Conference Paper

Hardware and Software Aspects of the Design and Assembly of a New Humanoid Robot for RoboCup Soccer

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Abstract

This paper describes the design and development of a new humanoid robot named Newton, that is intended for applications in research and also to be used in the RoboCup KidSize League World Competition. Newton robot has been designed to work without any dedicated sub-controller implemented in low level hardware, often used to control the servomotors of the robot. Newton uses only a standard personal computer to do all processing and control necessary by the robot. To be able to deal with all the tasks involved in the robotic soccer domain, a new software architecture is proposed. This architecture is based on the hybrid paradigm, involving sensing, decision, planning, low level control, localization and communication. Preliminary tests show that the robot can walk properly while it performs tasks like finding the ball in an unknown position or positioning itself at the ball for kicking, exhibiting a very good performance.

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... As sensors, it uses an UM7 Ultra-Miniature Orientation Sensor and a Logitech HD Pro Webcam C920 (Full HD). And the computer used is an Intel NUC 4 Core i5-4250U, 8GB SDRAM, 120GB SDD [4,38]. In order to increase the field of view of the camera and eliminate the pan and tilt servo motors, the robot camera is equipped with a fish-eye lens. ...
Article
Full-text available
This paper investigates the use of Deep Reinforcement Learning (DRL) applied to the humanoid robot soccer environment, where a robot must learn from basic to complex skills while it interacts with the environment through images received by its own camera. To do so, the Dueling Double DQN algorithm is used: it receives the images from the robot's camera and decides on which discrete action should be performed, such as walk forward, turn to the left or kick the ball. The first experiments were performed in a robotic simulator in which the robot could learn, with DRL, three different tasks: to walk towards the ball, to act like a penalty taker and to act like a goalkeeper. In the second experiment, the learning obtained in the task to walk towards the ball was transferred to a real humanoid robot and a similar behavior could be observed, even though the environment was not exactly the same when the domain was changed. Results showed that it is possible to use DRL to learn tasks related to the role of a humanoid robot-soccer player, such as goalkeeper and penalty taker.
... Most of techniques used by the teams presented in the domain, relies in developing separately vision and decision modules and then interconnect both ( [15], [5], [13]). This strategy works, however in order to overcome the computer *This work was supported by CAPES organization 1 limitations, lighter techniques are being used. ...
Article
One of the challenges of Deep Learning research is to develop algorithms for mobile robotic agents that operate in uncontrolled environments, in which dynamic changes and limited processing power are common restrictions. A common solution is to develop separate vision and decision modules, so that the former is based on deep neural network architectures and the latter is based on rules, and then interconnect them. The drawback of this solution is that the modules need to exchange high-level information about the objects in the scene, which are usually the positions of all objects in the scene, and this is computationally expensive. To address this problem, this paper presents a Decision Tree of Deep Neural Networks (DT-DNN) that aims to perform end to end—from image to decision—processing, and, thus, eliminating the need for quantitative and relational information about the image. This model is composed of smaller and more specialized modular DNNs, thus solving the trade-off between performance and inference time. Experiments were carried out using a real robot in the RoboCup Humanoid League domain in a soccer field, and also in simulation. We compared DT-DNN with several traditional DNN architectures. From the results, it is possible to conclude that the use of the DT-DNN made the system simpler and more robust, with fewer parameters to be adjusted, reducing the time spent with inference and also increasing the performance when compared to the traditional approach.
... Todos os seus processos são executados em um único computador, incluindo o controle dos motores. Assim, para lidar com a execução de todos os processos necessários -visão, localização, decisão, comunicação, planejamento e controle de movimentos -ao mesmo tempo, uma nova arquitetura híbrida de software foi proposta porPerico et al. (2014).A Arquitetura em Cruz (PERICO et al., 2014), como foi chamada essa nova arquitetura, pode ser vista na Figura 40, na qual cada caixa da imagem representa um processo completa-Tabela 4 -Características dos Robôs mente independente para o computador e n representa o número do robô. Essa arquitetura traz algumas vantagens, como por exemplo, o fato dos processos poderem trabalhar em paralelo e em linguagens diferentes de programação. ...
... Today, single-board computers, e.g. Raspberry Pi [Upton and Halfacree, 2014], and Intel NUCs [Perico et al., 2014] are mostly used, depending on the size of the robot. All these boards provide GPUs and multiple CPU cores. ...
Thesis
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Sharing software modules between teams in the RoboCup Humanoid League is difficult since all teams use different frameworks. This leads to reimplementation of software which slows the research process. A common framework for the league would resolve this. Therefore, this thesis proposes a ROS-based architecture which is defined by a set of ROS messages. The teams can decide on the specific implementation of nodes since the messages provide the interfaces. Different tools, especially for visualization, are implemented to be used in conjunction with this architecture. Furthermore, the robot control module of the team Hamburg Bit-Bots is transferred into the new framework to show its usability. The architecture is compared to others and its performance is evaluated. The presented architecture makes sharing software modules easier and can thereby accelerate the research in the RoboCup Humanoid League. Furthermore, the entry of new teams is simplified, due to the availability of shared modules.
... Most of techniques used by the teams presented in the domain, relies in developing separately vision and decision modules and then interconnect both ( [15], [5], [13]). This strategy works, however in order to overcome the computer *This work was supported by CAPES organization 1 limitations, lighter techniques are being used. ...
Conference Paper
Developing a vision system combined with a decision system for a humanoid robot, capable of playing soccer in the RoboCup domain, has been proved to be a challenging task. The computational limitations imposed by a embedded computer inside the robot and special conditions, such as the use of colored objects, led teams to use techniques based on color segmentation for vision and conditional statements for decision. However, the current league trend is to insert the robots into more and more realistic environments. This will require the robot to, given an image provided by its camera, to abstract all the information it needs to make a decision regardless of the environment. Most robotic vision systems at RoboCup relies on traditional computer vision techniques: thresholding; windowing; segmentation; and classification that requires hours of labeling to training and testing. This paper proposes a system that does not require to locate objects coordinates in the image-a deep neural network will identify most important features resulting as an output that is a decision. Results show that Deep Neural Network (DNNs) enabled the system to be more simple, robust (with less parameters to be set by hand) and achieved a performance that is compatible with the dynamics of the humanoid robot soccer. This system was tested in a real robot and simulator.
... Both simulation and real robot experiments were conducted using software developed with the purpose of enabling the reproduction of experiments and performance comparison of different algorithms: the RoboFEI Humanoid Soccer Simulator. This software uses the Cross architecture described in Perico et al. [29], which is based on low-level tasks, such as vision, control and communication processes, allowing users to develop and test high-level decision-making algorithms in simulation and transfer them to real robots without the need of much software modifications. The Cross architecture (Fig. 8) is a hybrid architecture, because there are some aspects of reactive and hierarchical paradigms. ...
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This paper proposes a new Case-Based Reasoning (CBR) approach, named Q-CBR, that uses Qualitative Spatial Reasoning theory to model, retrieve and reuse cases by means of spatial relations. Qualitative relations between objects, represented in terms of the EOPRA formalism, are stored as qualitative cases that are applied in the definition of new retrieval and reuse algorithms. The retrieval algorithm uses a Conceptual Neighborhood Diagram to compute the similarity between a new problem and the cases in the case base, and to select the most similar case. The reuse algorithm uses a composition algorithm to calculate the adapted position of the agents based on their frame of reference. The proposed approach was evaluated on simulation and on real humanoid robots. Results suggest that this proposal is faster than using a quantitative model with a numerical similarity measurement such as the Euclidean distance. As a result of running Q-CBR, the robots obtained a higher average number of goals than those obtained when running a metric CBR approach.
... Simulation experiments were conducted using a software developed with the purpose of enabling the reproduction of experiments and performance comparison of different algorithms in the literature: the RoboFEI Humanoid Soccer Simulator. This simulator uses the Cross architecture described in [22], which implements low-level processes, such as vision, control and communication processes, allowing users to develop and test high-level AI algorithms -as collective strategies or decision-making processes -in simulation. The simulator also facilitates the code to be transferred to real robots without the need of many modifications. ...
Conference Paper
This paper proposes a new Case-Based Reasoning (CBR) approach, named Q-CBR, that uses a Qualitative Spatial Reasoning theory to model, retrieve and reuse cases by means of spatial relations. A qualitative distance and orientation calculus (EOPRA\mathcal {EOPRA}) is used to model cases using qualitative relations between the objects in a case. A new retrieval algorithm is proposed that uses the Conceptual Neighborhood Diagram to compute the similarity measure between a new problem and the cases in the case base. A reuse algorithm is also introduced that selects the most similar case and shares it with other agents, based on their qualitative position. The proposed approach was evaluated on simulation and on real humanoid robots. Preliminary results suggest that the proposed approach is faster than using a quantitative model and other similarity measure such as the Euclidean distance. As a result of running Q-CBR, the robots obtained a higher average number of goals than those obtained when running a metric CBR approach.
... The main difference between the robot used in this experiment and the DARwIn-OP is that our robot is using the Intel NUC i5 processing board, instead of FitPC (present in the original DARwIn-OP project) and a new electronics and software architecture, that is presented in [22]. The robot, that have been developed by RoboFEI-HT team to participate in the RoboCup Humanoid KidSize League, can be seen in Fig. 4. The robot has 20 DOF, being 6 per leg, 3 per arm, 2 on the head, height 490 mm, weight 3.0 Kg, walking speed 10 cm/s. ...
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Construcao de um robo humanoide para humanoid league - futebol de robos
  • M P Cortez
  • R A C Bianchi
RX-28's Manual Available: print
  • Robotis-Dynamixel
ConstruçConstruç˜Construção de um robô humanoide para humanoid league-futebol de robôs
  • M P Cortez Jr
  • R A C Bianchi
M. P. Cortez Jr and R. A. C. Bianchi, "ConstruçConstruç˜Construção de um robô humanoide para humanoid league-futebol de robôs," in 1 o Simpósio de IniciaçIniciaç˜Iniciação Científica da FEI (SICFEI), São Bernardo do Campo, 2011.
RX-28's Manual, Accessed: 201401-16
  • Robotis-Dynamixel
Robotis-Dynamixel, RX-28's Manual, Accessed: 201401-16. http://support.robotis.com/en/product/dynamixel/rx series/rx-28.htm.
Construção de um robô humanoide para humanoid league -futebol de robôs," in 1 o Simpósio de Iniciação Científica da FEI (SICFEI)
  • M P Cortez
  • R A C Bianchi
M. P. Cortez Jr and R. A. C. Bianchi, "Construção de um robô humanoide para humanoid league -futebol de robôs," in 1 o Simpósio de Iniciação Científica da FEI (SICFEI), São Bernardo do Campo, 2011.