15 research outputs found

    RoboCup 2D Soccer Simulation League: Evaluation Challenges

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    We summarise the results of RoboCup 2D Soccer Simulation League in 2016 (Leipzig), including the main competition and the evaluation round. The evaluation round held in Leipzig confirmed the strength of RoboCup-2015 champion (WrightEagle, i.e. WE2015) in the League, with only eventual finalists of 2016 competition capable of defeating WE2015. An extended, post-Leipzig, round-robin tournament which included the top 8 teams of 2016, as well as WE2015, with over 1000 games played for each pair, placed WE2015 third behind the champion team (Gliders2016) and the runner-up (HELIOS2016). This establishes WE2015 as a stable benchmark for the 2D Simulation League. We then contrast two ranking methods and suggest two options for future evaluation challenges. The first one, "The Champions Simulation League", is proposed to include 6 previous champions, directly competing against each other in a round-robin tournament, with the view to systematically trace the advancements in the League. The second proposal, "The Global Challenge", is aimed to increase the realism of the environmental conditions during the simulated games, by simulating specific features of different participating countries.Comment: 12 pages, RoboCup-2017, Nagoya, Japan, July 201

    Pyrus Base: An Open Source Python Framework for the RoboCup 2D Soccer Simulation

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    Soccer, also known as football in some parts of the world, involves two teams of eleven players whose objective is to score more goals than the opposing team. To simulate this game and attract scientists from all over the world to conduct research and participate in an annual computer-based soccer world cup, Soccer Simulation 2D (SS2D) was one of the leagues initiated in the RoboCup competition. In every SS2D game, two teams of 11 players and one coach connect to the RoboCup Soccer Simulation Server and compete against each other. Over the past few years, several C++ base codes have been employed to control agents' behavior and their communication with the server. Although C++ base codes have laid the foundation for the SS2D, developing them requires an advanced level of C++ programming. C++ language complexity is a limiting disadvantage of C++ base codes for all users, especially for beginners. To conquer the challenges of C++ base codes and provide a powerful baseline for developing machine learning concepts, we introduce Pyrus, the first Python base code for SS2D. Pyrus is developed to encourage researchers to efficiently develop their ideas and integrate machine learning algorithms into their teams. Pyrus base is open-source code, and it is publicly available under MIT License on GitHu

    Gliders2d: Source Code Base for RoboCup 2D Soccer Simulation League

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    We describe Gliders2d, a base code release for Gliders, a soccer simulation team which won the RoboCup Soccer 2D Simulation League in 2016. We trace six evolutionary steps, each of which is encapsulated in a sequential change of the released code, from v1.1 to v1.6, starting from agent2d-3.1.1 (set as the baseline v1.0). These changes improve performance by adjusting the agents' stamina management, their pressing behaviour and the action-selection mechanism, as well as their positional choice in both attack and defense, and enabling riskier passes. The resultant behaviour, which is sufficiently generic to be applicable to physical robot teams, increases the players' mobility and achieves a better control of the field. The last presented version, Gliders2d-v1.6, approaches the strength of Gliders2013, and outperforms agent2d-3.1.1 by four goals per game on average. The sequential improvements demonstrate how the methodology of human-based evolutionary computation can markedly boost the overall performance with even a small number of controlled steps.Comment: 12 pages, 1 figure, Gliders2d code releas

    Meeskonna rUNSWift s ¨usteemi p˜ohjal k¨aitumisloogika arendamine 2015 RoboCup v˜oistluse jaoks

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    The RoboCup Standard Platform League has two teams, each consisting of five robots play football against each other in a semi-controlled setting. The robots used have the same hardware and modifications are not allowed. The purpose of this thesis was to find a method to improve the overall performance displayed during 2014 RoboCup and implement the method(s). During the course of the project, a new codebase, developed by team rUNSWift, was evaluated, tested and then adopted as it offered improvements compared to the Austin Villa codebase used in 2014. As the codebase offered only basic core functionality, a behaviour module needed to be implemented to offer both low- and high-level behaviours. The behaviours developed provide low-level functionality for movement, ball alignment and targeting and high-level functionality for basic soccer gameplay according to RoboCup 2015 rules. The individual strategy mimics the system used in 2014 with the main difference being the ability to recognize our teammates and then use that information to avoid collisions while trying to hit a ball that is in the common playing area of the two robots. The kick and walk performance appear more stable, as they are both dynamically generated using rUNSWift’s motion system. The walk is also offers greater configurability and needs careful calibration for tuning the input parameters

    Learning robotics: a review

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    Purpose of Review: With the growing interest for STEM/STEAM, new robotic platforms are being created with different characteristics, extras and options. There are so many diverse solutions, that it is difficult for a teacher/student to choose the ideal one. This paper intends to provide an analysis to the most common robotic platforms existent on the market. The same is happening regarding robotic events all around the world, with objectives so distinctive, and with complexity from easy to very difficult. This paper also describes some of those events which occur in many countries. Recent Findings: As the literature is showing, there has been a visible effort from schools and educators to teach robotics from very young ages, not only because robotics is the future, but also as a tool to teach STEM/STEAM areas. But as time progresses, the options for the right platforms also evolves making difficult to choose among them. Some authors opt to first choose a robotic platform and carry on from there. Others choose first a development environment and then look for which robots can be programmed from it. Summary: An actual review on learning robotics is here presented, firstly showing some literature background on history and trends of robotic platforms used in education in general, the different development environments for robotics and finishing on competitions and events. A comprehensive characterization list of robotic platforms along with robotic competitions and events is also shown

    Nonverbal Communication During Human-Robot Object Handover. Improving Predictability of Humanoid Robots by Gaze and Gestures in Close Interaction

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    Meyer zu Borgsen S. Nonverbal Communication During Human-Robot Object Handover. Improving Predictability of Humanoid Robots by Gaze and Gestures in Close Interaction. Bielefeld: Universität Bielefeld; 2020.This doctoral thesis investigates the influence of nonverbal communication on human-robot object handover. Handing objects to one another is an everyday activity where two individuals cooperatively interact. Such close interactions incorporate a lot of nonverbal communication in order to create alignment in space and time. Understanding and transferring communication cues to robots becomes more and more important as e.g. service robots are expected to closely interact with humans in the near future. Their tasks often include delivering and taking objects. Thus, handover scenarios play an important role in human-robot interaction. A lot of work in this field of research focuses on speed, accuracy, and predictability of the robot’s movement during object handover. Still, robots need to be enabled to closely interact with naive users and not only experts. In this work I present how nonverbal communication can be implemented in robots to facilitate smooth handovers. I conducted a study on people with different levels of experience exchanging objects with a humanoid robot. It became clear that especially users with only little experience in regard to interaction with robots rely heavily on the communication cues they are used to on the basis of former interactions with humans. I added different gestures with the second arm, not directly involved in the transfer, to analyze the influence on synchronization, predictability, and human acceptance. Handing an object has a special movement trajectory itself which has not only the purpose of bringing the object or hand to the position of exchange but also of socially signalizing the intention to exchange an object. Another common type of nonverbal communication is gaze. It allows guessing the focus of attention of an interaction partner and thus helps to predict the next action. In order to evaluate handover interaction performance between human and robot, I applied the developed concepts to the humanoid robot Meka M1. By adding the humanoid robot head named Floka Head to the system, I created the Floka humanoid, to implement gaze strategies that aim to increase predictability and user comfort. This thesis contributes to the field of human-robot object handover by presenting study outcomes and concepts along with an implementation of improved software modules resulting in a fully functional object handing humanoid robot from perception and prediction capabilities to behaviors enhanced and improved by features of nonverbal communication

    NAO greift - Explorieren und Greifen unbekannter Objekte auf einem performanzlimitierten humanoiden Roboter mit Hilfe vorberechneter Tabellen

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    Why can't I buy a flower watering robot? No unusual question considering that there are already affordable vacuum cleaner and lawn mower robots available. Thus the next questions are, what requirements must be met by a flower watering robot and does it take a high-priced research robot to do it? As the activity of flower watering contains a variety of difficult tasks this work is concentrated on the intermediate step of autonomously exploring, detecting and grasping an unknown object such as a watering can. In particular, an overall system is introduced that enables this functionality for the performance-limited humanoid robot NAO. Furthermore, the presented system operates online and thus without external computation at runtime. In order to increase the system performance several precomputed tables containing the workspaces of different body parts are used. Moreover, the precomputed workspace constitutes as a central element as it is not only used for motion planning but also for the viewpoint planning. Furthermore, the workspace provides a connection between the very limited degrees of freedom and the need of mobility in reality
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