{"title":"Fuzzy Prolog as Cognitive Layer in RoboCupSoccer","authors":"S. Muñoz-Hernández, W. S. Wiguna","doi":"10.1109/CIG.2007.368118","DOIUrl":null,"url":null,"abstract":"RoboCupSoccer domain has several leagues which varies in the rule of play such as specification of players, number of players, field size, and time length. Nevertheless, each RoboCup league is a variant of a soccer league and therefore they are based on some basic rules of soccer. A layered design of agents system presented in the work of Garcia et al. (2004) shows a modular approach to build control for a team of robots participating in RoboCupSoccer E-League. Based on this design, we propose a generalized architecture offering flexibility to switch between leagues and programming language while maintaining Prolog as cognitive layer. Prolog is a very convenient tool to design strategies for soccer players using simple rules close to human reasoning. Sometimes this reasoning needs to deal with uncertainty, fuzziness or incompleteness of the information. In these cases it is useful Fuzzy Prolog (Guadarrama et al., 2004), (Munoz-Hernandez and Vaucheret, 2005), (Munoz-Hernandez and Gomez-Perez, 2005), (Munoz-Hernandez and Vaucheret, 2006). In this paper we propose to use a combination of Prolog (that is crisp) and Fuzzy Prolog to implement the cognitive layer in RoboCupSoccer, which has the advantage of incorporating as conventional logic as fuzzy logic in this layer. A prototype of a team based on this architecture has been build for RoboCup soccer simulator, and we show that this approach provides a convenient way of incorporating a team strategy in high level (human-like) manner, where technical details are encapsulated and fuzzy information is represented","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"117 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2007.368118","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
RoboCupSoccer domain has several leagues which varies in the rule of play such as specification of players, number of players, field size, and time length. Nevertheless, each RoboCup league is a variant of a soccer league and therefore they are based on some basic rules of soccer. A layered design of agents system presented in the work of Garcia et al. (2004) shows a modular approach to build control for a team of robots participating in RoboCupSoccer E-League. Based on this design, we propose a generalized architecture offering flexibility to switch between leagues and programming language while maintaining Prolog as cognitive layer. Prolog is a very convenient tool to design strategies for soccer players using simple rules close to human reasoning. Sometimes this reasoning needs to deal with uncertainty, fuzziness or incompleteness of the information. In these cases it is useful Fuzzy Prolog (Guadarrama et al., 2004), (Munoz-Hernandez and Vaucheret, 2005), (Munoz-Hernandez and Gomez-Perez, 2005), (Munoz-Hernandez and Vaucheret, 2006). In this paper we propose to use a combination of Prolog (that is crisp) and Fuzzy Prolog to implement the cognitive layer in RoboCupSoccer, which has the advantage of incorporating as conventional logic as fuzzy logic in this layer. A prototype of a team based on this architecture has been build for RoboCup soccer simulator, and we show that this approach provides a convenient way of incorporating a team strategy in high level (human-like) manner, where technical details are encapsulated and fuzzy information is represented
RoboCupSoccer领域有几个不同的比赛规则,如球员规格,球员数量,场地大小和时间长度。然而,每个机器人世界杯联赛都是足球联赛的变体,因此它们都基于一些足球的基本规则。Garcia等人(2004)的工作中提出了agent系统的分层设计,展示了一种模块化方法来为参加RoboCupSoccer电子联赛的机器人团队构建控制。基于这种设计,我们提出了一种通用的架构,提供了在联盟和编程语言之间切换的灵活性,同时保持Prolog作为认知层。Prolog是一个非常方便的工具,可以使用接近人类推理的简单规则为足球运动员设计策略。有时这种推理需要处理信息的不确定性、模糊性或不完整性。在这些情况下,Fuzzy Prolog (Guadarrama et al., 2004)、(Munoz-Hernandez and Vaucheret, 2005)、(Munoz-Hernandez and Gomez-Perez, 2005)、(Munoz-Hernandez and Vaucheret, 2006)是有用的。在本文中,我们建议使用Prolog(即脆)和Fuzzy Prolog的组合来实现RoboCupSoccer中的认知层,其优点是在该层中结合了传统逻辑和模糊逻辑。基于这种架构的团队原型已经为RoboCup足球模拟器构建,我们表明这种方法提供了一种方便的方式,以高水平(类人)的方式合并团队策略,其中技术细节被封装,模糊信息被表示