Related papers: Improving Dribbling, Passing, and Marking Actions …
Reinforcement learning is an active research area with a vast number of applications in robotics, and the RoboCup competition is an interesting environment for studying and evaluating reinforcement learning methods. A known difficulty in…
This paper considers a problem of planning an attack in robotic football (RoboCup). The problem is reduced to finding a trajectory of the ball from its current position to the opponents goals. Heuristic search algorithm, i.e. A*, is used to…
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…
Despite of the recent progress in agents that learn through interaction, there are several challenges in terms of sample efficiency and generalization across unseen behaviors during training. To mitigate these problems, we propose and apply…
The analysis of high-intensity runs (or sprints) in soccer has long been a topic of interest for sports science researchers and practitioners. In particular, recent studies suggested contextualizing sprints based on their tactical purposes…
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…
Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a…
Soccer presents a significant challenge for humanoid robots, demanding tightly integrated perception-action capabilities for tasks like perception-guided kicking and whole-body balance control. Existing approaches suffer from inter-module…
This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response…
Multiplayer Online Battle Arena (MOBA) is one of the most successful game genres. MOBA games such as League of Legends have competitive environments where players race for their rank. In most MOBA games, a player's rank is determined by the…
This work extends an existing virtual multi-agent platform called RoboSumo to create TripleSumo -- a platform for investigating multi-agent cooperative behaviors in continuous action spaces, with physical contact in an adversarial…
We study decentralized policy learning in Markov games where we control a single agent to play with nonstationary and possibly adversarial opponents. Our goal is to develop a no-regret online learning algorithm that (i) takes actions based…
In this paper we detail the methods used for obstacle avoidance, path planning, and trajectory tracking that helped us win the adult-sized, autonomous humanoid soccer league in RoboCup 2024. Our team was undefeated for all seated matches…
ZJUNlict became the Small Size League Champion of RoboCup 2019 with 6 victories and 1 tie for their 7 games. The overwhelming ability of ball-handling and passing allows ZJUNlict to greatly threaten its opponent and almost kept its goal…
Dribbling an opponent player in digital soccer environment is an important practical problem in motion planning. It has special complexities which can be generalized to most important problems in other similar Multi Agent Systems. In this…
In this technical report, we describe the use of a machine learning approach for detecting the realistic black and white ball currently in use in the RoboCup Standard Platform League. Our aim is to provide a ready-to-use software module…
We present a fully convolutional neural network architecture that is capable of estimating full probability surfaces of potential passes in soccer, derived from high-frequency spatiotemporal data. The network receives layers of low-level…
Robots playing soccer often rely on hard-coded behaviors that struggle to generalize when the game environment change. In this paper, we propose a temporal logic based approach that allows robots' behaviors and goals to adapt to the…
Dynamic loco-manipulation calls for effective whole-body control and contact-rich interactions with the object and the environment. Existing learning-based control synthesis relies on training low-level skill policies and explicitly…
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…