Ball detection is one of the most important tasks in the context of soccer-playing robots. The ball is a small moving object which can be blurred and occluded in many situations. Several neural network based methods with different architectures are proposed to deal with the ball detection. However, they are either neglecting to consider the computationally low resources of humanoid robots or highly depend on manually-tuned heuristic methods to extract the ball candidates. In this paper, we propose a new ball detection method for low-cost humanoid robots that can detect most soccer balls with a high accuracy rate of up to 97.17%. The proposed method is divided into two steps. First, some coarse regions that may contain a full ball are extracted using an iterative method employing an efficient integral image based feature. Then they are fed to a lightweight convolutional neural network to finalize the bounding box of a ball. We have evaluated the proposed approach using a comprehensive dataset and the experimental results show the efficiency of our method.
In this paper, we present an active vision method using a deep reinforcement learning approach for a humanoid soccer-playing robot. The proposed method adaptively optimises the viewpoint of the robot to acquire the most useful landmarks for self-localisation while keeping the ball into its viewpoint. Active vision is critical for humanoid decision-maker robots with a limited field of view. To deal with an active vision problem, several probabilistic entropy-based approaches have previously been proposed which are highly dependent on the accuracy of the self-localisation model. However, in this research, we formulate the problem as an episodic reinforcement learning problem and employ a Deep Q-learning method to solve it. The proposed network only requires the raw images of the camera to move the robot's head toward the best viewpoint. The model shows a very competitive rate of 80% success rate in achieving the best viewpoint. We implemented the proposed method on a humanoid robot simulated in Webots simulator. Our evaluations and experimental results show that the proposed method outperforms the entropy-based methods in the RoboCup context, in cases with high self-localisation errors.
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