merged jonas
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documentation/Seif.tex
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documentation/Seif.tex
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\section{Ball Alignment}
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Now that the robot aligned itself with the ball and the goal, it has to move to the
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right position, from which it can perform the kick. Depending on the situation, it
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was feasible to program the robot to automatically select which foot to kick the ball with;
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however, due to time constraints we decided to program the robot to kick only with the left foot.
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In order to program the robot to correctly position its left foot in front of the ball,
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we identified the right position that the ball should be positioned at,
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within the robot’s lower camera as shown in \ref{p figure ball-alignment}.
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We then experimentally determined the extents of this region.
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The algorithm therefore is for the robot to gradually adjust its position in small steps,
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until the ball image reaches the target, which would trigger the robot to perform the kick. \\
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Our tests have shown that this method was quite robust and gave consistent results.
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We registered no case where the robot missed the ball or hit it with the edge of the foot.\\
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\begin{figure}[ht]
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\includegraphics[width=\textwidth]{\fig ball-align}
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\caption{Ball alignment}
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\label{p figure ball-alignment}
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\end{figure}
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\section{Kick}
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The final milestone in the goal scoring project is naturally the kick. Before
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we started working on the kick, we set the requirements that our
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implementation must meet. Firstly and most importantly, the robot shouldn't
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fall down during and after performing the kick. Secondly, the kick performance should be efficient,
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thus ideally only one attempt would be necessary for the ball to reach the goal.
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Consequently, we opted for a powerful kick which can cover high distances. \\
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As shown in \ref{p figure kick} To obtain our strong kick, First the robot will use its ankle joints to shift
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its weight to the base leg to compensate for the gravity and to avoid any collision between the kicking foot and the floor.
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After this, the robot will be able to lift the
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kicking leg to achieve a stronger swing. Finally, the robot will perform the swing and return
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to the standing position safely. Both raising the leg and doing the swing require
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precise coordinated joint movements, so we had to conduct experiments to
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establish the correct joint angles and the movement speed. \\
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An important drawback of our implementation is that the swing makes the whole
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process slower, but we weren't able to design a strong and stable kick without
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using the swing. Nevertheless, the tests that we performed have shown that our
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implementation satisfies our requirements, and hence the last milestone was
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successfully completed.\\
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\begin{figure}[ht]
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\includegraphics[width=\textwidth]{\fig kick}
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\caption{Kick sequence}
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\label{p figure kick}
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\end{figure}
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@@ -3,15 +3,15 @@
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RoboCup \cite{robocup} is an international competition in the field of
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robotics, the ultimate goal of which is to win a game of soccer against a human
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team by the middle of the 21st century. The motivation behind this objective is
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the following: it is impossible to achieve such an ambitious goal with the
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the following: It is impossible to achieve such an ambitious goal with the
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current state of technology, which means that the RoboCup competitions will
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drive scientific and technological advancement in such areas as computer
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vision, mechatronics and multi-agent cooperation in complex dynamic
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environments. The RoboCup teams compete in five different leagues: Humanoid,
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Standard Platform, Medium Size, Small Size and Simulation. Our work in this
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semester was based on the rules of the \textit{Standard Platform league}. In
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semester was based on the rules of the \textit{Standard Platform League}. In
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this league all teams use the same robot \textit{Nao}, which is being produced
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by the SoftBank Robotics. We will describe the capabilities of this robot in
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by SoftBank Robotics. We will describe the capabilities of this robot in
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more detail in the next chapter.
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A couple of words need to be said about the state-of-the-art. One of the most
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@@ -35,11 +35,11 @@ effective goal scoring will bring the team closer to victory. Secondly, in
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order to score a goal, many problems and tasks need to be solved, which we will
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describe in close detail in the next chapter. The work on these tasks would
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allow us to acquire new competences, which we could then use to complement the
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RoboCup team of TUM. Finally, this objective encompasses many disciplines, such
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RoboCup team of the TUM. Finally, this objective encompasses many disciplines, such
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as object detection, mechatronics or path planning, which means that working on
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it might give us a chance to contribute to the research in these areas.
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Having said that, we hope that our project will be a positive contribution to
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the work, being done at the Institute for Cognitive Systems, and that this
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the work being done at the Institute for Cognitive Systems and that this
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report will help future students to get familiar with our results and continue
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our work.
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@@ -72,7 +72,7 @@ start the \textbf{Turn to Ball algorithm} again.
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%Follow the ball always -> problem: movement while walking
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%Describe in more Detail??? Are all steps in can not see the ball executed every time?
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%Mention stand up
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\newpage
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\section{Distance Measurement}
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\label{j sec distance measurement}
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@@ -102,8 +102,8 @@ camera of the robot is not aligned with the parallel to the floor. There is
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therefore an offset angle for the center of the camera frame, which has to be
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considered in the calculations. As seen in figure \ref{j figure distance
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measurement} $ \Phi_{\mathrm{ball}} $ and $
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\Phi_{\mathrm{meas}}+\Phi_{\mathrm{cam}} $ are alternate interior angles
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therefore the following equations holds:
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\Phi_{\mathrm{meas}}+\Phi_{\mathrm{cam}} $ are alternate interior angles.
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Therefore, the following equations holds:
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\begin{equation}
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\Phi_{\mathrm{ball}} = \Phi_{\mathrm{meas}}+\Phi_{\mathrm{cam}} \; .
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@@ -157,12 +157,12 @@ head, until it is able to recognize the goal in the view of its top camera
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Using the position of the center of the goal, the angle between the ball and
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the goal is estimated. Depending on the value of the angle, different approach
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directions are chosen. In the figure \ref{j figure choose-approach}, the goal
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directions are chosen. In figure \ref{j figure choose-approach}, the goal
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is on the right side of the ball. It therefore makes sense to approach the ball
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somewhere from the left side. In the current implementation there are three
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possible approach directions. The robot could approach the ball either from the
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left or the right side; or if the angle between the goal and the ball is
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sufficiently small, the robot could also do a straight approach to the ball. As
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sufficiently small or the distance between the ball and the robot is sufficiently small, the robot could also do a straight approach to the ball. As
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the exact approach angle to the ball is calculated in the next part of the
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approach planning, it's enough for now to decide between those three possible
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approach directions.
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@@ -171,7 +171,6 @@ The proposed algorithm worked fine under the consideration of the
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possible scenarios. As the goal detection algorithm works quite reliable, the
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appropriate approach direction was found quickly most of the time.
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\newpage
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As the approach direction is now known, the approach angle and the walking
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distance of the robot have to be estimated. The task is to find an approach
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@@ -191,9 +190,9 @@ The task is solved as following. Again the robot is in the standing position
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and the ball is centered in the camera view of the top camera. The ball
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distance has already been estimated as described in section \ref{j sec distance
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measurement}. To estimate the approach angle and the walking distance, a
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desired distance is defined which defines the distance between the robot and
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desired distance is set which defines the distance between the robot and
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the ball after the walk. Approach angle and walking distance can then be
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computed. Thereby we considered two different approaches depending on the
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computed. Thereby we considered three different approaches depending on the
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distance between the ball and the robot. If the distance between the robot and
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the ball is below or equal to a specified threshold the triangle looks as shown
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in figure \ref{j figure rdist hypo}.
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@@ -240,19 +239,26 @@ looks like in figure \ref{j figure bdist hypo}.
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\end{figure}
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To calculate the appropriate walking distance, the following formulas estimate
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the approaching angle and calculate the distance.
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the approaching angle and calculate the walking distance, depending on the distance to the ball.
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\begin{equation}
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\Theta_\mathrm{appr}=\arctan\left(\frac{\mathrm{Desired\ distance}}{\mathrm{ball\ distance}} \right) \; \; \mathrm{or} \; \; \arcsin\left(\frac{\mathrm{Desired\ distance}}{\mathrm{ball\ distance}}\right)
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\Theta_\mathrm{appr} =
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\begin{cases}
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\arctan\left(\frac{\mathrm{Desired\ distance}}{\mathrm{ball\ distance}} \right) & \text{for short distances}\\
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\arcsin\left(\frac{\mathrm{Desired\ distance}}{\mathrm{ball\ distance}}\right) & \text{for long distances}
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\end{cases}
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\end{equation}
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\begin{equation}
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\mathrm{walking\ distance}=\frac{\mathrm{ball\ distance}}{\cos(\Theta_\mathrm{appr})} \; \; \mathrm{or} \; \; \frac{\cos(\Theta_\mathrm{appr})}{\mathrm{ball\ distance}}
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\mathrm{walking\ distance} =
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\begin{cases}
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\frac{\mathrm{ball\ distance}}{\cos(\Theta_\mathrm{appr})} & \text{for short distances}\\
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\cos(\Theta_\mathrm{appr}) \cdot \mathrm{ball\ distance} & \text{for long distances}
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\end{cases}
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\end{equation}
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If the distance between the robot and the ball is really small, the robot
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starts a direct approach to the ball regardless of the position of the goal.
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This makes more sense for short distances, than the two approaches stated
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above. In this case the neccessary actions for goal alignment will happen in a
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As already mentioned, the robot starts a direct approach to the ball regardless of the position of the goal if the distance between the robot and the ball is really small.
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This makes more sense for sufficiently short distances, than the two approaches stated
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above. In this case the necessary actions for goal alignment will happen in a
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dedicated goal alignment stage, described in the section \ref{p sec goal
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align}.
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@@ -16,7 +16,7 @@ and are assumed to be the center and the radius of the ball.
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\begin{figure}[ht]
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\includegraphics[width=\textwidth]{\fig ball-detection}
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\caption{Ball detection. On the right is the binary mask}
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\caption[Ball detection]{Ball detection. On the right is the binary mask}
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\label{p figure ball-detection}
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\end{figure}
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@@ -30,13 +30,13 @@ binary mask with erosions and dilations, which allowed us to detect the ball
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even over long distances.
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The advantages of the presented algorithm are its speed and simplicity. The
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major downside is that the careful color calibration is required for the
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major downside is that a careful color calibration is required for the
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algorithm to function properly. If the HSV interval of the targeted color is
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too narrow, then the algorithm might miss the ball; if the interval is too
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wide, then other big red-shaded objects in the camera image will be detected as
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too narrow, the algorithm might miss the ball; if the interval is too
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wide, other big red-shaded objects in the camera image will be detected as
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the ball. A possible approach to alleviate these issues to a certain degree
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will be presented further in the section \ref{p sec field detect}. To
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conclude, we found this algorithm to be robust enough for our purposes, if the
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conclude, we found this algorithm to be robust enough for our purposes, if a
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sensible color calibration was provided.
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\section{Goal Detection}
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@@ -64,7 +64,7 @@ contours with the largest areas are considered further (in our experiments it
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was empirically determined that $N=5$ provides good results). Furthermore, all
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convex contours are rejected, since the goal is a highly non-convex shape.
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After that, a check is performed, how many points are necessary to approximate
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the remaining contours. The motivation behind this is the following: it is
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the remaining contours. The motivation behind this is the following: It is
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clearly visible that the goal shape can be perfectly approximated by a line
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with 8 straight segments. On an image from the camera, the approximation is
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almost perfect when using only 6 line segments, and in some degenerate cases
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@@ -74,7 +74,7 @@ of line segments to be approximated is probably not the goal. The preselection
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stage ends here, and the remaining candidates are passed to the scoring
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function.
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The scoring function calculates, how different are the properties of the
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The scoring function calculates, how different the properties of the
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candidates are from the properties, that an idealized goal contour is expected
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to have. The evaluation is happening based on two properties. The first
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property is based on the observation, that the area of the goal contour is much
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@@ -90,7 +90,7 @@ scoring function can then look like the following:
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The contour, that minimizes the scoring function, while keeping its value under
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a certain threshold is considered the goal. If no contour scores below the
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threshold, then the algorithm assumes that no goal was found. An important note
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threshold, the algorithm assumes that no goal was found. An important note
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is that the algorithm is designed in such a way, that the preselection and
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scoring are modular, which means that the current simple scoring function can
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later be replaced by a function with a better heuristic, or even by some
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@@ -104,7 +104,7 @@ Figure \ref{p figure goal-detection} demonstrates the algorithm in action. On
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the right is the binary mask with all found contours. On the left are the goal,
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and one contour that passed preselection but was rejected during scoring.
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One downside of this algorithm, is that in some cases the field lines
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One downside of this algorithm is that in some cases the field lines
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might appear to have the same properties, that the goal contour is expected to
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have, therefore the field lines can be mistaken for the goal. We will describe,
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how we dealt with this problem, in the section \ref{p sec field detect}.
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@@ -5,23 +5,23 @@ completed, which are:
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\begin{enumerate}
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\item Ball detection;
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\item Ball detection
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\item Goal detection;
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\item Goal detection
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\item Field detection;
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\item Field detection
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\item Turning to ball;
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\item Turning to ball
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\item Distance measurement;
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\item Distance measurement
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\item Approach planning;
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\item Approach planning
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\item Ball approach;
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\item Ball approach
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\item Goal alignment;
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\item Goal alignment
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\item Ball alignment;
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\item Ball alignment
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\item Kick.
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@@ -7,29 +7,29 @@ cm tall. Some of its characteristics are:
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\begin{itemize}
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\item Two HD-cameras on the head;
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\item Two HD-cameras on the head
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\item An ultrasonic rangefinder on the body;
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\item An ultrasonic rangefinder on the body
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\item An inertial navigation unit (accelerometer and gyroscope);
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\item An inertial navigation unit (accelerometer and gyroscope)
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\item Internet connectivity over Ethernet cable or 802.11g WLAN;
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\item Internet connectivity over Ethernet cable or 802.11g WLAN
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\item Single-core Intel Atom CPU and 1 GB of RAM;
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\item Single-core Intel Atom CPU and 1 GB of RAM
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\item Programmable joints with overall 25 degrees of freedom;
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\item Programmable joints with overall 25 degrees of freedom
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\item Speakers;
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\item Speakers
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\item 60 to 90 minutes battery life.
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\end{itemize}
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It can be seen from the specifications list, that the multitude of sensors and
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interfaces makes Nao an attractive development platform, suitable for the task
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of playing soccer. However, relatively weak CPU and a low amount of RAM require
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interfaces make the Nao an attractive development platform, suitable for the task
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of playing soccer. However, a relatively weak CPU and a low amount of RAM require
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the programs running on the robot to be resource-efficient, which had to be
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taken into into account during our work on the project.
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taken into account during our work on the project.
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\section{Software}
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@@ -58,13 +58,12 @@ to ensure their proper functioning on the robot.
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Here we will briefly discuss what alternative options were available for the
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choice of the base framework, and why we decided not to use those. One
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available option was the official \textit{NAOqi C++ SDK}. Being based on the
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C++ language, this SDK can naturally be expected to have better performance and
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be more resource-efficient, than the Python-based version. We still chose the
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C++ language, this SDK can naturally be expected to have better performance and to be more resource-efficient, than the Python-based version. We still chose the
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Python SDK, because C++ is not particularly suitable for fast prototyping,
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because of the complexity of the language. It is also worth noting, that we
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never really hit the performance constraints, that couldn't have been overcome
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by refactoring our code, but in the future it might be reasonable to migrate
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some of the portions of it to C++.
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some portions of it to C++.
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Another big alternative is \textit{ROS} \cite{ros} (Robotic Operating System).
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ROS is a collection of software targeted at robot development, and there exists
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@@ -79,7 +78,7 @@ in ROS, it should be possible in the future to incorporate our work into ROS.
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Finally, as was already mentioned in the introduction, \textit{B-Human
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Framework} is a popular choice for beginners, thanks to the quality of the
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algorithms and good documentation. However, B-Human has been in development
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over many years and is therefore a very complex system. The amount time needed
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over many years and is therefore a very complex system. The amount of time needed
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to get familiar with the code, and then to incorporate our changes would have
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been too big, for this reason we decided to use the simpler option as a
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been too big. For this reason we decided to use the simpler option as a
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starting point.
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