2000
Autores
Reis, LP; Lau, N; Oliveira, E;
Publicação
Balancing Reactivity and Social Deliberation in Multi-Agent Systems, From RoboCup to Real-World Applications (selected papers from the ECAI 2000 Workshop and additional contributions)
Abstract
In this paper we are proposing an approach for coordinating a team of homogeneous agents based on a flexible common Team Strategy as well as on the concepts of Situation Based Strategic Positioning and Dynamic Positioning and Role Exchange. We also introduce an Agent Architecture including a specific high-level decision module capable of implementing this strategy. Our proposal is based on the formalization of what is a team strategy for competing with an opponent team having opposite goals. A team strategy is composed of a set of agent types and a set of tactics, which are also composed of several formations. Formations are used for different situations and assign each agent a default spatial positioning and an agent type (defining its behaviour at several levels). Agent's reactivity is also introduced for appropriate response to the dynamics of the current situation. However, in our approach this is done in a way that preserves team coherence instead of permitting uncoordinated agent behaviour. We have applied, with success, this coordination approach to the RoboSoccer simulated domain. The FC Portugal team, developed using this approach won the RoboCup2000 (simulation league) European and World championships scoring a total of 180 goals and conceding none. © 2001 Springer-Verlag Berlin Heidelberg.
2001
Autores
Lau, N; Reis, LP;
Publicação
RoboCup 2001: Robot Soccer World Cup V
Abstract
FC Portugal is a cooperation project between the Universities of Aveiro and Porto in Portugal. FC Portugal 2001 is our second step towards the creation of a flexible RoboSoccer team, with tactical changing abilities, that may be coached at any level, before and during the games, by human or automatic coaches. Although having the best goal average in the competition (scoring 150 goals in 13 games), the team was not able to score against the good defenses of Tsinghuaeolus and Brainstomers and finished third in RoboCup 2001. © 2002 Springer-Verlag Berlin Heidelberg.
2001
Autores
Reis, LP; Lau, N;
Publicação
RoboCup 2001: Robot Soccer World Cup V
Abstract
This document introduces COACH UNILANG, a standard language for coaching (Robo)Soccer teams. This language was developed with two main objectives: to coach FC Portugal 2001 team and as a proposal to be used in Fukuoka 2002 RoboCup coach competition. This language enables high-level and low-level coaching through coach instructions. High-level coaching includes changing tactics, formations used in each situation and changing player behavior. Low-level coaching includes defining formations, situations, player behavior and positioning with high detail. The language also enables the coach (functioning like an assistant coach) to send opponent modeling information and game statistical information to the players. © 2002 Springer-Verlag Berlin Heidelberg.
2000
Autores
Reis, LP; Lau, N;
Publicação
RoboCup 2000: Robot Soccer World Cup IV
Abstract
FC Portugal is the result of a cooperation project between the Universities of Aveiro and Porto in Portugal. The project started in February 2000 and only three months later, in Amsterdam, FC Portugal became the first European Champion of RoboCup scoring a total of 86 goals without conceding a single goal. Three months later, in Melbourne, FC Portugal became RoboCup Simulation League World Champion scoring 94 goals, again without conceding any goal. This paper briefly describes some of the most relevant research developments and innovations that lead to FC Portugal team success. © 2001 Springer-Verlag Berlin Heidelberg.
2012
Autores
Teófilo, LF; Rossetti, R; Reis, LP; Cardoso, HL; Nogueira, PA;
Publicação
Multi-Agent-Based Simulation XIII - International Workshop, MABS 2012, Valencia, Spain, June 4-8, 2012, Revised Selected Papers
Abstract
The challenge in developing agents for incomplete information games resides in the fact that the maximum utility decision for given information set is not always ascertainable. For large games like Poker, the agents' strategies require opponent modeling, since Nash equilibrium strategies are hard to compute. In light of this, simulation systems are indispensable for accurate assessment of agents' capabilities. Nevertheless, current systems do not accommodate the needs of computer poker research since they were designed mainly as an interface for human players competing against agents. In order to contribute towards improving computer poker research, a new simulation system was developed. This system introduces scientifically unexplored game modes with the purpose of providing a more realistic simulation environment, where the agent must play carefully to manage its initial resources. An evolutionary simulation feature was also included so as to provide support for the improvement of adaptive strategies. The simulator has built-in odds calculation, an agent development API, other platform agents and several variants support and an agent classifier with realistic game indicators including exploitability estimation. Tests and qualitative analysis have proven this simulator to be faster and better suited for thorough agent development and performance assessment. © 2013 Springer-Verlag.
2010
Autores
Cunha, FM; Braga, RAM; Reis, LP;
Publicação
ADVANCES IN PRACTICAL APPLICATIONS OF AGENTS AND MULTIAGENT SYSTEMS
Abstract
As the number of handicapped people increases worldwide, Intelligent Wheelchairs (IW) are becoming the solution to enable a higher degree of independence for wheelchair users. In addition, IW Projects relevance is increasing, mainly in the fields of robotics and safety-related systems due to their inherent and still unresolved problems related with environment uncertainty, safe communications and collaboration methodologies. This paper describes the development of new communication system, based on multi-agent systems (MAS) and motivated by Intelligent Wheelchair systems. It uses a message-oriented paradigm as a mean for fault-tolerant communications in open transmission systems as well as a facilitator for entity collaboration. It provides an overview of the related work in the area, the background and the main constraints to system development, contextualized an IW development project. The results achieved enable us to conclude on the effectiveness and adequacy of the proposed communication model to the field of mobile robots, as well as to conclude that it may outperform JADE in several test scenarios.
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