一般社団法人人工知能学会 Japanese Society for Artificial Intelligence 人工知能学会研究会資料 JSAI Technical Report SIG-Challenge-04 (3/30) RoboCup Controlling Actions with P

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1 一般社団法人人工知能学会 Japanese Society for Artificial Intelligence 人工知能学会研究会資料 JSAI Technical Report SIG-Challenge-4 (3/) RoboCup Controlling Actions with Pruning in RoboCup Soccer,, Sho Tanaka, Tomoharu Nakashima, Hidehisa Akiyama Osaka prefecture University, Fukuoka University Abstract This paper proposes a team strategy implementation method by directly controlling its behavior. The team behavior depends mainly on the decisions of the ball owner who selects the best action in an action space. Unfortunately, the action space is generally too large to explore in a reasonably short time. Furthermore, many solutions might be irrelevant to the strategy decided by the developper and can be ignored. In order to reduce the search space and make the ball owner focus only on relevant actions, a binary classifier is used. Actions classified as negative by the classifier are pruned from the search space. Computational experiments are conducted in order to show that the reduced search space produces tendecies in the team behavior that correspond to the strategy of interest. 1 RoboCup [1] RoboCup RoboCup RoboCup 2D RoboCup RoboCup RoboCup 2D 1 [2] (SVM) GUI - SVM 1

2 2 RoboCup RoboCup RoboCup 5 RoboCup RoboCup RoboCup 1 2D 3D Figre 1 2 2D 3D 2D 2D 3D 2D 2D RoboCup 2D Gabel [3] Neuro Hassel 1: 2D Simulation League 2: 3D Simulation League Stone [4] Locker Room Agreement Locker Room Agreement Akiyama [5] Delaunay Triangulation Akiyama [2] Akiyama [6] 2 agent2d agent2d [7] Single Input Rule Modules 2

3 [8] 1 [9] SVM [2] ( ) 4.2 SVM SVM x y 2 n m 1 n m k n m k 1 n m SVM SVM 5 SVM SVM 5 GUI SVM 3

4 4 4 [8] GUI [9] GUI EM GUI Figure 3 GUI Figure : Screenshot of the developed GUI 6 SVM HELIOS [] HELIOS HELIOS SVM [ ] 4 [ ] SVM HELIOS Shiraz FURY CSU Yunlu InfoGraphics Ziziphus HERMES Ri-one agent2d 8 agent2d [6] InfoGraphics RoboCup14 HER- MES RoboCup15 Shiraz FURY CSU Yunlu Ziziphus Ri-one RoboCup16 5 SVM Table Table 2 RBF Table RoboCup 2D 1.1 SVM HELIOS agent2d SVM SVM.24(msec) RBF (msec) 1: SVM s accuracy rates for a 7 7 grid Kernel Depth : 1 Depth : 2 Depth : 3 Depth : 4 Linear RBF : SVM s accuracy rates for a grid Kernel Depth : 1 Depth : 2 Depth : 3 Depth : 4 Linear RBF

5 6.2 枝刈りによる行動制御 ない このことから 勝利が可能な行動選択が出来てい ると言える HERMES に対し勝利数が減少した原因とし 提案手法では 行動プランニング時の探索において 生 て HERMES は守備に偏重した陣形をとっており 得点 成された行動列が設計者の意図に適しているかどうか SVM が難しかったことが考えられる により判断し 枝刈りを行う 6.1 節の実験により得られた 知見から 識別モデルとして線形カーネルを用いた SVM を使用する また フィールドを 個のグリッドに 分割してキック位置を離散化する HELIOS に提案手法 を組み込み Shiraz FURY CSU Yunlu InfoGraphics Ziziphus HERMES Ri-one agent2d の 8 チームとそ れぞれ 5 試合ずつ行う 行動の変化を表す例として 対 FURY 戦における枝刈りを組み込んでいない従来のチー ムでのパスの軌跡と提案手法を組み込んだチームでのパ スの軌跡を Figure 4 に示す また 従来のチームでの試 合結果を Table 3 枝刈りを組み込んだチームでの試合結 果を Table 4 に示す Figure 4 において 上側の図が従来のチームでのパスの 軌跡を表しており 下側の図が枝刈りを組み込んだチー ムでのパスの軌跡を表している また 左側が自陣 右 図 4: Pass distribution against FURY 側が敵陣である 赤い線がパスの軌跡を表しており 線の 色の濃さにより頻度を表している Figure 4 から 枝刈り 7 を組み込んだチームは 従来のチームと比較して片側の サイドにパスを出す傾向が強くなっていることがわかる Table 3 4 において Win rate は勝率 Goals for は平均 おわりに 本論文では 評価関数の修正なしに行動制御をするた め 探索木生成段階で枝刈りすることにより行動列を制御 する手法を提案した 戦術を複数用意することが出来れ 得点 Goals against は平均失点 Through pass は平均ス ば より有利に試合を進めることが出来る また 設計者 ルーパス回数 Shoot は平均シュート回数 Penalty area の意図を反映した学習用データを作成するため GUI ア は敵ペナルティエリアへの平均侵入回数を表している こ プリケーションによりラベル付けを行った 今後の課題と の時 スルーパスを 敵のオフサイドラインより自陣側 して ユーザビリティを考えた GUI アプリケーションの からキックを行い 次にキックする位置が一つ前の敵のオ 作成や 識別精度を高めるため識別モデルや入力に用い フサイドラインを超えており なおかつフィールドを 3 分 割した際の敵陣側でキックしたものと定義する Table 3 4 から提案手法を組み込んだチームでは 従来のチームと る特徴量の検討などが考えられる 参考文献 比較した際 得点において CSU Yunlu Ziziphus では同 [1] Hiroaki Kitano, Minoru Asada, Yasuo Kuniyoshi, 等程度 それ以外では減少している 得点が減少した原因 Itsuki Noda, Eiichi Osawa and Hitoshi Matsubara, RoboCup: A Challenge Problem for AI, AI Magazine, Vol. 18, No. 1, pp , として スルーパスの回数が減少や 学習用データの作成 において誤ったラベル付けをした可能性や誤識別の可能性 などが考えられる InfoGraphics との試合では スルー パスの回数が著しく減少している これは InfoGraphics [2] 秋山 英久 連続状態行動空間での木探索によるオ の守備が InfoGraphics 側に向けてパスをさせないよう ンライン協調行動プランニング 研究報告ゲーム 一列に並ぶという特徴に起因すると考える 従来は こ 情報学 12-GI-27 巻 11 号 12 れに対しサイドチェンジを繰り返し行い スルーパスを 行う機会を作り 突破していた しかし 枝刈りを組み込 んだチームでは 片方のサイドに行動を寄せているため スルーパスを行う機会が減り その結果としてシュート回 数や得点が減少したことが考えられる 一方で Ziziphus では ゴール前にプレイヤを集め 守備を行うという特 [3] Thomas Gabel, Martin Riedmiller, and Florian Trost, A Case Study on Improving Defense Behavior in Soccer Simulation 2D : The NeuroHassle Approach, RoboCup 7: Robot Soccer World Cup XII, pp , 8. 徴を持つ そのため 片方のサイドから攻撃した場合で [4] Peter Stone and Manuela Veloso, Task Decom- も 同様に得点に繋がる行動を行ったと考えられる しか position, Dynamic Role Assignment, and LowBandwidth Communication for Real-Time Strategic し 勝率で見た際 HERMES 以外ではあまり変化してい 5

6 3: Performance without the proposed method Opponent Win Goals Goals Through Shoot Penalty rate for against pass area Shiraz FURY CSU Yunlu InfoGraphics Ziziphus HERMES Ri-one agent2d : Performance with the proposed method Opponent Win Goals Goals Through Shoot rate for against pass Penalty area Shiraz FURY CSU Yunlu InfoGraphics Ziziphus HERMES Ri-one agent2d Teamwork, Artificial Intelligence, Vol. 1, No. 2, pp , Germany, 6 pages, 15. [5] Hidehisa Akiyama and Itsuki Noda, Multi-Agent Positioning Mechanism in the Dynamic Environment, RoboCup 7 : Robot Soccer World Cup XI, 8. [6] Hidehisa Akiyama and Tomoharu Nakashima, HE- LIOS Base: An Open Source Package for the RoboCup Soccer 2D Simulation, RoboCup 13 : Robot World Cup XVII, pp , 14. [7] RoboCup SIRMs 4 AI pp [8] 15 pp [9] 32 pp [] Hidehisa Akiyama, Tomoharu Nakashima, Jordan Henrio, Thomas Henn, Sho Tanaka, Tomonari Nakade and Takuya Fukushima, HELIOS16 Team Description Paper, RoboCup 16 Leipzig, 6

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