5,214 research outputs found
Embodied Evolution in Collective Robotics: A Review
This paper provides an overview of evolutionary robotics techniques applied
to on-line distributed evolution for robot collectives -- namely, embodied
evolution. It provides a definition of embodied evolution as well as a thorough
description of the underlying concepts and mechanisms. The paper also presents
a comprehensive summary of research published in the field since its inception
(1999-2017), providing various perspectives to identify the major trends. In
particular, we identify a shift from considering embodied evolution as a
parallel search method within small robot collectives (fewer than 10 robots) to
embodied evolution as an on-line distributed learning method for designing
collective behaviours in swarm-like collectives. The paper concludes with a
discussion of applications and open questions, providing a milestone for past
and an inspiration for future research.Comment: 23 pages, 1 figure, 1 tabl
Microsoft robotics soccer challenge : movement optimization of a quadruped robot
Estágio realizado na Universidade de Aveiro e orientado pelo Prof. Doutor Nuno LauTese de mestrado integrado. Engenharia Electrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 200
A flexible mathematical model for the planning and designing of a sporting fixture by considering the assignment of referees
Indexación: Scopus.This paper deals with the problems faced with the designing and planning of a sporting fixture considering correct referee assignments. A non-linear binary program model is proposed to solve the problems, which aims to minimize the sums of the differences that exist between the requirements of each match and the quality of the referee assigned achieving the design of the most adequate referee for each match. The efficiency of the proposed model is proved using some real data obtained from various fixtures for sports such as soccer, volleyball, and basketball. The mathematical model is solved by using CPLEX 12.7.0., which allows the automatic linearization of the problems. The results obtained demonstrate the efficiency of the proposed methodology for tackling problems, as well as its extension to other sporting disciplines, which require a similar type of planning. Similarly, given the robust nature of the proposed model, it is possible to implement other objective functions in accordance with the requirements of each league. © 2019 by the authors; licensee Growing Science, Canada.http://growingscience.com/beta/ijiec/2960-a-flexible-mathematical-model-for-the-planning-and-designing-of-a-sporting-fixture-by-considering-the-assignment-of-referees.htm
Humanoid Robot NAO : developing behaviours for soccer humanoid robots
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201
Avoiding convergence in cooperative coevolution with novelty search
Cooperative coevolution is an approach for evolving solutions composed of coadapted components. Previous research
has shown, however, that cooperative coevolutionary algorithms are biased towards stability: they tend to converge
prematurely to equilibrium states, instead of converging to
optimal or near-optimal solutions. In single-population evolutionary algorithms, novelty search has been shown capable of avoiding premature convergence to local optima —
a pathology similar to convergence to equilibrium states.
In this study, we demonstrate how novelty search can be
applied to cooperative coevolution by proposing two new
algorithms. The first algorithm promotes behavioural novelty at the team level (NS-T), while the second promotes
novelty at the individual agent level (NS-I). The proposed
algorithms are evaluated in two popular multiagent tasks:
predator-prey pursuit and keepaway soccer. An analysis
of the explored collaboration space shows that (i) fitnessbased evolution tends to quickly converge to poor equilibrium states, (ii) NS-I almost never reaches any equilibrium
state due to constant change in the individual populations,
while (iii) NS-T explores a variety of equilibrium states in
each evolutionary run and thus significantly outperforms
both fitness-based evolution and NS-I.info:eu-repo/semantics/acceptedVersio
Event-driven Hybrid Classifier Systems and Online Learning for Soccer Game Strategies
The field of robot soccer is a useful setting for the study of artificial intelligence and machin
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Multilayered skill learning and movement coordination for autonomous robotic agents
With advances in technology expanding the capabilities of robots, while at the same time making robots cheaper to manufacture, robots are rapidly becoming more prevalent in both industrial and domestic settings. An increase in the number of robots, and the likely subsequent decrease in the ratio of people currently trained to directly control the robots, engenders a need for robots to be able to act autonomously. Larger numbers of robots present together provide new challenges and opportunities for developing complex autonomous robot behaviors capable of multirobot collaboration and coordination.
The focus of this thesis is twofold. The first part explores applying machine learning techniques to teach simulated humanoid robots skills such as how to move or walk and manipulate objects in their environment. Learning is performed using reinforcement learning policy search methods, and layered learning methodologies are employed during the learning process in which multiple lower level skills are incrementally learned and combined with each other to develop richer higher level skills. By incrementally learning skills in layers such that new skills are learned in the presence of previously learned skills, as opposed to individually in isolation, we ensure that the learned skills will work well together and can be combined to perform complex behaviors (e.g. playing soccer). The second part of the thesis centers on developing algorithms to coordinate the movement and efforts of multiple robots working together to quickly complete tasks. These algorithms prioritize minimizing the makespan, or time for all robots to complete a task, while also attempting to avoid interference and collisions among the robots. An underlying objective of this research is to develop techniques and methodologies that allow autonomous robots to robustly interact with their environment (through skill learning) and with each other (through movement coordination) in order to perform tasks and accomplish goals asked of them.
The work in this thesis is implemented and evaluated in the RoboCup 3D simulation soccer domain, and has been a key component of the UT Austin Villa team winning the RoboCup 3D simulation league world championship six out of the past seven years.Computer Science
Development of behaviors for a simulated humanoid robot
Mestrado em Engenharia de Computadores e TelemáticaControlar um robô bÃpede com vários graus de liberdade é um desafio que recebe a atenção de vários investigadores nas áreas da biologia, fÃsica,
electrotecnia, ciências de computadores e mecânica. Para que um humanóide possa agir em ambientes complexos, são necessários comportamentos
rápidos, estáveis e adaptáveis. Esta dissertação está centrada no desenvolvimento de comportamentos robustos para um robô humanóide
simulado, no contexto das competições de futebol robótico simulado 3D do RoboCup, para a equipa FCPortugal3D. Desenvolver tais comportamentos
exige o desenvolvimento de métodos de planeamento de trajectórias de juntas e controlo de baixo nÃvel. Controladores PID foram implementados para o controlo de baixo nÃvel. Para o planeamento de trajectórias, quatro métodos foram estudados. O primeiro método apresentado foi implementado antes desta dissertação e consiste numa sequência de funções degrau
que definem o ângulo desejado para cada junta durante o movimento. Um novo método baseado na interpolação de um seno foi desenvolvido e consiste em gerar uma trajectória sinusoidal durante um determinado tempo, o que resulta em transições suaves entre o ângulo efectivo e o ângulo desejado para cada junta. Um outro método que foi desenvolvido, baseado em séries parciais de Fourier, gera um padrão cÃclico para cada junta, podendo ter múltiplas frequências. Com base no trabalho desenvolvido por Sven Behnke, um CPG para locomoção omnidireccional foi estudado em
detalhe e implementado. Uma linguagem de definição de comportamentos é também parte deste estudo e tem como objectivo simplificar a definição de comportamentos utilizando os vários métodos propostos. Integrando o controlo de baixo nÃvel e os métodos de planeamento de trajectórias, vários comportamentos foram criados para permitir a uma versão simulada do humanóide NAO andar em diferentes direcções, rodar, chutar a bola, apanhar a bola (guarda-redes) e levantar do chão. Adicionalmente, a optimização e geração automática de comportamentos foi também estudada, utilizado algoritmos de optimização como o Hill Climbing e Algoritmos Genéticos.
No final, os resultados são comparados com as equipas de simulação 3D que reflectem o estado da arte. Os resultados obtidos são bons e foram capazes de ultrapassar uma das três melhores equipas simuladas do RoboCup em diversos aspectos como a velocidade a andar, a velocidade de rotação, a distância da bola depois de chutada, o tempo para apanhar a bola e o tempo para levantar do chão.
ABSTRACT: Controlling a biped robot with several degrees of freedom is a challenging task that takes the attention of several researchers in the fields of biology, physics, electronics, computer science and mechanics. For a humanoid robot to perform in complex environments, fast, stable and adaptable behaviors are required. This thesis is concerned with the development of robust behaviors
for a simulated humanoid robot, in the scope of the RoboCup 3D Simulated Soccer Competitions, for FCPortugal3D team. Developing such
robust behaviors requires the development of methods for joint trajectory planning and low-level control. PID control were implemented to achieve
low-level joint control. For trajectory planning, four methods were studied.
The first presented method was implemented before this thesis and consists of a sequence of step functions that define the target angle of each joint
during the movement. A new method based on the interpolation of a sine function was developed and consists of generating a sinusoidal shape during
some amount of time, leading to smooth transitions between the current angle and the target angle of each joint. Another method developed, based
on partial Fourier Series, generates a multi-frequency cyclic pattern for each joint. This method is very flexible and allows to completely control the angular positions and velocities of the joints. Based on the work of developed by Sven Behnke, a CPG for omnidirectional locomotion was studied in detail and implemented. A behavior definition language is also part of this study and aims at simplifying the definition of behaviors using the several proposed methods. By integrating the low-level control and the trajectory planning methods, several behaviors were created to allow a simulated version of the humanoid NAO to walk in different directions, turn, kick the ball, catch the ball (goal keeper) and get up from the ground. Furthermore, the automatic generation of gaits, through the use of optimization algorithms
such as hill climbing and genetic algorithms, was also studied and tested.
In the end, the results are compared with the state of the art teams of the RoboCup 3D simulation league. The achieved results are good and were
able to overcome one of the state of the art simulated teams of RoboCup in several aspects such as walking velocity, turning velocity, distance of the ball when kicked, time to catch the ball and the time to get up from the ground
Recognizing Teamwork Activity In Observations Of Embodied Agents
This thesis presents contributions to the theory and practice of team activity recognition. A particular focus of our work was to improve our ability to collect and label representative samples, thus making the team activity recognition more efficient. A second focus of our work is improving the robustness of the recognition process in the presence of noisy and distorted data. The main contributions of this thesis are as follows: We developed a software tool, the Teamwork Scenario Editor (TSE), for the acquisition, segmentation and labeling of teamwork data. Using the TSE we acquired a corpus of labeled team actions both from synthetic and real world sources. We developed an approach through which representations of idealized team actions can be acquired in form of Hidden Markov Models which are trained using a small set of representative examples segmented and labeled with the TSE. We developed set of team-oriented feature functions, which extract discrete features from the high-dimensional continuous data. The features were chosen such that they mimic the features used by humans when recognizing teamwork actions. We developed a technique to recognize the likely roles played by agents in teams even before the team action was recognized. Through experimental studies we show that the feature functions and role recognition module significantly increase the recognition accuracy, while allowing arbitrary shuffled inputs and noisy data
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