SPQR RoboCup 2014 Standard Platform League Team Description Paper

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SPQR RoboCup 2014 Standard Platform League Team Description Paper G. Gemignani, F. Riccio, L. Iocchi, D. Nardi Department of Computer, Control, and Management Engineering Sapienza University of Rome, Italy 1 Introduction SPQR 1 is the group of the Faculty of Computer Engineering at Sapienza University of Rome in Italy. It has been involved in RoboCup competitions since 1998 in different leagues: Middle-size 1998-2002, Four-legged 2000-2007, Realrescue-robots 2003-2006, @Home in 2006, Virtual-rescue since 2006 and Standard platform League (Nao Division) since 2008. SPQR team members have served RoboCup organization in many ways: Daniele Nardi served as Exec, Trustee and currently as President of RoboCup Federation and was RoboCup Symposium co-chair in 2004, Luca Iocchi is Exec member of RoboCup@Home, Trustee and was RoboCup Symposium co-chair in 2008. SPQR team member published a total of 15 papers in RoboCup Symposia (including a best paper award in 2006), in addition to many other publications about RoboCup related activities in other international journals and conferences in Artificial Intelligence and Robotics. SPQR team includes Ph.D, graduate and undergraduate students. This report describes the main achievements of the past years and research activities planned for the 2014 development. 2 Robots Currently we have 6 robots: 4 NAOs V4.0, 1 NAO V3.3 and 1 NAO V3.2. The intention of the team for next year is upgrade to 6 NAOs V4.0. 3 Basic Robotic Abilities 3.1 Perception, Localization and Locomotion Historically, SPQR developed a dynamic color segmentation method [2] that is able to provide robust and efficient color segmentation with very little calibration effort, as well as a hierarchical approach for examining the image pixels using a set of sentinel pixels that are non-uniformly spread on the image. The approach 1 spqr.dis.uniroma1.it

provides similar results with respect to complete image scanning, but it significantly reduces computation time. A benchmarking methodology for evaluating robotic soccer vision systems was also developed in [1]. We provided a public repository with data sets (with ground truth), algorithms and implementations that can be dynamically updated and a set of evaluation metrics, error functions and comparison results. Objects (ball, goal posts, field lines, and robots) were recognized through a combination of color and shape, using specific recognizers activated according to the game and player situation. For example, goal recognition and robot detection were disabled when the robot was tracking the ball and the ball was close to it, while ball recognition and tracking were disabled when the robot was static and it was looking for landmarks for localization. Since last year, we are using another software architecture properly designed for the SPL league, the B-human [6] architecture. This software easily communicates with the low-level of the robot allowing us to focus on our research topics. 3.2 Attacker The main strategy of the attacker player is designed through a high-level robot programming framework, Petri Net Plans (PNP) [7]. In particular, we first write the PNP-plan and then convert the code in a proper formalism to build up our behaviour, i.e. XABSL, using a parser. The plan execution module based on PNP has been successfully used in all our robotic applications (Four-Legged soccer, Rescue and @Home). It provides a high flexibility and it is easy to use, thanks to graphical tools for writing, verifying and debugging plans. The attacker plan has 3 sub-plans, one for each high level behaviour such as: searching for the ball, going to the ball and finally searching for the goal and kick. Every sub-plan has several actions and during the plan writing phase there is no difference between actions and sub-plans because the executor can distinguish them. Moreover, by using the PNP formalism implementing a control flow is very easy. An action (or sub-plan) will be executed if and only if a set of dynamically updated conditions holds. For instance, let us consider the go to ball action. From the robot point of view Approaching the ball means check iteratively whether the robot is seeing the ball. The algorithm checks potential interrupts that may occur at the plan level, allowing to write actions atomically once the plan is computed. In other words, if conditions for a particular action no longer hold, the executor switches the execution from the current action to the next action according to the given conditions. Interrupts are a very convenient tool for specifying the control flow. 3.3 Goalie The goalkeeper implements a special plan, also defined using PNP framework. For the goalkeeper, we designed different specific actions to correctly catch the ball kicked towards the own goal. We have developed 2 types of saves (both left and right): close save and far save. The kind of save that needs to be performed is taken, according to the

PNP design, at plan level considering the ball velocity and its direction. After the save, the goalie returns to its standard position inside the penalty area. This year we have the aim to implement a new module based on machine learning techniques to improve the timing on the different dives. With this purpose, we will test performances on several algorithms having the same goal, for instance policy gradient and a genetic algorithm, and eventually pick up the one that behaves better. 3.4 Software architecture During the development of many RoboCup teams (ranging from middle-size, to legged, rescue and @Home robots) we have gained a significant experience and developed a set of reusable modules. In the last symposium our laboratory presented a substantially new project with the final aim to electronically refer an entire game among Nao robots. GNAO (Ground Truth Acquisition System for Nao Soccer Robots) [5] is an open source software for monitoring humanoid soccer robot behaviours 2. GNAO aims at providing a simple and fast calibration set up, a foreground mask for each captured frame, a 3D information about each player on the field as well as the position of the ball, a multi-camera data fusion scheme and a set of the tracks representing the objects of interest. GNAO is conceived for registering ground truth data that can be used for evaluating and testing methods such as robot coordination and localization. The hardware architecture of the system is designed for using multiple low-cost visual sensors (four Kinects). The software includes a foreground computation module and a detection unit for both players and ball. A graphical user interface has been developed in order to facilitate the creation of a shared multi-camera plan view, in which the observations of players and ball are re-projected to perform the tracking task. This approach is robust to the presence of people on the field (e.g. referees), illumination changes, shadows, and unexpected noise in the background geometry (e.g. audience around the field). 4 Distributed Coordination and Action Synchronization PNP formalism is suitable not only to describe the plan of a single robot, but also to describe multi-robot plans. In particular, it provides both for synchronization primitives for coordinated actions and for mechanisms of teamwork schemes (see [4] for details). Considering a multi-agent system several issues may arise, such as dynamic task assignment and distributed data fusion among robots. The latter becomes more important considering new rules and the increase of both the robot number and the field dimensions. Moreover, coordination and cooperation are still key issues to tackle in order to reach a good playing level. 2 //labrococo.dis.uniroma1.it/gnao/

4.1 Dynamic Task Assignment Role switching and robot positioning are important characteristics needed by an effective team strategy; in order to realize such a key aspect, suitable distributed methods must be used. Our approach is based on a distributed coordination protocol using utility functions [3], that has been successfully tested in past years also for heterogeneous teams. We are planning to extend our basic coordination, by implementing a larger set of strategies and allowing different sets of roles to be adopted according to the game context (e.g. coordination when searching for the ball opposed to coordination when the ball position is known). Finally, we are also planning to use different types of game strategies. For example, if the team is losing the game an aggressive strategy will be chosen for trying to win the game, while if the team is winning a defensive strategy will be adopted in order to defend the result. 5 Distributed Data Fusion Distributed data fusion is the process that merges together multiple data and different perception of the same real-world provided from different agents. Eventually, the process will end up with a more accurate definition of the real-world model which will be used by the whole team of robot. This is exactly what we are trying to do, we developed a system capable to disambiguate the robot pose using the ball perception taken from all active robots. This year, our intention is to improve and make our algorithm more stable involving in the disambiguation model also the position in the field of the teammates, i.e. robots sharing the same jersey color. In a regular match, it could happen that the pose of a robot is inverted or flipped. The algorithm, retrieving information from other robots, is able to correct the pose of the inverted player and redirect it toward the opponent goal. 6 Learning behaviours Since we began, we have been trying to exploit machine learning approaches to model behaviour controllers. Many teams use state machine behaviour engines instead of exploiting learning techniques to deal with high-level decision choices. From this year on, we are trying to place our system in a middle-frame, defining a semi-automated learning methods. We first adopt a PNP formalism, called LearnPNP, to learn and define behaviours, allowing the robot to make nondeterministic choices. Eventually, we convert the code in an XABSL formalism suitable for our B-Human based framework.

References 1. Ricardo Dodds, Luca Iocchi, Pablo Guerrero, and Javier Ruiz-del Solar. Benchmarks for robotic soccer vision. In Thomas Rfer, N.Michael Mayer, Jesus Savage, and Uluc Saranl, editors, RoboCup 2011: Robot Soccer World Cup XV, volume 7416 of Lecture Notes in Computer Science, pages 427 439. Springer Berlin Heidelberg, 2012. 2. L. Iocchi. Robust color segmentation through adaptive color distribution transformation. pages 287 295, 2006. 3. L. Iocchi, D. Nardi, M. Piaggio, and A. Sgorbissa. Distributed coordination in heterogeneous multi-robot systems. Autonomous Robots, 15(2):155 168, 2003. 4. P.F. Palamara, V.A. Ziparo, L. Iocchi, D. Nardi, and P. Lima. Teamwork design based on petri net plans. In Proceedings of the RoboCup Symposium 2008 (CD-ROM Proceedings), Suzhou,China, 2008. 5. Andrea Pennisi, Domenico Daniele Bloisi, Luca Iocchi, and Daniele Nardi. Ground truth acquisition of humanoid soccer robot behaviour. In Proceedings of the 17th Annual Robocup International Symposium, pages 1 8, 2013. 6. Thomas Röfer, Tim Laue, Judith Müller, Michel Bartsch, Malte Jonas Batram, Arne Böckmann, Martin Böschen, Martin Kroker, Florian Maaß, Thomas Münder, Marcel Steinbeck, Andreas Stolpmann, Simon Taddiken, Alexis Tsogias, and Felix Wenk. B-human team report and code release 2013, 2013. Only available online: http://www.b-human.de/downloads/publications/2013/coderelease2013.pdf. 7. V. A. Ziparo, L. Iocchi, D. Nardi, P. F. Palamara, and H. Costelha. Petri net plans: a formal model for representation and execution of multi-robot plans. In AAMAS 08: Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems, pages 79 86, Richland, SC, 2008. International Foundation for Autonomous Agents and Multiagent Systems.