In this paper, we present an active vision method using a deep reinforcement learning approach for a humanoid soccer-playing robot. The proposed method adaptively optimises the viewpoint of the robot to acquire the most useful landmarks for self-localisation while keeping the ball into its viewpoint. Active vision is critical for humanoid decision-maker robots with a limited field of view. To deal with an active vision problem, several probabilistic entropy-based approaches have previously been proposed which are highly dependent on the accuracy of the self-localisation model. However, in this research, we formulate the problem as an episodic reinforcement learning problem and employ a Deep Q-learning method to solve it. The proposed network only requires the raw images of the camera to move the robot's head toward the best viewpoint. The model shows a very competitive rate of 80% success rate in achieving the best viewpoint. We implemented the proposed method on a humanoid robot simulated in Webots simulator. Our evaluations and experimental results show that the proposed method outperforms the entropy-based methods in the RoboCup context, in cases with high self-localisation errors.
The University of Newcastle(纽卡斯尔大学);National ICT Australia (NICTA)(澳大利亚国家信息与通信技术研究院(NICTA));The University of Melbourne(墨尔本大学)
The ability for an autonomous agent to self-localise is directly proportional to the accuracy and precision with which it can perceive salient features within its local environment. The identification of such features by recognising geometric profile allows robustness against lighting variations, which is necessary in most industrial robotics applications. This paper details a framework by which the random sample consensus (RANSAC) algorithm, often applied to parameter fitting in linear models, can be extended to identify higher-order geometric features. Goalpost identification within humanoid…
In the current level of evolution of Soccer 3D, motion control is a key factor in team's performance. Recent works takes advantages of model-free approaches based on Machine Learning to exploit robot dynamics in order to obtain faster locomotion skills, achieving running policies and, therefore, opening a new research direction in the Soccer 3D environment. In this work, we present a methodology based on Deep Reinforcement Learning that learns running skills without any prior knowledge, using a neural network whose inputs are related to robot's dynamics. Our results outperformed the previous s…
Centro de Informática - Universidade Federal de Pernambuco(伯南布哥联邦大学信息中心);Mila, Universite de Montréal(蒙特利尔大学 Mila)
This article introduces an open framework, called VSSS-RL, for studying Reinforcement Learning (RL) and sim-to-real in robot soccer, focusing on the IEEE Very Small Size Soccer (VSSS) league. We propose a simulated environment in which continuous or discrete control policies can be trained to control the complete behavior of soccer agents and a sim-to-real method based on domain adaptation to adapt the obtained policies to real robots. Our results show that the trained policies learned a broad repertoire of behaviors that are difficult to implement with handcrafted control policies. With VSSS-…
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…
Universidade Federal de Pernambuco(伯南布哥联邦大学);Universite de Montréal(蒙特利尔大学)
This work presents an application of Reinforcement Learning (RL) for the complete control of real soccer robots of the IEEE Very Small Size Soccer (VSSS), a traditional league in the Latin American Robotics Competition (LARC). In the VSSS league, two teams of three small robots play against each other. We propose a simulated environment in which continuous or discrete control policies can be trained, and a Sim-to-Real method to allow using the obtained policies to control a robot in the real world. The results show that the learned policies display a broad repertoire of behaviors that are diff…
University of California, Berkeley(加州大学伯克利分校);Université de Montréal(蒙特利尔大学);Mila(米拉人工智能研究院)
We address the problem of enabling quadrupedal robots to perform precise shooting skills in the real world using reinforcement learning. Developing algorithms to enable a legged robot to shoot a soccer ball to a given target is a challenging problem that combines robot motion control and planning into one task. To solve this problem, we need to consider the dynamics limitation and motion stability during the control of a dynamic legged robot. Moreover, we need to consider motion planning to shoot the hard-to-model deformable ball rolling on the ground with uncertain friction to a desired locat…
Cho Chun Shik Graduate School of Mobility Korea Advanced Institute of Science;Division of Future Vehicle Korea Advanced Institute of Science
This paper presents a technique to train a robot to perform kick-motion in AI soccer by using reinforcement learning (RL). In RL, an agent interacts with an environment and learns to choose an action in a state at each step. When training RL algorithms, a problem called the curse of dimensionality (COD) can occur if the dimension of the state is high and the number of training data is low. The COD often causes degraded performance of RL models. In the situation of the robot kicking the ball, as the ball approaches the robot, the robot chooses the action based on the information obtained from t…
Istituto Italiano di Tecnologia(意大利理工学院);University of Manchester(曼彻斯特大学);Massachusetts Institute of Technology(麻省理工学院);Sapienza Università di Roma(罗马第一大学);Università degli Studi di Genova(热那亚大学)
Balancing and push-recovery are essential capabilities enabling humanoid robots to solve complex locomotion tasks. In this context, classical control systems tend to be based on simplified physical models and hard-coded strategies. Although successful in specific scenarios, this approach requires demanding tuning of parameters and switching logic between specifically-designed controllers for handling more general perturbations. We apply model-free Deep Reinforcement Learning for training a general and robust humanoid push-recovery policy in a simulation environment. Our method targets high-dim…
Reinforcement learning has shown an outstanding performance in the applications of games, particularly in Atari games as well as Go. Based on these successful examples, we attempt to apply one of the well-known reinforcement learning algorithms, Deep Q-Network, to the AI Soccer game. AI Soccer is a 5:5 robot soccer game where each participant develops an algorithm that controls five robots in a team to defeat the opponent participant. Deep Q-Network is designed to implement our original rewards, the state space, and the action space to train each agent so that it can take proper actions in dif…
Univ. of Bonn(波恩大学);Autonomous Intelligent Systems(自主智能系统研究所)
Over the past few years, the Humanoid League rules have changed towards more realistic and challenging game environments, which encourage teams to advance their robot soccer performances. In this paper, we present the software and hardware designs that led our team NimbRo to win the competitions in the AdultSize league -- including the soccer tournament, the drop-in games, and the technical challenges at RoboCup 2018 in Montreal. Altogether, this resulted in NimbRo winning the Best Humanoid Award. In particular, we describe our deep-learning approaches for visual perception and our new fully 3…
The ongoing evolution of the RoboCup Humanoid League led in 2017 to the introduction of one vs. one soccer games for the AdultSize robots, which motived our team NimbRo to enter this category. In this paper, we present the mechatronic design of our upgraded robot Copedo and the newly developed NimbRo-OP2, which received the RoboCup Design Award. We also describe improved approaches to visual perception of the game situation, including compassless localization on a soccer field with symmetric appearance, and the generation of soccer behaviors. At RoboCup 2017 in Nagoya, our robots played very w…
University of Canterbury(坎特伯雷大学);HIT Lab NZ(新西兰HIT实验室)
With the emergence of onboard vision processing for areas such as the internet of things (IoT), edge computing and autonomous robots, there is increasing demand for computationally efficient convolutional neural network (CNN) models to perform real-time object detection on resource constraints hardware devices. Tiny-YOLO is generally considered as one of the faster object detectors for low-end devices and is the basis for our work. Our experiments on this network have shown that Tiny-YOLO can achieve 0.14 frames per second(FPS) on the Raspberry Pi 3 B, which is too slow for soccer playing auto…
Humanoid soccer robots perceive their environment exclusively through cameras. This paper presents a monocular vision system that was originally developed for use in the RoboCup Humanoid League, but is expected to be transferable to other soccer leagues. Recent changes in the Humanoid League rules resulted in a soccer environment with less color coding than in previous years, which makes perception of the game situation more challenging. The proposed vision system addresses these challenges by using brightness and texture for the detection of the required field features and objects. Our system…
The trend in the RoboCup Humanoid League rules over the past few years has been towards a more realistic and challenging game environment. Elementary skills such as visual perception and walking, which had become mature enough for exciting gameplay, are now once again core challenges. The field goals are both white, and the walking surface is artificial grass, which constitutes a much more irregular surface than the carpet used before. In this paper, team NimbRo TeenSize, the winner of the TeenSize class of the RoboCup 2016 Humanoid League, presents its robotic platforms, the adaptations that …
A Biomechanics-Inspired Approach to Soccer Kicking for Humanoid Robots
College of Information and Computer Sciences, University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校信息与计算机科学学院);School of Public Health and Health Sciences, University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校公共卫生与健康科学学院)
Over the past few years, soccer-playing humanoid robots have advanced significantly. Elementary skills, such as bipedal walking, visual perception, and collision avoidance have matured enough to allow for dynamic and exciting games. When two robots are fighting for the ball, they frequently push each other and balance recovery becomes crucial. In this paper, we report on insights we gained from systematic push experiments performed on a bipedal model and outline an online learning method we used to improve its push-recovery capabilities. In addition, we describe how the localization ambiguity …
Fast and Robust Localization for Humanoid Soccer Robot via Iterative Landmark Matching
Robotics and Mechanisms Laboratory (RoMeLa), Department of Mechanical and Aerospace Engineering, University of California, Los Angeles(机器人与机制实验室(RoMeLa)、机械与航空航天工程系、加州大学洛杉矶分校)
Vision-Based Dribbling for Humanoid Soccer via Privileged Representation Learning
Sapienza University of Rome(罗马第一大学);Institut de Robòtica i Informàtica Industrial (CSIC-UPC)(工业机器人与信息学研究所(西班牙科学与技术研究委员会 - 加泰罗尼亚理工大学));École Polytechnique Fédérale de Lausanne (EPFL)(洛桑联邦理工学院)
Pose estimation commonly refers to computer vision methods that recognize people's body postures in images or videos. With recent advancements in deep learning, we now have compelling models to tackle the problem in real-time. Since these models are usually designed for human images, one needs to adapt existing models to work on other creatures, including robots. This paper examines different state-of-the-art pose estimation models and proposes a lightweight model that can work in real-time on humanoid robots in the RoboCup Humanoid League environment. Additionally, we present a novel dataset …
Advanced Mining Technology Center(高级采矿技术中心);Universidad de Chile(智利大学)
The goal of this paper is to propose a vision system for humanoid robotic soccer that does not use any color information. The main features of this system are: (i) real-time operation in the NAO robot, and (ii) the ability to detect the ball, the robots, their orientations, the lines and key field features robustly. Our ball detector, robot detector, and robot's orientation detector obtain the highest reported detection rates. The proposed vision system is tested in a SPL field with several NAO robots under realistic and highly demanding conditions. The obtained results are: robot detection ra…
RoboCup soccer competitions are considered among the most challenging multi-robot adversarial environments, due to their high dynamism and the partial observability of the environment. In this paper we introduce a method based on a combination of Monte Carlo search and data aggregation (MCSDA) to adapt discrete-action soccer policies for a defender robot to the strategy of the opponent team. By exploiting a simple representation of the domain, a supervised learning algorithm is trained over an initial collection of data consisting of several simulations of human expert policies. Monte Carlo po…
Budapest University of Technology and Economics(布达佩斯技术与经济大学);Griffith University(格里菲斯大学)
Deep Learning has become exceptionally popular in the last few years due to its success in computer vision and other fields of AI. However, deep neural networks are computationally expensive, which limits their application in low power embedded systems, such as mobile robots. In this paper, an efficient neural network architecture is proposed for the problem of detecting relevant objects in robot soccer environments. The ROBO model's increase in efficiency is achieved by exploiting the peculiarities of the environment. Compared to the state-of-the-art Tiny YOLO model, the proposed network prov…
Individual and team capabilities are challenged every year by rule changes and the increasing performance of the soccer teams at RoboCup Humanoid League. For RoboCup 2019 in the AdultSize class, the number of players (2 vs. 2 games) and the field dimensions were increased, which demanded for team coordination and robust visual perception and localization modules. In this paper, we present the latest developments that lead team NimbRo to win the soccer tournament, drop-in games, technical challenges and the Best Humanoid Award of the RoboCup Humanoid League 2019 in Sydney. These developments in…
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…
The robot soccer game based complex motion control has been widely studied for the moving object capture and shooting. A position prediction algorithm based on global vision is introduced in order to improve the accuracy and robustness of the vision system for tracking moving objects, including a Kalmanfiter, a dynamic window and an obstacle avoidance strategy. This paper deals with the positon prediction for moving ball by using Kalmanfiter and the Fuzzy Controller for shooting action in a dynamic environment.
In 2019, Rhoban Football Club reached the first place of the KidSize soccer competition for the fourth time and performed the first in-game throw-in in the history of the Humanoid league. Building on our existing code-base, we improved some specific functionalities, introduced new behaviors and experimented with original methods for labeling videos. This paper presents and reviews our latest changes to both software and hardware, highlighting the lessons learned during RoboCup.
In imitation learning, behavior learning is generally done using the features extracted from the demonstration data. Recent deep learning algorithms enable the development of machine learning methods that can get high dimensional data as an input. In this work, we use imitation learning to teach the robot to dribble the ball to the goal. We use B-Human robot software to collect demonstration data and a deep convolutional network to represent the policies. We use top and bottom camera images of the robot as input and speed commands as outputs. The CNN policy learns the mapping between the serie…
In a diverse set of robotics applications, including RoboCup categories, mobile robots require control commands to interact with surrounding environment correctly. These control commands should come wirelessly to not interfere in robots' movement; also, the communication has a set of requirements, including low latency and consistent delivery. This paper presents a complete communication architecture consisting of computer communication with a base station, which transmits the data to robots and returns robots telemetry to the computer. With the proposed communication, it is possible to send m…