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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Design, modeling, control, and simulation of a redundant, holonomic RoboCup goalie

Wilson, Lance J. January 2003 (has links)
No description available.
2

Interacción de un robot móvil con un objeto móvil aplicado al fútbol robótico

Celedón Aguilera, Wladimir January 2014 (has links)
Ingeniero Civil Electricista / El trabajo desarrollado tiene la finalidad de encontrar una nueva herramienta para desarrollar la toma de decisiones por parte de un robot que juega fútbol. En el transcurso de los avances en robótica, han sido muchos los intentos por encontrar una técnica de programación que permita emular el comportamiento humano en su mayor complejidad. Mientras más complejas sean las acciones, es más difícil generar un comportamiento, debido a que se necesita disponer de la plataforma que sea capaz de entregar las herramientas necesarias para ello. El lenguaje de programación XABSL utiliza el concepto de la máquina de estados finita para desarrollar un comportamiento. Establece archivos donde se pueden crear los comportamientos y los símbolos por separados y anexarlos al software del robot. Además existe un editor para este lenguaje que muestra el grafo de estados y la jerarquía de estos, lo cual facilita el diseño. El desarrollo del comportamiento del jugador (Striker) comprende buscar la pelota, ir hacia la pelota, alinearse y patearla. Se diseña una máquina de estados que a su vez llama a otras para realizar cada una de las etapas mencionadas. Para utilizar el potencial de desarrollo de esta herramienta, se trabaja en el control de los sonares, seleccionando el modo de operación y la creación de los símbolos para realizar las transiciones en la máquina de estados para la evasión. Con la mejora realizada en la adquisición de datos de los sonares y la calibración de estos para su funcionamiento, mejora la respuesta ante la aparición de obstáculos. Por otro lado el comportamiento de evasión, recibe como parámetro de entrada la posición de la pelota para ejecutar la transición de estados, lo cual es un aspecto importante que se presenta en XABSL. Patear la pelota constituye una máquina de estados con los tipos de golpes a realizar sin necesidad de establecer transiciones entre ellos. Además el jugador reduce las colisiones con las mejoras en el control de los sonares y la decisión de evadir considerando la información de la pelota.
3

A Robust Wireless Multicast Protocol

Boinpalli, Vamshi Krishna 29 September 2005 (has links)
No description available.
4

Exploiting opponent behavior in multi-agent systems

Portela, João Paulo dos Santos January 2010 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 2010
5

Humanoid Robot NAO : developing behaviours for soccer humanoid robots

Cruz, Luís Miranda January 2011 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 2011
6

Análise de desempenho de algoritmos evolutivos no domínio do futebol de robôs / Performance analysis of evolutionary algorithms in the robot soccer domain

Fraccaroli, Eduardo Sacogne 01 September 2010 (has links)
Muitos problemas de otimização em ambientes multiagentes utilizam os algoritmos evolutivos para encontrar as melhores soluções. Uma das abordagens mais utilizadas consiste na aplicação de um algoritmo genético, como alternativa aos métodos tradicionais, para definir as ações dos jogadores em um time de futebol de robôs. Entretanto, conforme relatado na literatura, há inúmeras possibilidades e formas de se aplicar um algoritmo genético no domínio do futebol de robôs. Assim sendo, neste trabalho buscou-se realizar uma análise comparativa dos algoritmos genéticos mono-objetivo e multi-objetivo aplicados no domínio do futebol de robôs. O problema padrão escolhido para realizar essa análise foi de desenvolver uma estratégia de controle autônomo, a fim de capacitar que os robôs tomem decisões sem interferência externa, pois, além de sua solução se encontrar ainda em aberto, o mesmo é também de suma relevância para a área de robótica. / Many optimization problems in multiagent environments adapt evolutionary algorithms to find the best solutions. A widely used approach consists of applying a genetic algorithm as an alternative to traditional methods, in order to define the actions of the players on a soccer team of simulated robots. However, as reported in the literature, there are many possibilities and ways to apply a genetic algorithm in the field of robot soccer. Therefore, this work attempts to make a comparative analysis of mono-objective and multi-objective genetic algorithms applied to control a robot soccer. The standard problem chosen for this analysis was to develop a strategy for autonomous control, in order to enable the robots to make decisions without external interference, because in addition to its solution is still open, it is also of utmost relevance to the area robotics.
7

Análise de desempenho de algoritmos evolutivos no domínio do futebol de robôs / Performance analysis of evolutionary algorithms in the robot soccer domain

Eduardo Sacogne Fraccaroli 01 September 2010 (has links)
Muitos problemas de otimização em ambientes multiagentes utilizam os algoritmos evolutivos para encontrar as melhores soluções. Uma das abordagens mais utilizadas consiste na aplicação de um algoritmo genético, como alternativa aos métodos tradicionais, para definir as ações dos jogadores em um time de futebol de robôs. Entretanto, conforme relatado na literatura, há inúmeras possibilidades e formas de se aplicar um algoritmo genético no domínio do futebol de robôs. Assim sendo, neste trabalho buscou-se realizar uma análise comparativa dos algoritmos genéticos mono-objetivo e multi-objetivo aplicados no domínio do futebol de robôs. O problema padrão escolhido para realizar essa análise foi de desenvolver uma estratégia de controle autônomo, a fim de capacitar que os robôs tomem decisões sem interferência externa, pois, além de sua solução se encontrar ainda em aberto, o mesmo é também de suma relevância para a área de robótica. / Many optimization problems in multiagent environments adapt evolutionary algorithms to find the best solutions. A widely used approach consists of applying a genetic algorithm as an alternative to traditional methods, in order to define the actions of the players on a soccer team of simulated robots. However, as reported in the literature, there are many possibilities and ways to apply a genetic algorithm in the field of robot soccer. Therefore, this work attempts to make a comparative analysis of mono-objective and multi-objective genetic algorithms applied to control a robot soccer. The standard problem chosen for this analysis was to develop a strategy for autonomous control, in order to enable the robots to make decisions without external interference, because in addition to its solution is still open, it is also of utmost relevance to the area robotics.
8

Multi-robot coordination using flexible setplays : applications in RoboCup's simulation and middle-size leagues

Mota, Luís Henrique Ramilo January 2011 (has links)
Tese de Doutoramento. Engenharia Informática. Faculdade de Engenharia. Universidade do Porto. 2011
9

Evaluation of Techniques for Merging Information from Distributed Robots into a Shared World Model

Nilsson, Jörgen, Henricsson, Fredrik January 2004 (has links)
In the robotics domain today there are many uncertainties. Sensors fail to provide complete and reliable information of the world, a world that is dynamic with objects moving in and out of a robot’s perception. One way to mitigate these uncertainties is to share and merge information between robots. However, information sharing itself brings uncertainties and questions that must be addressed. What information is useful to share? How reliable is it? How often should it be shared? How should this information be integrated with the information already present at the receiver? This thesis is intended to deal with the merging of shared information from several distributed robots; information that is mainly useful for determining the real world positions of objects. We have identified some techniques for merging shared information and tested these in various different situations in an effort to determine the most appropriate one. Our tests show that sharing information can be very beneficial when objects are occluded from the view of one or more robots. The tests also show that information sharing is useful for decreasing object position uncertainty.
10

Situation assessment and role selection in the simulated RoboCup domain / Situations analys och roll val i den simulerade RoboCup domänen

Sturesson, Johan, Sjöberg, Mattias January 2003 (has links)
In the recent world championships of the simulated RoboCup league the winning teams possessed low level behaviours, such as kick and pass, that were close to perfection. In order to improve a team's performance you will need, beside perfect low level behaviours, a good management of the team. We present a model for managing a team in the simulated RoboCup league. The model is based on techniques used by the recent winners in the league and allows you to get a well coordinated team of agents striving for a common goal. The model supports different formations in different situations, which contributes to a dynamic team play, where the players can adjust to their opponents and other factors like time left and goal difference. For example if the game is near the end and the team is loosing a more risky and aggressive tactic is chosen.

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