Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning

Fuente: arXiv
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Main Authors: Zare, Nader, Amini, Omid, Sayareh, Aref, Sarvmaili, Mahtab, Firouzkouhi, Arad, Matwin, Stan, Soares, Amilcar
Format: Preprint
Published: 2024
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author Zare, Nader
Amini, Omid
Sayareh, Aref
Sarvmaili, Mahtab
Firouzkouhi, Arad
Matwin, Stan
Soares, Amilcar
author_facet Zare, Nader
Amini, Omid
Sayareh, Aref
Sarvmaili, Mahtab
Firouzkouhi, Arad
Matwin, Stan
Soares, Amilcar
contents The RoboCup competition was started in 1997, and is known as the oldest RoboCup league. The RoboCup 2D Soccer Simulation League is a stochastic, partially observable soccer environment in which 24 autonomous agents play on two opposing teams. In this paper, we detail the main strategies and functionalities of CYRUS, the RoboCup 2021 2D Soccer Simulation League champions. The new functionalities presented and discussed in this work are (i) Multi Action Dribble, (ii) Pass Prediction and (iii) Marking Decision. The Multi Action Dribbling strategy enabled CYRUS to succeed more often and to be safer when dribbling actions were performed during a game. The Pass Prediction enhanced our gameplay by predicting our teammate's passing behavior, anticipating and making our agents collaborate better towards scoring goals. Finally, the Marking Decision addressed the multi-agent matching problem to improve CYRUS defensive strategy by finding an optimal solution to mark opponents' players.
format Preprint
id arxiv_https___arxiv_org_abs_2401_03406
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning
Zare, Nader
Amini, Omid
Sayareh, Aref
Sarvmaili, Mahtab
Firouzkouhi, Arad
Matwin, Stan
Soares, Amilcar
Robotics
Artificial Intelligence
Machine Learning
The RoboCup competition was started in 1997, and is known as the oldest RoboCup league. The RoboCup 2D Soccer Simulation League is a stochastic, partially observable soccer environment in which 24 autonomous agents play on two opposing teams. In this paper, we detail the main strategies and functionalities of CYRUS, the RoboCup 2021 2D Soccer Simulation League champions. The new functionalities presented and discussed in this work are (i) Multi Action Dribble, (ii) Pass Prediction and (iii) Marking Decision. The Multi Action Dribbling strategy enabled CYRUS to succeed more often and to be safer when dribbling actions were performed during a game. The Pass Prediction enhanced our gameplay by predicting our teammate's passing behavior, anticipating and making our agents collaborate better towards scoring goals. Finally, the Marking Decision addressed the multi-agent matching problem to improve CYRUS defensive strategy by finding an optimal solution to mark opponents' players.
title Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning
topic Robotics
Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2401.03406