RoboCup world champion ship has the Rescue Virtual Robot League (RVRL). The simulation environment of RVRL consists of Unified System for Automation and Robot Simulator (USARSim) and Wireless Simulation Server (WSS). USARSim is a realistic and realtime physical simulator with several rescue robot models and victims, sensors, obstacles, some convenience parts for making disaster field model. WSS is used for simulating wireless communication trouble caused by the environment. Those RVRL simulation environment is good at an education scene in robotics. The realistic simulator's representation will not only keep but also increase student's motivation. WSS will change the simulated disaster field into challenging and wondering one for making awesome robotic programs. Students will be able to become making effective and useful robotic programs more fast and easy than before. Those are reasons to introduce the simulation environment of the RoboCup Rescue Virtual Robot League.
By defining the complexity of the urban, to reveal the relevance of environment and agent in a multi-agent simulation. Further, it is intended to predict the activity of the agent results from the Relevance. In this paper, we use the urban maps as the urban road networks to illustrate the concept of navigability in networks and investigate how different network topologies influence the average amount of information that is needed to move from one node to another node in the network. Furthermore, we compare with the idea that added the concept of distance to the idea. Putting our purpose, we analyze representative maps used by RoboCup Rescue simulation and consider the relations of the agent strategy and each maps effectiveness of the disaster management by analyzing relevance with the map information and agents.
RoboCup project has two aspects : (1) international and competitive research issue, (2) the event that the novel technique are exhibition. This paper focus on the latter aspects. We hold the demonstration of RoboCup Soccer Simulation 3D that audience can participate in as a player. But, this demonstration has two problems. The first problem is difficulty of identifying each soccer player. The second problems is difficulty of cooperating with teammate (teamwork). In this paper, we propose a new system to solve these problems to the demonstration of the RoboCup Soccer Simulation 3D. We implemented controller that showed controllable agent on the screen, to solve the above identification problem. We implemented message functions on the controller, to solve the above teamwork problem. The identification problem was solved by this system. But, teamwork could not be solved.
We analyzed the shared knowledge of one-two-pass in the game of human soccer. From the analysis, we suggested an action algorithm for one-two-pass and have implementation it in RoboCup 2D Soccer Simulation. From an evaluation, we realized success rate of 20 percent in the simulation.