BIOLOGICAL NURTURING Jean Meadows April 2010 Jean Meadows April 2010.
Algorithms for use with Foosbot By: Michael Meadows Assisted By: James Heard.
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Transcript of Algorithms for use with Foosbot By: Michael Meadows Assisted By: James Heard.
![Page 1: Algorithms for use with Foosbot By: Michael Meadows Assisted By: James Heard.](https://reader036.fdocuments.in/reader036/viewer/2022081816/5697bf881a28abf838c89794/html5/thumbnails/1.jpg)
Algorithms for use with Foosbot
By: Michael Meadows
Assisted By: James Heard
![Page 2: Algorithms for use with Foosbot By: Michael Meadows Assisted By: James Heard.](https://reader036.fdocuments.in/reader036/viewer/2022081816/5697bf881a28abf838c89794/html5/thumbnails/2.jpg)
Goals
• Creation of distinct evolutionary solutions to AI for offense and defense on the table
• Established method to maximize the tracking efficiency
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Previous Functional Foosbots
• German Made Kickstar (20,000 Euro)
• -Used tracking from various angles
• University of Illinois
• -Non evolutionary fixed algorithms
• -Same Webcam (MS Life Cam)
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Original Scope and Definition of Success
• Basic success if the casual player and be beaten more than 10% of the time. Full success at 40%
• Secondary success if after primary objective there is still a trend of improvement
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Current Scope
Able to track ball to within ½ diameter with less than .5 second delay.
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Design Success Criteria
• Can track game in real time and maintain ball position
• Can track with resolution at least ½ of ball diameter or better
• Can predict next location with 80% accuracy
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Expected Results
• Early results:– Map of balls known paths– Basic reel movement
Later results:
Capacity to move into balls path
Consistent reactions
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Timeline
• 2nd Quarter• Functional camera tracking• Path memory• 3rd Quarter• Basic defense• 4th Quarter• Testing and expansion
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Languages
• Processing for interpretation of Video input
• Java for managing the other relevant algorithms
• C for additional integration
• int searchColor1 = color( 128, 255, 0 );
• int searchColor2 = color( 255, 0, 0 );
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Tracking Tweaks
• Customized the resolution
• Limited the search
• High contrast colors, larger accepted color range.
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Defense Overview
• Recorded path history (Map)
• Averaging of risk and likelihood
• Tweaks – Fake outs
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Limitations
• Ball tracking has some delay
• Reel control has imperfections
• Inability to improvise makes offensive dribbling likely unachievable
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Testing and Evaluation
• The first stage will be judged by viewing the created and printed Map
• Will also be evaluated based on speed and accuracy of the ball being tracked.
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Results
• Research confirms practicality of project
• Largest limitations in tracking speed
• Strong difficulty with offense AI confirmed
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Changes to Plan
• Offense will not be developed as originally planned.
• Physical integration testing will not be feasible due to funding cuts.
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Conclusions
Major physical limitations
Delays in reading writing to the map