Team Behavior Component

This component takes the world state from the world state component, maps it to a play [3] in the strategy database and then orders robots to execute the selected play. We implemented a nearest neighbor algorithm to choose the play that is most suitable for the current world state. So this component is pretty much complete. However, since we don't have all of its subcomponents ready, we cannot test it properly. We expect that there will be oscillations between different plays during gameplay. In other words, team behaviour component may switch between different plays before they are finished. This would be an undesirable result. However, this can be avoided with an additional constraint that prevents such frequent switches between different plays.

Mert Akdere 2005-12-20