1,233 research outputs found

    FC Portugal 3D Simulation Team: Team Description Paper 2020

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    The FC Portugal 3D team is developed upon the structure of our previous Simulation league 2D/3D teams and our standard platform league team. Our research concerning the robot low-level skills is focused on developing behaviors that may be applied on real robots with minimal adaptation using model-based approaches. Our research on high-level soccer coordination methodologies and team playing is mainly focused on the adaptation of previously developed methodologies from our 2D soccer teams to the 3D humanoid environment and on creating new coordination methodologies based on the previously developed ones. The research-oriented development of our team has been pushing it to be one of the most competitive over the years (World champion in 2000 and Coach Champion in 2002, European champion in 2000 and 2001, Coach 2nd place in 2003 and 2004, European champion in Rescue Simulation and Simulation 3D in 2006, World Champion in Simulation 3D in Bremen 2006 and European champion in 2007, 2012, 2013, 2014 and 2015). This paper describes some of the main innovations of our 3D simulation league team during the last years. A new generic framework for reinforcement learning tasks has also been developed. The current research is focused on improving the above-mentioned framework by developing new learning algorithms to optimize low-level skills, such as running and sprinting. We are also trying to increase student contact by providing reinforcement learning assignments to be completed using our new framework, which exposes a simple interface without sharing low-level implementation details

    Humanoid Robot Soccer Locomotion and Kick Dynamics: Open Loop Walking, Kicking and Morphing into Special Motions on the Nao Robot

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    Striker speed and accuracy in the RoboCup (SPL) international robot soccer league is becoming increasingly important as the level of play rises. Competition around the ball is now decided in a matter of seconds. Therefore, eliminating any wasted actions or motions is crucial when attempting to kick the ball. It is common to see a discontinuity between walking and kicking where a robot will return to an initial pose in preparation for the kick action. In this thesis we explore the removal of this behaviour by developing a transition gait that morphs the walk directly into the kick back swing pose. The solution presented here is targeted towards the use of the Aldebaran walk for the Nao robot. The solution we develop involves the design of a central pattern generator to allow for controlled steps with realtime accuracy, and a phase locked loop method to synchronise with the Aldebaran walk so that precise step length control can be activated when required. An open loop trajectory mapping approach is taken to the walk that is stabilized statically through the use of a phase varying joint holding torque technique. We also examine the basic princples of open loop walking, focussing on the commonly overlooked frontal plane motion. The act of kicking itself is explored both analytically and empirically, and solutions are provided that are versatile and powerful. Included as an appendix, the broader matter of striker behaviour (process of goal scoring) is reviewed and we present a velocity control algorithm that is very accurate and efficient in terms of speed of execution

    Information theoretic stochastic search

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    The MAP-i Doctoral Programme in Informatics, of the Universities of Minho, Aveiro and PortoOptimization is the research field that studies the design of algorithms for finding the best solutions to problems we may throw at them. While the whole domain is practically important, the present thesis will focus on the subfield of continuous black-box optimization, presenting a collection of novel, state-of-the-art algorithms for solving problems in that class. In this thesis, we introduce two novel general-purpose stochastic search algorithms for black box optimisation. Stochastic search algorithms aim at repeating the type of mutations that led to fittest search points in a population. We can model those mutations by a stochastic distribution. Typically the stochastic distribution is modelled as a multivariate Gaussian distribution. The key idea is to iteratively change the parameters of the distribution towards higher expected fitness. However we leverage information theoretic trust regions and limit the change of the new distribution. We show how plain maximisation of the fitness expectation without bounding the change of the distribution is destined to fail because of overfitting and the results in premature convergence. Being derived from first principles, the proposed methods can be elegantly extended to contextual learning setting which allows for learning context dependent stochastic distributions that generates optimal individuals for a given context, i.e, instead of learning one task at a time, we can learn multiple related tasks at once. However, the search distribution typically uses a parametric model using some hand-defined context features. Finding good context features is a challenging task, and hence, non-parametric methods are often preferred over their parametric counter-parts. Therefore, we further propose a non-parametric contextual stochastic search algorithm that can learn a non-parametric search distribution for multiple tasks simultaneously.Otimização é área de investigação que estuda o projeto de algoritmos para encontrar as melhores soluções, tendo em conta um conjunto de critérios, para problemas complexos. Embora todo o domínio de otimização tenha grande importância, este trabalho está focado no subcampo da otimização contínua de caixa preta, apresentando uma coleção de novos algoritmos novos de última geração para resolver problemas nessa classe. Nesta tese, apresentamos dois novos algoritmos de pesquisa estocástica de propósito geral para otimização de caixa preta. Os algoritmos de pesquisa estocástica visam repetir o tipo de mutações que levaram aos melhores pontos de pesquisa numa população. Podemos modelar essas mutações por meio de uma distribuição estocástica e, tipicamente, a distribuição estocástica é modelada como uma distribuição Gaussiana multivariada. A ideia chave é mudar iterativamente os parâmetros da distribuição incrementando a avaliação. No entanto, alavancamos as regiões de confiança teóricas de informação e limitamos a mudança de distribuição. Deste modo, demonstra-se como a maximização simples da expectativa de “fitness”, sem limites da mudança da distribuição, está destinada a falhar devido ao “overfitness” e à convergência prematura resultantes. Sendo derivado dos primeiros princípios, as abordagens propostas podem ser ampliadas, de forma elegante, para a configuração de aprendizagem contextual que permite a aprendizagem de distribuições estocásticas dependentes do contexto que geram os indivíduos ideais para um determinado contexto. No entanto, a distribuição de pesquisa geralmente usa um modelo paramétrico linear em algumas das características contextuais definidas manualmente. Encontrar uma contextos bem definidos é uma tarefa desafiadora e, portanto, os métodos não paramétricos são frequentemente preferidos em relação às seus semelhantes paramétricos. Portanto, propomos um algoritmo não paramétrico de pesquisa estocástica contextual que possa aprender uma distribuição de pesquisa não-paramétrica para várias tarefas simultaneamente.FCT - Fundação para a Ciência e a Tecnologia. As well as fundings by European Union’s FP7 under EuRoC grant agreement CP-IP 608849 and by LIACC (UID/CEC/00027/2015) and IEETA (UID/CEC/00127/2015)

    Humanoid Robot Kick in Motion Ability for Playing Robotic Soccer

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    Robotics and Artificial Intelligence are two deeply intertwined fields of study, currently experiencing formidable growth. To foster these developments, the RoboCup initiative is a fantastic test bed to experiment new approaches. This dissertation seeks to gather these possibilities to design and implement a humanoid robotic kick system employing deep neural networks, capable of fluidly kicking a ball while walking. This dissertation's work is rooted in the groundwork laid by previous FCPortugal3D teams so as to take the existing algorithms and skills into its consideration. In this way, a transition between a dynamic movement situation and one where the agent is kicking is achieved. Furthermore, it uses the new agent framework developed by the FCPortugal3D team so as to allow these tests to be built upon for future situations with ease
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