ball position
Limitations
While our study identifies clear separations between model hypothesis classes, our best models still have not reached the consistency ceiling of the neural and behavioral benchmarks we have compared against. All models were simultaneously trained across all eight scenarios of the Physion Dynamics Training Set, constituting around 16,000 total training scenarios (2,000 scenes per scenario) [Bear et al., 2021], with a Each C-SWM [Kipf et al., 2020] model was trained on For each stimulus, we compute the proportion of "hit" responses by The Correlation to A verage Human Response is the Pearson's correlation between the model probability-hit vector and the human proportion-hit vector, across stimuli per scenario. OCP Accuracy of humans and models is the average accuracy, across stimuli per scenario. To give the final values of the two quantities, we then compute the weighted mean and s.e.m. of the above per Note that these values are therefore different for each condition, but always the same across all models. All neural predictivities are reported on heldout conditions and their timepoints.
Learning Agile Striker Skills for Humanoid Soccer Robots from Noisy Sensory Input
Xu, Zifan, Seo, Myoungkyu, Lee, Dongmyeong, Fu, Hao, Hu, Jiaheng, Cui, Jiaxun, Jiang, Yuqian, Wang, Zhihan, Brund, Anastasiia, Biswas, Joydeep, Stone, Peter
Learning fast and robust ball-kicking skills is a critical capability for humanoid soccer robots, yet it remains a challenging problem due to the need for rapid leg swings, postural stability on a single support foot, and robustness under noisy sensory input and external perturbations (e.g., opponents). This paper presents a reinforcement learning (RL)-based system that enables humanoid robots to execute robust continual ball-kicking with adaptability to different ball-goal configurations. The system extends a typical teacher-student training framework -- in which a "teacher" policy is trained with ground truth state information and the "student" learns to mimic it with noisy, imperfect sensing -- by including four training stages: (1) long-distance ball chasing (teacher); (2) directional kicking (teacher); (3) teacher policy distillation (student); and (4) student adaptation and refinement (student). Key design elements -- including tailored reward functions, realistic noise modeling, and online constrained RL for adaptation and refinement -- are critical for closing the sim-to-real gap and sustaining performance under perceptual uncertainty. Extensive evaluations in both simulation and on a real robot demonstrate strong kicking accuracy and goal-scoring success across diverse ball-goal configurations. Ablation studies further highlight the necessity of the constrained RL, noise modeling, and the adaptation stage. This work presents a system for learning robust continual humanoid ball-kicking under imperfect perception, establishing a benchmark task for visuomotor skill learning in humanoid whole-body control.
- North America > United States > Texas > Travis County > Austin (0.04)
- Europe > Netherlands > North Brabant > Eindhoven (0.04)
- Information Technology > Artificial Intelligence > Robots > Soccer Robots (0.71)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.68)
- Information Technology > Artificial Intelligence > Robots > Locomotion (0.68)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.46)
Learning Vision-Driven Reactive Soccer Skills for Humanoid Robots
Wang, Yushi, Luo, Changsheng, Chen, Penghui, Liu, Jianran, Sun, Weijian, Guo, Tong, Yang, Kechang, Hu, Biao, Zhang, Yangang, Zhao, Mingguo
Humanoid soccer poses a representative challenge for embodied intelligence, requiring robots to operate within a tightly coupled perception-action loop. However, existing systems typically rely on decoupled modules, resulting in delayed responses and incoherent behaviors in dynamic environments, while real-world perceptual limitations further exacerbate these issues. In this work, we present a unified reinforcement learning-based controller that enables humanoid robots to acquire reactive soccer skills through the direct integration of visual perception and motion control. Our approach extends Adversarial Motion Priors to perceptual settings in real-world dynamic environments, bridging motion imitation and visually grounded dynamic control. We introduce an encoder-decoder architecture combined with a virtual perception system that models real-world visual characteristics, allowing the policy to recover privileged states from imperfect observations and establish active coordination between perception and action. The resulting controller demonstrates strong reactivity, consistently executing coherent and robust soccer behaviors across various scenarios, including real RoboCup matches.
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
- Europe > Netherlands > South Holland > Delft (0.04)
- Asia > South Korea > Daegu > Daegu (0.04)
- Asia > China > Beijing > Beijing (0.04)
- Information Technology > Artificial Intelligence > Robots > Humanoid Robots (0.62)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.49)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.46)
SoccerNet-v3D: Leveraging Sports Broadcast Replays for 3D Scene Understanding
Gutiérrez-Pérez, Marc, Agudo, Antonio
Sports video analysis is a key domain in computer vision, enabling detailed spatial understanding through multi-view correspondences. In this work, we introduce SoccerNet-v3D and ISSIA-3D, two enhanced and scalable datasets designed for 3D scene understanding in soccer broadcast analysis. These datasets extend SoccerNet-v3 and ISSIA by incorporating field-line-based camera calibration and multi-view synchronization, enabling 3D object localization through triangulation. We propose a monocular 3D ball localization task built upon the triangulation of ground-truth 2D ball annotations, along with several calibration and reprojection metrics to assess annotation quality on demand. Additionally, we present a single-image 3D ball localization method as a baseline, leveraging camera calibration and ball size priors to estimate the ball's position from a monocular viewpoint. To further refine 2D annotations, we introduce a bounding box optimization technique that ensures alignment with the 3D scene representation. Our proposed datasets establish new benchmarks for 3D soccer scene understanding, enhancing both spatial and temporal analysis in sports analytics. Finally, we provide code to facilitate access to our annotations and the generation pipelines for the datasets.
- Asia (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Spain > Catalonia (0.04)
Sample-Efficient Learning to Solve a Real-World Labyrinth Game Using Data-Augmented Model-Based Reinforcement Learning
Bi, Thomas, D'Andrea, Raffaello
Motivated by the challenge of achieving rapid learning in physical environments, this paper presents the development and training of a robotic system designed to navigate and solve a labyrinth game using model-based reinforcement learning techniques. The method involves extracting low-dimensional observations from camera images, along with a cropped and rectified image patch centered on the current position within the labyrinth, providing valuable information about the labyrinth layout. The learning of a control policy is performed purely on the physical system using model-based reinforcement learning, where the progress along the labyrinth's path serves as a reward signal. Additionally, we exploit the system's inherent symmetries to augment the training data. Consequently, our approach learns to successfully solve a popular real-world labyrinth game in record time, with only 5 hours of real-world training data.
- Europe > Switzerland > Zürich > Zürich (0.04)
- Europe > France > Occitanie > Haute-Garonne > Toulouse (0.04)
Role of Uncertainty in Anticipatory Trajectory Prediction for a Ping-Pong Playing Robot
Rahmanian, Nima, Gupta, Michael, Soatto, Renzo, Nachuri, Srisai, Psenka, Michael, Ma, Yi, Sastry, S. Shankar
Robotic interaction in fast-paced environments presents a substantial challenge, particularly in tasks requiring the prediction of dynamic, non-stationary objects for timely and accurate responses. An example of such a task is ping-pong, where the physical limitations of a robot may prevent it from reaching its goal in the time it takes the ball to cross the table. The scene of a ping-pong match contains rich visual information of a player's movement that can allow future game state prediction, with varying degrees of uncertainty. To this aim, we present a visual modeling, prediction, and control system to inform a ping-pong playing robot utilizing visual model uncertainty to allow earlier motion of the robot throughout the game. We present demonstrations and metrics in simulation to show the benefit of incorporating model uncertainty, the limitations of current standard model uncertainty estimators, and the need for more verifiable model uncertainty estimation. Our code is publicly available.
- Asia > Middle East > Jordan (0.14)
- North America > United States > California > Alameda County > Berkeley (0.05)
DribbleBot: Dynamic Legged Manipulation in the Wild
Ji, Yandong, Margolis, Gabriel B., Agrawal, Pulkit
DribbleBot (Dexterous Ball Manipulation with a Legged Robot) is a legged robotic system that can dribble a soccer ball under the same real-world conditions as humans (i.e., in-the-wild). We adopt the paradigm of training policies in simulation using reinforcement learning and transferring them into the real world. We overcome critical challenges of accounting for variable ball motion dynamics on different terrains and perceiving the ball using body-mounted cameras under the constraints of onboard computing. Our results provide evidence that current quadruped platforms are well-suited for studying dynamic whole-body control problems involving simultaneous locomotion and manipulation directly from sensory observations.
- Europe > Switzerland > Zürich > Zürich (0.14)
- Oceania > New Zealand > North Island > Auckland Region > Auckland (0.04)
- Europe > United Kingdom > England > Greater London > London (0.04)
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- Leisure & Entertainment > Sports > Soccer (1.00)
- Government > Regional Government > North America Government > United States Government (0.46)
RoboCup 2022 AdultSize Winner NimbRo: Upgraded Perception, Capture Steps Gait and Phase-based In-walk Kicks
Pavlichenko, Dmytro, Ficht, Grzegorz, Amini, Arash, Hosseini, Mojtaba, Memmesheimer, Raphael, Villar-Corrales, Angel, Schulz, Stefan M., Missura, Marcell, Bennewitz, Maren, Behnke, Sven
Beating the human world champions by 2050 is an ambitious goal of the Humanoid League that provides a strong incentive for RoboCup teams to further improve and develop their systems. In this paper, we present upgrades of our system which enabled our team NimbRo to win the Soccer Tournament, the Drop-in Games, and the Technical Challenges in the Humanoid AdultSize League of RoboCup 2022. Strong performance in these competitions resulted in the Best Humanoid award in the Humanoid League. The mentioned upgrades include: hardware upgrade of the vision module, balanced walking with Capture Steps, and the introduction of phase-based in-walk kicks.
- Asia > Thailand > Bangkok > Bangkok (0.05)
- North America > United States (0.04)
- Europe > Germany > North Rhine-Westphalia > Cologne Region > Bonn (0.04)
Creating a Dynamic Quadrupedal Robotic Goalkeeper with Reinforcement Learning
Huang, Xiaoyu, Li, Zhongyu, Xiang, Yanzhen, Ni, Yiming, Chi, Yufeng, Li, Yunhao, Yang, Lizhi, Peng, Xue Bin, Sreenath, Koushil
We present a reinforcement learning (RL) framework that enables quadrupedal robots to perform soccer goalkeeping tasks in the real world. Soccer goalkeeping using quadrupeds is a challenging problem, that combines highly dynamic locomotion with precise and fast non-prehensile object (ball) manipulation. The robot needs to react to and intercept a potentially flying ball using dynamic locomotion maneuvers in a very short amount of time, usually less than one second. In this paper, we propose to address this problem using a hierarchical model-free RL framework. The first component of the framework contains multiple control policies for distinct locomotion skills, which can be used to cover different regions of the goal. Each control policy enables the robot to track random parametric end-effector trajectories while performing one specific locomotion skill, such as jump, dive, and sidestep. These skills are then utilized by the second part of the framework which is a high-level planner to determine a desired skill and end-effector trajectory in order to intercept a ball flying to different regions of the goal. We deploy the proposed framework on a Mini Cheetah quadrupedal robot and demonstrate the effectiveness of our framework for various agile interceptions of a fast-moving ball in the real world.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.71)
- Information Technology > Artificial Intelligence > Robots > Locomotion (0.68)
- Information Technology > Artificial Intelligence > Robots > Soccer Robots (0.46)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.46)