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Titlebook: RoboCup-99: Robot Soccer World Cup III; Manuela Veloso,Enrico Pagello,Hiroaki Kitano Conference proceedings 2000 Springer-Verlag Berlin He

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楼主: 畸齿矫正学
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Fast Image Segmentation, Object Recognition and Localization in a RoboCup Scenarioons are used to localize objects like the ball or other robots on the field. Furthermore for each player the free motion space is determined and its position and orientation on the field is estimated. All this is done completely vision based, without any additional sensors.
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Behavior Engineering with “Dual Dynamics” Models and Design Toolsutable code. The article (i) explains the model, (ii) sketches the Dual Dynamics Designer (DDD) environment that we use for the design, simulation, implementation and documentation, and (iii) illustrates our approach with the example of kicking a moving ball into a goal.
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Techniques for Obtaining Robust, Real-Time, Colour-Based Vision for Roboticslone, due to variations in lighting and other environmental issues. In this paper, we investigate the use of decision trees as a basis for recognizing colour. We also investigate the use of colour space transforms as a way of eliminating variations due to lighting.
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A Statistical Perspective on the RoboCup Simulator League: Progress and Prospectsnd evaluating research on the three specific challenge problems of opponent modeling, teamwork and learning. We also suggest that — if RoboCup is to make the most of the efforts of participating researchers — the time is ripe for the institution of a modular team based on a common model.
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Practical Camera and Colour Calibration for Large Roomsows that the average and maximum errors are sufficiently small for our domain. Objects are recognized through coloured spots. The colour calibration uses six thresholds (Three colour ranges (Red, Green, and Blue) and three colour differences (Red - Green, Red - Blue, Green - Blue)). This paper describes a fast threshold comparison routine.
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LogMonitor: From Player’s Action Analysis to Collaboration Analysis and Advice on Formationtc., a 1-2 pass among teammate agents is used to evaluate teams in collaboration. LogMonitor data shows that 1-2 pass may be useful to evaluate collaboration. Experiments show that adding adversarial information is very useful to make a team more robust.
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Using Hierarchical Dynamical Systems to Control Reactive Behaviordings of fast changing sensors are aggregated temporarily to form complex, slow changing percepts..We describe the bottom-up design of behaviors and illustrate our approach using examples from the RoboCup domain.
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