Abstract— Opponent Modeling is one of the most attractive
and practical arenas in Multi Agent System (MAS) for predicting
and identifying the future behaviors of opponent. This paper
introduces an approach towards opponent modeling in RoboCup
Soccer Coach Simulation. In this scene, an autonomous coach
agent is able to identify the weaknesses or patterns of the
opponent by analyzing the opponent's past games and advising
own players. To gain this goal, we introduce a 3-tier learning
architecture. At first, by gathering data from the environment,
sequential events of the players are identified. Then the
weaknesses or patterns of the opponent are predicted using
statistical calculations. Eventually, by comparing the opponent
patterns with the rest of team's behavior, a model of the
opponent is constructed. According to this architecture, coach
models the opponent and to simplify pattern recognition,
provides an appropriate strategy to play against the opponent.
This structure is tested in RoboCup Soccer Coach Simulation
and MRLCoach was the champion at Iran Open 2006.
Index Terms—CLang, Decision Tree, Opponent Modeling,
Pattern, RoboCup.
I. INTRODUCTION
ULTI AGENT SYSTEM is one of the sub-disciplines of
artificial intelligence which was introduced for the
purpose of defining the rules and principles for developing
complex systems and provides a mechanism for cooperating
the agents [1]-[2]. In real-time environments, multi agent
systems need agents that are able to act automatically and as a
part of a team. Modeling in multi agent system environments
predicts the future behaviors of opponent and propose an
appropriate counteraction [3]. RoboCup is an MAS
environment and opponent modeling plays a crucial role in
this context. In this domain, two teams formed by autonomous
agents connect to a server and play a simulated football [4]. A
coach agent can receive the complete and noiseless
information from the field and to enhance the performance
sends messages in format of the standard coach language,
called CLang, to its players [5]-[6].
1-4244-0537-8/06/$20.00 ©2006 IEEE
Recently for emphasis on opponent modeling, coach
competition has had changes, so that coach is in charge of
identifying the weaknesses and strengths of the opponent,
which are called patterns, from other behaviors of the
opponent, called base strategy. The 2006 coach competition
rule defines pattern and base strategy as:
pattern: A simple behavior that a team performs which is
predictable and exploitable for the coaches.
base strategy: The general strategy of the test team
regardless of the pattern in it.
To exemplify this, a pattern may be a sequence of
consecutive passes between some particular players, clearing
the ball to the outside of penalty area by defenders, or a
different formation of players between pattern and base, etc.
Our work is focused on opponent modeling and online
pattern identification. For this purpose, MRLCoach receives
the previous plays of the opponent as two log files of pattern
and base, and by analyzing them identifies the events occurred
such as pass, shoot, dribble, etc. Then for pattern recognition,
we use chi-square test [7]-[8], to analyze the possible relation
between an event and a sequence of previously occurred
events. The eventual model of the opponent could be a
collection of multiple identified patterns. Now, using a radix
tree [9], we compare models constructed from the pattern and
base log files and store the difference between them as the
final model of the opponent in the model repository. Coach
makes models for each of the pattern and base log files. In
online mode, observing the live game, coach exposes an
online model of the opponent and compares it with the stored
models in repository. When a model matches this model,
coach reports it as the current opponent model to the server.
Additionally, to recognition of the model, coach advises the
players with a suitable strategy.
The remainder of this paper is organized as follows: At
first, a 3-tier learning architecture for predicting and exposing
the opponent behavior is presented. Afterwards, we explain
how this process of learning is accomplished in online game
and a proper strategy is suggested against the opponent team.
Continuing on, by analyzing the results of the Iran Open 2006
competition, we demonstrate the capabilities of MRLCoach.
Finally, we conclude with a brief description of related work
and our conclusions.
Mining Opponent Behavior: A Champion of
RoboCup Coach Competition
*
Ramin Fathzadeh,
*
Vahid Mokhtari,
*
Morteza Mousakhani and
*†
Fariborz Mahmoudi
*
Mechatronics Research Laboratory
Department of Computer Engineering, Islamic Azad University, Qazvin Branch, Qazvin, Iran
{fathzadeh, mokhtari, mousakhani}@mrl.ir
†
Iran Telecommunication Research Center
mahmoudi@itrc.ac.ir
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