98 research outputs found

    Learning to Play Soccer with the SimpleSoccer Robot Soccer Simulator

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    Responsive Motion Control for Robot Soccer Navigation Using Adaptive Social Force Framework

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    This paper presents a modified Social Force Model (SFM) for navigation control of a soccer robot application. We modified the way of determining the parameter value of the gain factor, , of the SFM using the Fuzzy Inference System (FIS), so that the value of the gain factor, , is adaptive. The purpose of the gain factor adaptation is that the robot can move responsively but not over-reactive when it encounters an obstacle at high speed, which is a weakness of SFM with fixed parameters. Modification of SFM parameters using FIS is hereinafter referred to as the Fuzzy-based Social Force Model (F-SFM). We used this technique on a soccer robot with an omnidirectional drive platform with three motors. As an experiment, several modifications to the FIS rules were made and compared to the SFM with fixed parameters. The simulation-based experimental results show that the proposed method outperforms the SFM method with fixed-parameters, and the computation time does not differ significantly so that it can be applied for real implementation

    Aneka : A control software framework for autonomous robotic systems

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    Master'sMASTER OF ENGINEERIN

    Abstracting Multidimensional Concepts for Multilevel Decision Making in Multirobot Systems

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    Multirobot control architectures often require robotic tasks to be well defined before allocation. In complex missions, it is often difficult to decompose an objective into a set of well defined tasks; human operators generate a simplified representation based on experience and estimation. The result is a set of robot roles, which are not best suited to accomplishing those objectives. This thesis presents an alternative approach to generating multirobot control algorithms using task abstraction. By carefully analysing data recorded from similar systems a multidimensional and multilevel representation of the mission can be abstracted, which can be subsequently converted into a robotic controller. This work, which focuses on the control of a team of robots to play the complex game of football, is divided into three sections: In the first section we investigate the use of spatial structures in team games. Experimental results show that cooperative teams beat groups of individuals when competing for space and that controlling space is important in the game of robot football. In the second section, we generate a multilevel representation of robot football based on spatial structures measured in recorded matches. By differentiating between spatial configurations appearing in desirable and undesirable situations, we can abstract a strategy composed of the more desirable structures. In the third section, five partial strategies are generated, based on the abstracted structures, and a suitable controller is devised. A set of experiments shows the success of the method in reproducing those key structures in a multirobot system. Finally, we compile our methods into a formal architecture for task abstraction and control. The thesis concludes that generating multirobot control algorithms using task abstraction is appropriate for problems which are complex, weakly-defined, multilevel, dynamic, competitive, unpredictable, and which display emergent properties

    Evolution of Robotic Behaviour Using Gene Expression Programming

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    The main objective in automatic robot controller development is to devise mechanisms whereby robot controllers can be developed with less reliance on human developers. One such mechanism is the use of evolutionary algorithms (EAs) to automatically develop robot controllers and occasionally, robot morphology. This area of research is referred to as evolutionary robotics (ER). Through the use of evolutionary techniques such as genetic algorithms (GAs) and genetic programming (GP), ER has shown to be a promising approach through which robust robot controllers can be developed. The standard ER techniques use monolithic evolution to evolve robot behaviour: monolithic evolution involves the use of one chromosome to code for an entire target behaviour. In complex problems, monolithic evolution has been shown to suffer from bootstrap problems; that is, a lack of improvement in fitness due to randomness in the solution set [103, 105, 100, 90]. Thus, approaches to dividing the tasks, such that the main behaviours emerge from the interaction of these simple tasks with the robot environment have been devised. These techniques include the subsumption architecture in behaviour based robotics, incremental learning and more recently the layered learning approach [55, 103, 56, 105, 136, 95]. These new techniques enable ER to develop complex controllers for autonomous robot. Work presented in this thesis extends the field of evolutionary robotics by introducing Gene Expression Programming (GEP) to the ER field. GEP is a newly developed evolutionary algorithm akin to GA and GP, which has shown great promise in optimisation problems. The presented research shows through experimentation that the unique formulation of GEP genes is sufficient for robot controller representation and development. The obtained results show that GEP is a plausible technique for ER problems. Additionally, it is shown that controllers evolved using GEP algorithm are able to adapt when introduced to new environments. Further, the capabilities of GEP chromosomes to code for more than one gene have been utilised to show that GEP can be used to evolve manually sub-divided robot behaviours. Additionally, this thesis extends the GEP algorithm by proposing two new evolutionary techniques named multigenic GEP with Linker Evolution (mgGEP-LE) and multigenic GEP with a Regulator Gene (mgGEP-RG). The results obtained from the proposed algorithms show that the new techniques can be used to automatically evolve modularity in robot behaviour. This ability to automate the process of behaviour sub-division and optimisation in a modular chromosome is unique to the GEP formulations discussed, and is an important advance in the development of machines that are able to evolve stratified behavioural architectures with little human intervention

    Enhancing player experience in computer games: A computational Intelligence approach.

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    Ph.DDOCTOR OF PHILOSOPH

    USING COEVOLUTION IN COMPLEX DOMAINS

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    Genetic Algorithms is a computational model inspired by Darwin's theory of evolution. It has a broad range of applications from function optimization to solving robotic control problems. Coevolution is an extension of Genetic Algorithms in which more than one population is evolved at the same time. Coevolution can be done in two ways: cooperatively, in which populations jointly try to solve an evolutionary problem, or competitively. Coevolution has been shown to be useful in solving many problems, yet its application in complex domains still needs to be demonstrated.Robotic soccer is a complex domain that has a dynamic and noisy environment. Many Reinforcement Learning techniques have been applied to the robotic soccer domain, since it is a great test bed for many machine learning methods. However, the success of Reinforcement Learning methods has been limited due to the huge state space of the domain. Evolutionary Algorithms have also been used to tackle this domain; nevertheless, their application has been limited to a small subset of the domain, and no attempt has been shown to be successful in acting on solving the whole problem.This thesis will try to answer the question of whether coevolution can be applied successfully to complex domains. Three techniques are introduced to tackle the robotic soccer problem. First, an incremental learning algorithm is used to achieve a desirable performance of some soccer tasks. Second, a hierarchical coevolution paradigm is introduced to allow coevolution to scale up in solving the problem. Third, an orchestration mechanism is utilized to manage the learning processes

    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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