Conference Paper

An Overview on Opponent Modeling in RoboCup Soccer Simulation 2D

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Abstract

This paper reviews the proposed opponent modeling algorithms within the soccer simulation domain. RoboCup soccer simulation 2D is a rich multi agent environment where opponent modeling plays a crucial role. In multi agent systems with adversarial and cooperative agents, team agents should be adapted to the current environment and opponent in order to propose appropriate and effective counteractions. Predicting the opponent's future behaviors during competition allows for more informed decisions. We divide opponent modeling into two categories of individual agent behaviors and team behaviors. Individual behaviors concern modeling the low-level behaviors of individual opponent agents, however in team behaviors, the high-level strategy of the entire team like formation, offensive and defensive system, is recognized. Several methods have been proposed to create different models of opponents to improve the performance of teams in an essential aspect. In this paper, we review the approaches to the problem of opponent modeling published from 2000 to 2010.

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... Високорівневі навички є комбінацією низькорівневих команд та допоміжних алгоритмів, таких як: розрахунок прискорення об'єкту, швидкості, кута до цільового об'єкта та інші. Також навички діляться на два типи: дії з м'ячем і без нього (рис. 1) [5]. ...
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У даній статті наведено основні принципи та підходи до командної взаємодії інтелектуальних агентів, що використовуються у всесвітніх змаганнях 2D RoboCup simulation league. Відповідно до підходу – «Drop-in player challenge», розроблено та описано базові моделі поведінки, що були протестовані в середовищі моделювання 2D RoboCup simulator. Стаття стисло описує суть моделей поведінки супроводжуючи ілюстраціями та хід проведення експериментального тестування з результатами у вигляді таблиць. Підходом «Drop-in player challenge» почали займатися відносно недавно. Багато відомих команд, такі як Austrian Kangaroos, B-Human, Cerberus, що змагаються восновних лігах почали брати участь у змаганнях «змішаних» гравців. Це свідчить про потребу саме в такому типі взаємодії. Основна задача роботи – це вдосконалення взаємодії з союзними роботами, що мають інші кодові бази. Такі роботи не мають змоги комунікувати – тільки аналізувати дії союзних гравців і бути корисними для досягнення спільної мети. Також присутній елемент внутрішньо-командної конкуренції, коли задача агенту не тільки максимально допомогти союзним роботам, а і стати найрезультативнішим гравцем в команді. Тема основної роботи охоплює проблематику окремих випадків тактики гри команди, на кшталт, гри з застосуванням тільки нападаючих моделей поведінки, гри з застосуванням тільки оборонних моделей, різних комбінацій моделей поведінки для визначення глобального оптимуму виграшної тактики. За результатами тестування було визначено ефективність розроблених моделей поведінки, найкращі співвідношення застосувань моделей на полі, а також протестовані пограничні випадки застосування моделей, що підтвердило теоретичні передбачення. Бібл. 6, іл. 7, табл. 4.
... Unsurprisingly, these properties have attracted the attention of many researchers studying opponent modeling, and the RoboCup simulation league in particular has supported a variety of opponent modeling research (Pourmehr & Dadkhah, 2011). From here on we will illustrate concepts using RoboCup-based examples, and because of this grounding we will refer to the set of variables relevant to decision making and prediction, both fully and partially observable, as the 'game state', Y . ...
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... Other studies and improvements considering our methodology may be developed. For example, once the set of important variables has been identified, it could be possible to recreate possible scenarios using agents simulations [26][27][28] , not only to forecast but also to have a better grasp of the football variables, the variability of the possible outcomes, and suggest ways to design and organize a team to confront a given opposing network. Such analysis will be included in future manuscripts. ...
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We study the relevance of considering social network analysis in determining soccer results. As a benchmark, we start using a simple regression model based on past performance to try to determine the main trends of a soccer match based on probabilities of winning, losing or tying, as home or visiting teams. The success of this simple model, based on historical performance, is improved by the addition of network descriptors of both teams in a game. Therefore, such network measures do offer additional useful information in determining match outcomes. We validate our approach using the data of the Spanish League (La Liga) 2012–2013. We observe that betweenness centrality seems to provide additional relevance information related to the performance of a team during the tournament.
... Bakkes et al. (2012) survey methods for player modelling in commercial video games, where the purpose of modelling is to improve the playing strength of game AI as well as player satisfaction. Pourmehr and Dadkhah (2012) provide an overview of modelling methods used in 2D simulated robot soccer, in which two teams of agents compete in a soccer match. Rubin and Watson (2011) survey research in Poker playing agents and dedicate a section to opponent modelling methods. ...
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Much research in artificial intelligence is concerned with the development of autonomous agents that can interact effectively with other agents. An important aspect of such agents is the ability to reason about the behaviours of other agents, by constructing models which make predictions about various properties of interest (such as actions, goals, beliefs) of the modelled agents. A variety of modelling approaches now exist which vary widely in their methodology and underlying assumptions, catering to the needs of the different sub-communities within which they were developed and reflecting the different practical uses for which they are intended. The purpose of the present article is to provide a comprehensive survey of the salient modelling methods which can be found in the literature. The article concludes with a discussion of open problems which may form the basis for fruitful future research.
... For example, it is possible to identify task identification with the literature on plan recognition [37], inverse reinforcement learning [1] and related topics, where an agent must identify a target task from the observed behavior of other agent(s). Similarly, it is possible to identify teammate identification with the large body of work on learning in games [20] and opponent modeling [21,48], where an agent must predict the behavior of other agents from observing their actions. Finally, planning is clearly related with the growing body of work on decentralized/distributed planning [27,52]. ...
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This paper describes opuCI 2D , our soccer team that has been submitted to the qualification for the competition of the soccer 2D simulation league of RoboCup 2010. The main characteristic feature of this team is to use neural networks for pass prediction. Neural networks are trained so that a pass receiver is successfully predicted from a situa-tion when our team is attacking. First we present the introduction of our team. Then the pass prediction task by neural networks is shown with experimental results.
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In RoboCup Soccer Simulation 2D League, it is often difficult for players to make a correct decision because of the uncertainty in the field information. We particularly focus on the unpredictability of the opponent player's position. This paper presents a method that learns opponent team formation. Neural networks are used for this purpose. In the computational experiments of this paper, we show that team formation is successfully learned by neural networks. We also show the application of the learned neural networks to the prediction of successful passes.
Conference Paper
The Robocup 2D simulation competition [13] proposes a dy-namic environment where two opponent teams are confronted in a sim-plified soccer game. As of 2009, all major teams use a fixed algorithm to control its players. An unexpected opponent strategy, not previously considered by the developers, might result in winning all matches. The impossibility to adapt to new strategies is a recurring problem in com-petitive games. To improve this we use ILP to learn action descriptions of opponent players. These descriptions can be used to plan for desired field states. To show this we start with a simplified scenario where we learn the behaviour of a goalkeeper based on the actions of a shooter player. The induced description is used to plan for states where a goal can be scored. This result can directly be extended to a multiplayer environment. For learning on dynamic domains, we have to deal with the frame problem. These descriptions can be used to dynamically modify the behaviour of the controlled team according to the opponent's strategies.
Conference Paper
Behaviors in soccer-agent domains can involve individual plays, several players involved in tactical plays or the whole team trying to follow strategies supported by specific formations. The discovery of such behaviors needs the tracking of both the positions of players at any instant of the game and relevant relations able to represent particular interactions between players. Nevertheless, the tracking task becomes very complicated because the dynamic conditions of the game implying drastic changes of positions and interactions between players. We propose in this work a model able to manage the constant changes occurring in the game, which consists in building topological structures based on triangular planar graphs. Thus, based on this model tactical behavior patterns have been discovered even the dynamic conditions. Experimental results show that the proposed model is able to manage the constant changes of the world and discover tactical behaviors patterns. For that, an important number of matches have been analyzed from the RoboCup Simulation league.
Conference Paper
In order for robotic systems to be successful in domains with other agents possibly interfering with the accomplishing of goals, the agents must be able to adapt to the opponents ' behavior. The more quickly the agents can respond to a new situation, the better they will perform. We present an approach to doing adaptation which relies on classification of the current adversary into predefined adversary classes. For feature extraction, we present a windowing technique to abstract useful but not overly complicated features. The feature extraction and classification steps are fully implemented in the domain of simulated robotic soccer, and experimental results are presented.
Conference Paper
This paper proposes a similarity-based ap- proach for opponent modelling in multi-agent games. The classification accuracy is increased by adding de- rived attributes from imperfect domain theories to the similarity measure. The main contributions are to show how different forms of domain knowledge can be in- corporated into similarity measures for opponent mod- elling, and to show that the situation space of the oppo- nent modelling approach is not required to be the same as the situation space of the opponent players. Our ap- proach has been implemented and evaluated in the do- main of simulated soccer.
Conference Paper
We describe a framework for planning in dy- namic environments. A central question is how to focus the sensing performed by such a sys- tem, so that it responds appropriately to rel- evant changes, but does not attempt to moni- tor all the changes that could possibly occur in the world. To achieve the required balance, we introduce rationale.based monitors, which repre- sent the features of the world state that are in- cluded in the plan rationale, i.e., the reasons for the plannln~ decisions so far made. Rationale- based monitors capture information both about the plan currently under development and the al- ternative choices that were found but not pur- sued. We discuss the plan transformations that may result from the firing of a rationale-based monitor, for example when an alternative choice is detected. We have implemented the genera- tion of and response to rationale-based monitor- ing within the Prodigy planner, and we describe experiments that show the feasibility of our ap- proach.
Conference Paper
The main purpose of this work is the recognition of soccer team formations by considering a dynamic structural analysis. Traditionally, the recognition of team formations is carried-out without taking into account an expressive representation of relations between players. This kind of approaches are not able to manage the constant changes occurring in the soccer domain, which results in an inefficient way of recognizing formations immerse in dynamic environments. It is presented in this work an efficient model to recognize formations based on a representation that takes into account multiple relations among defender, midfielder and forward players. The proposed model has been tested with different teams in off-line mode showing that it is able to recognize the different main formations used by a team during a match.
Conference Paper
The UT Austin Villa 2003 simulated online soccer coach was a first time entry in the RoboCup Coach Competition. In developing the coach, the main research focus was placed on treating advice-giving as a machine learning problem. Competing against a field of mostly hand- coded coaches, the UT Austin Villa coach earned first place in the com- petition. In this paper, we present the multi-faceted learning strategy that our coach used and examine which aspects contributed most to the coach's success.
Conference Paper
The area of agent modeling deals with the task of observing other agents and modeling their behavior, in order to predict their future behavior, coordinate with them, assist them, or counter their actions. Typically, agent modeling techniques assume the availability of a plan- or behavior-library, which encodes the full repertoire of expected observed behavior. However, recent applications areas of agent modeling raise challenges to the assumption of such a library, as agent modeling systems are increasingly used in open and/or adversarial settings, where the behavioral repertoire of the observed agents is unknown at design time. This paper focuses on the challenge of the unsupervised autonomous learning of the sequential behaviors of agents, from observations of their behavior. The techniques we present translate observations of the dynamic, complex, continuous multi-variate world state into a time-series of recognized atomic behaviors. This time-series is then analyzed to find repeating subsequences characterizing each team. We compare two alternative approaches to extracting such characteristic sequences, based on frequency counts and statistical dependencies. Our results indicate that both techniques are able to extract meaningful sequences, and do significantly better than random predictions. However, the statistical dependency approach is able to correctly reject sequences that are frequent, but are due to random co-occurrence of behaviors, rather than to a true sequential dependency between them.
Conference Paper
This paper proposes a classification approach to identify the team’s formation (formation means the strategical layout of the players in the field) in the robotic soccer domain for the two dimensional (2D) simulation league. It is a tool for decision support that allows the coach to understand the strategy of the opponent. To reach that goal we employ Data Mining classification techniques. To understand the simulated robotic soccer domain we briefly describe the simulation system, some related work and the use of Data Mining techniques for the detection of formations. In order to perform a robotic soccer match with different formations we develop a way to configure the formations in a training base team (FC Portugal) and a data preparation process. The paper describes the base team and the test teams used and the respective configuration process. After the matches between test teams the data is subjected to a reduction process taking into account the players’ position in the field given the collective. In the modeling stage appropriate learning algorithms were selected. In the solution analysis, the error rate (% incorrectly classify instances) with the statistic test t-Student for paired samples were selected, as the evaluation measure. Experimental results show that it is possible to automatically identify the formations used by the base team (FC Portugal) in distinct matches against different opponents, using Data Mining techniques. The experimental results also show that the SMO (Sequential Minimal Optimization) learning algorithm has the best performance.
Conference Paper
In multiagent adversarial domains, team agents should adapt to the environment and opponent. We introduce a model representation as part of a planning process for a simulated soccer domain. The planning is centralized, but the plans are executed in a multi-agent environment, with teammate and opponent agents. Further, we present a recognition algorithm where the model which most closely matches the behavior of the opponents can be selected from few observations of the opponent. Empirical results are presented to verify that important information is maintained through the abstraction the models provide.
Article
to predict what other agents are going to do in the future.
Conference Paper
In the growing area of multi-agent-systems (MAS) also the diversity of the types of agents within these systems grows. Agent designers can no longer hard-code all possible interaction situations into their software, because there are many types of agents to be encountered. Thus, agents have to adapt their behavior online depending on the encountered agents. This paper proposes that agent behavior can be classified by distinct and stable tactical moves, called features, on different levels of granularity. The classification is used to select appropriate counter-strategies. While the overall framework is aimed to be applicable in a wide range of domains, the feature-representation in the case-base and the counter-strategies is done in a domain-specific language. In the RoboCup domain the standard coach-language is used. The approach has been successfully evaluated in a number of experiments.
Article
In simple terms, one can say that team coaching in adversarial domains consists of providing advice to distributed players to help the team to respond eectively to an adversary. We have been researching this problem to nd that creating an autonomous coach is indeed a very challenging and fascinating endeavor. This paper reports on our extensive empirical study of coaching in simulated robotic soccer. We can view our coach as a special agent in our team. However, our coach is also capable of coaching other teams other than our own, as we use a recently developed universal coach language for simulated robotic soccer with a set of prede ned primitives. We present three methods that extract models from past games and respond to an ongoing game: (i) formation learning, in which the coach captures a team's formation by analyzing logs of past play; (ii) set-play planning, in which the coach uses a model of the adversary to direct the players to execute a speci c plan; (iii) passing rule learning, in which the coach learns clusters in space and conditions that de ne passing behaviors. We discuss these techniques within the context of experimental results with dierent teams. We show that the techniques can impact the performance of teams and our results further illustrate the complexity of the coaching problem.
Article
In multiagent domains with adversarial and cooperative agents, team agents should be adaptive to the current environment and opponent. We introduce an online method to provide the agents with team plans that a "coach" agent generates in response to the specific opponents. The coach agent is equipped with a number of pre-defined opponent models. The coach is then able to quickly select between different models online by using a naive Bayes style algorithm, making the planning adaptive to the current adversary. The coach uses a Simple Temporal Network to represent team plans as coordinated movements among the multiple agents and it searches for an opponent-dependent plan for its teammates. This plan is then communicated to the agents, who execute the plan in a distributed fashion. The system is fully implemented in a simulated robotic soccer domain.
Article
In multiagent domains with adversarial and cooperative team agents, team agents should be adaptive to the current environment and opponent. We introduce an online method to provide the agents with team plans that a "coach" agent generates in response to the specific opponents. The coach agent can observe the agents' behaviors but it has only periodic communication with the rest of the team. The coach uses a Simple Temporal Network to represent team plans as coordinated movements among the multiple agents and the coach searches for an opponent-dependent plan for its teammates. This plan is then communicated to the agents, who execute the plan in a distributed fashion, using information from the plan to maintain consistency among the team members. In order for these plans to be effective and adaptive, models of opponent movement are used in the planning. The coach is then able to quickly select between different models online by using a Bayesian style update on a probability distribution over the models. Planning then uses the model which is found to be the most likely. The system is fully implemented in a simulated robotic soccer environment. In several recent games with completely unknown adversarial teams, the approach demonstrated a visible adaptation to the different teams.
Weka Machine Learning Project
  • Weka
Using expert system in robocup soccer coach simulation: An opponent modeling approach
  • R Fathzadeh
  • V Mokhtari
  • A T Haghighat
  • M Mousakhani
Feature-Based Declarative Opponent-Modelling
  • T. Steffens
  • D. Polani
  • B. Browning
  • A. Bonarini
  • K. Yoshida