The goal of this project is to predict the opponent's configuration in a RoboCup SSL environment. For simplicity, a Markov model assumption is made such that the predicted formation of the opponent team only depends on its current formation. The field is divided into a grid and a robot state per player is created with information about its position and its velocity. To gather a more general sense of what the opposing team is doing, the state also incorporates the team's average position (centroid). All possible state transitions are stored in a hash table that requires minimum storage space. The table is populated with transition probabilities that are learned by reading vision packages and counting the state transitions regardless of the specific robot player. Therefore, the computation during the game is reduced to interpreting a given vision package to assign each player to a state, and looking for the most likely state it will transition to. The confidence of the predicted team's formation is the product of each individual player's probability. The project is noteworthy in that it minimizes the time and space complexity requirements for opponent's moves prediction.
Moscow Institute of Physics and Technology(莫斯科物理技术学院)
This article is devoted to the features that were under development between RoboCup 2019 Sydney and RoboCup 2021 Worldwide. These features include vision-related matters, such as detection and localization, mechanical and algorithmic novelties. Since the competition was held virtually, the simulation-specific features are also considered in the article. We give an overview of the approaches that were tried out along with the analysis of their preconditions, perspectives and the evaluation of their performance.
Observation Denoising in CYRUS Soccer Simulation 2D Team For RoboCup 2023
Memorial University of Newfoundland(纽芬兰纪念大学);Dalhousie University(达尔豪斯大学);Amirkabir University of Technology(阿米尔卡比尔理工大学);Polish Academy of Sciences(波兰科学院)
We participated in the RoboCup 2018 competition in Montreal with our newly developed BoldBot based on the Darwin-OP and mostly self-printed custom parts. This paper is about the lessons learnt from that competition and further developments for the RoboCup 2019 competition. Firstly, we briefly introduce the team along with an overview of past achievements. We then present a simple, standalone 2D simulator we use for simplifying the entry for new members with making basic RoboCup concepts quickly accessible. We describe our approach for semantic-segmentation for our vision used in the 2018 compe…
Western Sydney University(西悉尼大学);Harz University of Applied Sciences(哈茨应用技术大学)
RoboCup is an international scientific robot competition in which teams of multiple robots compete against each other. Its different leagues provide many sources of robotics data, that can be used for further analysis and application of machine learning. This paper describes a large dataset from games of some of the top teams (from 2016 and 2017) in RoboCup Soccer Simulation League (2D), where teams of 11 robots (agents) compete against each other. Overall, we used 10 different teams to play each other, resulting in 45 unique pairings. For each pairing, we ran 25 matches (of 10mins), leading t…
Every year, the Robocup@Home competition challenges teams and robots' abilities. In 2020, the RoboCup@Home Education challenge was organized online, altering the usual competition rules. In this paper, we present the latest developments that lead the RoboBreizh team to win the contest. These developments include several modules linked to each other allowing the Pepper robot to understand, act and adapt itself to a local environment. Up-to-date available technologies have been used for navigation and dialogue. First contribution includes combining object detection and pose estimation techniques…
Observation Denoising in CYRUS Soccer Simulation 2D Team For RoboCup 2024
CYRUS Robotic Team(CYRUS机器人团队);Memorial University of Newfoundland(纽芬兰纪念大学);Sharif University of Technology(谢里夫理工大学);Amirkabir University of Technology(阿米尔卡比尔理工大学)
针对 Soccer Simulation 2D 中部分观测与噪声问题,本文提出一种结合预测建模和交叉分析的去噪算法,并给出框架、实现及初步结果,以提升 CYRUS 队的比赛表现。
Shahid Rajaee University(沙希德·拉贾伊大学);University of Tehran(德黑兰大学)
In this paper new hierarchical hybrid fuzzy-crisp methods for decision making and action selection of an agent in soccer simulation 3D environment are presented. First, the skills of an agent are introduced, implemented and classified in two layers, the basicskills and the highlevel skills. In the second layer, a twophase mechanism for decision making is introduced. In phase one, some useful methods are implemented which check the agent's situation for performing required skills. In the next phase, the team str ategy, team for mation, agent's role and the agent's positioning system are introdu…
In the domain of the Soccer simulation 2D league of the RoboCup project, appropriate player positioning against a given opponent team is an important factor of soccer team performance. This work proposes a model which decides the strategy that should be applied regarding a particular opponent team. This task can be realized by applying preliminary a learning phase where the model determines the most effective strategies against clusters of opponent teams. The model determines the best strategies by using sequential Bayes' estimators. As a first trial of the system, the proposed model is used t…
Pyrus Base: An Open Source Python Framework for the RoboCup 2D Soccer Simulation
Dalhousie University(达尔豪斯大学);Memorial University of Newfoundland(纽芬兰纪念大学);Amirkabir University of Technology(阿米尔卡比尔理工大学);Polish Academy of Sciences(波兰科学院)
RoboCup@Home is an international robotics competition based on domestic tasks requiring autonomous capabilities pertaining to a large variety of AI technologies. Research challenges are motivated by these tasks both at the level of individual technologies and the integration of subsystems into a fully functional, robustly autonomous system. We describe the progress made by the UT Austin Villa 2019 RoboCup@Home team which represents a significant step forward in AI-based HRI due to the breadth of tasks accomplished within a unified system. Presented are the competition tasks, component technolo…
CSIRO Information and Communication Technologies Centre(澳大利亚联邦科学与工业研究组织信息与通信技术中心);Saber Astronautics Australia(澳大利亚Saber航天公司)
The RoboCup 2D Simulation League incorporates several challenging features, setting a benchmark for Artificial Intelligence (AI). In this paper we describe some of the ideas and tools around the development of our team, Gliders2012. In our description, we focus on the evaluation function as one of our central mechanisms for action selection. We also point to a new framework for watching log files in a web browser that we release for use and further development by the RoboCup community. Finally, we also summarize results of the group and final matches we played during RoboCup 2012, with Gliders…
Universitat Politècnica de València(瓦伦西亚理工大学);Delft University of Technology(代尔夫特理工大学)
Under some circumstances, a group of individuals may need to negotiate together as a negotiation team against another party. Unlike bilateral negotiation between two individuals, this type of negotiations entails to adopt an intra-team strategy for negotiation teams in order to make team decisions and accordingly negotiate with the opponent. It is crucial to be able to negotiate successfully with heterogeneous opponents since opponents' negotiation strategy and behavior may vary in an open environment. While one opponent might collaborate and concede over time, another may not be inclined to c…
Centre for Research in Mathematics, Western Sydney University(西悉尼大学数学研究中心)
RoboCup offers a set of benchmark problems for Artificial Intelligence in form of official world championships since 1997. The most tactical advanced and richest in terms of behavioural complexity of these is the 2D Soccer Simulation League, a simulated robotic soccer competition. BetaRun is a new attempt combining both machine learning and manual programming approaches, with the ultimate goal to arrive at a team that is trained entirely from observing and playing games, and a new development based on agent2D.
Dalhousie University(达尔豪斯大学);Amirkabir University of Technology(阿米尔卡比尔理工大学);Qom University of Technology(库姆理工大学);Shiraz University(设拉子大学);Polish Academy of Sciences(波兰科学院);Memorial University of Newfoundland(纽芬兰纪念大学)
Soccer Simulation 2D League is one of the major leagues of RoboCup competitions. In a Soccer Simulation 2D (SS2D) game, two teams of 11 players and one coach compete against each other. The players are only allowed to communicate with the server that is called Soccer Simulation Server. This paper introduces the previous and current research of the CYRUS soccer simulation team, the champion of RoboCup 2021. We will present our idea about improving Unmarking Decisioning and Positioning by using Pass Prediction Deep Neural Network. Based on our experimental results, this idea proven to be effecti…
The University of Melbourne(墨尔本大学);CSIRO Computational Informatics(联邦科学与工业研究组织计算信息学部门)
The selection of an appropriate competition format is critical for both the success and credibility of any competition, both real and simulated. In this paper, the automated parallelism offered by the RoboCupSoccer 2D simulation league is leveraged to conduct a 28,000 game round-robin between the top 8 teams from RoboCup 2012 and 2013. A proposed new competition format is found to reduce variation from the resultant statistically significant team performance rankings by 75% and 67%, when compared to the actual competition results from RoboCup 2012 and 2013 respectively. These results are stati…
Multi agent strategies in mixed cooperative-competitive environments can be hard to craft by hand because each agent needs to coordinate with its teammates while competing with its opponents. Learning based algorithms are appealing but many scenarios require heterogeneous agent behavior for the team's success and this increases the complexity of the learning algorithm. In this work, we develop a competitive multi agent environment called FortAttack in which two teams compete against each other. We corroborate that modeling agents with Graph Neural Networks and training them with Reinforcement …
In this article we study the impact of the negotiation environment on the performance of several intra-team strategies (team dynamics) for agent-based negotiation teams that negotiate with an opponent. An agent-based negotiation team is a group of agents that joins together as a party because they share common interests in the negotiation at hand. It is experimentally shown how negotiation environment conditions like the deadline of both parties, the concession speed of the opponent, similarity among team members, and team size affect performance metrics like the minimum utility of team member…
In this article, an agent-based negotiation model for negotiation teams that negotiate a deal with an opponent is presented. Agent-based negotiation teams are groups of agents that join together as a single negotiation party because they share an interest that is related to the negotiation process. The model relies on a trusted mediator that coordinates and helps team members in the decisions that they have to take during the negotiation process: which offer is sent to the opponent, and whether the offers received from the opponent are accepted. The main strength of the proposed negotiation mo…
PillagerBench: Benchmarking LLM-Based Agents in Competitive Minecraft Team Environments
Department of Mathematics and Computer Science, Eindhoven University of Technology(埃因霍温理工大学数学与计算机科学系);Department of Informatics, King’s College London(伦敦国王学院信息学系);Department of Computer Science, University of Liverpool(利物浦大学计算机科学系)
Nanyang Technological University(南洋理工大学);Sun Yat-sen University(中山大学);King’s College London(伦敦国王学院);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所)
Existing value-factorized based Multi-Agent deep Reinforce-ment Learning (MARL) approaches are well-performing invarious multi-agent cooperative environment under thecen-tralized training and decentralized execution(CTDE) scheme,where all agents are trained together by the centralized valuenetwork and each agent execute its policy independently. How-ever, an issue remains open: in the centralized training process,when the environment for the team is partially observable ornon-stationary, i.e., the observation and action informationof all the agents cannot represent the global states, existingm…
University of Bari “Aldo Moro”(巴里大学“阿尔多·莫罗”);Imperial College(帝国理工学院);IIIA - Artificial Intelligence Research Institute, CSIC - Spanish Council for Scientific Research(西班牙国家研究委员会人工智能研究所(IIIA))
This report outlines the use of a relational representation in a Multi-Agent domain to model the behaviour of the whole system. A desired property in this systems is the ability of the team members to work together to achieve a common goal in a cooperative manner. The aim is to define a systematic method to verify the effective collaboration among the members of a team and comparing the different multi-agent behaviours. Using external observations of a Multi-Agent System to analyse, model, recognize agent behaviour could be very useful to direct team actions. In particular, this report focuses…
Northeastern University(东北大学);Fordham University(福特汉姆大学);University of California, Los Angeles(加州大学洛杉矶分校)
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and s…
Many real-world scenarios involve teams of agents that have to coordinate their actions to reach a shared goal. We focus on the setting in which a team of agents faces an opponent in a zero-sum, imperfect-information game. Team members can coordinate their strategies before the beginning of the game, but are unable to communicate during the playing phase of the game. This is the case, for example, in Bridge, collusion in poker, and collusion in bidding. In this setting, model-free RL methods are oftentimes unable to capture coordination because agents' policies are executed in a decentralized …
The IEEE Very Small Size Soccer (VSSS) is a robot soccer competition in which two teams of three small robots play against each other. Traditionally, a deterministic coach agent will choose the most suitable strategy and formation for each adversary's strategy. Therefore, the role of a coach is of great importance to the game. In this sense, this paper proposes an end-to-end approach for the coaching task based on Reinforcement Learning (RL). The proposed system processes the information during the simulated matches to learn an optimal policy that chooses the current formation, depending on th…
Reinforcement learning is an active research area with a vast number of applications in robotics, and the RoboCup competition is an interesting environment for studying and evaluating reinforcement learning methods. A known difficulty in applying reinforcement learning to robotics is the high number of experience samples required, being the use of simulated environments for training the agents followed by transfer learning to real-world (sim-to-real) a viable path. This article introduces an open-source simulator for the IEEE Very Small Size Soccer and the Small Size League optimized for reinf…