such_player)
(ok change_player_type
TEAM UNUM TYPE)
(warning cannot_sub_while_playon)
(warning no_subs_left)
(warning max_of_that_type_on_field)
(warning cannot_change_goalie)
Table 7.3 Server Interactions with Trainer/Coach

From client to server

From server to client

(say MESSAGE)
(see Section 7.4.2)
(ok say)
(error illegal command form)

(look)

(ok look TIME
(\(OBJ_1\) \(OBJDESC_1\) )
(\(OBJ_2\) \(OBJDESC_2\) )..)
\(OBJ_j\) ::= object name
(see Section Sensor Models)
\(OBJDESC_j\) ::= X Y |
X Y \(DELTA_x\) \(DELTA_y\)|
X Y \(DELTA_x\) \(DELTA_y\)
BODYANG NECKANG
(eye MODE)
MODE ::= on | off
(ok eye on)
(ok eye off)
(error illegal mode)
(error illegal command form)

This message is sent automatically ev- ery send_vi_step milliseconds when the coach/trainer eye is on (see the “eye” commands below).


(see_global TIME
(\(OBJ_1\) \(OBJDESC_1\) )
(\(OBJ_2\) \(OBJDESC_2\) )…)

The trainer must use the ‘ear’ command to get these messages. The online coach always gets these messages.


(hear TIME referee MESSAGE)
(hear TIME
(p ”TEAMNAME” NUM)
”MESSAGE”)
TIME ::= time message was sent
TEAMNAME ::= string
NUM ::= 1–11
MESSAGE ::= string

(team_names)

(ok team_names
[(team l TEAMNAME1)
[(team r TEAMNAME2)]])