Tehran2D Team Description Paper
Sadra Khanjari
Sharif University of Technology, Tehran, Iran
Abstract Soccer Simulation 2D is one of the most popular and participated leagues of RoboCup, A yearly competition where soccer is used as a subject for research and challenge. In this paper we will show the research and developments of Tehran2D, by implementing a block algorithm and researching what other teams have been working on.
Keywords: RoboCup · Soccer Simulation 2D · Block
Introduction
RoboCup is annual competition since 1997 where the best of artificial intelligence and cutting edge of technology in a battle of robotics. The final goal of the league is to reach human level robotics and artificial intelligence abilities of a human by 2050, and to have a realistic soccer match between robots and humans.
One of the major leagues of this competition, is the RoboCup Soccer 2D Simulation, in which 11 simulated agents (and a coach) from each team play a game of soccer in a top-down, two-dimensional view, where each agent has limited observation of a noisy world.
The team Tehran2D was formed this year, and our current main goal was to catch up on what the other teams are doing by reading other Team Description Papers, and to start by developing a simple algorithm for blocking. As a base for the team, we decided to use the CYRUS 2014 [1][2] release as it already has many basic actions implemented.
Related Work
In the recent years, there have been many developments and breakthroughs in Soccer 2D Simulation League, so we decided to study how the three top teams of RoboCup2021 (CYRUS, Helios2021, YuShan) have reached their achievements.
In 2015, YuShan [3] worked on optimizing the kick and block model, and analyzed formations and chain-action and pass chain patterns, while CYRUS [4] worked on defensive decision making and communication between agents to eliminate environmental noise. Helios 2015 and 2016 [5, 7] worked on game analysis via clustering using EMD algorithm. In 2016, the team at CYRUS [6] worked on shooting algorithm using neural networks, and further optimization of shoot via pattern recognition. YuShan, sadly, did not partake in the RoboCup competition in 2016 and 2017.
Helios2017 [9]worked on improvement of action planning by proposing a pruning method using a clustering algorithm. Meanwhile, CYRUS2017 [8] attempted to predict opponent behaviours using machine learning.
The team at YuShan2018 [10] worked on improving chain action, introducing an inference model to defense and using data-mining to analyze teams. In this year, Helios [14] increased the achievement probability of planned action sequences by improving the knowledge sharing between players. Also Cyrus2018 [11] worked on predicting player's behavior in a multi agent system using neural network.
In 2019, YuShan [15] used data-mining to optimize chain action further and also improve shooting. In this year, Cyrus [16] used an Actor-Critic Reinforcement learning algorithm to improve defensive actions.Also Helios [17] worked on measuring the similarity between teams by using natural language processing and clustering.
In 2021, YuShan [18] used data-mining and analysis to make profiles for each team. Meanwhile Cyrus [19] worked on predicting teammate ball owner's action . Helios [20] worked on putting agents into position based on their characterizations and abilities, and also developed a new analysis tool.
also other note worthy teams such as Persepolis[12, 13], Oxsy[21, 22] and FRA[23, 24] did a lot of contribution to this league and worked on different aspects like marks, blocks and new AI models to work within SS2D.
Block
In soccer, blocking is a defensive action that aims to prevent the opponent from shooting and dribbling the ball towards our goal. To achieve this goal, we first find the position where each agent should block, and then select the blocker agent.
To find the block point of an agent , first we calculate the middle point of our goalie and the goalpost further away from our goalie. Then we draw a line between this middle point and the point where the ball is kickable by the opponent. Afterwards, we calculate the projection point of the agent's position on this line. Now we check if the projection point is between the ball and our goal. If not, this agent is disqualified as the blocker.To select between all candidates, we calculate an evaluation metric based on the formula below:
eval = alpha∗PlayerDistanceF romP rojection+beta∗PlayerDistanceF romBall
Where Alpha and Beta are fine-tuned coefficients.
Then we find the agent with minimum evaluation value and we declare it as the blocker agent. The blocker agent moves towards its projection point and starts intercepting once it reaches the destination.
Future Work
Tehran2D will begin integrating what we have learnt from reading papers into our own code base. We will further improve the actions implemented in the base, and begin using machine learning, specifically Reinforcement Learning to improve decision making. Data-mining and and analytical view of the other teams could also help improve performance, after establishing solid fundamentals.
References
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