PogamutUT2004


Natural Double Jumping

Why is it that body.getLocomotion().doubleJump() looks so unnatural? Why is it able to jump to freakish heights that are unreachable by a human player? Is there a way to do a human style double jump? I've tried timing two regular jump commands, but it doesn't work. Sending nothing but jump commands doesn't work either.

I seem to remember in Pogamut 2 an option for a "custom" jump, namely a numeric parameter that could be sent with a jump message to control the height. This was unrealistic too, but it would probably be better than the double jump in Pogamut 3. However, I've looked at the Jump class, and it's pretty boring. All it has is a boolean for whether to double jump or not; no numeric parameter.
The bot double jump height is now equal to human maximum possible double jump height. In Pogamut 2 it was very problematic to achieve this height, so we changed it this way. I agree that it does not look very good. After botprize we will add there some velocity vector that will affect the size and direction of the jump.

Meanwhile, check the Dodge command - there you can set direction vector determining size and direction of the leap.

Michal
When you say you've fixed it, you mean you've fixed it in Gamebots, not in Pogamut, right? The reason I ask is that I have no control over the Gamebots mod used in botprize (I think it's too late to change it). However, if you somehow changed Pogamut, then please tell me which specific file(s) I need to download to take advantage of the change.

As for the dodge command, I tried sending in Vector3d objects (0,0,1), (0,0,10) and (0,0,1000), and the result was the same each time: A very small jump that was smaller than even a regular jump. I was using the dodge method associated with getLocomotion() in the agent body. Do you know of a way to get a higher jump using dodge?
Oh i see. In dodge command the vector represents only direction, not size. Sorry to mislead you.

The jump command now works in the way you described. I doubt it will change until botprize. Good idea would be maybe to forbid also human players to double jump. Otherwise this could be an easy sign of the fact the player is fighting against the bot.

m
 

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Acknowledgement

This work is supported by GA UK 1053/2007/A-INF/MFF (2007-8), GA UK 351/2006/A-INF/MFF (2006-8), the Ministry of Education of the Czech Republic (grant MSM0021620838) (2008-9), by the Program "Information Society" under project 1ET100300517 (2006-9), and the project Integration of IT Tools into Education of Humanities (2006-8) and by the project CZ.2.17/3.1.00/31162, which are financed by the European Social Fund, the state budget of the Czech Republic, and by the budget of Municipal House Prague.