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Roboc
Machines playing soccer? Better believe it!
Since 1997, teams from across the world have
been competing to build the perfect soccer-playing robots,
in hope of one day developing the technology to
such a level that it may compete against, and beat,
the human world cup champions.
8 Silicon Chip
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cup
by David Perry
T
he challenge for roboticists is developing machines that
may think and act autonomously, able to analyse sensory
data and act in a meaningful way, as a human would.
It was once thought that getting robots to act intelligently in
the real world would be a fairly trivial step beyond computer
simulations of such an environment. Several decades later, we
now appreciate the complexity of the tasks that nature manages
with such apparent ease.
Despite millions of dollars, countless postgraduate students, academics and corporations, robots can only begin to
operate intelligently within a tightly controlled environment.
Any attempt to generalise a vision or learning algorithm into
something mildly human-like is met with little success and a
great amount of frustration.
There are several factors which are making this technology
evolve slower than we’d like. One is the inter-disciplinary
nature of robotics and A-I (henceforth just called intelligent
robotics). Robotics researchers may have a background in any
number of engineering and scientific fields: computer science, cognitive sciences, mechanical, electrical or software
engineering.
Everything breaks – and interacts!
I like to think that robotics involves Murphy’s Law cubed.
The mechanics break, the electronics break and the software
breaks! There are all kinds of interactions within and between
these systems, challenges spanning multiple fields of engineering and sometimes aspiring to emulate the natural world.
Computer-based systems can evolve because there is some
standardisation amongst hardware and software. Everyone
knows about C++ and has access to (and uses) PCs. But complete
off-the-shelf solutions are not common in robotics. Researchers
often begin by building their own mechanical platform, selecting and designing wheels, legs, motors, the chassis...
Then they build motor controllers, select batteries, design
controllers or work out how to use a PC or notebook computer
in their design. Only a handful of companies build wheeled
robots (or humanoid robots) for sale to researchers. And then
they tend to be expensive and not optimal for particular research
interests. In building robots, there are just too many design
considerations, technology that needs to be implemented but
which is not yet mature. Everybody goes off on their own research tangent and, as such, tend to develop everything from
scratch, by themselves.
Soccer is the equaliser
One aim of the RoboCup Federation is to overcome these
difficulties by providing a standard, scalable problem. That
standard is the game of soccer, with a number of “leagues”.
The challenge begins with playing soccer in simulation and
in well lit environments with well-defined, coloured markings.
The rules slowly evolve so that as the environment rules become
less stringent, the robots become more robust, adaptable and,
hopefully, more intelligent. Every year, the rules of each league
are reviewed with aim of encouraging innovation. Field walls
have been removed in some leagues and eventually colouring
and lighting requirements will be relaxed.
The idea is, once the ultimate challenge is fulfilled, robots
will have matured to such a state that they will be feasible in
everyday life. Of course, there is some way to go.
The most developed robotic league in RoboCup is called
the F-180 or small-size league. The ‘180’ denotes that robots
may have a footprint no larger than 180cm2 – although the
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May 2004 9
The F-180 league is relatively mature, games are extremely fast and
teams implement complex behaviours
including passing and blocking.
Middle-size league
Depending on the league, control can be as simple as one notebook computer –
or a computer for every robot. Most work on wireless LANs.
actual sizing requirements are now
more complex.
The game is played on a greencarpeted field about the size of a pingpong table. One goal is yellow, the
other blue and the field is surrounded
by a small ramped barrier which will
keep a ball in play, provided it hasn’t
been struck too hard.
This league allows teams to use
an overhead camera, connected to as
much computing power as a team cares
to bring with them. The computer can
see the ball (an orange golf ball), the
goals and every team member at all
times. Local on-board vision is also
allowed, although teams that use this
exclusively tend to be not all that
competitive.
The robots themselves may have
a few sensors on board (for example
infrared beam sensors to detect when
the robot is in possession of the ball)
and some low-level control electronics. The robots are commanded by RF
from the host computer which outputs
the behaviour for all of the robots. The
robots are in teams of five, including
a goal keeper.
The drive system typically entails
either a differential drive (like a tank),
or (more recently) omnidrive, which
allows the robot to move in any direction, from any orientation. So where
a robot with differential drive has to
turn to the direction it wishes to travel,
omnidrive can move in that direction
instantaneously.
It achieves this using three or four
omnidirectional wheels. As well as
turning like a normal wheel, these
10 Silicon Chip
have rollers that allow the wheel to
move in the direction of its wheel
axle. By varying the speeds of the
wheels, the resultant drive and slip of
the rollers allows the robot to move in
any direction.
These robots also often include ball
manipulation devices, including a
kicker (usually a spring-loaded or solenoid mechanism) and ball dribbler (a
rotating rubber coated bar on the front
of the robot that induces a back spin on
the ball, keeping it close to the robot
even when travelling backwards).
It would be a reasonable assumption
that a computer controlled F-180 team
could defeat a team of humans playing with joysticks (at least until the
humans got in a great deal of practice).
The F-2000, or middle-size league
is less mature. Like the F-180 league,
the ‘2000’ denotes that the robots
may have footprints no larger than
2000cm2. Their basic physical construction is similar to that of the F180
league, only scaled up. Bigger batteries, motors and beefed-up control
electronics are required to deal with
this additional load. This increases
cost dramatically.
Their game is played on a larger field
(8 x 12 metres) with a similar colouring scheme to the F-180 league. There
is now only a white line at the field’s
edge, so the ball can be kicked out of
play easily. At each corner of the field
is a coloured post.
What makes this league far more
challenging is the requirement for
all sensors and processing to be onboard (an off-field ‘coach’ computer
is permitted).
The robots must now play soccer,
not always having a view of the ball,
team-mates, nor the goals.
With the F-180 league, you could get
by with one cheap desktop computer
but F-2000 needs one for each robot,
powered by batteries – either modified
desktops, single board computers, or
laptop computers.
Vision consists of one or more
cameras on each robot. Some use
cameras aimed at a convex mirror
This close-up give a good idea of the complexity involved in a soccer robot.
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mounted above the robot, providing
a panoramic view of the field. While
this has the advantage of giving the
robot the ability to see in all directions, the detail that can be viewed
in a particular direction, especially at
a distance, is reduced.
The standard of play in this league is
much lower. Given the size of the field,
robots seem to move more slowly.
They tend to get caught on things, run
out of bounds and can’t manipulate the
ball with the same agility as smaller
robots.
The robots lack localisation (working out where they are) to the same
accuracy and thus are limited in the
complexity of strategies able to be
taken.
Successful robots in this league tend
not to be the fastest or most clever but
well tuned to guarding their own goal
and able manoeuvre a ball around obstacles towards the opponent’s goals.
Humanoid league
The challenge takes a final step up
in the humanoid league. These will
be the robots that will hopefully face
humans in a full-scale match in 46
years (2050 is the RoboCup organisation’s target date).
At the moment, however, they’re
quite primitive. Robots can be in a
number of size classes, some over 2m
tall. The tasks they must complete
include subsets of skills needed for an
actual game (walking, penalty kicks,
standing on one leg) and a one-on-one
competition.
These robots can be enormously expensive to build. While wheeled robots
need only a few actuators, humanoids
can have dozens. The power requirements are considerable, as are the computational requirements (humanoid
robots require very high speed control
systems that can deal with balancing
the robot in real time).
The development of humanoid robots is a story in itself. Honda spent
decades and hundreds of millions of
dollars developing their humanoid
robots, ASIMO being the latest. These
intensely engineered robots can make
the whole task seem easy. They’re often described as looking and walking
like men in space suits.
Some robots in this league do have
this level of agility and apply it in
playing soccer. Game play at its best,
however, is still very slow and delicate. The robot’s foremost concern is
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This shows the long and
the short of it: some of the
humanoid-class robots
stand 2m tall and cost a
fortune to build . . .
staying upright so any attempt to kick
or block a soccer ball comes second to
maintaining balance.
Other leagues
There are four other leagues in the
competition which complement the
F-180, F-2000 and humanoid competitions.
The first of which is a simulation
league, where competitors create
teams entirely in software.
Unhindered by hardware, they can
focus on creating intelligent agents
which are able to perceive environmental data provided by the ‘soccer
server’ and formulate the necessary
actions to be taken.
Software teams are played off
against each other in the “virtual arena” of the soccer server and the game
is shown on large screens throughout
the competition.
The rescue league diverts completely from the game of soccer, aiming to
provide an immediate practical application. There are two components to this
league. The first is a simulation league
where the behaviour of emergency
responses (for example fire fighters) is
simulated on a large scale.
It is hoped this research will provide
data to assist emergency services in
best distributing resources in disaster
scenarios. The second consists of real
rescue robots that may be sent into a
disaster zone that is either inaccessible
or too dangerous for human rescuers
to reach.
The robots are varied, some having
on-board sensors and intelligence.
Others are tele-operated, either by
radio or a cable dragged behind. In
competition robots are sent through a
. . . on the other
hand, there are
little fellas in
the RoboCup
competition too.
May 2004 11
They’re cute to watch: the
four-legged league is based
on Sony’s “AIBO” robot dogs
and creates a level hardware
playing field.
course of unknown configuration, and
must avoid obstacles to find and map
the location of potential survivors.
The ‘survivors’ are plastic mannequins which may have actuated
limbs that shake, or heating pads to
give the impression of a warm, alive
body. The robots detect the survivors
through vision, thermal detection or
motion sensing. Similar robots were
deployed at the World Trade Centre
to search through the debris for survivors, unfortunately without success.
The scoring is dependent on the
quality of data acquired and the
amount of human assistance. In the
future, the league will be expanded
so that robots can perform additional
rescue functions, such as administering first aid or reinforcing unstable
structures.
Perhaps the cutest robots belong to
the four-legged league. Sony AIBO
robotic dogs are programmed to play
soccer, on a field similar to that of the
F-180 league. Sony is a major sponsor of RoboCup so the league is good
publicity.
But the fixed hardware also forces
teams to deal entirely in software. In
some ways it creates a fairer competition, as teams can’t simply buy more
powerful motors or computers to
defeat the competition.
Every effort is made to extract
maximum performance from the fourlegged dogs. Extensive fine tuning of
the walking gait ensures maximum
speed and the robots often walk with
their heads low to the ground and
legs spread out to block or intercept
the ball.
The Sony AIBO ERS-210A robot,
12 Silicon Chip
one of the newer versions, has 20
degrees of freedom (DOF) throughout
its four legs, head, ears and tail. The
computing power on-board is roughly
equivalent to a small PC or PDA, with
its 64 bit RISC processor running at
384MHz.
The robots typically make use of
wireless networking, as with other
leagues, to communicate and also take
game start/stop instructions.
The legged league may be cute and
fun to watch but the game-play is still
of relatively low quality. Despite the
valiant efforts of their programmers,
the robot’s hardware is limited. The
single on-board CMOS camera has
limited resolution (176x144), the motors have limited torque and speed,
and the computer has limited power
and memory.
The situation will improve, with
the latest version of AIBO, the ERS-7.
This robot should make its debut at
RoboCup 2004. It may well be that
the league advances along with Sony’s
periodical release of newer, more advanced robots.
As with the main competition there
are several leagues, including soccer,
rescue and dance, each with set age
groups.
The soccer league is either 1-on-1
or 2-on-2. Several changes are made
from the grown-up version to simplify
the technology required to compete.
For example, the field has a monochrome gradient, rather than green
carpet. By reading the field with a light
sensor, a robot can judge its position
along the length of the field. The goals
are black at one end, and white at the
other, also allowing them to be found
with a simple light sensor rather than
an expensive camera.
There are 140mm high walls around
the edge of the field. Finally, the ball
itself is a clear plastic shell with several infrared LEDs inside. Thus the
ball can be found by scanning for the
unmodulated infrared light emitted,
using a filtered light sensor like a
photodiode.
The junior rescue league is essentially a scaled down version of the
parent. The course is smaller and has
less obstacles. There is a line that
a robot may follow that will lead it
through all the various sections of the
course, without the need for complex
navigation.
The survivors are denoted by either
a green or silver patch on the floor of
the course. These colours can be differentiated with a light sensor, aimed
at the floor.
In the dance league, aimed at younger students, robots are constructed and
Who’s playing – and paying?
The majority of participants in
RoboCup are universities, with a small
number of companies also putting
forth teams. The costs of parts, travel
and registration don’t leave much
room for the hobbyist.
However there is a concession in the
form of RoboCup Junior, a branch of
the competition for primary and secondary school students. Where RoboCup focuses on fostering research,
RoboCup Junior is about encouraging
education in science and technology.
In every RoboCup competition arena
you’ll find a “pit” area set up for last
minute tweaks and of course repairs.
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programmed to dance to a song for
up to two minutes. Some have clever
motorised limbs and timing, others are
simply dressed up.
Robots were at first solely constructed using Lego Mindstorms. These Lego
systems have sensors and controllers
well suited to the junior soccer, rescue
and dance leagues. Drive systems are
also quite easy to construct. Advanced
teams now use more customised
hardware, including microcontroller
boards and ultrasonic sensors.
Melbourne Uni team
I was involved with the University
of Melbourne mid-size team, within
the Department of Electrical and Electronic Engineering.
We competed at RoboCup2003 in
Padua, Italy. It was the first year we had
competed. This, combined with our
extreme under-preparedness, proved
extremely challenging. Due to delays
in manufacture, much of the hardware
was untested, up to the point that we
were assembling things for the first
time, just days prior to the competition
(even on the plane to Italy!).
The MU-Wallabies, as we were
known, had several design criteria
in mind. One was the need for small,
highly manoeuvrable robots. Also, an
omnidirectional kicking device was
designed. It consisted of a ‘leg’ which
was able to be rotated about the robot’s
circular body.
Unfortunately, a number of problems arose. In order to fit in a kicking device that protruded from the
robot’s body, the body had to be quite
small. This required that the wheels
(we used differential drive) be close
together and that the laptop computer
used to control the robot be mounted
vertically.
Ooops!
The first question we were asked
about our robots, after being asked
whether they could participate in
“Robot Wars” (instead of Robocup!),
is whether they will tip over. We were
hoping software algorithms would
prevent this from happening, although
sometimes collisions or malfunctions
would cause a robot to turn too tightly
and fall over in competition – much to
the opposing teams delight.
Also, the aim of having fast robots
has yet to be fulfilled. The cheap motors and gearing used failed to perform
to expectation and we’ve been forced
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to move to much more expensive
precision Swiss-made motors with
planetary gearboxes.
Our entire drive system, despite
requiring custom CNC machined parts,
only cost around $1500 per robot. The
new motors alone will cost $1200 per
robot. Additional problems included
faulty wiring and overheated battery
packs. All of these things were quite
preventable but we simply lacked the
time to catch all the bugs.
The laptops run a Slackware Linux
distribution, and the C++ control code
is compiled with GNU (open source)
tools.
Inexpensive Logitech webcams are
used for vision, through the USB port.
They run on the Video4Linux drivers
that are compatible with the Philips
webcam chipset. Images of 320 x 240
pixels are captured and processed at a
speed of about 10 frames per second.
This maximum speed is a limitation
of the webcam, and not the software
or laptop. The software classifies regions in the image based on colour and
makes a determination as to what the
corresponding object is. It needs to be
calibrated, as colours can vary depending on lighting conditions. The vision
software provides polar coordinates
(angle and distance) for each object
in view on the field.
The next step in processing is either
acting directly on this data, or using
it for localisation. This process determines where a robot is in relation to the
entire field. For instance, it may output
a cartesian x-y co-ordinate, where the
origin is in the centre circle. Through
the 802.11b wireless network, robots
can collate this information and build
a detailed model of where everything
is on the field.
Artificial intelligence software takes
this information about the environment and works out what actions
to take. In 2003, this software was
extremely simple. That said, it did
work surprisingly well and our main
source of problems was hardware
breakdown.
Australia is a strong, competitive
participant in the RoboCup competition. Other institutions competing
include the University of Queensland,
University of NSW, University of Newcastle and University of Technology,
Sydney.
In 2003, researchers from Australia
took out both the Engineering Challenge Awards. rUNSWift from the
University of New South Wales took
first place in the Sony legged league,
with the Nubots from the University
of Newcastle coming in third.
One of the most exciting matches
saw the RoboRoos of the University of
Queensland facing BigRed from Cornell
University in the US, in the F-180 final.
Cornell has enormous financial and
human backing, including Microsoft
and NASA, and they have dozens of
students and staff assisting.
Despite this, they were defeated in
an earlier round-robin match by the
University of Queensland. Unfortunately, Cornell managed a 1-0 defeat
of the RoboRoos in the final, with the
match having gone into overtime.
RoboCup 2004 is to be held in Lisbon, Portugal, from June 27 to July
5. If you would perhaps like to get
involved, or just watch these robots
in action without the expense of
overseas travel, there may be a local
alternative. RoboCup Junior has state
and national competitions every year.
For the more ambitious, the University
of Melbourne mid-size RoboCup team
is aiming to set up a wider robotics
competition later this year that will
SC
be open to all.
Weblinks:
www.robocup.org/
– RoboCup Official website
www.robocup2004.pt/
– RoboCup2004
ww.robocupjunior.org.au/
– RoboCup Junior Australia
robocup.ee.mu.oz.au/
– University of Melbourne mid-size team
May 2004 13
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