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1.
为优化足球机器人挑球机构的关键参数,根据所建的机构数学模型,在Matlab中采用SUMT惩罚函数法,通过构造增广目标函数,把约束最优化问题转换为一系列无约束极小化问题,获得原约束问题的最优解,对模型进行优化.软件仿真与实物实验表明,将该结果应用到足球机器人设计中,使机器人挑球性能大大提高,验证模型的正确性,并为足球机器人在挑球过程中球与带球机构碰撞问题提供参考性解决方案.  相似文献   

2.
This survey paper starts with a basic explanation about robot soccer and its systems, then will focus on the strategies that have been used by previous researchers. There is a time-line of described robot soccer strategies, which will show the trend of strategies and technologies. The basic algorithm for each robot, that is described here, morphs from just simple mechanical maneuvering strategies to biologically inspired strategies. These strategies are adapted from many realms. The realm of educational psychology, produced reinforcement learning and Q-learning, commerce produced concepts of market-driven economy, engineering with its potential field, AI with its petri-nets, neural network and fuzzy logic. Even insect and fish were simulated in PSO and have been adapted into robot soccer. All these strategies are surveyed in this paper. Another aspect surveyed here is the vision system trend that is shifting from global vision, to local omni-directional vision, to front-facing local vision, which shows the evolution is towards biologically inspired robot soccer agent, the human soccer player.  相似文献   

3.
一种改进的类人足球机器人彩色目标识别算法   总被引:1,自引:0,他引:1  
针对类人足球机器人视觉需求,提出一种结合区域生长和基于形状判别的阈值自适应更新的彩色目标识别算法。该算法在HSI空间基于S分量把图像分为高饱和区域和低饱和区域,在高饱和区域基于H分量采用区域生长算法识别目标;通过目标形状判别自适应更新阈值,并用新阈值更新区域生长中原来的阈值,以稳定准确地识别彩色目标。在类人足球机器人系统中的成功应用表明,该算法能在不同光照条件下稳定地识别出彩色目标,对光照环境有良好的适应性和鲁棒性,具有良好的识别效果。  相似文献   

4.
5.
Creating collision-free trajectories for mobile robots, known as the path planning problem, is considered to be one of the basic problems in robotics. In case of multiple robotic systems, the complexity of such systems increases proportionally with the number of robots, due to the fact that all robots must act as one unit to complete one composite task, such as retaining a specific formation. The proposed path planner employs a combination of Cellular Automata (CA) and Ant Colony Optimization (ACO) techniques in order to create collision-free trajectories for every robot of a team while their formation is kept immutable. The method reacts with obstacle distribution changes and therefore can be used in dynamical or unknown environments, without the need of a priori knowledge of the space. The team is divided into subgroups and all the desired pathways are created with the combined use of a CA path planner and an ACO algorithm. In case of lack of pheromones, paths are created using the CA path planner. Compared to other methods, the proposed method can create accurate collision-free paths in real time with low complexity while the implemented system is completely autonomous. A simulation environment was created to test the effectiveness of the applied CA rules and ACO principles. Moreover, the proposed method was implemented in a system using a real world simulation environment, called Webots. The CA and ACO combined algorithm was applied to a team of multiple simulated robots without the interference of a central control. Simulation and experimental results indicate that accurate collision free paths could be created with low complexity, confirming the robustness of the method.  相似文献   

6.
In this paper, a multi-agent reinforcement learning method based on action prediction of other agent is proposed. In a multi-agent system, action selection of the learning agent is unavoidably impacted by other agents’ actions. Therefore, joint-state and joint-action are involved in the multi-agent reinforcement learning system. A novel agent action prediction method based on the probabilistic neural network (PNN) is proposed. PNN is used to predict the actions of other agents. Furthermore, the sharing policy mechanism is used to exchange the learning policy of multiple agents, the aim of which is to speed up the learning. Finally, the application of presented method to robot soccer is studied. Through learning, robot players can master the mapping policy from the state information to the action space. Moreover, multiple robots coordination and cooperation are well realized.  相似文献   

7.
《Advanced Robotics》2013,27(7):717-720
An exoskeleton robot can replace the wearer's motion function by operating the human's body. The purpose of this study is to propose a power assist method of walking, standing up and going up stairs based on autonomous motion of the exoskeleton robot suit, HAL (Hybrid assistive Limb), and verify the effectiveness of this method by experiment. In order to realize power assist of tasks (walking, standing up and going up stairs) autonomically, we used the Phase Sequence control which generates a task by transiting some simple basic motions called Phases. A task was divided into some Phases on the basis of the task performed by a normal person. The joint moving modes were categorized into active, passive and free modes according to the characteristic of the muscle force conditions. The autonomous motions which HAL generates in each Phase were designed corresponding to one of the categorized modes. The power assist experiments were performed by using the autonomous motion with a focus on the active mode. The experimental results showed that the wearer's muscle activation levels in each Phase were significantly reduced. With this, we confirmed the effectiveness of the proposed assist method.  相似文献   

8.
In humanoid robotic soccer, many factors, both at low-level (e.g., vision and motion control) and at high-level (e.g., behaviors and game strategies), determine the quality of the robot performance. In particular, the speed of individual robots, the precision of the trajectory, and the stability of the walking gaits, have a high impact on the success of a team. Consequently, humanoid soccer robots require fine tuning, especially for the basic behaviors. In recent years, machine learning techniques have been used to find optimal parameter sets for various humanoid robot behaviors. However, a drawback of learning techniques is time consumption: a practical learning method for robotic applications must be effective with a small amount of data. In this article, we compare two learning methods for humanoid walking gaits based on the Policy Gradient algorithm. We demonstrate that an extension of the classic Policy Gradient algorithm that takes into account parameter relevance allows for better solutions when only a few experiments are available. The results of our experimental work show the effectiveness of the policy gradient learning method, as well as its higher convergence rate, when the relevance of parameters is taken into account during learning.  相似文献   

9.
This paper presents the hardware design and gait generation of humanoid soccer robot Stepper-3D. Virtual Slope Walking, inspired by Passive Dynamic Walking, is introduced for gait generation. In Virtual Slope Walking, by actively extending the stance leg and shortening the swing leg, the robot walks on level ground as it walks down a virtual slope. In practical, Virtual Slope Walking is generated by connecting three key frames in the sagittal plane with sinusoids. Aiming for improving the walking stability, the parallel double crank mechanism are adopted in the leg structure. Experimental results show that Stepper-3D achieves a fast forward walking speed of 0.5 m/s and accomplishes omnidirectional walking. Stepper-3D performed fast and stable walking in the RoboCup 2008 Humanoid competitions.  相似文献   

10.
基于改进势场法的足球机器人避障路径规划   总被引:14,自引:1,他引:14  
分析了势场法用于移动机器人路径规划中产生目标不可达问题的原因, 提出了改进的斥力势场函数, 将机器人与目标的相对距离考虑在内, 以确保总的势场力在目标位置全局最小. 改进的势场法应用于足球机器人避碰控制. 仿真与应用结果表明, 它能有效地解决在目标附近有障碍物时目标不可达问题.  相似文献   

11.
A mobile robot should be designed to navigate with collision avoidance capability in the real world, flexibly coping with the changing environment. In this paper, a novel limit-cycle navigation method is proposed for a fast mobile robot using the limit-cycle characteristics of a 2nd-order nonlinear function. It can be applied to the robot operating in a dynamically changing environment, such as in a robot soccer system. By adjusting the radius of the motion circle and the direction of obstacle avoidance, the navigation method proposed enables a robot to maneuver smoothly towards any desired destination. Simulations and real experiments using a robot soccer system demonstrate the merits and practical applicability of the proposed method.  相似文献   

12.
The paper achieves two outcomes. First, it summarizes previous work on concurrent Markov decision processes (CMDPs) currently demonstrated for use with multi-agent foraging problems. When using CMDPs, each agent models the environment using two Markov decision process (MDP). The two MDPs characterize a multi-agent foraging problem by modeling both a single-agent foraging problem, and multi-agent task allocation problem, for each agent. Second, the paper studies the effects of state uncertainty on a heterogeneous robot team that utilizes the aforementioned CMDP modelling approach. Furthermore, the paper presents a method to maintain performance despite state uncertainty. The resulting robust concurrent individual and social learning (RCISL) mechanism leads to an enhanced team learning behaviour despite state uncertainty. The paper analyzes the performance of the concurrent individual and social learning mechanism with and without a particle filter for a heterogeneous foraging scenario. The RCISL mechanism confers statistically significant performance improvements over the CISL mechanism.  相似文献   

13.
介绍了通过结合现有自主移动足球机器人的整体结构,自行设计了一种动作实用、控制使捷的踢球机构.同时将原有的进攻策略加以改进更新.在以往策略里只有向正前方踢球射门的基础上,进一步提出了向两侧斜线射门的构想.通过摄像头取得的图像信息对球的位置和带球机器人的位置进行判断,然后选择相应的策略踢球,从而使构想得以实现,丰富了进攻手段,效果更好.  相似文献   

14.
在分析各种多智能体任务分配机制的优缺点的基础上,结合基于市场法的任务分配机制和基于规则的任务分配机制,提出了一种混合分布式的多机器人任务分配机制用于足球机器人系统的角色分配。该角色分配算法在动态地分配角色的同时能够有效地避免角色的非期望震荡。仿真和实际比赛均验证了该算法的有效性。  相似文献   

15.
The traction ability of existing in-pipe robots is coupled with the velocity and up limited by the friction between robot and the inner wall of pipeline. In order to deal with this problem, this paper applies the Axiomatic design (AD) theory in evaluation of existing in-pipe robots, and then presents a new concept of in-pipe robot as well as its complete AD based design process. The traditional paradox was found to be caused by non-uncoupled designs. The maximum traction ability of proposed in-pipe robot was calculated and compared with that of the others in order to demonstrate the improved capability. The preliminary results of this work exhibit a successful application of AD in in-pipe robot design, which makes it possible that the moving velocity and traction ability can be designed or adjusted individually. As a result, the traction ability breaks the traditional superior limit.  相似文献   

16.
The characteristics of the Cyber 3 robot arm are outlined, with a brief history of programming languages used to control it. The advantages of FORTH over its rivals are given. A program sequence for a robot to reorient an object is given.  相似文献   

17.
足球机器人的视觉系统是足球机器人必不可少的组成部分。机器人仅依赖于其视觉系统获得比赛场上的信息。讨论了一种经济的小型的CMUcam视觉模块,把此视觉模块安装在智能机器人平台—能力风暴智能机器人上,使每一个机器人都有独立的视觉,从而使机器人成为全自主式的足球机器人。  相似文献   

18.
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   

19.
机器人足球比赛截球策略设计   总被引:6,自引:1,他引:5  
顾晓锋  张代远 《计算机应用》2005,25(8):1858-1860
在机器人世界杯足球锦标赛(TheRobotWorldCup,简称RoboCup)中,截球效率直接影响到比赛的结果。通过足球截球模型,建立方程,从而求出截球位置。解方程的根是提高截球效率的关键,本文采用高效的弦割法来快速计算方程的根。试验发现方程曲线的变化对弦割法解方程根的效率有很大影响,曲线的形状直接影响了弦割法的收敛速度。为加速收敛性,对弦割法进行了优化。最后与优化前的弦割法以及二分法进行了比较,结果表明优化后整体性更为高效,很好地满足了比赛的要求。  相似文献   

20.
通过引入人类足球比赛中的战术思想,对半自主足球机器人系统的攻防策略进行了详细分析和深入研究.提出了在危险区域盯人防守的概念,并详细介绍了该防守角色的具体设计和实现.对于进攻中基于对方信息的避障方法进行了研究,通过对比赛中多种情况的具体分析,重点针对无球避障和带球避障建立了数学模型,根据不同的回避方式分别规划机器人队员的进攻路径,在实际系统中的应用取得了良好效果.  相似文献   

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