Team-partitioned, opaque-transition reinforcement learning
Proceedings of the third annual conference on Autonomous Agents
Artificial Intelligence - Special issue on Robocop: the first step
Would-Be Worlds: How Simulation Is Changing the Frontiers of Science
Would-Be Worlds: How Simulation Is Changing the Frontiers of Science
Co-evolving Soccer Softbot Team Coordination with Genetic Programming
RoboCup-97: Robot Soccer World Cup I
A Multi-threaded Approach to Simulated Soccer Agents for the RoboCup Competition
RoboCup-99: Robot Soccer World Cup III
On Emergence of Scalable Tactical and Strategic Behavior
RoboCup 2000: Robot Soccer World Cup IV
Defining and Using Ideal Teammate and Opponent Agent Models
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
The RoboCup synthetic agent challenge 97
IJCAI'97 Proceedings of the 15th international joint conference on Artifical intelligence - Volume 1
UvA Trilearn 2001 Team Description
RoboCup 2001: Robot Soccer World Cup V
Improved Agents of the magmaFreiburg2000 Team
RoboCup 2000: Robot Soccer World Cup IV
Symbiotic sensor networks in complex underwater terrains: a simulation framework
KES'06 Proceedings of the 10th international conference on Knowledge-Based Intelligent Information and Engineering Systems - Volume Part III
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Synchronisation between an agent and the environment it resides in, is without a doubt, an important aspect of a more generic problem of agent interaction with the environment. A systematic comparative analysis of alternative approaches to the synchronisation problem remains an open challenge, despite numerous successful implementations of RoboCup teams in the past. The underlying reasons appear to be a multiplicity of software platforms, implementation changes in the Simulator itself, and sometimes a methodological bias of designers driven by a particular agent architecture. In this paper we describe alternative methods of agent-environment synchronisation, introduce a simple software tool for analysing RoboCup games via server log files, and compare the proposed synchronisation alternatives with respect to certain quantitative metrics. This comparative analysis is conducted without varying situated, tactical or strategic agent skills, highlighting purely synchronisation features.