A Case-based Reasoning Approach to Imitating RoboCup Players Michael W. Floyd, Babak Esfandiari and Kevin Lam FLAIRS 21 May 15, 2008.

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A Case-based Reasoning Approach to Imitating RoboCup Players Michael W. Floyd, Babak Esfandiari and Kevin Lam FLAIRS 21 May 15, 2008

May 15, Overview 1)Problem and Motivation 2)RoboCup Simulation League 3)Related Work 4)Contributions 5)Case-based Imitation 6)Conclusions

May 15, Problem and Motivation Programming by demonstration: o imitate and perform arbitrary behaviour o remove need for programming expertise RoboCup an interesting benchmark o quite realistic (noise, world model, etc.)‏ o data easy to generate and access o spatial knowledge representation o use imitation to create sparring partners

May 15, RoboCup Simulation League

May 15, Related Work CBR for coordinating 4-legged team of RoboCup robots (Ros et al. 2006/2007)‏ CBR for high-level soccer activities (Wendler & Lenz 1998; Marling et al. 2003; Steffens 2004; Berger et al. 2007)‏ Imitation in first person shooter games (Bauckhage et al. 2004)

May 15, Contributions a RoboCup player that uses CBR to imitate other players algorithms that enable CBR to be ‬performed by imitative agents an automated process for acquiring case data, learning feature weights and performing imitation

May 15, Agent Imitation directly imitate another agents goal of being "as good as", not better uses raw sensory data, unfiltered, to avoid adding a human bias

May 15, Automatic Case Acquisition stores player-server communication

May 15, Case Representation Sensory Inputs + Actions

May 15, Imitation Cycle

May 15, Case Base Search Uses a k-Nearest Neighbour search Calculates the distance between two cases by: mat(obj) : returns the object that “matches” with obj or nil if there is no matching object (in which case a penalty is applied)‏

May 15, Object Matching case represents "field of vision" - incomplete view of the world objects may be indistinguishable

May 15, Object Weighting automatically calculate optimum object weights uses a genetic algorithm each gene represents weight for an object type uses crossover and mutation operators attempts to maximize the imitative behaviour during validation

May 15, Results in-game behaviour very similar when imitating simple agents able to automatically determine which objects are important to the imitated agent Object weighting occasionally found “unexpected” weights

Demo – No Learning

Demo – Imitating Single Game

May 15, Conclusions and Future Work successful for simple, single-state agents requires minimal human intervention future work will focus on more complex agents - multi-state and inter-agent communication Project Website: