soccer field
CLAP: Clustering to Localize Across n Possibilities, A Simple, Robust Geometric Approach in the Presence of Symmetries
Fernandez, Gabriel I., Hou, Ruochen, Xu, Alex, Togashi, Colin, Hong, Dennis W.
Abstract-- In this paper, we present our localization method called CLAP, Clustering to Localize Across n Possibilities, which helped us win the RoboCup 2024 adult-sized autonomous humanoid soccer competition. In addition, our robot had to deal with varying lighting conditions, dynamic feature occlusions, noise from high-impact stepping, and mistaken features from bystanders and neighboring fields. Therefore, we needed an accurate, and most importantly robust localization algorithm that would be the foundation for our path-planning and game-strategy algorithms. CLAP achieves these requirements by clustering estimated states of our robot from pairs of field features to localize its global position and orientation. Correct state estimates naturally cluster together, while incorrect estimates spread apart, making CLAP resilient to noise and incorrect inputs. CLAP is paired with a particle filter and an extended Kalman filter to improve consistency and smoothness. T ests of CLAP with other landmark-based localization methods showed similar accuracy. However, tests with increased false positive feature detection showed that CLAP outperformed other methods in terms of robustness with very little divergence and velocity jumps. Our localization performed well in competition, allowing our robot to shoot faraway goals and narrowly defend our goal. Every year, the Robocup Federation hosts a humanoid soccer competition in hopes of one day playing a live match of robots versus humans. To ensure a fair match, rules are put in place such that robots must be able to play autonomously, be of similar physiological proportions to a human, and only be equipped with sensors that have biological equivalents.
- North America > United States > California > Los Angeles County > Los Angeles (0.28)
- Europe > Switzerland (0.04)
Fast and Robust Localization for Humanoid Soccer Robot via Iterative Landmark Matching
Hou, Ruochen, Zhu, Mingzhang, Nam, Hyunwoo, Fernandez, Gabriel I., Hong, Dennis W.
Accurate robot localization is essential for effective operation. Monte Carlo Localization (MCL) is commonly used with known maps but is computationally expensive due to landmark matching for each particle. Humanoid robots face additional challenges, including sensor noise from locomotion vibrations and a limited field of view (FOV) due to camera placement. This paper proposes a fast and robust localization method via iterative landmark matching (ILM) for humanoid robots. The iterative matching process improves the accuracy of the landmark association so that it does not need MCL to match landmarks to particles. Pose estimation with the outlier removal process enhances its robustness to measurement noise and faulty detections. Furthermore, an additional filter can be utilized to fuse inertial data from the inertial measurement unit (IMU) and pose data from localization. We compared ILM with Iterative Closest Point (ICP), which shows that ILM method is more robust towards the error in the initial guess and easier to get a correct matching. We also compared ILM with the Augmented Monte Carlo Localization (aMCL), which shows that ILM method is much faster than aMCL and even more accurate. The proposed method's effectiveness is thoroughly evaluated through experiments and validated on the humanoid robot ARTEMIS during RoboCup 2024 adult-sized soccer competition.
Israel set to counter Hezbollah following terror attack: 'response will be swift, harsh and painful'
JERUSALEM – The looming Israeli response against the Iran-backed Hezbollah terrorist movement in Lebanon is said to be imminent in response to the group's rocket attack on a children's soccer field on Saturday, resulting in the murders of 12 young people. Early Monday, Israel Defense Forces (IDF) reportedly executed a drone strike in southern Lebanon, resulting in the deaths of two Hezbollah terrorists. The IDF has not commented on the strike. The IDF drone attacks came after Prime Minister Benjamin Netanyahu held a three-hour cabinet meeting on Sunday, during which ministers authorized the prime minister and his minister of defense to determine the "manner and timing" of a military response to the lethal Hezbollah attack. Danny Danon, Israel's new ambassador to the United Nations, told "Fox and Friends" host Steve Doocy on Monday that, Israel's "response will be swift, harsh and painful, and we are now picking the targets and I believe in the next few days, and I'm sure Hezbollah will learn their lesson."
- Asia > Middle East > Iran (0.71)
- Europe > France (0.32)
- Asia > Middle East > Israel > Jerusalem District > Jerusalem (0.25)
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Massive sinkhole collapses soccer field at Illinois park
A massive sinkhole opened up at a soccer field in Alton, Illinois, on Wednesday. A 100-foot-wide sinkhole opened beneath a soccer field in Illinois on Wednesday as a result of a collapse at a nearby underground mine, officials said. The sinkhole formed at around 10 a.m. at Gordon Moore Park in Alton. Surveillance video from the City of Alton shows the moment the sinkhole opens and swallows a light pole on the field in a cloud of dust. Drone video shows the aftermath of the crater in the center of the field.
- North America > United States > Illinois > Madison County > Alton (0.27)
- North America > United States > Minnesota (0.07)
- Materials > Metals & Mining (1.00)
- Leisure & Entertainment > Sports > Soccer (0.90)
No Bells, Just Whistles: Sports Field Registration by Leveraging Geometric Properties
Gutiérrez-Pérez, Marc, Agudo, Antonio
Broadcast sports field registration is traditionally addressed as a homography estimation task, mapping the visible image area to a planar field model, predominantly focusing on the main camera shot. Addressing the shortcomings of previous approaches, we propose a novel calibration pipeline enabling camera calibration using a 3D soccer field model and extending the process to assess the multiple-view nature of broadcast videos. Our approach begins with a keypoint generation pipeline derived from SoccerNet dataset annotations, leveraging the geometric properties of the court. Subsequently, we execute classical camera calibration through DLT algorithm in a minimalist fashion, without further refinement. Through extensive experimentation on real-world soccer broadcast datasets such as SoccerNet-Calibration, WorldCup 2014 and TS- WorldCup, our method demonstrates superior performance in both multiple- and single-view 3D camera calibration while maintaining competitive results in homography estimation compared to state-of-the-art techniques.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Spain (0.04)
Kick-motion Training with DQN in AI Soccer Environment
Park, Bumgeun, Lee, Jihui, Kim, Taeyoung, Har, Dongsoo
This paper presents a technique to train a robot to perform kick-motion in AI soccer by using reinforcement learning (RL). In RL, an agent interacts with an environment and learns to choose an action in a state at each step. When training RL algorithms, a problem called the curse of dimensionality (COD) can occur if the dimension of the state is high and the number of training data is low. The COD often causes degraded performance of RL models. In the situation of the robot kicking the ball, as the ball approaches the robot, the robot chooses the action based on the information obtained from the soccer field. In order not to suffer COD, the training data, which are experiences in the case of RL, should be collected evenly from all areas of the soccer field over (theoretically infinite) time. In this paper, we attempt to use the relative coordinate system (RCS) as the state for training kick-motion of robot agent, instead of using the absolute coordinate system (ACS). Using the RCS eliminates the necessity for the agent to know all the (state) information of entire soccer field and reduces the dimension of the state that the agent needs to know to perform kick-motion, and consequently alleviates COD. The training based on the RCS is performed with the widely used Deep Q-network (DQN) and tested in the AI Soccer environment implemented with Webots simulation software.
- Asia > South Korea > Daejeon > Daejeon (0.05)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
Watch two Mini Cheetah robots square off on the soccer field
Some robotics challenges have immediately clear applications. Others are more focused on helping systems solve broader challenges. Teaching small robots to play soccer against one another fits firmly into the latter category. The authors of a new paper detailing the use of reinforcement learning to teach MIT's Mini Cheetah robot to play goalie note, 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.
Deep Q-Network for AI Soccer
Kim, Curie, Hwang, Yewon, Kim, Jong-Hwan
Reinforcement learning has shown an outstanding performance in the applications of games, particularly in Atari games as well as Go. Based on these successful examples, we attempt to apply one of the well-known reinforcement learning algorithms, Deep Q-Network, to the AI Soccer game. AI Soccer is a 5:5 robot soccer game where each participant develops an algorithm that controls five robots in a team to defeat the opponent participant. Deep Q-Network is designed to implement our original rewards, the state space, and the action space to train each agent so that it can take proper actions in different situations during the game. Our algorithm was able to successfully train the agents, and its performance was preliminarily proven through the mini-competition against 10 teams wishing to take part in the AI Soccer international competition. The competition was organized by the AI World Cup committee, in conjunction with the WCG 2019 Xi'an AI Masters. With our algorithm, we got the achievement of advancing to the round of 16 in this international competition with 130 teams from 39 countries.
- Asia > China > Shaanxi Province > Xi'an (0.25)
- Asia > Japan > Honshū > Tōhoku > Fukushima Prefecture > Fukushima (0.04)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
An Embedded Monocular Vision Approach for Ground-Aware Objects Detection and Position Estimation
In the RoboCup Small Size League (SSL), teams are encouraged to propose solutions for executing basic soccer tasks inside the SSL field using only embedded sensing information. Thus, this work proposes an embedded monocular vision approach for detecting objects and estimating relative positions inside the soccer field. Prior knowledge from the environment is exploited by assuming objects lay on the ground, and the onboard camera has its position fixed on the robot. We implemented the proposed method on an NVIDIA Jetson Nano and employed SSD MobileNet v2 for 2D Object Detection with TensorRT optimization, detecting balls, robots, and goals with distances up to 3.5 meters. Ball localization evaluation shows that the proposed solution overcomes the currently used SSL vision system for positions closer than 1 meter to the onboard camera with a Root Mean Square Error of 14.37 millimeters. In addition, the proposed method achieves real-time performance with an average processing speed of 30 frames per second.
- North America > Canada > Alberta > Census Division No. 12 > Lac La Biche County (0.14)
- South America > Brazil > Pernambuco > Recife (0.04)
- Information Technology > Artificial Intelligence > Vision (1.00)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.95)
Real-time Active Vision for a Humanoid Soccer Robot Using Deep Reinforcement Learning
Khatibi, Soheil, Teimouri, Meisam, Rezaei, Mahdi
In this paper, we present an active vision method using a deep reinforcement learning approach for a humanoid soccer-playing robot. The proposed method adaptively optimises the viewpoint of the robot to acquire the most useful landmarks for self-localisation while keeping the ball into its viewpoint. Active vision is critical for humanoid decision-maker robots with a limited field of view. To deal with an active vision problem, several probabilistic entropy-based approaches have previously been proposed which are highly dependent on the accuracy of the self-localisation model. However, in this research, we formulate the problem as an episodic reinforcement learning problem and employ a Deep Q-learning method to solve it. The proposed network only requires the raw images of the camera to move the robot's head toward the best viewpoint. The model shows a very competitive rate of 80% success rate in achieving the best viewpoint. We implemented the proposed method on a humanoid robot simulated in Webots simulator. Our evaluations and experimental results show that the proposed method outperforms the entropy-based methods in the RoboCup context, in cases with high self-localisation errors.
- Europe > United Kingdom > England > West Yorkshire > Leeds (0.04)
- Asia > Middle East > Iran > Qazvin Province > Qazvin (0.04)