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STRIKER- an appropriate name for a soccer playing robot is a visually operated soccer playing robot, one of the first of its kind in the country.
Earlier approaches have tended to see vision-based soccer playing
robots as one unified system with a global task of shooting goals. This results
in learning taking longer to converge, as well as in lower success rate. We
have viewed a soccer-playing robot as a reactive-deliberative system. The
global task of shooting goals was decomposed into three subtasks that formed a
hierarchy:
(i) Find ball,
(ii) Align with the ball and goal, and
(iii) Kick the
Ball
- with (iii) being the top layer of this hierarchical control structure.
Only when the lower layer behaviours are satisfied, does a higher layer
behaviour get activated. While the reactive behaviours are learnt, the
deliberative behaviours are based on heuristic (no learning). A reinforcement
learning scheme ( Q-Learning) was used on each of the reactive type of subtasks.
Learning from Easy Missions (LEM) mechanism was used to further improve the
learning rate. A higher success rate results from task decomposition, as each
of the subtasks is a much more tangible task than the global task of scoring a
goal without any preliminary notion of how to do so.
The image processing is done using thresholding and texture recognition. A CCD camera is on board the robot which captures frames. The goal is made out of black and white squares (which gives the impression of a net) and a white ball is used. The image processing is quite effective and a good threshold helps in segregating the environment out of the captured frame.
These are figures of Striker while scoring a goal:
| Home |
About the Center for Robotics
| Projects
| Soccer
Microrobots
|
Strategies Coach
| Visual Learning
|