public override void ModelOpponent(StrategicLayer s) { // load updated parameters from s while (true) { Thread.Sleep(1000); s.UpdateGameStrategy(); } }
public void Init() { mComm = Communicator.Communicator.Instance; mComm.IncomingMsg += AHMessageManager; mState = GameState.Disconnected; WM = new WorldModel(); WM.SetConstants(maxScore, width, height, fps, timeStep, timeScale, puckRadius, malletRadius, delayMeasurement, delayControl, actionPlanPeriod, maxMoveInterval); mVisualSensing = new Perception(WM); mVisualSensing.SubscribeComm(mComm); mLowLevelLayer = new LowLevelLayer(mComm, WM, timeStep, DOF); mTacticsLayer = new TacticLayer(WM, mLowLevelLayer); mVisualSensing.OnEstimationUpdate += mTacticsLayer.StartNewPlan; mStrategyLayer = new StrategicLayer(WM); }
public abstract void ModelOpponent(StrategicLayer s);