Abstract
This paper describes an attempt to review the teams participating in RoboCup simulator leagues. RoboCup simulator games are played through communication between soccer player clients and the soccer server. The server simulates the player’s requirements and sends the result to the soccer monitor. We enjoy the games by seeing the players’ actions and the ball’s movement displayed on monitors. A method is proposed to recognize actions of a player such as shooting, kicking, etc., or the ball’s movement from the log files, which are equivalent to images displayed on the monitor. Action recognition is a necessary technique for scoring, commenting and judging a game. The games in RoboCup’ 97 are reviewed from log files and the analysis results are discussed.
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http://ci.etl.go.jp/~noda/soccer/client.html
Noda Itsuki, Kuniyoshi Yasuo Simulator track and Soccer Server. bit (in Japanese), Vol.28, No.5, pp.28–34.
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© 1999 Springer-Verlag Heidelberg Berlin
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Takahashi, T., Naruse, T. (1999). From Play Recognition to Good Plays Detection. In: Asada, M., Kitano, H. (eds) RoboCup-98: Robot Soccer World Cup II. RoboCup 1998. Lecture Notes in Computer Science(), vol 1604. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-48422-1_15
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DOI: https://doi.org/10.1007/3-540-48422-1_15
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