Repositório do Conhecimento Institucional do Centro Universitário FEI
 

Engenharia de Robôs

URI permanente desta comunidadehttps://repositorio.fei.edu.br/handle/FEI/339

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Resultados da Pesquisa

Agora exibindo 1 - 10 de 11
  • Artigo de evento 1 Citação(ões) na Scopus
    A fast model-based vision system for a robot soccer team
    (2006-11-17) MARTINS, M. F.; Flavio Tonidandel; Reinaldo Bianchi
    Robot Soccer is a challenging research domain for Artificial Intelligence, which was proposed in order to provide a long-term problem in which researchers can investigate the construction of systems involving multiple agents working together in a dynamic, uncertain and probabilistic environment, to achieve a specific goal. This work focuses on the design and implementation of a fast and robust computer vision system for a team of small size robot soccer players. The proposed system combines artificial intelligence and computer vision techniques to locate the mobile robots and the ball, based on global vision images. To increase system performance, this work proposes a new approach to interpret the space created by a well-known computer vision technique called Hough Transform, as well as a fast object recognition method based on constraint satisfaction techniques. The system was implemented entirely in software using an off-the-shelf frame grabber. Experiments using real time image capture allows to conclude that the implemented system are efficient and robust to noises and lighting variation, being capable of locating all objects in each frame, computing their position and orientation in less than 20 milliseconds. © Springer-Verlag Berlin Heidelberg 2006.
  • Artigo de evento 2 Citação(ões) na Scopus
    Learning to select object recognition methods for autonomous mobile robots
    (2008-07-25) Reinaldo Bianchi; RAMISA, A.; MANTARAS, R. L .
    © 2008 The authors and IOS Press. All rights reserved.Selecting which algorithms should be used by a mobile robot computer vision system is a decision that is usually made a priori by the system developer, based on past experience and intuition, not systematically taking into account information that can be found in the images and in the visual process itself to learn which algorithm should be used, in execution time. This paper presents a method that uses Reinforcement Learning to decide which algorithm should be used to recognize objects seen by a mobile robot in an indoor environment, based on simple attributes extracted on-line from the images, such as mean intensity and intensity deviation. Two state-of-the-art object recognition algorithms can be selected: the constellation method proposed by Lowe together with its interest point detector and descriptor, the Scale-Invariant Feature Transform and a bag of features approach. A set of empirical evaluations was conducted using a household mobile robots image database, and results obtained shows that the approach adopted here is very promising.
  • Artigo de evento 9 Citação(ões) na Scopus
    Market-based dynamic task allocation using heuristically accelerated reinforcement learning
    (2011-10-10) GURZONI JUNIOR, J. A.; Flavio Tonidandel; Reinaldo Bianchi
    This paper presents a Multi-Robot Task Allocation (MRTA) system, implemented on a RoboCup Small Size League team, where robots participate of auctions for the available roles, such as attacker or defender, and use Heuristically Accelerated Reinforcement Learning to evaluate their aptitude to perform these roles, given the situation of the team, in real-time. The performance of the task allocation mechanism is evaluated and compared in different implementation variants, and results show that the proposed MRTA system significantly increases the team performance, when compared to pre-programmed team behavior algorithms. © 2011 Springer-Verlag.
  • Artigo de evento 2 Citação(ões) na Scopus
    Heuristically-accelerated reinforcement learning: A comparative analysis of performance
    (2014) MARTINS, M. F.; Reinaldo Bianchi
    This paper presents a comparative analysis of three Reinforcement Learning algorithms (Q-learning, Q(λ)-learning and QS-learning) and their heuristically-accelerated variants (HAQL, HAQ(λ) and HAQS) where heuristics bias action selection, thus speeding up the learning. The experiments were performed in a simulated robot soccer environment which reproduces the conditions of a real competition league environment. The results clearly demonstrate that the use of heuristics substantially improves the performance of the learning algorithms. © 2014 Springer-Verlag.
  • Artigo de evento 9 Citação(ões) na Scopus
    Hardware and software aspects of the design and assembly of a new humanoid robot for RoboCup soccer
    (2014-10-23) PERICO, D. H.; SILVA, I. J.; VILAO, C. O.; HOMEM, T. P. D.; DESTRO. R. C.; Flávio Tonidandel; Reinaldo Bianchi
    © 2014 IEEE.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 Robo Cup Kid Size 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.
  • Artigo de evento 4 Citação(ões) na Scopus
    Newton: A high level control humanoid robot for the robocup soccer kidsize league
    (2015-01-05) PERICO, D. H.; SILVA, I. J.; VILAO JUNIOR, C. O.; HOMEM, T. P. D.; DESTRO, R. C.; Flavio Tonidandel; Reinaldo Bianchi
    © Springer-Verlag Berlin Heidelberg 2015.One of the goals of humanoid robot researchers is to develop a complete – in terms of hardware and software – artificial autonomous agent able to interact with humans and to act in the contemporary world, that is built for human beings. There has been an increasing number of humanoid robots in the last years, including Aldebaran’s NAO and Romeo, Intel’s Jimmy and Robotis’ DARwIn-OP. This research article describes the project and development of a new humanoid robot named Newton, made for research purposes and also to be used in the RoboCup Soccer KidSize League Competition. Newton robot’s contributions include that it has been developed to work without a dedicated microcontroller board, using an four-by-four-inch Intel NUC board, that is a fully functioning PC. To work with this high level hardware, a new software architecture comprised of completely independent processes was proposed. This architecture, called Cross Architecture, is comprised of completely independent processes, one for each intelligent system required by a soccer player: Vision, Localization, Decision, Communication, Planning, Sense and Acting, besides having a process used for managing the others. The experiments showed that the robot could walk, find the ball in an unknown position, recover itself from a fall and kicking the ball autonomously with a good performance.
  • Artigo de evento 2 Citação(ões) na Scopus
    Humanoid robot gait on sloping floors using reinforcement learning
    (2016-01-05) SILVA, I. J.; PERICO, D. H.; HOMEM, T. P. D.; VILAO, C. O.; Reinaldo Bianchi; Flavio Tonidandel
    © Springer International Publishing AG 2016.Climbing ramps is an important ability for humanoid robots: ramps exist everywhere in the world, such as in accessibility ramps and building entrances. This works proposes the use of Reinforcement Learning to learn the action policy that will make a robot walk in an upright position, in a lightly sloped terrain. The proposed architecture of our system is a two-layer combination of the traditional gait generation control loop with a reinforcement learning component. This allows the use of an accelerometer to generate a correction for the gait, when the slope of the floor where the robot is walking changes. Experiments performed on a real robot showed that the proposed architecture is a good solution for the stability problem.
  • Artigo de evento 0 Citação(ões) na Scopus
    Evaluating the performance of two computer vision techniques for a mobile humanoid agent acting at Robocup kidsized soccer league
    (2016-10-31) VILAO, C. O.; FERREIRA, V. N.; CELIBERTO, L. A.; Reinaldo Bianchi
    © Springer International Publishing AG 2016.A humanoid robot capable of playing soccer needs to identify several objects in the soccer field in order to play soccer. The robot has to be able to recognize the ball, teammates and opponents, inferring information such as their distance and estimated location. In order to achieve this key requisite, this paper analyzes two descriptor algorithms, HAAR and HOG, so that one of them can be used for recognizing humanoid robots with less false positives alarms and with best frame per second rate. They were used with their respective classical classifiers, AdaBoost and SVM. As many different robots are available in RoboCup domain, the descriptor needs to describe features in a way that they can be distinguished from the background at the same time the classification has to have a good generalization capability. Although some limitations appeared in tests, the results were beyond expectations. Given the results, the chosen descriptor should be able to identify a mainly white-ball, which is clearly a simpler object. The results for ball detection were also quite interesting.
  • Artigo de evento 11 Citação(ões) na Scopus
    Qualitative case-based reasoning for humanoid robot soccer: A new retrieval and reuse algorithm
    (2016-11-02) HOMEM, T. P. D.; PERICO, D. H.; SANTOS, P. E.; BIANCHI, R.; MANTARA, R. L. Qualitative case-based reasoning for humanoid robot soccer: A new retrieval and reuse algorithm. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), p. 170-185,; PERICO, D. H.; SANTOS, P. E.; Reinaldo Bianchi; MANTARA, R. L.
    © Springer International Publishing AG 2016.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) 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.
  • Imagem de Miniatura
    Artigo 37 Citação(ões) na Scopus
    Qualitative case-based reasoning and learning
    (2020-03-20) HOMEM, THIAGO PEDRO DONADON; Paulo Santos; COSTA, ANNA HELENA REALI; Reinaldo Bianchi; MANTARAS, RAMON LOPEZ DE
    The development of autonomous agents that perform tasks with the same dexterity as performed by humans is one of the challenges of artificial intelligence and robotics. This motivates the research on intelligent agents, since the agent must choose the best action in a dynamic environment in order to maximise the final score. In this context, the present paper introduces a novel algorithm for Qualitative Case-Based Reasoning and Learning (QCBRL), which is a case-based reasoning system that uses qualitative spatial representations to retrieve and reuse cases by means of relations between objects in the environment. Combined with reinforcement learning, QCBRL allows the agent to learn new qualitative cases at runtime, without assuming a pre-processing step. In order to avoid cases that do not lead to the maximum performance, QCBRL executes case-base maintenance, excluding these cases and obtaining new (more suitable) ones. Experimental evaluation of QCBRL was conducted in a simulated robot-soccer environment, in a real humanoid-robot environment and on simple tasks in two distinct gridworld domains. Results show that QCBRL outperforms traditional RL methods. As a result of running QCBRL in autonomous soccer matches, the robots performed a higher average number of goals than those obtained when using pure numerical models. In the gridworlds considered, the agent was able to learn optimal and safety policies.