811 research outputs found

    AIN-Based Action Selection Mechanism for Soccer Robot Systems

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    [[abstract]]Role and action selections are two major procedures of the game strategy for multiple robots playing the soccer game. In role-select procedure, a formation is planned for the soccer team, and a role is assigned to each individual robot. In action-select procedure, each robot executes an action provided by an action selection mechanism to fulfill its role playing. The role-select procedure was often designed efficiently by using the geometry approach. However, the action-select procedure developed based on geometry approach will become a very complex task. In this paper, a novel action-select algorithm for soccer robots is proposed by using the concepts of artificial immune network (AIN). This AIN-based action-select provides an efficient and robust algorithm for robot role selection. Meanwhile, a reinforcement learning mechanism is applied in the proposed algorithm to enhance the response of the adaptive immune system. Simulation and experiment are carried out to verify the proposed AIN-based algorithm, and the results show that the proposed algorithm provides an efficient and applicable algorithm for mobile robots to play soccer game.[[incitationindex]]EI[[booktype]]電子版[[booktype]]紙

    Mobile Robot Path Planning using Q-Learning with Guided Distance and Moving Target Concept

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    Classical Q-learning algorithm is a reinforcement of learning algorithm that has been applied in path planning of mobile robots. However, classical Q-learning suffers from slow convergence rate and high computational time. This is due to the random decision making for direction during the early stage of path planning. Such weakness curtails the ability of mobile robot to make instantaneous decision in real world application. In this study, the distance aspect and moving target concept were added to Q-learning in order to enhance the direction decision making ability and bypassing dead end. With the addition of these features, Q-learning is able to converge faster and generate shorter path. Consequently, the proposed improved Q-learning is able to achieve average improvement of 29.34-94.85%, 18.29-29.69% and 75.76-99.50% in time used, shortest distance and total distance used, respectively

    Coordinated multi-robot formation control

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    Tese de doutoramento. Engenharia Electrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 201

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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