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RoboCup

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The first games and conferences took place in 1997. Background II ... coordinate the research through workshops, conferences and yearly competitions ... – PowerPoint PPT presentation

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Title: RoboCup


1
RoboCup
By Paul Marlow Date February 17, 2002
2
Background
  • Initially started as the J-League (Japan Robot
    Soccer League)
  • 1993, several American researchers became
    interested bringing about the Robot World Cup
    Initiative (RoboCup)
  • The first games and conferences took place in 1997

3
Background II
  • Goal was to provide a new standard problem for AI
    jokingly called The life of AI after Deep
    Blue
  • RoboCup differs by focusing on a distributed
    solution rather than centralized
  • The RoboCup Federation was started to coordinate
    the research through workshops, conferences and
    yearly competitions

4
Goals
  • Stated as By mid-21st century, a team of fully
    autonomous humanoid soccer players shall win the
    soccer game, comply with the official rules of
    the FIFA, against the winner of the most recent
    World Cup
  • Right now, the various leagues consist of either
    robots or programs, which cooperate in order to
    defeat the opponent team

5
Simulation League
  • Provides a platform to develop software
    techniques, without the necessity of creating
    physical robots
  • Consists of three main applications
  • Soccer Server
  • Soccer Monitor
  • Soccer Player(s) - agents

6
Soccer Server
  • A system allowing several autonomous program
    agents to play a virtual soccer game
  • The games are carried out in a client/server
    style where each client one player
  • The communication used is UDP/IP, and can
    therefore be used over a network connection, or
    even the Internet

7
Soccer Monitor
  • Used to display the visual progress of the game
  • Several Monitors can be connected to the server
  • It can also be used to interrupt game play by
    doing simple tasks such as dropping a ball
  • The latest version of the Soccer Server / Monitor
    is 8.03 5.24 was the last version for Windows

8
Autonomous Players
  • Are the brains of the players
  • Receive sensory information from the server, upon
    which decisions are made
  • Commands are formatted and sent to the server
    using UDP sockets

9
Rules Judged by the Automated Referee
  • Kick-Off
  • Goal
  • Out of Field
  • Player Clearance
  • Play-Mode control, including offsides
  • Half-time and Time-up

10
How to Start the Server
  • Download and install applications (running the
    configure and make scripts for the Unix / Linux
    systems)
  • Run the Server (default host is localhost and
    default port is 6000)
  • Run the Monitor, connecting to the host and port
    of the Server
  • Connect the players also to the Server host and
    port

11
Connection Communication Protocols
  • From client to server
  • (init TeamName (version VerNum) (goalie))
  • (reconnect TeamName Unum)
  • (bye)
  • From server to client
  • (init Side Unum PlayMode) as a response for both
    client init and reconnect messages
  • Side l r Unum 1 11

12
Client Control Protocols
Client Command Once per Cycle
(catch Direction) Yes
(change_view Width Quality) No
(dash Power) Yes
(kick Power Direction) Yes
(move X Y) Yes
(say Message) No
(sense_body) No
(score) No
(turn Moment) Yes
(turn_neck Angle) Yes
13
Client Sensor Protocol - Hear
  • (hear Time Sender Message)
  • Sender online_coach_left/right, referee, self,
    Direction
  • Direction -180 180 degrees

14
Hear Example
  • (hear 18 self FCPortugal ETV 18 world_status r 2
    0.98 -10.95 16.64 1 0.95 0.00 0.00 1 0.95 0.00
    0.00 3 0 OtGL- - fGXtZ 3F.- /sdhAl 1p.- 0 40.0
    0.0 0 2 )

15
Client Sensor Protocol - See
  • (see Time ObjInfo)
  • ObjInfo
  • (ObjName Distance Direction DistChange DirChange
    BodyFacingDir HeadFacingDir) or
  • (ObjName Distance Direction DistChange DirChange)
    or
  • (ObjName Distance Direction) or
  • (ObjName Direction)

16
Client Sensor Protocol See II
  • ObjName
  • (p TeamName UniformNum goalie) or
  • (b) or
  • (g lr) or
  • (f c) (f lcr tb) (f p lr tcb)
  • (f g lr tb) (f lrtb 0)
  • (f tb lr 1020304050)
  • (f lr tb 102030)
  • (l lrtb)
  • (B) (F) (G) (P)

17
Client Sensor Protocol See III
  • See protocol has changed from version 5 (Windows)
    to version 8 (Unix/Linux).
  • The Windows version differs in the ObjName
    portion. Instead of using the first letter as
    the ObjName, the older versions use the fully
    qualified name
  • b ball, B Ball, l line, L Line, p
    player, P Player, f flag, F Flag, g goal,
    G Goal

18
See Example
  • (see 18 ((f r t) 44.7 -22) ((f g r b) 47.9 30)
    ((g r) 44.7 22) ((f g r t) 42.5 13) ((f p r c)
    30.3 34 -0 0) ((f p r t) 25.3 -7 0 0) ((f t r 40)
    36.2 -37) ((f t r 50) 44.7 -29) ((f r 0) 49.4 20)
    ((f r t 10) 47 8) ((f r t 20) 46.5 -3) ((f r t
    30) 48.4 -15) ((f r b 10) 53.5 30) ((f r b 20)
    59.1 38) ((f r t) 44.7 -22) ((f g r b) 47.9 30)
    ((g r) 44.7 22) ((f g r t) 42.5 13) ((f p r c)
    30.3 34) ((f p r t) 25.3 -7 0 0) ((f t r 40) 36.2
    -37) ((f t r 50) 44.7 -29) ((f r 0) 49.4 20) ((f
    r t 10) 47 8) ((f r t 20) 46.5 -3) ((f r t 30)
    48.4 -15) ((f r b 10) 53.5 30) ((f r b 20) 59.1
    38) ((p "FCPortugal") 36.6 28) ((l r) 41.7 -89))

19
Client Sensor Protocol Sense_body
  • (sense_body Time
  • (view_mode high low narrow normal
    wide)
  • (stamina StaminaEffort)
  • (speed AmountOfSpeed DirectionOfSpeed)
  • (head_angle HeadAngle)
  • (kick KickCount)
  • (dash DashCount)
  • (turn TurnCount)
  • (say SayCount)
  • (turn_neck TurnNeckCount)
  • (catch CatchCount)
  • (move MoveCount)
  • (change_view ChangeViewCount))

20
Sense_body Example
  • (sense_body 19 (view_mode high normal) (stamina
    4000 1) (speed 0 0) (head_angle 0) (kick 0) (dash
    0) (turn 0) (say 98) (turn_neck 0))

21
Krislet
  • There does not exist many clients that run under
    the old Windows environment. Those that do, tend
    to connect to a Unix/Linux computer running the
    Server
  • Krislet is an extremely dumb program, which can
    be difficult to beat as all the players run
    after the ball
  • Krislet however, can communicate using the later
    protocols, and therefore all the parsing is
    complete

22
Stripslet
  • Written by Aloke Wiki
  • Based off of Krislet
  • A Stripslet implementation is made up of four
    main concepts Actors, Sensors, Actions, and a
    GoalList

23
Actors
  • These are designed to implement a specific
    action, such as run-to-ball or score-goal
  • Contains two main elements, an execute method
    providing the functionality, and a name which
    is used as a key into a hash table.
  • To add a new Actor
  • Add a new class to the Actor.java, implementing
    the Actor Interface
  • Add the new Actor to the ActorTable hash in
    StripsBrain.java

24
Sensors
  • These consist of objects which include a sense
    method, as well as a name for a hash table key.
  • Each is designed to determine the boolean outcome
    of a specific predicate, such as can-see-goal.
  • To add a new Sensor
  • Add a new class to Sensor.java, implementing the
    Sensor Interface
  • Add the new Sensor to the SensorTable hash in
    StripsBrain.java.

25
Actions
  • Actions consist of four members name,
    precoditionList, addList, deleteList.
  • name corresponds directly to that of the Actor
    name property (e.g. score-goal)
  • precoditionList is a list of predicates which
    must be true before execution of the action (e.g.
    have-ball can-see-goal)
  • addList is a list of predicates that will be true
    upon execution of the action (e.g. ball-in-net)
  • deleteList is a list of predicates that will be
    false upon execution of the action (e.g.
    have-ball)

26
Actions II
  • To add an Action
  • StripsBrain maintains a list of actions, so any
    new actions must be added to this list
  • Note that multiple predicates in a list are
    separated by spaces
  • actionList.add(new Action("score-goal", // name
  • "have-ball can-see-goal", // pre
  • "ball-in-net", // add
  • "have-ball")) // delete

27
GoalList
  • Contains a list of goals for which the agents try
    to achieve
  • Currently the default list consists of only one
    predicate ball-in-net
  • Interesting possibilities include
  • Adding multiple goals
  • Re-evaluating the goal list each cycle depending
    on the environment

28
Approach
  • The difference between our approach and those of
    others, is human supervision.
  • The goal, is to provide a process with which one
    can create a symbolic log file as a
    representation of the socket communication during
    a game.
  • In addition, use machine learning techniques on
    this data.

29
Approach II
  • Instead of learning from mistakes/success as
    reinforcement learning does, the human user will
    actually help classify the data to be learned.
  • However, there are problems with this approach,
    in that it can be tedious (as will be shown).

30
Step 1 Obtain a Log File
  • In order to learn, the communication between the
    client and server need to be logged to a file
    thus the reason for our Logger.
  • It acts like a router, sitting in-between the
    agent and the soccer server.
  • The agent(s) connect to the Logger, which
    establishes a connection to the Soccer Server,
    forwarding communication all the while logging
    also writing them to file(s).

31
Step 1 Continued
  • An entry in the log file will look something like
    the following
  • (see 0 ((g r) 23.8 -19) ((f g r t) 27.1 -33) ((f
    g r b) 22.4 -2) ((f r t 10) 32.8 -33) ((f r 0)
    28.5 -16 0 0) ((f r b 10) 27.7 4 -0 0) ((f r b
    20) 30 23) ((f r b 30) 35.2 38) ((p "EW_02" 1)
    22.2 -21 0 0 0 0) ((l r) 22.4 -89))

32
Step 2 - Classification
  • Once the log file has been obtained, it must be
    used in order to classify the data into symbolic
    form.
  • Our Classifier application provides the user with
    a GUI such that objects can be classified as the
    user deems appropriate.

33
Step 2 Continued
34
Step 2 Continued
  • After all the classification required has been
    completed, use of the Generate button will create
    an ARFF file.
  • The ARFF file is used in WEKA a machine
    learning repository as a data file.

35
Step 3 Data Mining
  • For some aspects of soccer, the determination of
    a particular action depends on more than one
    player.
  • The LogMiner is used to filter out unwanted data,
    and may be used in the future to obtain
    particular entries i.e. relating to passing.
  • It makes use of the ARFF file(s) to convert the
    numerical data into a symbolic representation

36
Step 3 Continued
  • The new log entry will look as follows
  • (see 0 ((g r) 23.8 -19) ((f g r t) 27.1 -33) ((f
    g r b) 22.4 -2) ((f r t 10) 32.8 -33) ((f r 0)
    28.5 -16 0 0) ((f r b 10) 27.7 4 -0 0) ((f r b
    20) 30 23) ((f r b 30) 35.2 38) ((p "EW_02" 1)
    22.2 -21 0 0 0 0) ((l r) 22.4 -89))
  • (see 0 (Goal Left_Near) (Flag Left_Near) (Flag
    Front_Near) (Flag ExtremeLeft_Far) (Flag
    Front_Near) (Flag Front_Near) (Flag Right_Far)
    (Flag Right_Far) (Teammate Left_Near) (Line
    ExtremeLeft_Near))

37
Step 4 Use of Learning
  • A GUI called IAS (In then Agents Shoes) was
    developed by Tarek Hassan, allowing a human to
    play as one of the agents.
  • Instead of playing via commands, the goal is to
    convert the server communication to symbols
    using these for visualizing the objects.

38
Step 4 Continued
  • The problem, is that with any sort of symbolic
    representation, there will be a loss of detail
    therefore the objects displayed will not be exact
    just approximations.
  • However, in real soccer, this is exactly the
    case! A player does not know that a teammate is
    20 metres ahead, and 22 degrees to the left.

39
Summary of Process
  • The process involves 4 main steps
  • Obtain a log file (Logger)
  • Classification of objects (Classifier)
  • Data mining (LogMiner)
  • Using learned material (Advanced IAS).

40
References
  • Most of the information about RoboCup itself was
    taken using from the RoboCup Soccer Server
    manual.
  • For the latest manuals and code, visit the
    RoboCup project website at
  • http//sourceforge.net/projects/sserver

41
Q A
  • Feel free to ask any questions
  • If time permits, I will attempt to run a
    demonstration game.

42
Demo
  • This small demo shows the three major components
  • Soccer Server
  • Soccer Monitor
  • Soccer players (Krislet)
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