Robocup a Challenge Problem for AI
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AI Magazine Volume 18 Number 1 (1997) (© AAAI) Articles RoboCup A Challenge Problem for AI Hiroaki Kitano, Minoru Asada, Yasuo Kuniyoshi, Itsuki Noda, Eiichi Osawa, and Hitoshi Matsubara ■ The Robot World-Cup Soccer (RoboCup) is an program. A series of competitions are planned attempt to foster AI and intelligent robotics afterward, just like the Formula One Champi- research by providing a standard problem where onship. RoboCup consists of three competi- a wide range of technologies can be integrated tion tracks: (1) real robot league: physical and examined. The first RoboCup competition robots playing soccer games, (2) software robot will be held at the Fifteenth International Joint Conference on Artificial Intelligence in Nagoya, league: software agents playing soccer games Japan. A robot team must actually perform a soc- on an official soccer server over the network, cer game, incorporating various technologies, and (3) expert robot competition: competing including design principles of autonomous robots that have special skills but are not able agents, multiagent collaboration, strategy acquisi- to play a game. tion, real-time reasoning, robotics, and sensor Although RoboCup’s primary objective is a fusion. RoboCup is a task for a team of multiple world cup with real robots, RoboCup also fast-moving robots under a dynamic environ- offers a software platform for research on the ment. Although RoboCup’s final target is a world software aspects of RoboCup. The software cup with real robots, RoboCup offers a software robot league, also called the simulator league, platform for research on the software aspects of RoboCup. This article describes technical chal- enables a wider range of researchers to take lenges involved in RoboCup, rules, and the simu- part in this program. It also promotes lation environment. research on network-based multiagent inter- actions, computer graphics, and physically realistic animations; a set of technologies potentially promotes the advanced use of the he World Cup Robot Soccer (RoboCup) internet. In addition, we intend to create an is an attempt to promote AI and award for an expert robot that demonstrates a Trobotics research by providing a com- high level of competence for a specific task, mon task for evaluation of various theories, such as shooting and intercepting. algorithms, and agent architectures. For the Although it is obvious that building a robot robot (physical robot and software agent) to to play a soccer game is an immense chal- play a soccer game reasonably well, a wide lenge, readers might wonder why we propose range of technologies need to be integrated, RoboCup. It is our intention to use RoboCup and numbers of technical breakthroughs as a vehicle to revitalize AI research by offer- must be accomplished. The range of tech- ing a publicly appealing but formidable chal- nologies spans both AI and robotics research, lenge. One of the effective ways to promote such as design principles of autonomous engineering research, apart from specific agents, multiagent collaboration, strategy application developments, is to set a acquisition, real-time reasoning and plan- significant long-term goal. When the accom- ning, intelligent robotics, and sensor fusion. plishment of such a goal has significant social The first RoboCup, RoboCup-97, will be held impact, it is considered a grand-challenge during the Fifteenth International Joint Con- project (Kitano et al. 1993). Building a robot ference on Artificial Intelligence (IJCAI-97) in to play a soccer game itself does not generate Nagoya, Japan, as part of IJCAI-97’s special significant social and economic impact, but Copyright © 1997, American Association for Artificial Intelligence. All rights reserved. 0738-4602-1997 / $2.00 SPRING 1997 73 Articles plish this goal undoubtedly generates tech- Chess RoboCup nologies that affect a broad range of indus- tries. Environment Static Dynamic Another view of RoboCup is as a standard State Change Turn taking Real time problem so that various theories, algorithms, Info. Accessibility Complete Incomplete and architectures can be evaluated. Computer Sensor Readings Symbolic Nonsymbolic chess is a typical example of the standard Control Central Distributed problem. Various search algorithms were eval- uated and developed using this domain. With the recent accomplishment by the Deep Blue team, which beat Kasparov, a human grand Table 1. Comparison between Chess and RoboCup. master, using the official rules, computer chess challenge is close to its finale. A major reason for the success of computer chess as a standard problem is that the evaluation of the accomplishment will certainly be consid- the progress was clearly defined. The progress ered a major achievement in the field. We call of the research can be evaluated as a strength this kind of project a landmark project. of the system. However, because computer RoboCup is a landmark project as well as a chess is about to complete its original goal, standard problem. we need a new challenge, one that initiates a The successful landmark project claims to set of next-generation technologies. We accomplish an attractive and broadly appeal- believe that RoboCup fulfills such a demand. ing goal. The most successful example is the Table 1 illustrates the difference between the Apollo Space Program. In the case of Project domain characteristics of computer chess and Apollo, the United States committed itself to those of RoboCup. the goal of “landing a man on the moon and RoboCup is designed to handle real-world returning him safely to earth” (Kennedy complexities, although in a limited world, 1961). The accomplishment of the goal itself while it maintains an affordable size and marks the history of humankind. Although research cost. RoboCup offers an integrated the direct economic impact of having some- research task covering the broad areas of AI one land on the moon is slim,1 the important and robotics, including real-time sensor issue for the landmark project is to set the fusion, reactive behavior, strategy acquisition, goal high enough so that a series of technical learning, real-time planning, multiagent sys- breakthroughs are necessary to accomplish tems, context recognition, vision, strategic the task; this goal needs to be widely appeal- decision making, motor control, and intelli- ing and exciting. In addition, a set of tech- gent robot control. nologies necessary to accomplish the goal must form the foundation of the next-genera- tion industries. Research Issues of RoboCup In the case of RoboCup, the ultimate goal In this section, we discuss several research is to develop a robot soccer team that can issues involved in the development of real beat the Brazil world-cup team. (A more mod- robots and software agents for RoboCup. One est goal is to develop a robot soccer team that reason why RoboCup attracts so many re- plays like a human team.) Needless to say, the searchers is that it requires the integration of accomplishment of the ultimate goal will a broad range of technologies into a team of take decades of effort, if not centuries. With complete agents; it is not a task-specific func- the current technologies, it is not feasible to tional module. The following list gives some accomplish this goal in the near term. How- of the research areas involved in RoboCup: ever, this goal can easily create a series of (1) agent architecture; (2) combined reactive well-directed subgoals. Such an approach is and modeling-planning approaches; (3) real- common with any ambitious, or overly ambi- time recognition, planning, and reasoning; tious, project. In the case of the American (4) reasoning and action in a dynamic envi- space program, the Mercury Project and the ronment; (5) sensor fusion; (6) multiagent Gemini Project, which was the manned systems; (7) behavior learning for complex orbital mission, were two precursors to the tasks; (8) strategy acquisition; and (9) cogni- Apollo mission. The first subgoal to be tive modeling. accomplished in RoboCup is to build real and In addition, providing a network-based software robot soccer teams that play reason- soccer server with high-quality three-dimen- ably well with modified rules. Even to accom- sional graphics requires advanced technolo- 74 AI MAGAZINE Articles RoboCup Regulations Real worldness in RoboCup arises mainly from the vast complexity of the overall situation as a result of interactions between behaviors and strategies of the ball and the players that cannot fully be predicted or controlled. In the real robot session, we expect to have significantly greater complexity and, hence, much stronger reality than in the simulation session. This complexity results from the uncertainty and uncontrollability in the structures and functions of the real robots along with real physical phenomena. Therefore, we lean toward the least commitment policy in the game regulations so that they do not obstruct surprises and cre- ativity. Because of the technical difficulty and unpredictability, the regulations can be adjusted to the overall sit- uation of the participating teams in each contest. However, the modifications must maintain fairness to all the participants and must be announced in advance of the contest, with the approval of the RoboCup tech- nical committee. The following sections summarize the current regulations. The rules have undergone two major changes since the first announcement in 1995. Also, prior to the announcement, several changes have been made since 1993 when we first drafted the RoboCup rules. The recent major changes include the size of the field, the size of the robot, and the creation of the defense zone. The field was based on a Ping-Pong table so that most people could purchase one at low cost anywhere in the world. It is important to consider the availability of the material supply. The field, balls, and other materials were chosen so that the greatest pos- sible number of researchers could easily access and purchase them at a low cost.