| Literature DB >> 35855793 |
Abstract
Intelligent technology has been recently more developed which is due to the advancement in the technology sector. Moreover, every industry is now moving toward adoption of the intelligent technology to provide better services along with informed decisions which are possible only if devices have built-in intelligence. Likewise, in football simulation league, assigning suitable roles to each robot according to the real-time characteristics of complex and changeable field conditions is the key to win the game. In order to solve the problems of low research efficiency and poor simulation effect, this paper aims to deeply explore the application of RoboCup 3D and intelligent technology in football simulation league. Firstly, the movement speed, shooting speed, and direction of the players are measured. Secondly, a highly intelligent goal keeping and defense method and triangle attack strategy are proposed. The defense strategy is mainly that when the other team is in the state of attack, we send players to intercept the other player with the ball, and the triangle attack strategy is to use the three players in the appropriate position to cooperate with each other. The triangular attack team is composed of core attacking players and two auxiliary attacking players. This method is applied to football simulation league. RoboCup 3D simulation experiments show that the proposed method has good simulation effects in terms of ball loss rate and winning streak, which shows that the proposed method can effectively improve the research efficiency and simulation effect and has certain practicability.Entities:
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Year: 2022 PMID: 35855793 PMCID: PMC9288317 DOI: 10.1155/2022/9676952
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Flow chart of the triangle offensive strategy.
Figure 2Shooting diagram.
Figure 3Core offensive player selection chart.
Figure 4Main auxiliary offensive player selection chart.
Figure 5Factors influencing the action selection of core offensive players.
Experimental data.
| The experimental configuration | Data |
|---|---|
| The simulation platform | SimSpark |
| The game environment | RoboCup 3D |
| Computer server | BIM computer |
Model strategy comparison of different methods.
| Indicators | The traditional model | The model proposed in this paper |
|---|---|---|
| Planning time/s | 35.3 | 27.1 |
| Number of successes | 41 | 47 |
| Number of dead cycles | 3 | 1 |
Figure 6Comparison of statistical results of goal difference in different kicking methods.
Statistical table of experimental results of simulation competition.
| Comparison of the item | Behavior-based role assignment approach | The method proposed in this paper |
|---|---|---|
| Wins | 41% | 59% |
| Goals | 87 | 137 |
| Scoring rate | 10.3% | 35.7% |
| Possession | 31.3% | 68.7% |
| Average time spent on role assignment | 158 ms | 141 ms |
Figure 7Comparison of the ball loss rate in football matches with different methods.