50 research outputs found
AutoRef: Towards Real-Robot Soccer Complete Automated Refereeing
Preparing for robot soccer competitions by empirically evaluating different possible game strategies has been rather limited in leagues using real robots. Such limitation comes from factors related to the difficulty of extensively experimenting with games with real robots, such as their inevitable wear and tear and their usual limited number. RoboCup real robot teams have therefore developed simulation environments to enable experimentation. However, in order to run complete games in such simulation environments, an automated referee is needed. In this paper, we present AutoRef, as a contribution towards a complete automated referee for the RoboCup Small-Size League (SSL). We have developed and used AutoRef in an SSL simulation to run full games to evaluate different strategies, as we illustrate and show results. AutoRef is designed as a finite-state machine that transitions between the states of the game being either on or required to stop. AutoRef purposefully only uses the same visual and game information provided in SSL games with physical robots, which it uses to compute the features needed by the rules and to make decisions to transition between its states. Due to this real input to AutoRef, we have partially applied it to games of the physical robots. As AutoRef does not include all the rules of the real SSL games, we currently view it as an aid to human referees of SSL games, and discuss the challenges in automating several specific SSL game rules. AutoRef could be extended to other RoboCup real soccer leagues if a combined view of the game field, ball, and players is available.</p
Fair Play: Notes on the Algorithmic Soccer Referee
The soccer referee stands in for a judge. Soccer’s Video Assistant Referee (VAR) system stands in for algorithms that augment human deciders. Fair play stands in for justice. They are combined and set in a polycentric system of governance, with implications for designing, administering, and assessing human-machine combinations
State and prospects of development of team interaction of robots on the example of competitions of the world tournament "Robocup"
Today, effective group work management is one of the main problems of mechatronics. As the development of generalized algorithms and principles of management is at an early level, the scientific community has formed several model tasks, one of which reads as follows: "By the middle of the XXI century the winner of the last world championship”. As part of the wording, the world's first RoboCup competition was launched in 1996 to promote research in the field of robot design and artificial intelligence.
The main task of the article is to analyze and highlight the current state of algorithms for command control of robots on the example of the RoboCup world tournament. The article describes the general schemes of team interaction in the divisions of the tournament, the hardware characteristics of the agents, the history, chronological development and the current state of the rules of the divisions. Based on the analysis, a comparative table of basic technical parameters of RoboCup leagues and approaches used for team management is formed. The conclusion concerning the most actual directions of researches of methods of group interaction is made
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A Novel Multi-View Table Tennis Umpiring Framework
This research investigates the development of a low-cost multi-view umpiring framework, as an alternative to the current expensive systems that are almost exclusively restricted to elite professional sports. Table tennis has been selected as the testbed because, while automating the process is challenging, it has many different complex match elements including the service, return and rallies, which are governed by a strict set of regulations. The focus is mainly on the rally element rather than the whole match. Ball detection and tracking in video frames are undertaken to determine reliably the ball position relative to key reference objects like the table surface and net, and the ball’s flight path is used to determine the rally’s status.
While a low-cost option has benefits, it is technically challenging due to the limited number of cameras and generally low video resolution used. This thesis presents a portable multi-view umpiring framework that identifies each state change in a rally. It makes three significant contributions to knowledge: i) a reliable ball detection strategy that accurately detects the location of the ball in low-resolution sequences; ii) a novel framework for ball tracking using a multi-view system, and iii) a new state-machine based evaluation system for analysing table tennis rallies.
In a series of ten different test scenarios, the system achieved an average of 94% system detection rate and 100% accurate decisions. A test sequence of duration 1 s can be processed in 8 s, leading to a delay of only 7 s, which is considered acceptable for practical purposes. This solution has the potential to reform the way matches are umpired, providing objectivity in resolving disputed decisions. It affords an economic technology for amateur players, while the multi-view facility is extendible to other relevant ball-based sports. Finally, the ball flight path analysis mechanism can be a valuable training tool for skills development
University of Dayton Magazine, Summer 2015
This issue includes articles From War to Peace ; Step Joyfully ; and Believe .https://ecommons.udayton.edu/dayton_mag/1209/thumbnail.jp