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EE4214      Real-Time
                             Football Cup
REAL-TIME EMBEDDED SYSTEMS   2011
SERVER OVERVIEW


 Microblaze 0
   Draws the playing field and players
   Specials: 60Hz display updates, animation, double buffering
   DMA for quick drawing


 Microblaze 1
   Receives player initial positions, speed and direction from client
    board
   Returns player positions to client board
   Simulates the game with physics
   Determine foul and goals from rules specified
   Send gamestate to co-processor for display
SERVER IMPLEMENTATION


 Microblaze 0
     TFT V-Sync
     Bitmap import
     GCC optimisation, Data-Cache
     Other optimisations


 Microblaze 1
   Serial send and receive interrupts to reduce load, with cyclic buffer
   Mutex locks for shared memory protection
   Timer interrupts with barrier implementation to wake up
    communication and simulation thread at 25Hz (using semaphore)
CLIENT OVERVIEW


 1 Microblaze, two threads

 1 st thread to receive player, ball and game state information
  from server

 2 nd thread calculates and uploads to server

 Sending and receiving at 25Hz
CLIENT IMPLEMENTATION


 Serial interrupt for receiving

 Hardware co-processor and implements strategy

 Timer at 25Hz frequency triggers interrupt and posts
  semaphore
STRATEGY IMPLEMENTATION


 Tiered Strategy: Overall Team FSM (Attacking and Defending
  Mode)

 Each player has its own FSM that determines the action that
  the player should make
     Mark: Approach the closest enemy and stay close to him
     Possess: Dribble the ball upfield if it is within range of player
     Chase: Closest player chases after the ball
     Support: Move to the Best Supporting Position (determined by an
      algorithm)

 Computationally intensive calculations handled by hardware
  co-processor implemented in VHDL
ADDITIONAL FEATURES


 720p display using Atlys Spartan6 board
   With view panning (demonstration available)


 Hardware strategy calculation
   Calculates the best support position
   Able to handle computationally intensive strategies while keeping to
    a strict 25Hz frequency
TESTING AND VERIFICATION


 Communications verified on Java Code

 PC-based controller to verify rules check and
  movement

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EE4214+Real+Time+Embedded+System

  • 1. EE4214 Real-Time Football Cup REAL-TIME EMBEDDED SYSTEMS 2011
  • 2. SERVER OVERVIEW  Microblaze 0  Draws the playing field and players  Specials: 60Hz display updates, animation, double buffering  DMA for quick drawing  Microblaze 1  Receives player initial positions, speed and direction from client board  Returns player positions to client board  Simulates the game with physics  Determine foul and goals from rules specified  Send gamestate to co-processor for display
  • 3. SERVER IMPLEMENTATION  Microblaze 0  TFT V-Sync  Bitmap import  GCC optimisation, Data-Cache  Other optimisations  Microblaze 1  Serial send and receive interrupts to reduce load, with cyclic buffer  Mutex locks for shared memory protection  Timer interrupts with barrier implementation to wake up communication and simulation thread at 25Hz (using semaphore)
  • 4. CLIENT OVERVIEW  1 Microblaze, two threads  1 st thread to receive player, ball and game state information from server  2 nd thread calculates and uploads to server  Sending and receiving at 25Hz
  • 5. CLIENT IMPLEMENTATION  Serial interrupt for receiving  Hardware co-processor and implements strategy  Timer at 25Hz frequency triggers interrupt and posts semaphore
  • 6. STRATEGY IMPLEMENTATION  Tiered Strategy: Overall Team FSM (Attacking and Defending Mode)  Each player has its own FSM that determines the action that the player should make  Mark: Approach the closest enemy and stay close to him  Possess: Dribble the ball upfield if it is within range of player  Chase: Closest player chases after the ball  Support: Move to the Best Supporting Position (determined by an algorithm)  Computationally intensive calculations handled by hardware co-processor implemented in VHDL
  • 7. ADDITIONAL FEATURES  720p display using Atlys Spartan6 board  With view panning (demonstration available)  Hardware strategy calculation  Calculates the best support position  Able to handle computationally intensive strategies while keeping to a strict 25Hz frequency
  • 8. TESTING AND VERIFICATION  Communications verified on Java Code  PC-based controller to verify rules check and movement