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Dapeng Zhang Publikationen
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2009
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Dapeng Zhang, Cai Zhongjie, Chen Kefei und Bernhard Nebel.
A Game Controller Based on Multiple Sensors.
In
In Proceedings of the Fifth International Conference on Advances in Computer Entertainment Tochnology (ACE 2009).
2009.
Video.
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(PDF)
A digital game is normally controlled by hand. Playing such
a game requires only minimum hand movements. Rather
than being easy and comfortable, this game controller is designed
to be physically taxing for the players. It consists of
several sensors, which makes a game more lively and forces
the users to be more physically active. By using different
mapping methods, one game can be played in several ways.
The statistics gathered from the experiments show that even
though the quality of control on the chosen fighting game is
not as high as with a normal joystick, the developed controller
is still preferred by most of the participants. It induces
much more movement than a normal joystick.
2008
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Armin Hornung und Dapeng Zhang.
On-Line Detection of Rule Violations in Table Soccer.
In
Andreas R. Dengel, Karsten Berns, Thomas M. Breuel, Frank
Bomarius und Thomas R. Roth-Berghofer,
Proceedings of the 31st Annual German Conference on AI (KI 2008), S. 217-224.
Springer-Verlag 2008.
Poster.
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(PDF)
In table soccer, humans can not always thoroughly observe fast actions
like rod spins and kicks. However, this is necessary in order to
detect rule violations for example for tournament play. We describe an
automatic system using sensors on a regular soccer table to detect
rule violations in realtime. Naive Bayes is used for kick
classication, the parameters are trained using supervised learning. In
the on-line experiments, rule violations were detected at a higher
rate than by the human players. The implementation proved its
usefulness by being used by humans in real games and sets a basis
for future research using probability models in table soccer.
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Dapeng Zhang und Armin Hornung.
A Table Soccer Game Recorder.
In
Video Proceedings of the IEEE/RSJ International Conference on
Intelligent Robots and Systems (IROS 2008).
Nice, France 2008.
Digest
and Video.
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(PS.GZ)
Our table soccer robot can already challenge even professional
human players. Next, the robot should play games by using
human-like skills. As a foundation of this research, our table
soccer game recorder can save and replay games played by
humans. This video shows the construction and functionality of
the recording system.
We use three types of sensors mounted on a regular game table.
The movement of a game rod is measured by an optical distance
sensor. Its turning is observed by a magnetic rotary encoder.
Two laser measurement systems are synchronized to determine
the position of the ball. The raw sensor data is smoothed by
an approach using multi-model Kalman filter. We developed
several software modules for the system. The modules provide a
basis for the future research.
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Dapeng Zhang.
Robot Plays Table-Soccer.
In
Proc. of Dagstuhl Seminar (08372), Computer Science in Sport - Mission and Methods 2008.
2008.
Presentation (in .ppt) .
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Our research focuses on learning approaches with robot KiRo. KiRo is
a table soccer robot which can challenge even advanced human
players. Previously, we developed a method using learning by imitation, by
which KiRo can automatically acquire the demonstrated actions. Recently, we
constructed a game-recorder which collects data from the human-played games.
The in-process work is about explaining the recorded data, which is to
classify and to evaluate human's skills. A brief overview of the previous
work is addressed, and the perspective is discussed.
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Dapeng Zhang, Bernhard Nebel und Armin Hornung.
Switching Attention Learning - A Paradigm for Introspection and Incremental Learning.
In
Proceedings of Fifth International Conference on Computational Intelligence, Robotics
and Autonomous Systems (CIRAS 2008), S. 99-104.
Linz, Austria 2008.
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(PS.GZ)
Humans improve their sport skills by eliminating one recognizable
weakness at a time. Inspired by this observation, we
define a learning paradigm in which different learners can
be plugged together. An extra attention model is in charge
of iterating over them and chosing which one to improve
next. The paradigm is named Switching Attention Learning
(SAL). The essential idea is that improving one model in the
system generates more "improvement space" for the others.
Using SAL, an application for tracking the game ball in a
table soccer game-recorder is implemented. We developed
several models and learners which work together in the SAL
framework, producing satisfying results in the experiments.
The related problems, advantages, and perspective of the
switching attention learning are discussed in this paper.
2007
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Dapeng Zhang und Bernhard Nebel.
Recording and Segmenting Table Soccer Games -- Initial Results.
In
Proceedings of the 1st International Symposium on Skill Science 2007
(ISSS
2007), S. 193-195.
2007.
Poster.
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(PDF)
(PS.GZ)
Robot KiRo can play one side of a table soccer game autonomously.
Our recent research focuses on learning from and acting against
human actions. Therefore recording and segmenting games played by
humans are motivated. In this paper, the construction of a table
soccer game recorder is sketched. An intuitive segmenting
algorithm is implemented to explore the properties of the recorded
data. A segmentation approach using Hidden Markov Models (HMMs) is
proposed.
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Dapeng Zhang und Bernhard Nebel.
Learning a Table Soccer Robot a New Action Sequence by Observing and Imitating.
In
Proceedings of the Third Artificial Intelligence for
Interactive Digital Entertainment Conference (AIIDE
2007), S. 61-67.
2007.
Experiment Video.
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(PS.GZ)
Star-Kick is a commercially available and fully automatic
table soccer (foosball) robot, which plays table
soccer games against human players on a competitive
level. One of our research goals is to learn this table
soccer robot skillful actions similar to a human player
based on a moderate number of trials. Two independent
learning algorithms are employed for learning a
new lock and slide-kick action sequence by observing
the performed actions and imitating the relative actions
of a human player. The experiments with Star-Kick
show that an effective action sequence can be learned
in approximately 20 trials.
2005
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Dapeng Zhang.
Action Selection and Action Control for Playing Table Soccer Using Markov Decision Processes.
Masterarbeit,
Albert-Ludwigs-Universität,
Freiburg, Germany 2005.
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(PS.GZ)
(PDF)
StarKick is a commercially available table soccer robot which
challenges even advanced human players. However, the available set
of actions for StarKick is limited and the way of selecting the
actions is not flexible enough for incorporating more elaborate
actions.
In the context of this thesis, new actions for stopping and
dribbling the ball are developed. Stopping is achieved by locking
the ball between the playing surface and a playing figure.
Dribbling makes the ball rolling at a controllable speed within
the reachable area of the playing figures of one rod. By these new
actions, the ball can be deliberately passed and stopped.
To decide, which action should be taken in a given situation, an
action selection scheme using Markov Decision Processes (MDPs) and
reinforcement learning is developed. In order to reduce the state
space, the basic actions are combined to more complex actions and
the MDP is structured into four modules. Each module contains a
set of states, and the actions that are applicable in these
states. A simple reinforcement learning algorithm is implemented
in the MDP framework. The transition probabilities are updated by
counting. These updates are spread by policy iteration algorithm
during a game.
A series of experiments are carried out in real table soccer
games. These experiments show that the newly developed actions are
robust, the MDP model works fine, and the reinforcement learning
improves the performance of StarKick in a simplified game. The
attempt of making the reinforcement learning work in the whole
game seems too tedious to be finished in real games.
2004
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Thilo Weigel, Dapeng Zhang, Klaus Rechert und Bernhard Nebel.
Adaptive Vision for Playing Table Soccer.
In
S. Biundo, T. Frühwirth und G. Palm,
KI 2004: Advances in Artificial Intelligence.
Proceedings of the 27th Annual German Conference on Artificial
Intelligence, S. 424-438.
Springer-Verlag 2004.
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(PS.GZ)
(PDF)
For real time object recognition and tracking often color-based methods
are used. While these methods are very ecient, they usually dependent
heavily on lighting conditions. In this paper we present a robust and ecient
vision system for the table soccer robot KiRo. By exploiting knowledge about
invariant characteristics of the table soccer game, the system is able to adapt to
changing lighting conditions dynamically and to detect relevant objects on the table
within a few milliseconds. We give experimental evidence for the robustness
and efficiency of our approach.
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