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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Multi-Agent Coordination for a Partially Observable and Dynamic Robot Soccer Environment with Limited Com munication</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniele Afinita</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniele Nardi</string-name>
          <email>nardi@diag.uniroma1.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Domenico D. Bloisi</string-name>
          <email>domenico.bloisi@unint.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Distributed Robot Coordination, Multi-Agent Cooperation, World Modelling, RoboCup</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          ,
          <addr-line>Flavio Volpi</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer, Control, and Management Engineering Antonio Ruberti, Sapienza University of Rome</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Faculty of Political Science and Sociopsychological Dynamics, UNINT University</institution>
          ,
          <addr-line>Rome</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <abstract>
        <p>RoboCup represents an International testbed for advancing research in AI and robotics, focusing on a definite goal: developing a robot team that can win against the human world soccer champion team by the year 2050. To achieve this goal, autonomous humanoid robots' coordination is crucial. This paper explores novel solutions within the RoboCup Standard Platform League (SPL), where a reduction in WiFi communication is imperative, leading to the development of new coordination paradigms. The SPL has experienced a substantial decrease in network packet rate, compelling the need for advanced coordination architectures to maintain optimal team functionality in dynamic environments. Inspired by market-based task assignment, we introduce a novel distributed coordination system to orchestrate autonomous robots' actions eficiently in low communication scenarios. This approach has been tested with NAO robots during oficial RoboCup competitions and in the SimRobot simulator, demonstrating a notable reduction in task overlaps in limited communication settings.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>Robocup is the world’s largest robotics competition which aims to push the boundaries of
research covering a wide range of topics. Managing the coordination among a team of fully
autonomous humanoid robots is a key aspect of dealing with the RoboCup 2050’s challenge,
consisting of creating a team of fully autonomous humanoid robot soccer players able to win a
soccer game complying with the rules of FIFA against the winner of the World Cup.</p>
      <p>
        In the RoboCup Standard Platform League (SPL), the current trend is to rely less on WiFi
communication, in order to push the boundaries of the robot’s capabilities in managing the
distributed task assignment problem in challenging conditions. Novel approaches, like
gesturebased [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], have been developed and tested, but wireless communication is still the main
communication channel.
†These authors contributed equally.
      </p>
      <p>
        In particular, in the last few years, the network packet rate has been reduced from the original
5 packets per second per robot to a 1.200 total amount of packets per team per match. According
to the rulebooks, from RoboCup 2019 to RoboCup 2022 the number of allowed packets per
team has been reduced by 84% [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In RoboCup 2023 the total number has been kept the same,
but the number of playing robots per team increased from 5 to 7 (see Fig. 1). This further
reduced the amount of packets per robot. Meanwhile, the size of the single packet has been
reduced to half of its size (now it is 128 bytes). This pushed teams to design new coordination
paradigms and architectures. To keep a team able to play a RoboCup match in a very dynamic
and partially observable environment such as the RoboCup competition, it is needed to model
the world representation, predict it when there are no updated data from the network and
limited perceptions, and subsequently assign the tasks to the involved agents.
      </p>
      <p>
        The main contribution of this work is the definition of a new distributed coordination
system, derived from the market-based task assignment for orchestrating the actions of multiple
autonomous robots, ensuring their eficient performance even in setups with low communication
rates. Our approach has been tested on real robots during competitions and in the SimRobot
simulator[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] to evaluate the eficacy of our contributions, demonstrating how this approach can
dramatically reduce the number of task overlaps in limited communication RoboCup matches.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>
        Coordinating a team of humanoid robots is a challenging task, especially in a very dynamic
environment with hard constraints in the communication modalities. The RoboCup competition
is one of the best testbeds for developing novel approaches, where a team of robots must
cooperate efectively to compete in soccer matches. Within this competition, diferent leagues
address the multi-agent coordination problem in distributed and centralized setups and using
fully observable and partially observable environments, depending on the league[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In SPL,
the coordination can only be distributed and asynchronous.
      </p>
      <p>
        An early approach for task allocation modeled as an asynchronous distributed system has
been presented in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This system can either utilize each robot’s perception or employ a
tokenpassing mechanism to allocate tasks within the team. Lou et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] propose an enhanced task
allocation algorithm based on an auction system. They categorize potential tasks into subgroups
and assign tasks to individual robots while ensuring precedence constraints are maintained. In
Middle-size League (MSL), [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] propose a task allocation strategy for the middle-size league of
soccer based on utility estimations. They determine a set of preferred positions for the team
based on the current situation and compute utility values to generate a reference pose set.
      </p>
      <p>
        In the 3D Simulation League, an advancement in robot coordination is introduced in[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
involving a formation system algorithm. This algorithm computes a global world model shared
among agents and locally evaluated. After each evaluation, robots broadcast their results.
      </p>
      <p>
        Additionally, other solutions to the challenge of coordinating heterogeneous robots are
discussed in [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. These solutions rely on estimating the world state, mapping functions
between robots and tasks, or mapping functions between robots and roles.
      </p>
      <p>
        To take advantage of the auction based-mechanism [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] with the estimation of the mapping
functions between robots and roles[
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ], and relying upon the local world model of the robot[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
a unified approach, capable to manage also diferent playing contexts is presented in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], to preserve the game capabilities of the robots, a dynamic sending approach is presented.
      </p>
      <p>
        To improve the placements of the robots on the field, some approaches rely on the Voronoi
schema [
        <xref ref-type="bibr" rid="ref13 ref2">13, 2</xref>
        ]. In contrast, our proposed method integrates these approaches by leveraging
both distributed world knowledge and task-role assignments, but increasing the autonomy
of the robots when no data are received from the teammates adding corrections on the robot
positioning using the Voronoi diagram, as elaborated upon in the following section.
      </p>
      <p>
        The proposed method creates a fully distributed market-based coordination system, inspired
by the one proposed in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], that leverages both distributed world knowledge and task-role
assignment, and integrates a correction mechanism on the robot positioning using a Voronoi
diagram, which allows improving the robots’ autonomy in low-connection scenarios.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Proposed Method</title>
      <p>Our main contribution is the proposal of a market-based, distributed approach for multi-agent
coordination, when there is a lack of information for an extended period. This specific topic has
been overlooked in previous works and research which mainly focus on a standard situation in
which it is always possible to share information among the agents. However, in a real-world
application, it may happen that robot communication is not always possible or is delayed,
especially when the communication medium is the network. Our methodology focuses on
addressing this particular situation, leveraging the prediction models to compensate for the
limited information exchange among agents.</p>
      <p>In order to represent the operative scenario, we consider  tasks, denoted as  = { 1, … ,   },
and  robots, denoted as  = { 1, … ,   }, where in general  &gt;  . Furthermore, we assume
that we possess knowledge of an optimal robot placement configuration depending on the
world state. In our study, a central theme that underscores the eficiency and efectiveness of
our approach is the execution of both task assignment and world modeling in a distributed
manner, without exchanging further information. In the context of the RoboCup domain, we
N
E
T
− 1





Ψ</p>
      <p>ctx
provider</p>
      <p />
      <p>UEM
− 1
m tasks</p>
      <p>Γ
  n tasks
Φ
&lt;,  &gt;</p>
      <sec id="sec-4-1">
        <title>3.1. Distributed World Model</title>
        <p>An essential prerequisite for an efective distributed task assignment algorithm is to have an
accurate representation of the world. The local model of the world (
) contains several
components to represent the surrounding environment. The essential elements that contribute
to world modeling include the obstacle model which incorporates the estimated poses of all
robots and other rigid obstacles; a ball model, utilized for the estimation of the ball state
(position and velocity); and a lines detector, employed to identify soccer lines within the field.
Each component is derived from sensor data and is refined through the application of filtering
techniques to mitigate perception errors. The inputs that afect the models are the robot’s
perceptions referred to as  and the events  sent from other robots through a common network.</p>
        <p>We distinguish events that reflect the main situations in soccer matches. For example, an
event is triggered when a robot detects a whistle from the referee. Another example of event
triggering is when none of the team members have seen the ball for a while. In such a case, if a
robot finds the ball, the context changes, and an event is triggered to notify the other agents.
It is important to notice that these events are in general not triggered at a specific rate, but
they occur at irregular intervals, mirroring the dynamic nature of the real-world environment.
Consequently, there exists the possibility of extended temporal gaps during which no event is
sent through the network.</p>
        <p>To address this limitation, we employ a function denoted as  to update the 
of other robots,
referred to as 
 for robot j. Specifically, this function merges the 
of the previous step
with any received event, when available. In the absence of a received event, it uses a predictive
model to compute a probabilistic model of the world. This allows us to avoid sending the whole</p>
        <p>through the network obtaining a good estimation using only the available information.</p>
        <sec id="sec-4-1-1">
          <title>At the same time, a function Ψ updates the robot’s local model</title>
          <p>received from the sensors into the previous local model.
by incorporating input data
(1)
(2)
(3)
Both the local model update functions  and  involve predictive models which compensate
for the absence of information, in case no network event is received. For example, a Gaussian
Mixture Model (GMM) is employed to model the obstacles, a Kalman Filter for the ball preceptor,
and odometry data for updating field elements and lines. Having an updated version of the Local</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Model of every robot {</title>
          <p>World Model ( 
1, , … , 
−1, ,</p>
          <p>}, it is possible to reconstruct the Distributed
) with a merging function  which fuses the set of local models.
 
 =  (
1, , … , 
−1, ,</p>
          <p>)

, =  (</p>
          <p>,−1 , )
  = Ψ( −1 ,  )</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Distributed Task Assignment</title>
        <p>In our study, our primary objective is to enhance team coordination and strategic
decisionmaking by adapting to the evolving configurations of the world. To achieve this, we introduce the
contexts to represent various scenarios. Specifically, we rely on a module, the
Context Provider,
which uses the information within the DWM to dynamically select the most appropriate context
(CTX ) from a predefined set. The context selection relies on a priority queue. Each context is
linked to specific conditions. These contexts represent distinct situations in which a strategic
adjustment becomes necessary.</p>
        <p>At the same time, the information condensed in the DWM is used as input to function 
to generate a set of desirable positions representing the optimal robot configuration at that
moment. Notice that the configuration generated is role-independent, and each point within it
does not represent an assignment to a specific robot but rather signifies a collection of potential
waypoints. The points generated from  have two purposes: filter  out of  tasks and further
refine the Utility Estimation Matrix (</p>
        <p>).</p>
        <p>The Utility Estimation Matrix represents the main data structure used to take into account
the information from teammates and simulate task auctions locally. It is composed of N rows
for robots and M columns for tasks, where the entry (, ) contains a non-negative number
representing the utility. The utility is computed by considering several components that measure
the efectiveness of a given DWM with respect to a robot  and a role  , so it quantifies how well
robot  can perform the task  . The final goal is to maximize the sum of all the assignments. The
computation of   is also influenced by the context selected by the context provider, allowing
for adaptive role assignments based on the chosen strategy. The columns of the matrix are
ifltered using a module that compares the target of the roles with the waypoints derived from  .
This filtering process transforms the matrix into an  ×  square matrix, with an equal number
of roles and agents. Finally, a function Φ provides the pairs &lt;   ,   &gt; from the filtered   :
Φ(  , ) →−&lt; 
 ,   &gt; ∀, 
(4)</p>
        <p>The roles in the matrix are ordered by importance, meaning that a role in position  has more
priority than a role in position  if  &lt;  . The assignment process starts with the role in position
0 and assigns it to the robot associated with the row that maximizes its utility. Subsequently,
we proceed to the next role in order of priority while considering the unassigned robots. This
process allows each robot to simulate the potential assignments of other robots. As the  
is probabilistically identical for all agents, each robot will reach an identical set of assignments.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Voronoi Diagram</title>
        <p>The function  is a domain-specific optimal function that we assumed a priori, and which is
used in the selection of the best N tasks and for the refinement of the UEM. The selection of the
function is based on some precise aspects that are desired to maximize or minimize, according to
the environment. In a RoboCup soccer field, where the coexistence of many robots in a limited
space can create some issues in the evolution of the game, we are interested in maximizing
the distances with adversarial robots. For this purpose, the function we chose is the Voronoi
diagram (Fig.3), which guarantees some advantages in the spatial disposition of the agents.</p>
        <p>Given a set of  points in the plane (called sites), the Voronoi diagram is the partition of the
plane in polygons based on the distance to them. In particular, it ensures every point inside
the same region is closer to its associated site than to the others. Formally, defined a metric
distance  , we call  = {  | = 1, ..., } the set of sites and  = {  | = 1, ..., } the set of Voronoi
regions, each one associated to the site   . Thus, taken a point  of the plane:
 ∈</p>
        <p>⟺ (,   ) ≤ (,   ) ∀ ≠ 
Every point  such that  ∈   ∧  ∈   compose the Voronoi edge   between the polygons  
and   . So, the edge   is constituted by all the points that have the same distances with the
sites   and   , i.e.:</p>
        <p>= {|(,   ) = (,   )} with  ∈   ∧  ∈  
Every point  that belongs to at least three diferent Voronoi regions is called Voronoi node:
 =   ∩   ∩   ∩ ... ∩  
In our case study, among all possible methods to build the graph, we decided to consider and
construct it as the dual graph of the Delaunay triangulation, where the set of starting points
(5)
(6)
(7)
is composed of all positions of opponent robots. The final Voronoi nodes and edges represent
respectively the furthest points from the opponents and the optimal path to follow between
two adjacent nodes. In other words, Voronoi nodes constitute the optimal positions for the
team disposal. The filtering process for the N out of M tasks is done through the proximity
of the tasks to the nodes. In this way, we can ensure to pick the most suitable tasks for the
environment evolution. The refinement of the UEM is performed by applying ofsets to the
tasks in their nearest node directions, displacing the task positions to the local optimal solution.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Experimental Results</title>
      <p>The system has been tested qualitatively during the last oficial RoboCup competition 1, and
quantitatively in the SimRobot environment, simulating multiple matches.</p>
      <p>To assess the performance of our approach, we employ the metric of multiple role periods.
Specifically, we have computed for each role, in each match, the total duration during which
two or more robots assumed the same role simultaneously. Since the striker represents the most
dynamic role with the highest priority, it best reflects coordination performance.</p>
      <p>We performed three sets of experiments, comparing the following approaches:
1. multi-agent fixed-rate coordination that does not utilize events and Voronoi.
2. multi-agent event-based coordination without Voronoi schema correction.
3. multi-agent event-based coordination with Voronoi schema: the presented approach that
includes the events and the novel Voronoi correction in the task assignment mechanism.</p>
      <p>The results, displayed in Figure 4, show the cumulative role overlap duration. The x-axis
represents the roles, while the y-axis represents the cumulative time. The total simulation
duration is 60 minutes. The adoption of an event-based communication model allows for a
more adaptive approach to environment changes compared to a fixed-interval rate, enabling the
robots to communicate only when necessary. This is further improved using the Voronoi schema
which obtained the best results in terms of overlapping time between roles (orange-green bars
comparison). In fact, the Voronoi schema improves the coordination reducing role overlaps, by
distributing the tasks of each role far from the tasks of the other roles, preserving efectiveness.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions</title>
      <p>In this study, we tacked the challenge of coordinating a team of fully autonomous humanoid
robots participating in the RoboCup competition, in a low communication setup. The recent
changes in SPL’s rules, such as reduced network packet rates and an increased number of
playing robots, prompted us to develop an innovative distributed coordination system based on
market-based task assignments.</p>
      <p>Our system allows robots to model the world locally, propagate world predictions when
network data is limited, and consequently eficiently assign tasks to team members. We adopted
a market-based approach in which every robot simulates an auction locally assigning the
available tasks to maximize the expected reward. We employed a Voronoi Graph to filter out
additional roles to match the number of tasks with the number of available robots. Additionally,
the Voronoi diagram has been also used for calculating a portion of the reward, contributing to
the diferentiation of the total reward. To address limited communication, we utilized prediction
models to compensate for missing information from other agents, sending messages only when
specific events occur. Finally, we conducted extensive experiments, both in the real RoboCup
environment and the SimRobot simulator, to assess our approach’s performance.</p>
      <p>The results clearly indicate that our approach efectively reduces task overlaps in
lowcommunication scenarios, a critical factor in RoboCup matches. This research contributes
significantly to the robotics field and RoboCup competition, ofering a practical solution to the
challenges posed by reduced communication rates in SPL.</p>
    </sec>
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