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Implementaci\'on de Navegaci\'on en Plataforma Rob\'otica M\'ovil Basada en ROS y Gazebo

Da Silva, Angel, Fernández, Santiago, Vidal, Braian, Sodre, Hiago, Moraes, Pablo, Peters, Christopher, Barcelona, Sebastian, Sandin, Vincent, Moraes, William, Mazondo, Ahilen, Macedo, Brandon, Assunção, Nathalie, de Vargas, Bruna, Kelbouscas, André, Grando, Ricardo

arXiv.org Artificial Intelligence

This research focused on utilizing ROS2 and Gazebo for simulating the TurtleBot3 robot, with the aim of exploring autonomous navigation capabilities. While the study did not achieve full autonomous navigation, it successfully established the connection between ROS2 and Gazebo and enabled manual simulation of the robot's movements. The primary objective was to understand how these tools can be integrated to support autonomous functions, providing valuable insights into the development process. The results of this work lay the groundwork for future research into autonomous robotics. The topic is particularly engaging for both teenagers and adults interested in discovering how robots function independently and the underlying technology involved. This research highlights the potential for further advancements in autonomous systems and serves as a stepping stone for more in-depth studies in the field.


Bipedal locomotion using geometric techniques

Gonzalez, Antonio Losada, Cota, Manuel Perez

arXiv.org Artificial Intelligence

This article describes a bipedal walking algorithm with inverse kinematics resolution based solely on geometric methods, so that all mathematical concepts are explained from the base, in order to clarify the reason for this solution. To do so, it has been necessary to simplify the problem and carry out didactic work to distribute content. In general, the articles related to this topic use matrix systems to solve both direct and inverse kinematics, using complex techniques such as decoupling or the Jacobian calculation. By simplifying the walking process, its resolution has been proposed in a simple way using only geometric techniques.

  Genre: Research Report (0.40)

Introduction to Behavior Algorithms for Fighting Games

Gajardo, Ignacio, Besoain, Felipe, Barriga, Nicolas A.

arXiv.org Artificial Intelligence

The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.