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An automatic approach to extract goal plans from soccer simulated matches

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Abstract

Soccer is a competitive and collective sport in which teammates try to combine the execution of basic actions (cooperative behavior) to lead their team to more advantageous situations. The ability to recognize, extract and reproduce such behaviors can prove useful to improve the performance of a team in future matches. This work describes a methodology for achieving just that makes use of a plan definition language to abstract the representation of relevant behaviors in order to promote their reuse. Experiments were conducted based on a set of game log files generated by the Soccer Server simulator which supports the RoboCup 2D simulated robotic soccer league. The effectiveness of the proposed approach was verified by focusing primarily on the analysis of behaviors which started from set-pieces and led to the scoring of goals while the ball possession was kept. One of the results obtained showed that a significant part of the total goals scored was based on this type of behaviors, demonstrating the potential of conducting this analysis. Other results allowed us to assess the complexity of these behaviors and infer meaningful guidelines to consider when defining plans from scratch. Some possible extensions to this work include assessing which plans have the ability to maximize the creation of goal opportunities by countering the opponent’s team strategy and how the effectiveness of plans can be improved using optimization techniques.

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Notes

  1. Game situation in which the ball is returned to open play after a stoppage due to the ball going out-of-bounds or a call made by the referee. In a soccer match this includes kick-offs, goal-kicks, throw-ins, corner-kicks and free-kicks. In this work, the latter is also used to refer to indirect free-kicks.

  2. More information available online at http://sourceforge.net/projects/sserver/.

  3. More information available online at http://ne.cs.uec.ac.jp/*koji/SoccerScope2/index.htm.

  4. This cooperative behavior was exhibited by the WrightEagle team in the RoboCup 2010 quarter finals game against opuCI_2D at cycle 4551 and lasted 27 cycles.

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Acknowledgments

The first author was financially supported by a PROFAD scholarship from the Polytechnic Institute of Viseu.

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Correspondence to Pedro Henriques Abreu.

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Communicated by E. Huellermeier.

Appendix: Set-play definition of a corner-kick with four participants

Appendix: Set-play definition of a corner-kick with four participants

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Almeida, F., Abreu, P.H., Lau, N. et al. An automatic approach to extract goal plans from soccer simulated matches. Soft Comput 17, 835–848 (2013). https://doi.org/10.1007/s00500-012-0952-z

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