23 research outputs found
Pyrus Base: An Open Source Python Framework for the RoboCup 2D Soccer Simulation
Soccer, also known as football in some parts of the world, involves two teams
of eleven players whose objective is to score more goals than the opposing
team. To simulate this game and attract scientists from all over the world to
conduct research and participate in an annual computer-based soccer world cup,
Soccer Simulation 2D (SS2D) was one of the leagues initiated in the RoboCup
competition. In every SS2D game, two teams of 11 players and one coach connect
to the RoboCup Soccer Simulation Server and compete against each other. Over
the past few years, several C++ base codes have been employed to control
agents' behavior and their communication with the server. Although C++ base
codes have laid the foundation for the SS2D, developing them requires an
advanced level of C++ programming. C++ language complexity is a limiting
disadvantage of C++ base codes for all users, especially for beginners. To
conquer the challenges of C++ base codes and provide a powerful baseline for
developing machine learning concepts, we introduce Pyrus, the first Python base
code for SS2D. Pyrus is developed to encourage researchers to efficiently
develop their ideas and integrate machine learning algorithms into their teams.
Pyrus base is open-source code, and it is publicly available under MIT License
on GitHu
Gliders2d: Source Code Base for RoboCup 2D Soccer Simulation League
We describe Gliders2d, a base code release for Gliders, a soccer simulation
team which won the RoboCup Soccer 2D Simulation League in 2016. We trace six
evolutionary steps, each of which is encapsulated in a sequential change of the
released code, from v1.1 to v1.6, starting from agent2d-3.1.1 (set as the
baseline v1.0). These changes improve performance by adjusting the agents'
stamina management, their pressing behaviour and the action-selection
mechanism, as well as their positional choice in both attack and defense, and
enabling riskier passes. The resultant behaviour, which is sufficiently generic
to be applicable to physical robot teams, increases the players' mobility and
achieves a better control of the field. The last presented version,
Gliders2d-v1.6, approaches the strength of Gliders2013, and outperforms
agent2d-3.1.1 by four goals per game on average. The sequential improvements
demonstrate how the methodology of human-based evolutionary computation can
markedly boost the overall performance with even a small number of controlled
steps.Comment: 12 pages, 1 figure, Gliders2d code releas
OMBO: An opponent modeling approach
In competitive domains, some knowledge about the opponent can give players a clear advantage. This idea led many people to propose approaches that automatically acquire models of opponents, based only on the observation of their input–output behavior. If opponent outputs could be accessed directly, a model can be constructed by feeding a machine learning method with traces of the behavior of the opponent. However, that is not the case in the RoboCup domain where an agent does not have direct access to the opponent inputs and outputs. Rather, the agent sees the opponent behavior from its own point of view and inputs and outputs (actions) have to be inferred from observation. In this paper, we present an approach to model low-level behavior of individual opponent agents. First, we build a classifier to infer and label opponent actions based on observation. Second, our agent observes an opponent and labels its actions using the previous classifier. From these observations, machine learning techniques generate a model that predicts the opponent actions. Finally, the agent uses the model to anticipate opponent actions. In order to test our ideas, we have created an architecture called OMBO (Opponent Modeling Based on Observation). Using OMBO, a striker agent can anticipate goalie actions. Results show that in this striker-goalie scenario, scores are significantly higher using the acquired opponent's model of actions.This work has been partially supported by the
Spanish MCyT under projects TRA2007-67374-
C02-02 and TIN-2005-08818-C04.Also, it has been
supported under MEC grant by TIN2005-08945-
C06-05. We thank anonymous reviewers for their
helpful comments.Publicad
A Hybrid Multi-Robot Control Architecture
Multi-robot systems provide system redundancy and enhanced capability versus single robot systems. Implementations of these systems are varied, each with specific design approaches geared towards an application domain. Some traditional single robot control architectures have been expanded for multi-robot systems, but these expansions predominantly focus on the addition of communication capabilities. Both design approaches are application specific and limit the generalizability of the system. This work presents a redesign of a common single robot architecture in order to provide a more sophisticated multi-robot system. The single robot architecture chosen for application is the Three Layer Architecture (TLA). The primary strength of TLA is in the ability to perform both reactive and deliberative decision making, enabling the robot to be both sophisticated and perform well in stochastic environments. The redesign of this architecture includes incorporation of the Unified Behavior Framework (UBF) into the controller layer and an addition of a sequencer-like layer (called a Coordinator) to accommodate the multi-robot system. These combine to provide a robust, independent, and taskable individual architecture along with improved cooperation and collaboration capabilities, in turn reducing communication overhead versus many traditional approaches. This multi-robot systems architecture is demonstrated on the RoboCup Soccer Simulator showing its ability to perform well in a dynamic environment where communication constraints are high
Comparing behavior in agent modelling task
Proceeding of: IADIS International Conference Applied Computing 2006. February 25-28, 2006, San Sebastian, Spain.Reprint from a paper published in the Proceedings of the IADIS International Conference AC 2006In multi-agent system, agents have to analyze several features in order to adapt their behavior to the current situation. This extracted information is usually related to the environment and other agents influence. In this paper we present a method that compare two different agent models in order to extract the qualitative differences between them. This proposed comparative method captures several features of the two agent models and model them considering its behavior.Publicad