This article introduces the successful methodology adopted for the realization of the Brazilian Robotics Olympiad. Organizational and scientific issues are presented and discussed as well as results of statistical surveys performed with... more
This article introduces the successful methodology adopted for the realization of the Brazilian Robotics Olympiad. Organizational and scientific issues are presented and discussed as well as results of statistical surveys performed with participants that verify the benefits brought by this robotics Olympiad. The Brazilian Robotics Olympiad is a nine-year-old nation-wide initiative created with the mission of promoting robotics among Brazilian students with or without previous knowledge of robotics, fostering their interest to engage in science, technology and engineering studies and careers. The Olympiad is fully free for participants, being annually organized by hundreds of volunteers from several Brazilian universities. It is divided into practical and theoretical components with several levels, each one designed for a certain student age. More than 300,000 students have already participated in the Brazilian Robotics Olympiad and, according to 58% of these students, the Brazilian ...
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
This paper describes the Warthog Robotics 2D soccer simulation team. The team was runner-up at the Brazilian Robotics Competition (CBR) 2011 and, previously under the name of GEARSIM, won the CBR 2009 and the Latin American Robotics... more
This paper describes the Warthog Robotics 2D soccer simulation team. The team was runner-up at the Brazilian Robotics Competition (CBR) 2011 and, previously under the name of GEARSIM, won the CBR 2009 and the Latin American Robotics Competition (LARC) 2010. In this paper is presented the current team research focus, which has been designed and implemented within this last year.
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some... more
Coordination is an important requirement for most Multiagent Systems. A setplay is a particular instance of a coordinated plan for multi-robot systems in collective sports. Setplays are usually designed by robotics specialists using some existing tools, like the SPlanner, or by hand-coding. This work presents recent improvements to the Strategy Planner (SPlanner) and its corresponding FCPortugal Setplays Framework (FSF) to provide sophisticated setplays. This toolkit is useful to design strategic plans for robotic soccer teams as a particular case of Multi-Agent Systems (MASs). The new enhancements enable more realistic setplays, including, but not limited to, the definition of better pass strategies and defensive setplays. The enhanced tool is used to populate a dataset with demonstrations made by soccer experts and used in a Learning from Demonstration (LfD) approach to allow robotic soccer teams to learn new setplays. A new demonstration mode in the RoboCup Soccer Simulation 3D (...
Abstract. This paper presents the initial research results of Bahia Robotics Team. This is a new research group created to investigate the application of artificial intelligence methods in the standard problem of robotics soccer. In this... more
Abstract. This paper presents the initial research results of Bahia Robotics Team. This is a new research group created to investigate the application of artificial intelligence methods in the standard problem of robotics soccer. In this work, fuzzy controllers are used to improve some abilities of the players. In the case of the attackers, the kick and the positioning ability were improved. The midfielders had their positioning and passing ability improved. The goalkeeper and the defenders had their positioning ability improved. The generated Bahia2D soccer team was tested in matches against some victorious teams from Robocup Brazil Open 2006 and from previous editions of the Robocup World Competition. The positive results achieved and the ongoing works to improve the current limitations are also presented. Key Words: fuzzy logic, simulation, robotics soccer 1.
We are going to introduce and explain the algorithms, methods and ideas that have been implemented in Namira Soccer 2D Simulation team in this paper. We will discuss the most powerful aspects of the scientific effort that have being done... more
We are going to introduce and explain the algorithms, methods and ideas that have been implemented in Namira Soccer 2D Simulation team in this paper. We will discuss the most powerful aspects of the scientific effort that have being done in Namira Soccer Simulation 2D team during its activity. Our formation detection system, goalie and shoot methods and ideas, and an implemented match-holding and match-analyzing software (TPAS) have been discussed here. The base code that Namira has used is agent2d-3.1.1 [7][8][9] and the library is librcsc-4.1.0 with some little changes.
This paper presents the initial research results of Bahia Robotics Team. This is a new research group created to investigate the application of artificial intelligence methods in the standard problem of robotics soccer. In this work,... more
This paper presents the initial research results of Bahia Robotics Team. This is a new research group created to investigate the application of artificial intelligence methods in the standard problem of robotics soccer. In this work, fuzzy controllers are used to improve some abilities of the players. In the case of the attackers, the kick and the positioning ability were improved. The midfielders had their positioning and passing ability improved. The goalkeeper and the defenders had their positioning ability improved. The generated Bahia2D soccer team was tested in matches against some victorious teams from Robocup Brazil Open 2006 and from previous editions of the Robocup World Competition. The positive results achieved and the ongoing works to improve the current limitations are also presented.
This paper describes the history of Bahia2D team and other work from Bahia Robotics Team related to RoboCup. We describe the first abilities implemented on Bahia2D and recent work as the new coach. We also describe work in progress: the... more
This paper describes the history of Bahia2D team and other work from Bahia Robotics Team related to RoboCup. We describe the first abilities implemented on Bahia2D and recent work as the new coach. We also describe work in progress: the new generic agent that will be the base for new version of Bahia2D team.
This paper describes the history of Bahia2D team and our research in multiagent systems and artificial intelligence. Current and recent work are described and some future work is discussed. Basic abilities and coach strategies are the mai... more
This paper describes the history of Bahia2D team and our research in multiagent systems and artificial intelligence. Current and recent work are described and some future work is discussed. Basic abilities and coach strategies are the mai n topics described on this paper. The most recent work is the new abilities for the defensive system.
This paper describes the history of Bahia2D team and our research in multiagent systems and artificial intelligence. Current and recent work are described and some future work is discussed. Basic abilities and coach strategies are the mai... more
This paper describes the history of Bahia2D team and our research in multiagent systems and artificial intelligence. Current and recent work are described and some future work is discussed. Basic abilities and coach strategies are the mai n topics described on this paper. The most recent work is the new abilities for the defensive system.
Low-level individual behavior and higher-level collaborative behavior are presented in a two-level layered architecture for simulated robotic soccer. Shooting to the goal and kicking in a passing situation are achieved by a neural network... more
Low-level individual behavior and higher-level collaborative behavior are presented in a two-level layered architecture for simulated robotic soccer. Shooting to the goal and kicking in a passing situation are achieved by a neural network trained for various positions of the attacker and the goal-keeper or teammate, respectively. As collaboration with teammates passing is considered in various configurations of a group of four attackers and four defenders. Learning the decision of a player: (i) keep ball, (ii) pass ball to closest teammate, (iii) pass ball to medium distance teammate, (iv) pass ball to farthest teammate are studied. The algorithms used to learn this decision-making are OC1 and ITI, for decision tree, and CN2 and RIPPER for rule induction. These results are useful in constructing a decision-maker for a player.
O Bahia2D é um time brasileiro de futebol de robôs simulado iniciado em 2006 e que paticipou três vezes da maior competição da área, a Robocup Mundial. O foco atual da nossa pesquisa é criar modelos computacionais que permitam predizer o... more
O Bahia2D é um time brasileiro de futebol de robôs simulado iniciado em 2006 e que paticipou três vezes da maior competição da área, a Robocup Mundial. O foco atual da nossa pesquisa é criar modelos computacionais que permitam predizer o resultado das ações dos nossos agentes sobre o mundo, conduzindo a uma melhor tomada de decisão. Este poster descreve a criação de um modelo para o passe e a criação da infra-estrutura necessária para realizar experimentos e coletar informações sobre o ambiente. Descrevemos também os primeiros resultados obtidos e as direções futuras.
Uma ferramenta analítico-descritiva chamada Matriz de Posicionamento Estratégico (MPE) foi proposta pelos autores como um novo recurso para estruturação, modelagem, controle e otimização de sistemas hierárquicos com múltiplos... more
Uma ferramenta analítico-descritiva chamada Matriz de Posicionamento Estratégico (MPE) foi proposta pelos autores como um novo recurso para estruturação, modelagem, controle e otimização de sistemas hierárquicos com múltiplos decisores-controladores cooperativos e/ou competitivos, baseada em teorias de otimização, de controle e de jogos. Este trabalho propõe metodologias para análise e para projeto de estruturas hierárquicas com múltiplos controladores tendo como base os conceitos da Matriz de Posicionamento Estratégico (MPE) e os respectivos jogos associados.
2 Intelligent Computing Research Group(GPCI) University Center of Bahia (FIB) Rua Xingu, nº. 179, Jardim Atalaia/STIEP. Salvador BA Brazil marcosimoes@fib.br, {helderfib, okvictorok, simonpiata}@yahoo.com.br, {hugodaluz,... more
2 Intelligent Computing Research Group(GPCI) University Center of Bahia (FIB) Rua Xingu, nº. 179, Jardim Atalaia/STIEP. Salvador BA Brazil marcosimoes@fib.br, {helderfib, okvictorok, simonpiata}@yahoo.com.br, {hugodaluz, jessy.meyer}@gmail.com
RoboCup is an international research aimed at improving artificial intelligence and robotics. It is a standard issue to get a wide range of technologies together and obtain new achievements. In 2D simulation league, after each game,... more
RoboCup is an international research aimed at improving artificial intelligence and robotics. It is a standard issue to get a wide range of technologies together and obtain new achievements. In 2D simulation league, after each game, server saves a log that contains all information about the game. By using data mining techniques knowledge can be discovered from this massive data. In this research we aimed to extract ball and player positions from log files and pre-process this data to specify some information including the action that have been taken place, start point, and involving players, etc. We mined this data to predict own and opponent action using C4.5 algorithm. The result showed that after applying our method the goal scoring was increased 251.39% with 64.13% confidence interval (with alpha = 0.1).
Projetar e implementar um programa para simular um jogo de futebol que respeite os seguintes requisitos: ◊ deve haver pelo menos um goleiro e três jogadores de linha; ◊ não é necessário lateral, escanteio, impedimento e faltas, apenas... more
Projetar e implementar um programa para simular um jogo de futebol que respeite os seguintes requisitos: ◊ deve haver pelo menos um goleiro e três jogadores de linha; ◊ não é necessário lateral, escanteio, impedimento e faltas, apenas chutar a bola e marcar gol; ◊ após marcação de gol, os times devem se reposicionar nos respectivos campos e a bola colocada no meio de campo; ◊ deve haver um placar; ◊ somente UM jogador pode ocupar uma posição do tabuleiro por vez, portanto só um jogador chuta a bola por vez; ◊ para chutar a bola, o jogador deve estar na mesma posição que a bola; ◊ deve ser possível ao usuário, desligar a máquina e recuperar o jogo no estado em que se encontrava para continuar a jogar (PERSISTÊNCIA); ◊ deve ser possível ao usuário ver o replay de uma partida; ◊ a duração de uma partida fica a cargo da equipe se por tempo ou gols marcados; ◊ cada jogador deve ser uma Thread; ◊ deve haver uma interface gráfica onde seja possível distinguir os times, a bola, os goleiros dos demais jogadores e o gol.
O Bahia2D é um time brasileiro de futebol de robôs simulado iniciado em 2006 e que paticipou três vezes da maior competição da área, a Robocup Mundial. O foco atual da nossa pesquisa é criar modelos computacionais que permitam predizer o... more
O Bahia2D é um time brasileiro de futebol de robôs simulado iniciado em 2006 e que paticipou três vezes da maior competição da área, a Robocup Mundial. O foco atual da nossa pesquisa é criar modelos computacionais que permitam predizer o resultado das ações dos nossos agentes sobre o mundo, conduzindo a uma melhor tomada de decisão. Este artigo descreve a criação de um modelo para o passe e a criação da infra-estrutura necessária para realizar experimentos e coletar informações sobre o ambiente. Descrevemos também os primeiros resultados obtidos e as direções futuras.
The present study aims to characterize and compare the attacking game-patterns performed by the semifi nalist teams during the FIFA World Cup 2010 - Spain, Germany, The Netherlands and Uruguay. With the use of SoccerEye observational... more
The present study aims to characterize and compare the attacking game-patterns performed by the semifi nalist teams during the FIFA World Cup 2010 - Spain, Germany, The Netherlands and Uruguay. With the use of SoccerEye observational instrument and SoccerEye recording software (v1.0, March 2011), 1938 attacks were recorded from TV public broadcasts during 28 matches (7 per team) played by the semifi nalists. SoccerEye observational instrument includes seven criteria: 1) Start of the offensive phase/Ball possession recovery; 2) Development of defense/attack Transition-State; 3) Progress of ball possession; 4) End of the offensive phase; 5) Patterns of fi eld space position; 6) Centre of the game; and 7) Spatial patterns of teams interaction. Data analysis was performed with the use of SDIS-GSEQ software (v5.0.77, 2010). Our results showed that Spanish national team-2010 FIFA World Cup winner - tended to realize shots on target after positive short passes (z = 4.12) or dribbles (z = 4...
The use of robots as educational tools provide a stimulating environment for students. Some robotics competitions focus on primary and secondary school aged children, and serve as a motivation factor for students to get involved in... more
The use of robots as educational tools provide a stimulating environment for students. Some robotics competitions focus on primary and secondary school aged children, and serve as a motivation factor for students to get involved in educational robotics activities. But, in most competitions students are required to deal with robot design, construction and programming. Although very appealing, many students cannot participate on robotics competitions because they cannot afford robotics kits and their school do not have the necessary equipment. Because of that, several students have no access to educational robotics, especially on developing countries. To minimize this problem and contribute to education equality, we present a proposal for a new league for the robotics competitions: the Junior Soccer Simulation league (JSS). In such a league, students program virtual robots in a similar way that they would program their real ones. Because there is no hardware involved, costs are very low and participants can concentrate on software development and robot's intelligence improvement. Finally, because soccer is the most popular sport in the world, we believe JSS will be a strong motivator for students to get involved with robotics. In this paper we present the simulator that was developed (RoSoS) and discuss some ideas for the adoption of a Junior Soccer Simulation competition.