首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
RoboCup中型组足球机器人比赛具有高度的对抗性和实时性.比赛中机器人需要针对不同的比赛态势进行角色切换和任务选择.在这种环境下,应用传统人工势场或一般改进型人工势场的路径规划方法都无法得到令人满意的结果.将障碍物与机器人之间的相对速度矢量以及目标与机器人之间的相对速度矢量分别引入人工势场法中,对传统的势场函数进行了改进;并根据机器人的不同角色和任务,采用模糊逻辑方法对势场函数进行修正,提出一种处理多角色多任务环境的改进型人工势场法机器人路径规划方法.仿真试验和实际应用验证了此算法存足球机器人比赛系统中的可行性.  相似文献   

2.
Sporting events evoke strong emotions among fans and thus act as natural laboratories to explore emotions and how they unfold in the wild. Computational tools, such as sentiment analysis, provide new ways to examine such dynamic emotional processes. In this article we use sentiment analysis to examine tweets posted during 2014 World Cup. Such analysis gives insight into how people respond to highly emotional events, and how these emotions are shaped by contextual factors, such as prior expectations, and how these emotions change as events unfold over time. Here we report on some preliminary analysis of a World Cup twitter corpus using sentiment analysis techniques. After performing initial tests of validation for sentiment analysis on data in this corpus, we show these tools can give new insights into existing theories of what makes a sporting match exciting. This analysis seems to suggest that, contrary to assumptions in sports economics, excitement relates to expressions of negative emotion. The results are discussed in terms of innovations in methodology and understanding the role of emotion for “tuning in” to real world events. We also discuss some challenges that such data present for existing sentiment analysis techniques and discuss future analysis.  相似文献   

3.
4.
5.
《Advanced Robotics》2013,27(5):423-425
  相似文献   

6.
2006年6月14日至20日,德国世界杯激战正酣的同时,来自全球36个国家的近440支队伍相聚在德国不来梅参加RoboCup2006即第十届机器人世界杯竞赛.  相似文献   

7.
8.
A major consideration in the design of sensory interactive trajectory generation software for a Flight Telerobotic Servicer (FTS) is the availability and maintenance of a current model of the manipulator's world. The NASA/NBS Standard Reference Model for Telerobot Control System Architecture (NASREM), which has been adopted by NASA for control of the FTS, provides a logical computing architecture for telerobotics. It defines a hierarchical control system in which complex tasks are decomposed into progressively simpler subtasks, or objectives. It contains a hierarchy of world modeling modules which maintain the system's internal model of the manipulator and its world by continuously updating the model based upon sensory data. Each world modeling module contains support processes or functions which simultaneously and asynchronously support sensory processing and task decomposition. This paper discusses the role of world modeling in support of trajectory generation and execution. For sensory interactive robot motion control, the world modeling modules must operate rapidly so that the model of the world remains in registration with the real world.This paper discusses the world modeling modules of a hierarchical control system which facilitate sensory interactive trajectories by decoupling and supporting the sensory and manipulator planning processes. We define the types of information which should be included in the interfaces to the modules, as well as the modules' structure and function. Finally, we discuss the real-time implementation and experimental results of a particular sensory interactive algorithm performed in our laboratory.  相似文献   

9.
This article describes the issues in multiagent learning towards RoboCup,1≈3) especially for the real robot leagues. First, the review of the issue in the context of the related area is given, then related works from several viewpoints are reviewed. Next, our approach towards RoboCup Initiative is introduced and finally future issues are given. Minoru Asada, Ph.D.: He received B.E., M.Sc., and Ph.D., degrees in control engineering from Osaka University, in 1977, 1979, and 1982, respectively. From 1982 to 1988, he was a research associate of Control Engineering, Osaka University. In 1989, he became an associate professor of Mechanical Engineering for Computer-Controlled Machinery, Osaka University. In 1995 he became a professor of the department of Adaptive Machine Systems at the same university. From 1986 to 1987, he was a visiting researcher of Center for Automation Research, University of Maryland, College Park, MD. He received the 1992 best paper award of IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS92), and the 1996 best paper award of RSJ (Robotics Society of Japan). Also, his paper was one of the finalists of IEEE Robotics and Automation Society 1995 Best Conference Paper Award. He was a general chair of IEEE/RSJ 1996 International Conference on Intelligent Robots and Systems (IROS96). Since early 1990, he has been involved in RoboCup activities and his team was the first champion team with USC team in the middle size league of the first RoboCup held in conjunction with IJCAI-97, Nagoya, Japan. Eiji Uchibe, Ph.D.: He received a Ph.D. degree in mechanical engineering from Osaka University in 1999. He is currently a research associate of the Japan Society for the Promotion of Science, in Research for the Future Program titled Cooperative Distributed Vision for Dynamic Three Dimensional Scene Understanding. His research interests are in reinforcement learning, evolutionary computation, and their applications. He is a member of IEEE, AAAI, RSJ, and JSAI.  相似文献   

10.
智能体的行为预测是多智能体系统中的一个具有挑战性的问题。根据多agent系统(MAS)中的研究,为了提高进攻的速度,文中将一种新的合作策略引入到机器人足球中。首先,介绍了MAS的特点。同时,引入了一种agent削减算法来进行行为决策。进一步,调整了涉及到的agent的数目,在非通讯情况下实现了球员之间的协作。以后工作的重点是增加对对手的建模,以期提高进攻的成功率。  相似文献   

11.
12.
13.
基于角色的RoboCup足球策略   总被引:2,自引:0,他引:2  
随着计算机软硬件技术的快速发展,人工智能的研究领域出现了一些新的机遇和挑战。未来50年中,人工智能的主要问题是“多主体动态不可预测环境中的问题求解”,其标准问题是足球的机-机对抗赛和人-机对抗赛。论文探讨了机器人足球Robocup仿真比赛的一些关键性技术,并提出了基于角色的决策方法。  相似文献   

14.
智能体的行为预测是多智能体系统中的一个具有挑战性的问题。根据多agent系统(MAS)中的研究,为了提高进攻的速度,文中将一种新的合作策略引入到机器人足球中。首先,介绍了MAS的特点。同时,引入了一种agent削减算法来进行行为决策。进一步,调整了涉及到的agent的数目,在非通讯情况下实现了球员之间的协作。以后工作的重点是增加对对手的建模,以期提高进攻的成功率。  相似文献   

15.
The ultimate goal of the RoboCup initiative is stated as follows: by mid-21st century, a team of fully autonomous humanoid robot soccer players shall win the soccer game, comply with the official rule of the FIFA, against the winner of the most recent World Cup. The authors consider this goal from the perspective of how close we are to it and what has to be done to reach it  相似文献   

16.
丁晨阳  彭军 《计算机仿真》2007,24(7):160-163
机器人足球仿真比赛是检验各种多智能体系统理论的标准平台,在这个极为复杂的多智能体环境中,多个智能体需要通过协作完成共同目标,而协作可通过共享阵型获得.阵型是多智能体协作行为所要求的,它使多个智能体以有序、智能的方式进行协作.为适应RoboCup实时动态环境下多智能体间的协作需求,文中以阵型为研究对象,提出基于不同阵型转换和基于单一阵型调整的阵型策略并将其应用到机器人足球仿真比赛中,仿真结果表明结合应用这两种阵型策略提高了仿真球队的协作攻防效果.  相似文献   

17.
RoboCup仿真组的传球策略   总被引:4,自引:1,他引:4  
郭博  程家兴 《微机发展》2006,16(2):129-131
为了提高传球的准确性和队员之间的配合,将一种新的传球策略引入机器人足球传球中。介绍了BP算法自身的特点,并把BP算法应用在传球中。进一步,利用BP算法的思想,从解析几何的角度对决策过程进行修改和改进。最终表明这种传球策略提高了传球效率。以后的工作重点是加大传球提前量,提高进攻节奏。  相似文献   

18.
19.
RoboCup仿真组的传球策略   总被引:4,自引:0,他引:4  
为了提高传球的准确性和队员之间的配合.将一种新的传球策略引入机器人足球传球中。介绍了BP算法自身的特点,并把BP算法应用在传球中。进一步,利用BP算法的思想,从解析几何的角度对决策过程进行修改和改进。最终表明这种传球策略提高了传球效率。以后的工作重点是加大传球提前量,提高进攻节奏。  相似文献   

20.
RoboCup小型机器人仿真系统   总被引:3,自引:0,他引:3  
孙鹏  陈小平 《计算机仿真》2006,23(4):128-131
通过对机器人硬件进行仿真,可以有效地提高控制软件的开发效率,并降低硬件的损耗。该文实现了一个RoboCup小型机器人仿真系统,该系统的仿真对象是机器人足球比赛中的所有硬件要素,包括机器人的运动学特性、击球和带球装置、视觉系统的噪声和盲区、以及无线通讯系统的延迟等。该文还分析了真实系统中各仿真对象的物理特性及其实现难点,给出了仿真系统的软件架构和接口定义,描述了各仿真功能的具体实现。通过分析仿真结果表明此系统达到了比较理想的效果,可以为其它相似系统提供有益的参考。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号