1,706 research outputs found

    Development of humanoid robot Aldebaran NAO's behaviour logic for soccer software

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    Aldebaran Roboticsi arendatud NAO humanoidrobotit kasutatakse jalgpallurina RoboCup võistlusel Standard Platform League, kus kõik robotid on sama riistvaraga ja erinevad ainult tarkvara poolest. RoboCup võistluse eesmärk on populariseerida robootikat ja intellektitehnikat. Käesoleva bakalaureusetöö eesmärk oli arendada välja RoboCup SPL 2014. aastal toimuva võistluse nõuetele vastav jalgpallitarkvara käitumisloogika, mis põhineb Texase Ülikooli võistkonna UT Austin Villa 2012. aastal avalikustatud koodil. Töö käigus uuriti Austin Villa koodi ja teiste meeskondade lahendusi, sooritati testid roboti vastupidavuse ja objektituvastuse piiride teada saamiseks ning loodi 2014. aasta võistluse reeglitele vastav käitumisstrateegia, mida on robotitel kasulik kasutada siis, kui robotitevaheline ühendus on katkenud. Loodud strateegias on robotid jagatud tsoonidesse ning kui pall on roboti tsoonis, siis lüüakse see vastase värava suunas. Kui pall ei ole mängija tsoonis, siis liigub ta vastavalt palli asukohale kindlaks määratud staatilistesse punktidesse väljakul. Töö valmis koostöös Philosopheri meeskonnaga, kes osaleb juulis 2014 Brasiilias toimuval RoboCup võistlusel. Vastavalt võistkonna eesmärkidele propageeriti robootikat Eestis ning sooritati demonstratsioone Robotexil 2013, FIRST® LEGO® League Eesti ja Läti poolfinaalis 2013 ja RoboMiku Lahingus 2014. Töö lõpus pakuti välja lahenduse idee, kuidas loodud individuaalstrateegiat muuta meeskondlikuks strateegiaks

    RoboCup 2D Soccer Simulation League: Evaluation Challenges

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    We summarise the results of RoboCup 2D Soccer Simulation League in 2016 (Leipzig), including the main competition and the evaluation round. The evaluation round held in Leipzig confirmed the strength of RoboCup-2015 champion (WrightEagle, i.e. WE2015) in the League, with only eventual finalists of 2016 competition capable of defeating WE2015. An extended, post-Leipzig, round-robin tournament which included the top 8 teams of 2016, as well as WE2015, with over 1000 games played for each pair, placed WE2015 third behind the champion team (Gliders2016) and the runner-up (HELIOS2016). This establishes WE2015 as a stable benchmark for the 2D Simulation League. We then contrast two ranking methods and suggest two options for future evaluation challenges. The first one, "The Champions Simulation League", is proposed to include 6 previous champions, directly competing against each other in a round-robin tournament, with the view to systematically trace the advancements in the League. The second proposal, "The Global Challenge", is aimed to increase the realism of the environmental conditions during the simulated games, by simulating specific features of different participating countries.Comment: 12 pages, RoboCup-2017, Nagoya, Japan, July 201

    A Benchmark Data Set and Evaluation of Deep Learning Architectures for Ball Detection in the RoboCup SPL

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    This paper presents a benchmark data set for evaluating ball detection algorithms in the RoboCup Soccer Standard Platform League. We cr eated a la- belled data set of images with and without ball derived from vision log files rec- orded by multiple NAO robots in various lighting conditions. The data set con- tains 5209 labelled ball image regions and 10924 non - ball regions . Non - ball im- age region s all contain features that had been classified as a potential ball candi- date by an existing ball detector. The data set was used to train and evaluate 25 2 different Deep Convolutional Neural Network (CNN) architectures for ball de- tection. In order to control computational requirements , this evaluation focused on networks with 2 – 5 layers that could feasibly run in the vision and cognition cycle of a NAO robot using two cameras at full frame rate (2×30 Hz). The results show that the classification perfo rmance of the networks is quite insensitive to the details of the network design including input image size, number of layers and number of outputs at each layer . In an effort to reduce the computational requirements of CNNs we evaluated XNOR - Net architect ure s which quantize the weigh ts and ac tivations of a neural network to binary values . We examined XNOR - Nets corresponding to the real - valued CNNs we had already tested in or- der to quantify the effect on classification metrics. The results indicate that bal l classification performance degrad es by 12% on average when changing from real - valued CNN to corresponding XNOR - Net
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