Conference,

Development and Simulation of Pacman Game using Multi-Client Architecture via Player/Stage Tool

, and .
(2014)

Abstract

rapid progress is seen in the field of robotics both in educational and industrial automation sectors. The Robotics education in particular is gaining technological advances and providing more learning opportunities. In automotive sector, there is a necessity and demand to automate daily human activities by robot. With such an advancement and demand for robotics, the realization of a popular computer game will help students to learn and acquire skills in the field of robotics. The computer game such as Pacman offers challenges on both software and hardware fronts. In software, it provides challenges in developing algorithms for a robot to escape from the pool of attacking robots and to develop algorithms for multiple ghost robots to attack the Pacman. On the hardware f ront, it provides a challenge to integrate various systems to realize the game. This project aims to demonstrate the pacman game in real world as well as in simulation. For simulation purpose Player/Stage is used to develop single-client and multi-client architectures. The multi- client architecture in player/stage uses one global simulation proxy to which all the robot models are connected. This reduces the overhead to manage multiple robots proxy. The single-client architecture enables only two robot models to connect to the simulation proxy. Multi-client approach offers flexibility to add sensors to each port which will be used distinctly by the client attached to the respective robot. The robots are named as Pacman and Ghosts, which try to escape and attack respectively. Use of Network Camera has been done to detect the global positions of the robots and data is shared through inter-process communication.

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