Evaluation of the Performance of CS Freiburg 1999 and CS Freiburg 2000

Similar documents
Multi-Agent Collaboration with Strategical Positioning, Roles and Responsibilities

Kitano et al. [7] founded the RoboCup Federation that regularly carries out workshops, conferences and competitions. 1 In 1997, the rst robotic soccer

A Generalised Approach to Position Selection for Simulated Soccer Agents

OXSY 2016 Team Description

Learning of Cooperative actions in multi-agent systems: a case study of pass play in Soccer Hitoshi Matsubara, Itsuki Noda and Kazuo Hiraki

Human vs. Robotic Soccer: How Far Are They? A Statistical Comparison

CYRUS 2D simulation team description paper 2014

Game Theory. 1. Introduction. Bernhard Nebel and Robert Mattmüller. Summer semester Albert-Ludwigs-Universität Freiburg

ICS 606 / EE 606. RoboCup and Agent Soccer. Intelligent Autonomous Agents ICS 606 / EE606 Fall 2011

beestanbul RoboCup 3D Simulation League Team Description Paper 2012

RoboCup-99 Simulation League: Team KU-Sakura2

Protocols for Collaboration, Coordination and Dynamic Role Assignment in a Robot Team

Using Decision Tree Confidence Factors for Multiagent Control

Know Thine Enemy: A Champion RoboCup Coach Agent

The CMUnited-99 Champion Simulator Team

A comprehensive evaluation of the methods for evolving a cooperative team

Task Decomposition and Dynamic Role Assignment for Real-Time Strategic Teamwork?

Team Description: Building Teams Using Roles, Responsibilities, and Strategies

Using Online Learning to Analyze the Opponents Behavior

The CMUnited-98 Champion Small-Robot Team

Genetic Algorithm Optimized Gravity Based RoboCup Soccer Team

Basic organization of the training field

Lecturers. Multi-Agent Systems. Exercises: Dates. Lectures. Prof. Dr. Bernhard Nebel Room Dr. Felix Lindner Room

Sony Four Legged Robot Football League Rule Book

An Architecture for Action Selection in Robotic Soccer

A Developmental Approach. To The Soccer Learning Process

Principles of Knowledge Representation and Reasoning. Principles of Knowledge Representation and Reasoning. Lecturers. Lectures: Where, When, Webpage

A Table Soccer Robot Ready for the Market

Principles of Knowledge Representation and Reasoning

MITES SOCCER LEAGUE MANUAL

CAMBADA: Information Sharing and Team Coordination

B-Human 2017 Team Tactics and Robot Skills in the Standard Platform League

Using Markov Chains to Analyze a Volleyball Rally

STRATEGY PLANNING FOR MIROSOT SOCCER S ROBOT

A new AI benchmark. Soccer without Reason Computer Vision and Control for Soccer Playing Robots. Dr. Raul Rojas

LegenDary 2012 Soccer 2D Simulation Team Description Paper

CS Freiburg: Coordinating Robots for Successful Soccer Playing

No. 1 Goal Keeper Qualities

Cyrus Soccer 2D Simulation

4 Passive Play (7:11-12) 4 Passive Play (7:11-12) Attachment 3. Rulebook 2005 Rulebook General Guidelines. A. General Guidelines

PARSIAN 2017 Extended Team Description Paper

Phoenix Soccer 2D Simulation Team Description Paper 2015

The UT Austin Villa 2003 Champion Simulator Coach: A Machine Learning Approach

FURY 2D Simulation Team Description Paper 2016

An examination of try scoring in rugby union: a review of international rugby statistics.

The CMUnited-98 Champion Simulator Team? Computer Science Department,Carnegie Mellon University. Pittsburgh, PA 15213

DISTRIBUTED TEAM FORMATION FOR HUMANOID ROBOT SOCCER

The Champion UT Austin Villa 2003 Simulator Online Coach Team

Jaeger Soccer 2D Simulation Team Description. Paper for RoboCup 2017

Adaptation of Formation According to Opponent Analysis

The RoboCup Agent Behavior Modeling Challenge. José Antonio Iglesias Agapito Ledezma Araceli Sanchis. Abstract. 1 Introduction

CSU_Yunlu 2D Soccer Simulation Team Description Paper 2015

Advanced PMA Capabilities for MCM

Against the dribbling ban Klaus Feldmann

The RoboCup 2013 Drop-In Player Challenges: A Testbed for Ad Hoc Teamwork

CAMPUS RECREATION INTRAMURAL SPORTS INNER TUBE WATER POLO RULES

RoboCup Soccer Leagues

AndroSot (Android Soccer Tournament) Laws of the Game 2010

THE UNIVERSITY OF HULL

Don t look back think forward!

RUGBY is a dynamic, evasive, and highly possessionoriented

Basic Water Polo Rules

CHALLENGER SPORTS' WINTER MAGIC INDOOR TOURNAMENT RULES

The Sweaty 2018 RoboCup Humanoid Adult Size Team Description

Towards Autonomous Strategy Decisions in the RoboCup Four-Legged League

IIHF CASE BOOK. Copyright 2017 by the International Ice Hockey Federation (IIHF). All rights reserved.

Benchmarking Robot Cooperation without Pre-Coordination in the RoboCup Standard Platform League Drop-In Player Competition

A Novel Approach to Predicting the Results of NBA Matches

CS Freiburg: Coordinating Robots for Successful Soccer Playing

Special Olympics Delaware -Unified 5 vs 5 Soccer Sports Rules-

THE EFFICIENCY MODEL OF SOCCER PLAYER S ACTIONS IN COOPERATION WITH OTHER TEAM PLAYERS AT THE FIFA WORLD CUP

Preventive Refereeing and Referee Mechanics Marco A. Dorantes, CONCACAF Instructor

U9 REC COACHES MEETING

Benefits in effective scouting:

Robots as Individuals in the Humanoid League

Pose Estimation for Robotic Soccer Players

Human versus virtual robotics soccer: A technical analysis

FOUL RECOGNITION Entry Referee Training. Foul Recognition Slide 1

Sports Zone Soccer League Indoor Rules Summary

A Layered Approach to Learning Client Behaviors in the RoboCup Soccer Server

Joseph Luxbacher, PhD Director of Coaching USC Travel Soccer Week #4 Curriculum. Small - Sided Games to Reinforce All Fundamental Skills

A Case Study on Improving Defense Behavior in Soccer Simulation 2D: The NeuroHassle Approach

The Coaching Hierarchy Part II: Spacing and Roles Tom Turner, OYSAN Director of Coaching August 1999 (Revised: December 2000)

Plex 3v3 Tournament Series Rules & Regulations (UPDATED 2015)

Project Title: Overtime Rules in Soccer and their Effect on Winning Percentages

Pass Appearance Time and pass attempts by teams qualifying for the second stage of FIFA World Cup 2010 in South Africa

1 Copyright 2011 Metro Strategy Group LLC

RoboCup Standard Platform League (NAO) Technical Challenges

Formation. The formation below uses the traditional numbers for each position. # 3 # 11 # 6 # 5 # 10 # 9 G # 4 # 8 # 7 # 2

Impact of Tactical Variations in the RoboCup Four-Legged League

PLAYERS FUNCTIONS AND ROLES

FOUL RECOGNITION Entry Referee Training. Foul Recognition Slide 1

2. Games consist of two 10 minute halves with running time. The clock will stop only for official time-outs or injuries.

Season. Soccer Rule Book

Neural Network in Computer Vision for RoboCup Middle Size League

2011 NCAA Ice Hockey Rules Exam Most Missed Questions and. Supporting Clarifications

SegwayRMP Robot Football League Rules

Master s Project in Computer Science April Development of a High Level Language Based on Rules for the RoboCup Soccer Simulator

Weeks 1-3 Dribbling/Ball Control and Throw In Focus

Natural Soccer User Guide

Transcription:

Evaluation of the Performance of CS Freiburg 1999 and CS Freiburg 2000 Guido Isekenmeier, Bernhard Nebel, and Thilo Weigel Albert-Ludwigs-Universität Freiburg, Institut für Informatik Georges-Köhler-Allee, Geb. 52 D-79110 Freiburg, Germany Abstract. One of the questions one may ask when following research in robotic soccer is whether there is a measurable progress over the years in the robotic leagues. While everybody who has followed the games from 1997 to 2000 would agree that the robotic soccer players in the F2000 league have improved their playing skills, there is no hard evidence to justify this opinion. We tried to identify a number of criteria that measure the ability to play robotic soccer and analyzed all the games CS Freiburg played at RoboCup 1999 and 2000. As it turns out, for almost all criteria, there is a statistically significant increase for CS Freiburg and the opponent teams demonstrating that the level of play has indeed increased from 1999 to 2000. 1 Introduction In robot soccer as in human soccer, the abilities to be developed or improved do not correlate with the overall criterion of success, i.e. goals, in a direct manner. With respect to a representative analysis of the relative performance of two teams playing against each other, the distribution of goals in a single game is subject to too many contingencies and therefore no adequate basis for an evaluation of team strength. Even if we consider many games, it is very often impossible to arrive at statistically significant results. For instance, when comparing the average goal rate of RoboCup 1997 with the average goal rate of RoboCup 2000, one notices that this rate has increased from 0.05 goals/minute to 0.1 goals/minute. However, the increase is not significant on the 95% level. Furthermore, for the CS Freiburg team the goal rate is approximately the same for 1998 2000, namely, around 0.2 goals/minute [4], and there is no statistically significant difference. More differentiated data is required in order to assess the progress made by a team on the basis of a statistical analysis. In the case of RoboCup, the task of obtaining relevant data is simplified by a relatively restricted repertoire of possible actions. Asada et al. [1] distinguished three major areas of the RoboCup physical agent challenge: ball moving, ball catching and cooperative behavior. Of these, cooperative behavior is currently almost negligible due to the relatively small size of the field and the lack of hardware suitable for receiving the ball. For this reason, we see only very few passes during the games. Similarly, the robots cannot catch the ball. The main focus of this This work has been partially supported by Deutsche Forschungsgemeinschaft as part of DFG project Ne 623/3-1.

paper will therefore be on the area of ball moving, supplemented by ball possession and shooting. In order to assess the improvement over the years, we tried to identify a number of different criteria in this skill area and evaluated our team and the opponents for RoboCup 1999 and 2000 according to these criteria. As it turns out, CS Freiburg and our opponent teams showed in most cases a statistically significant improvement, justifying the impression one gets when watching the two sets of games: There is a measurable increase of skills from 1999 to 2000. 2 Approach The material available for survey consists of video and Web-Player recordings of the matches of CS Freiburg. The restrictions imposed by the manual evaluation of visual recordings make an approach similar to that of Tanaka-Ishii et al. [3] impossible. Based on the giant set of log data of the simulator league, they considered low-level events to compute values such as compactness or x/y-correlation, which, in addition, seem less meaningful with respect to the F2000 league s limited complexity (number of players, size of field, etc.). When based on video recordings, human judgment of robot behavior depends on the ascription of intentionality to their actions regardless of their internal state. The lack of cooperative behavior as well as the unclear application of the charging rule suggest concentration on the ball as a focus of such ascriptions. The following survey thus relies on a distinction of different kinds of ball possession as a global measure of behavior. Ball possession is particularly relevant for the physical agent challenge in contrast to the simulator league because physical components (movement) and vision and sensor fusion (localization) are an integral part of this challenge [2]. The different categories of ball possession are constituted by relating them to the existing repertoire of actions of the CS Freiburg team [4] and assuming that the best possible action which may conform to the observed behavior is executed. In the following, we will distinguish between different kinds of (non-) ball possession: ball free: no player is at the ball. both at ball: at least one player of each team is at the ball. The ball is stuck between the players or moves little. It is usually followed by a ball free situation. ball possession: only one team is in possession of the ball, which may be differentiated according to the following criteria: ball stuck: at least one player of one team is at the ball. The ball is stuck between two players of the same team or between a player and the wall. Since this is obviously an undesirable state, one can assume that the player(s) is/are prevented from executing an action by the interference of another player or the wall. active: a player of one team is at the ball and is executing one of the following actions in a goal-directed manner: TurnBall, DribbleBall, BumpShoot, Shoot- Goal, MoveShootFeint, ShootToPos, and TurnAwayBall. other: as active, but not goal-directed. This comprises ball possession without visible activity as well as dribbles or shots on the own goal.

Dribbles beginning with a free direct path to the opponent s goal (disregarding the goalkeeper) are distinguished from dribbles beginning with an obstacle, i.e. an opposing player, between the ball and the goal. This distinction allows an evaluation of the defensive positioning of the players of a team, insofar as a team with more mobile players and a better line-up will allow a lower share of dribbles without obstacle. A dribble without obstacle ends with a loss of ball (ball lost), with a shot (with shot), or with the interference by another player. In the latter case, its description will be continued as a dribble with obstacle. A dribble with obstacle ends with ball lost, with shot, or the blocking of the ball or player by an opposing player (blocked). A player dribbling with the ball in the direction of the opponent s goal and thereby entering the penalty area is assumed to finish this dribble with a shot to the goal, regardless of whether the player does so. 3 Evaluation Data was gathered from eight hours of video recordings. Situations in a game which were not or only partly recorded were recovered from Web-Player recordings. The net playing time amounts to 247 minutes, of which 104 minutes or approx. 13 minutes per game fall to the eight matches of CS Freiburg in RoboCup 1999 (five in the qualifying round, three in the finals) and 143 minutes or approx. 14.3 minutes per game fall to the ten matches of CS Freiburg in RoboCup 2000 (seven in the qualifying round, three in the finals). 3.1 RoboCup 1999 vs. RoboCup 2000 In order to get an idea of the development of the game as a whole, the average values of a category for 1999 are compared with those for 2000. Because a comparison of team-specific categories does not yield significant results, only data from categories registered for both teams together is taken into account. The development of the game will thus characterized by the categories ball free and both at ball (see Figure 1). Fig. 1. Ball possession in RoboCup 1999 and 2000

As can be seen from the graph in Figure 1, the amount of time with a free ball has decreased. At the same time, the share of both at ball situations of the net playing time increased from approx. 10% in 1999 to approx. 18% in 2000. 1 Both changes are probably due to improvements in vision and effectors (e.g. omni-directional movement). 3.2 CS Freiburg 1999 vs. CS Freiburg 2000 When comparing the amount of ball possession of CS Freiburg between 1999 and 2000, one notices that the amount of time for ball possession in general and for active possession in particular is almost the same for 1999 and 2000 (see Figure 2). Interestingly, Fig. 2. Ball possession of CS Freiburg in RoboCup 1999 and 2000 however, the CS Freiburg team was able to reduce the amount of time of other ball possession, i.e., moving into the wrong direction. In addition, the number of ball stuck situations has increased. However, in general, there is no statistically significant change in the area of ball possession. Because of the new kicking device, a number of statistically significant improvements were visible. For instance, we recorded 14.3 shots per game on average in 2000 instead of 9.8 shots in 1999, and this is statistically significant. Also the average length of a shot increased statistically significant. However, for dribblings only some tendencies were visible, which are not statistically significant (see Figure 3). The number of situations losing the ball during dribbling without an obstacle in the way has decreased, showing a better ball steering behavior. Furthermore, we could finish a dribbling with an obstacle in its way more often with a shot. However, these two changes were not statistically significant. There was a statistically significant increase in dribblings with an obstacle in its way. This change, however, does not demonstrate an increase of the skills of CS Freiburg, but a visible better placement of the opponents. 1 Both of these changes are statistically significant at the 95% level.

Fig. 3. Dribblings of CS Freiburg in RoboCup 1999 and 2000 3.3 CS Freiburg and Opponents in RoboCup 1999 vs. CS Freiburg and Opponents in RoboCup 2000 Finally, we will have a look at how much the difference between CS Freiburg and its opponents changed from 1999 to 2000. As mentioned above, we had 14.3 and 9.8 shots in each game on average in 2000 and 1999, respectively. The other way around, our opponents shot 7.2 and 4.6 times on average per game in 2000 and 1999, respectively. While the difference between CS Freiburg and its opponents is statistically significant at the 90% level in both cases, we see a tendency that the opponents are coming closer. A similar statement can be made for shots at the opponents goal. Again we have in both years a statistically significant difference and the opponents come closer. Reconsidering the ball possession criterion, we get a graph as in Figure 4. In all Fig. 4. Ball possession of CS Freiburg and its opponents in RoboCup 1999 and 2000 cases, we have a statistically significant difference between CS Freiburg and its opponents. The most interesting observation is that the ball stuck situations increase for both sides and that the other situations decrease. Finally, when looking at the dribbling capabilites (Figure 5), one notices that from

Fig. 5. Dribblings of CS Freiburg and its opponents in RoboCup 1999 and 2000 1999 to 2000 CS Freiburg has not lost its leading edge, e.g., in finishing a dribble with a shot. It is interesting to note, however, that CS Freiburg as well as the opponents much more often finished a dribble with a shot in general. 4 Conclusion We tried to identify criteria which can be used to measure the progress of robotic soccer teams in order to assess the progress of our own team as well as of the other teams. As it turns out, for most criteria such as ball possession, dribblings and number of shots a statistically significant increase could be identified for CS Freiburg and the opponents. This confirms the impression that the level of play has improved from 1999 to 2000. References 1. M. Asada, P. Stone, H. Kitano, A. Drogoul, D. Duhaut, M. Veloso, H. Asama, and S. Suzuki. The RoboCup physical agent challenge: Goals and protocols for phase I. In H. Kitano, editor, RoboCup-97: Robot Soccer World Cup I, volume 1395 of Lecture Notes in Artificial Intelligence, pages 42 61. Springer-Verlag, Berlin, Heidelberg, New York, 1998. 2. H. Kitano, M. Asada, Y. Kuniyoshi, I. Noda, E. Osawa, and H. Matsubara. Robocup: A challenge problem for AI and robotics. In H. Kitano, editor, RoboCup-97: Robot Soccer World Cup I, volume 1395 of Lecture Notes in Artificial Intelligence, pages 1 19. Springer-Verlag, Berlin, Heidelberg, New York, 1998. 3. K. Tanaka-Ishii, I. Frank, I. Noda, and H. Matsubara. A statistical perspective on the RoboCup simulator league: Progress and prospects. In M. Veloso, E. Pagello, and H. Kitano, editors, RoboCup-99: Robot Soccer World Cup III, pages 114 127. Springer-Verlag, Berlin, Heidelberg, New York, 2000. 4. T. Weigel, W. Auerbach, M. Dietl, B. Dümler, J.-S. Gutmann, K. Marko, K. Müller, B. Nebel, B. Szerbakowski, and M. Thiel. CS Freiburg: Doing the right thing in a group. In P. Stone, G. Kraetzschmar, and T. Balch, editors, RoboCup-2000: Robot Soccer World Cup IV, Lecture Notes in Artificial Intelligence, pages 52 63. Springer-Verlag, Berlin, Heidelberg, New York, 2001.