Dies Architecture
Dies is Delft Mercurians' open source framework for building AIs, specifically the central team controller, for RoboCup Small Size League.
Dies runs on a central server, and communicates with the tournament software (ssl-vision/simulator, game controller), and with the robots on the field. It is responsible for running the AI, and for sending commands to the robots.
graph TD GameController[/Game Controller/] <--> Dies SSLVision[/SSL Vision/] --> Dies Robots[/Robots/] <--> Dies
Overview
Dies is desigend to be modular and flexible, allowing for easy integration of new features and algorithms. At its core is the Executor
, which is responsible for setting up the environment, running the AI, processing incoming data, communicating with the game controller and with the robots on the field or a simulator.
The executor interfaces with the world through the SSLClient
, which is responsible for communicating with the game controller and the SSL Vision, and with the BasestationClient
(aka. base station client), which is responsible for communicating with the robots.
Data coming from the vision is processed by World
, which is responsible for keeping track of the state of the game world, and for filtering and processing incoming data.
The behavior of the players is determined by the TeamController
. This in turn creates a PlayerController
and a Role
for each player, with the former handling lower level control (position, heading, failsafes) and the latter dealing with strategy and tactics. The TeamController also uses a Strategy
instance to determine the assignment of Role
s depending on the current game state.
Role
s function as actors in an actor model. They can be run concurrently and make independent decisions. They can also communicate with each other through the TeamController
.
Role
s can in turn use skills to perform common reusable and composable tasks, such as moving to a position, or kicking the ball.
flowchart LR SSL[SSL Client] -- Vision + Referee Data --> Executor BS[Basestation Client] <-- Robot Commands/Feedback --> Executor Executor -- Data from environment --> World World -- Filtered Data --> Executor Executor -- World Data --> Team[Team Controller] Team -- Player Commands --> Executor Team <-- World Data/Player Commands --> Strategy[Strategy] Strategy --> Role1[Role] Strategy --> Role2[Role] Strategy --> Role3[Role] Team <--> Player1[Player Controller] Team <--> Player2[Player Controller] Team <--> Player3[Player Controller]
Crates
Dies is split into several crates, each with a specific purpose:
dies-core
: Contains the most widely used types and traits. Should be kept slim.dies-executor
: Contains theExecutor
,TeamController
,PlayerController
,Role
, andStrategy
types.dies-basestation-client
: Contains theBasestationClient
type.dies-ssl-client
: Contains theSSLClient
type.dies-protos
: Contains the protobuf definitions used for communication with the game controller and vision.dies-simulator
: Contains theSimulator
type, which can be used to replace theSSLClient
andBasestationClient
with a simulator for testing.dies-world
: Contains theWorld
type, which is used to represent the state of the game world, as well as filters and processors for incoming data.dies-webui
: Contains the backend for the web interface, which can be used to monitor and control the AI. The frotend is in thewebui
directory.dies-cli
: Contains the command line interface for running the AI. This is the main entry point for the framework.