Industry
Arvand: A Soccer Player Robot
Jamzad, Mansour, Foroughnassiraei, Amirali, Chiniforooshan, Ehsan, Ghorbani, Reza, Kazemi, Moslem, Chitsaz, Hamidreza, Mobasser, Farid, Sadjad, Sayyed
This robot consists of a moving mechanism, motion-control hardware, software, and a wireless communication system. The motion mechanism consists of a drive unit, a steer unit, and a castor wheel. Motion control is carried out by a special control board that uses two microcontrollers to carry out the software system decisions and transfers them to the robot mechanics. The software system performs real-time object recognition at the rate of 16 frames a second.
Trying to Understand RoboCup
Tanaka-Ishii, Kumiko, Frank, Ian, Arai, Katsuto
As the English striker Gary Lineker famously said, "Football is a very simple game. We take the giant set of log data produced by the simulator tournaments from 1997 to 1999 and feed it to a data-munching program that produces statistics on important game features. Plus, because the data muncher can work in real time, we can also release it as a proxy server for RoboCup. This proxy server gives all RoboCup developers instant access to statistics while a game is in progress and is a promising step toward an important goal: understanding RoboCup.
Cornell Big Red: Small-Size-League Winner
D'Andrea, Raffaello, Lee, Jin-Woo
The Cornell RoboCup Project was created to teach systems engineering concepts and practices to students to prepare them for designing, integrating, and maintaining highly complex systems. Another objective of the project is to explore the interplay between AI, dynamics, and control theory. This article describes the Cornell RoboCup team, which won the RoboCup-99 small-league championship in Stockholm, Sweden.
Using Reactive and Adaptive Behaviors to Play Soccer
Hugel, Vincent, Bonnin, Patrick, Blazevic, Pierre
This work deals with designing simple behaviors to allow quadruped robots to play soccer. The robots are fully autonomous; they cannot exchange messages between each other. They are equipped with a charge-coupled-device camera that allows them to detect objects in the scene. In addition to vision problems such as changing lighting conditions and color confusion, legged robots must cope with "bouncing images" because of successive legs hitting the ground. When defining task-driven strategies, the designer has to take into account the influences of the locomotion and vision systems on the behavior. Locomotion and vision skills should be made as reliable as possible. Because it is not always possible to simulate the problems encountered in real situations, the behavior strategy should anticipate them. In this article, we describe all the behaviors used to play soccer games on a soccer field surrounded with landmarks. Experiments were carried out at the 1999 RoboCup in Stockholm using the Sony quadruped robots (Fujita 2000).
The AAAI 1999 Mobile Robot Competitions and Exhibitions
Meeden, Lisa, Schultz, Alan, Balch, Tucker, Bhargava, Rahul, Haigh, Karen Zita, Bohlen, Marc, Stein, Cathryne, Miller, David
The Eighth Annual Mobile Robot Competition and Exhibition was held as part of the Sixteenth National Conference on Artificial Intelligence in Orlando, Florida, 18 to 22 July. The goals of these robot events are to foster the sharing of research and technology, allow research groups to showcase their achievements, encourage students to enter robotics and AI fields at both the undergraduate and graduate level, and increase awareness of the field. The 1999 events included two robot contests; a new, long-term robot challenge; an exhibition; and a National Botball Championship for high school teams sponsored by the KISS Institute. Each of these events is described in detail in this article.
Arvand: A Soccer Player Robot
Jamzad, Mansour, Foroughnassiraei, Amirali, Chiniforooshan, Ehsan, Ghorbani, Reza, Kazemi, Moslem, Chitsaz, Hamidreza, Mobasser, Farid, Sadjad, Sayyed
In practice, by calculating the distance between ball center and robot geometrical center, the robot is commanded to rotate around the ball center. Figure 1 shows a picture of our player robot. Our fast robotics research centers to construct a team of image-processing algorithm can process as robots that could play indoor soccer with many as 16 frames a second and can recognize another team according certain rules and regulations. Our team became done using a wireless network under TCP champion among 21 teams in the middlesize-league (transmission control protocol) protocols. Therefore, player robot, a particular mechanics was we designed a special mechanics that provided designed and implemented that, together with a fast and flexible omnidirectional movement the motor's current feedbacks, to a good extent especially when looking for the ball and dribbling. Therefore, object finding and one castor wheel in the rear.
Cornell Big Red: Small-Size-League Winner
D', Andrea, Raffaello, Lee, Jin-Woo
The global vision system runs at a speed of 35 hertz with a resolution of 320 240. The basic algorithm used is blob to students to prepare them for designing, analysis (Gonzalez and Woods 1992). To determine integrating, and maintaining highly complex the identity of each robot and its orientation, systems. Another objective of the project is to the robots have color patches on top as explore the interplay between AI, dynamics, well as the team color marker (blue or yellow and control theory. This article describes the Ping-Pong ball).
Agent Assistants for Team Analysis
Tambe, Milind, Raines, Taylor, Marsella, Stacy
With the growing importance of multiagent team-work, tools that can help humans analyze, evaluate, and understand team behaviors are also becoming increasingly important. To this end, we are creating isaac, a team analyst agent for post hoc, offline agent-team analysis. ISAAC'S novelty stems from a key design constraint that arises in team analysis: Multiple types of models of team behavior are necessary to analyze different granularities of team events, including agent actions, interactions, and global performance. These heterogeneous team models are automatically acquired by machine learning over teams' external behavior traces, where the specific learning techniques are tailored to the particular model learned. Additionally, ISAAC uses multiple presentation techniques that can aid human understanding of the analyses. This article presents ISAAC'S general conceptual framework and its application in the RoboCup soccer domain, where ISAAC was awarded the RoboCup Scientific Challenge Award.
The CMUnited-99 Champion Simulator Team
Stone, Peter, Riley, Patrick, Veloso, Manuela M.
The CMUNITED-99 simulator team became the 1999 RoboCup simulator league champion by winning all 8 of its games, outscoring opponents by a combined score of 110-0. CMUNITED-99 builds on the successful CMUNITED-98 implementation but also improves on it in many ways. This article gives an overview of CMUNITED-99's improvements over CMUNITED-98.