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Planning to Score a Goal in Robotic Football with Heuristic Search

机译:计划以启发式搜索在机器人足球中获得目标

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This paper considers a problem of planning an attack in robotic football (RoboCup). The problem is reduced to finding a trajectory of the ball from its current position to the opponents goals. Heuristic search algorithm, i.e. A*, is used to find such a trajectory. For this algorithm to be applicable we introduce a discretized model of the environment, i.e. a graph, as well as the core search components: cost function and heuristic function. Both are designed to take into account all the available information of the game state. We extensively evaluate the suggested approach in simulation comparing it to a range of baselines. The result of the conducted evaluation clearly shows the benefit of utilizing heuristic search within the RoboCup context.
机译:本文考虑了规划机器人足球(Robocup)攻击的问题。问题减少以从其当前位置找到球的轨迹到对手目标。启发式搜索算法,即a *,用于找到这样的轨迹。对于这种算法,我们将引入环境的离散模型,即图形,以及核心搜索组件:成本函数和启发式功能。两者都旨在考虑游戏状态的所有可用信息。我们广泛评估模拟中的建议的方法,将其与一系列基线进行比较。进行的评估结果清楚地表明利用Robocup上下文中使用启发式搜索的益处。

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