Different Phases in our project :





Building the  3D Simulator

This phase involves describing the environment and the static and dynamic objects present in the system namely the ball , the table and the net. The physics of the real game are simulated to adapt the requirements of a real-time virtual environment. These include

       
    The modelling of collision when bat hits ball
     
       
      An alternative model for  the bat hitting  the ball
       
    The interaction between the simulator and the agent
     

Design of the Graphics Interface

         Dynamic components of the simulator



 
The Learning Algorithm Used

 
The State Decomposition Approach
 
Underlying Assumptions : We assume that the velocity vector and coordinates for the bat are independent of each other - under this assumption we can decompose the problem of determing coordinates and velocity of the bat  into two individual and unrelated parts.
 Sub-division of task into 2 - subtasks  and hence the decomposition of state space
 
     First Part : Reaching the ball

     Basic Idea
     

      • Bat velocity not a concern in this approach
      • Input at each step to agent is ball velocity, ball  position  & bat positon
      • Output at each step is increments in bat coordinates .


      where,

      S is the problem state
      A is the action set for the state S.
      X ,Y,Z are coordinates
      V is velocity
      The superscripts b and r  refer to the ball and racket respectively.
      The subscripts denote the components
      terms supercripted with ' are determined  by the  simulator
      terms superscripted   by * are determined by the agent action


     Each State is Characterised by :
     

    1. Ball position
    2. Ball velocity
    3. Bat position


     Action Set
     


     Reward Function
     

       R(s) = + 1     for intercepting the ball
        - 1     for missing the ball
            0     for other states
         
    Second Part: Determining Shot to play after intersecting ball
         
      Salient Features:
        • Supervised Learning using neural nets
        • A Separate Program for generating a training set
        • Use of back-propagation algorithm & neural net learning


      Details of the MLP (Multi Layer Perceptron) Neural Net used

      • 6 input lines ( 3 for coordinates of the hit point + 3 for ball velocity )
      • 3 output lines ( these give ball velocities after the collision directly)

      •  
      NOTE: The model has been kept simple :
      Actually what should have been done was to output either
        •     velocity of bat while contact with ball    or
        •     force applied on bat while contact with ball
      and then calculate the return velocity from it using the law of dynamics.

      The size of the training sets is 4000 records  ie. input output paiirs

         

Unified Approach