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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Survey on Coordination Methodologies for Simulated Robotic Soccer Teams</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fernando Almeida</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nuno Lau</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lu´ıs Paulo Reis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>falmeida@di.estv.ipv.pt</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>lau@det.ua.pt</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>lpreis@fe.up.pt</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>DEI/FEUP - Department of Informatics Engineering, Faculty of Engineering, University of Porto</institution>
          ,
          <addr-line>Porto</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>DETI/UA - Electronics, Telecommunications and Informatics Department, University of Aveiro</institution>
          ,
          <addr-line>Aveiro</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>DI/IPV - Department of Informatics, Polytechnic Institute of Viseu</institution>
          ,
          <addr-line>Viseu</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>IEETA - Institute of Electronics and Telematics Engineering of Aveiro</institution>
          ,
          <addr-line>Aveiro</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>LIACC - Artificial Intelligence and Computer Science Laboratory, University of Porto</institution>
          ,
          <addr-line>Porto</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Multi-agent systems (MAS) are a research topic with ever-increasing importance. This is due to their inherently distributed organization that copes more naturally with real-life problems whose solution requires people to coordinate efforts. One of its most prominent challenges consists on the creation of efficient coordination methodologies to enable the harmonious operation of teams of agents in adversarial environments. This challenge has been promoted by the Robot World Cup (RoboCup) international initiative every year since 1995. RoboCup provides a pragmatic testbed based on standardized platforms for the systematic evaluation of developed MAS coordination techniques. This initiative encompasses a simulated robotic soccer league in which 11 against 11 simulated robots play a realistic soccer game that is particularly suited for researching coordination methodologies. This paper presents a comprehensive overview of the most relevant coordination techniques proposed up till now in the simulated robotic soccer domain. Index Terms-Coordination methodologies, MAS, simulated robotic soccer, RoboCup.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        The development of efficient methodologies (e.g. languages,
models) for MAS coordination in adversarial environments
is one of the most interesting scientific challenges promoted
by the RoboCup [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] and is mainly supported by its soccer
simulation leagues. The main goal of coordination mechanisms
in these leagues is to adequately control a team of players and
an optional coach to win matches against adversary teams.
      </p>
      <p>Soccer is an inherently coordinated game in which team
fitness directly relates to how well players can synchronize to
perform tasks (e.g. passing). However, team coordination can
be complex to achieve, mostly due to the multitude of variables
(e.g. players and ball positions) players must consider to make
the best decision at each instant. Moreover, measuring its
success quantitatively is difficult as it doesn’t necessarily relate
to the final match score (e.g. a team might play better than
the opposite but still lose), thus more data must be considered
to perform an accurate assessment (e.g. ball possession).</p>
      <p>The rest of the paper is organized as follows. Section II
describes the RoboCup initiative and its physical soccer
simulator. Section III presents a general definition of coordination
and its related issues in the robotic soccer domain. Sections IV,
V, VII and VI provide a discussion of developed techniques for
simulated robotic soccer organized in different perspectives.
Section VIII addresses the lessons learned from the survey.</p>
      <p>
        II. ROBOCUP: A TESTBED FOR COORDINATION
RoboCup was designed to meet the requirements of
handling real complexities in a restricted world and provides
standard challenges in a common platform to foster Artificial
Intelligence and Intelligent Robotics research [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Its most pragmatic goal is to develop a team of fully
autonomous humanoid robot soccer players capable of winning
a soccer game against the winner of the World Cup by 2050.
This ambition although difficult to achieve, will surely drive
significant technological breakthroughs while trying [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>The main focus of RoboCup is Robotic Soccer
(RoboCupSoccer), although other application domains exist focusing on
different scopes like disaster rescue, robotics education for
young students and human assistance on everyday life tasks.</p>
      <p>
        The RoboCupSoccer domain has 5 leagues [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]: there is a
virtual (Simulation League) and several hardware (Small-Size,
Medium-Size, Standard Platform and Humanoid) leagues.
      </p>
      <p>
        This paper focuses on the RoboCupSoccer 2D
Simulation League (RoboCupSoccer2D) although other simulation
subleagues (3D, 3D Development and Mixed Reality) exist.
This league enables a virtual soccer match between 2 teams
of 11 simulated agents each with an optional online coach
using a physical soccer simulation system. Agents have an
environment-aware body and can act autonomously to perform
reactive or pro-active actions in an individual or sociable
manner, although interaction is highly constrained as described
in Section III. The environment is partially observable through
non-symbolic sensors, stochastic, sequential, dynamic and
multi-agent without centralized control [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        This league presents 3 strategic research challenges for
multi-agent interaction [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]:
• Multi-agent learning of individuals (e.g. ball interception)
and teams (e.g. adapt player positioning to opponents);
• Teamwork to enable to real-time planning, replanning and
execution of tasks in a dynamic adversary environment;
• Agent modelling to reason about others (e.g. intentions).
      </p>
      <p>
        Soccer Server is an open-source client/server physical
soccer simulation system [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] used in RoboCupSoccer2D. It
uses well defined protocols to enable communication between
clients (players and coaches) and itself to manage connections,
gather world perceptions and control clients actions.
      </p>
      <p>Firstly, all clients connect to the server and sending
introductory initialization data to which the server replies with the
current simulation settings (e.g. player characteristics). These
settings can be tweaked in order to enhance the simulation.</p>
      <p>During the match, each team can have an online coach that
receives global error-free information about world objects and
all the messages sent from the players and the referee. All
communication is done exclusively via the server and
coachto-players communication is highly restricted.</p>
      <p>The simulator provides a set of players with distinguished
capabilities (heterogeneous players) from which the coach
must build a team to play a soccer match. During the match
players receive tailored multimodal sensor information (aural,
vision and body) according to their standpoint. This
information is received through messages (hear, see and sense body)
sent regularly from the simulator, that can be inaccurate (e.g.
vision accuracy varies inversely with objects distance). Based
on these perceptions, players can act upon the world to inflict
changes in it using the core actions depicted in Table I.</p>
      <p>Also during the match, a referee (automated or human) can
make rulings that change the play mode (e.g. free-kick) and are
immediately relayed to all clients. The human referee is used
to judge situations driven by player’s intentions (e.g. player
obstruction) which are still difficult to evaluate automatically.</p>
      <p>The simulation executes in discrete time steps (cycles).
Throughout each step players can take actions, restricted in
number and by play mode (e.g. one kick per cycle), that will
be applied to objects (players and the ball) at the end of the
step. The next step is simulated by applying only the allowed
actions to the state information (e.g. update objects positions)
and eventually by solving conflicting situations (e.g. several
players might kick the ball simultaneously).</p>
      <p>
        Some of the research developed has shown that robotic
soccer [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and consequently RoboCup [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ][
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] can be used
effectively to study MAS and coordination techniques in
particular. In most cases these techniques can be generalized
to other domains [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] (e.g. network routing [
        <xref ref-type="bibr" rid="ref53">53</xref>
        ]).
      </p>
      <p>III. COORDINATION PROBLEMS IN SIMULATED</p>
      <p>ROBOTIC SOCCER</p>
      <p>
        Robotic Soccer is an instance of Periodic Team
Synchronization (PTS) domains [
        <xref ref-type="bibr" rid="ref52">52</xref>
        ] in which players have sporadic
opportunities to communicate fully in a safe offline situation
(e.g. in the locker-room) while being able to act autonomously
in real-time with little or no communication.
      </p>
      <p>One of the most important tasks for players is to select
and initiate an appropriate (possibly cooperative) behavior in a
given context, using (or not) knowledge from past experiences
in order to help their team to win. Good coordination
methodologies can help achieve this goal, although their success is
still highly dependent on players individual abilities (low-level
skills) to execute adequate competitive decisions.</p>
      <p>
        The coordination difficulties enforced by the simulator are:
• Many multimodal information can be sensed at once,
making it difficult to process;
• Environment’s unpredictability makes it difficult to
predict future states;
• Clients can’t rely on message reception due to
communication unreliability;
• Low-bandwidth makes it difficult to convey meaningful
knowledge in messages;
• Uncertainty in perceived world information may lead to
conflicting behaviors between agents [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], due to invalid
state knowledge representations.
      </p>
      <p>More specifically the simulated robotic soccer domain
presents researchers with the following types of challenges:
• Perception: Where, when and how should players use
their vision? To whom should they listen to? How to
estimate information of others?
• Communication: What, when and how should players
exchange information? How should exchanged information
be used?
• Action: Which action should the player perform that is
best for the team? How to evaluate different types of
actions (e.g. pass vs dribble)? How to execute a given
elementary (e.g. kick) or compound action (e.g. dribble)?
• Coordination: How to structure coordination
dependencies between players? With whom should a player
coordinate his actions? How should actions be coordinated
with others? How to adapt coordination in real-time? How
can the coach be used to coordinate team players?
The answer to some of these questions and others more
specific will be discussed in the remaining sections.</p>
    </sec>
    <sec id="sec-2">
      <title>IV. TECHNOLOGIES FOR COORDINATION</title>
      <sec id="sec-2-1">
        <title>A. Coordination by Communication</title>
        <p>Sharing pertinent world information can be useful to achieve
team coordination. In earlier Soccer Server versions
communication constraints were relaxed and allowed the transmission of
long messages. This extremely permissive condition motivated
the development of techniques that relied on sharing lots of
meaningful information about the world’s state knowledge
among teammates to make better informed decisions.</p>
        <p>
          Currently, message size is restricted to a minimum and
poses a new challenge that requires the cautious selection of
pertinent information to convey at each instant. To
circumvent the previous constraint an Advanced Communications
framework [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ] was proposed in which a player maintains
a communicated world state (separated from his perceived
world state) using only information from teammates, without
any prediction or perception information of his own. By
comparing both worlds, a player assesses the interest of items
of his perceived world state to his teammates and selects
the most useful information (e.g. objects positions) to share.
Information utility metrics were based on domain-specific
heuristics but were later extended to accommodate the current
situation and estimated teammate’s knowledge [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          Other techniques were proposed that use little or no
communication by adding knowledge assumptions (e.g.
LockerRoom Agreements discussed in Section VI-A) to reason over
players intentions based on assigned roles [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] (combined
with Coordination Graphs discussed in Section VII-A), offline
learned prediction models [
          <xref ref-type="bibr" rid="ref54">54</xref>
          ] and player’s beliefs [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ][
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] to
adapt to their actions.
        </p>
        <p>
          The trend in this domain will be towards little or no
communication due to the constraints mentioned in Section III and
also because communication introduces an overhead and delay
that can degrade the player performance. The combination of
implicit coordination with beliefs exchange yields better
performance with communication loss than explicit coordination
with intentions communication alone [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. The exchange of
beliefs among teammates allows a more coherent and complete
global belief about the world. This global belief can then be
used to predict players utilities and adapt actions to players
predicted intentions to achieve the best (joint) action. As state
estimation accuracy reaches an acceptable upper bound it will
eventually replace explicit communication.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Coordination by Intelligent Perception</title>
        <p>The smart usage of player sensors can be an efficient way
to leverage coordination with other players, by collecting the
most valuable information at each instant.</p>
        <p>
          During the match players can assume three types of
visualizations. These are chonse using a strategic looking mechanism
based on their internal world state information and the current
match situation [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]:
• Ball-centered: look at the ball to react quickly to its
sudden velocity changes (e.g. kick by a player);
• Active: look at the target location of a desired action (e.g.
        </p>
        <p>a pass to perform);
• Strategic: look at a strategic location to improve the
world’s state accuracy (e.g. find an open space for a pass).</p>
        <p>The usefulness of the information gathered using the
previous approaches is different and can be classified based on its
intended usage scope, validity over time and motivation for
player behavior in future actions as depicted in Table II.</p>
        <p>Ultimately, this information can be combined to enhance the
player’s world state accuracy and empower better decisions.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>V. POSITIONING</title>
      <sec id="sec-3-1">
        <title>A. Coordination for General Positioning</title>
        <p>The selection of a good position to move into during the
match is a challenging task for players due to the unpredictable
Individual
Individual or
Collective
Collective</p>
        <p>Short to Medium</p>
        <p>Medium to Long
Approach
Ball-centered
behavior of other players and the ball. The likelihood of
collaboration in a soccer match is directly related to the
adequacy of a player’s position (e.g. open pass lines for attack).</p>
        <p>During a match, at most one player can carry the ball at
each instant. For this reason, players will spend most of their
time without the ball and trying to figure out where to move.</p>
        <p>
          The first positioning techniques proposed allowed players to
situate themselves in an anticipated useful way for the team
in two different contexts [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ]:
• Opponent marking: player moves next to a given
opponent rather than staying at his default home position;
• Ball-dependent: player adjusts his location, within a given
movement range, based on the ball’s current position;
• Strategic Positioning using Attraction and Repulsion [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ]
(SPAR): player tries to maximize the distance to all
players and minimize the distance to the opponent goal,
the active teammate and the ball. This algorithm enables
players to anticipate the collaborative needs of their
teammates by positioning themselves to open pass lines
for the teammate with the ball.
        </p>
        <p>
          The previous techniques are rather reactive and demand fast
responses from players according to the target object behavior.
This leads to quickly wearing out stamina because the current
match situation ins’t adequately considered. To solve these
issues, techniques were proposed that distinguish between
active (e.g. ball possession) and strategic match situations [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]:
• Simple Active Positioning: players always assume an
active and non-strategic position (e.g. ball recovery);
• Active Positioning with Static Formation: extends the
previous so that players can return to their default home
position in the static formation, if there isn’t a good
enough active action to perform;
• Simple Strategic Positioning: uses only one situation and
one dynamic formation;
• Situation Based Strategic Positioning [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ] (SBSP):
defines team strategy as a set of player roles (defining
their behavior) and a set of tactics composed of several
formations. Each formation is used for a different
strategic situation and assigns each player a default spatial
positioning and a role. Contrarily to SPAR, it allows
the team to have completely diverse but suitable shapes
(e.g. compact for defending) for different situations and
teammates to have different positional behaviors;
• Delaunay Triangulation (DT): similar in idea to SBSP, it
divides the soccer field into triangles according to training
data [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and builds a map from a focal point (e.g. ball
position) to a desirable positioning of each player. It
also allows the use of constraints to fix topological
relations between different sets of training data to compose
more flexible team formations, Unsupervised Learning
Methods (e.g. Growing Neural Gas) to cope with large
or noisy datasets and Linear Interpolation methods (e.g.
Goraud Shading) to circumvent unknown inputs. Despite
its simplicity, DT has a good approximation accuracy, is
locally adjustable, fast running, scalable and can
reproduce results for identical training data. On the other hand
it requires much memory to store all training data and
has a high cost to maintain its consistency.
        </p>
        <p>
          Another task addressed in a soccer match is the dynamic (or
flexible) positioning of team players that consists on switching
players positions within a formation [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] to improve the team’s
performance (e.g. save player’s energy for quicker responses).
However, if misused it can increase player’s movement (e.g.
player moves across the field to occupy its new position).
        </p>
        <p>
          The methods proposed to aid players weigh the cost/benefit
ratio for deciding to switch positions are based on:
• Role Exchange: continuously assesses the usefulness of
exchanging positions based on tactical gains [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ] (e.g.
distance to a strategic position, adequacy of next versus
current position and coverage of important positions). It
extends previous work that used flexible player roles with
protocols for switching among them [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ] to
accommodate the exchange of players positions and types in the
formation and has been used in conjunction with SBSP;
• Voronoi Cells: distributes players across the field and uses
Attraction Vectors to reflect players’ tendency towards
specific objects based on the current match situation
and players’ roles [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. It claims to have solved a few
restrictions in SBSP (e.g. obligation to use home positions
and fixed number of players for each role);
• Partial (Approximate) Dominant Regions [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]: divides
the field into regions based on the players time of arrival
(similar to a Voronoi diagram based on the distance of
arrival), each of which shows an area that players can
reach faster than others. It has been used for marked
teammates to find a good run-away position.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Defensive Coordination</title>
        <p>The main goal of a defending team, without ball possession,
is to stop the opponent’s team attack and create conditions
to launch their own. In general, defensive behaviors (e.g.
marking) involve positioning decisions (e.g. move to intercept
the ball). Defensive positioning is an essential aspect of the
game, as players without the ball will spend most of their time
moving somewhere rather than trying to intercept it.</p>
        <p>
          Collaborative defensive positioning has been described as
a multi-criteria assignment problem where n defenders are
assigned to m attackers, each defender must mark at most one
attacker and each attacker must be marked by no more than
one defender [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The Pareto Optimality principle was used to
improve the usefulness of the assignments by simultaneously
minimizing the required time to execute an action and the
threat prevented by taking care of an attacker [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Threats
are considered preemptive over time and are prevented using
a heuristic-criterion that considers:
• Angular size of own goal from the opponent’s location;
• Distance from the opponent’s location to own goal;
• Distance between the ball and opponent’s location.
        </p>
        <p>This technique can achieve good performances while
balancing gracefully the costs and rewards involved in defensive
positioning, but it doesn’t seem to deal adequately with uneven
defensive situations:
• Outnumbered defenders shouldn’t mark specific attackers
but rather position themselves in a way that difficults their
progression towards to the goal’s center;
• Outnumbered attackers: more than one defender should
mark an attacker (e.g. ball owner) pursuing a strategy to
quickly intercept the ball or compel the opponent to make
a bad decision and lose the ball.</p>
        <p>Marking consists on guarding an opponent to prevent him
from advancing the ball towards the goal, making a pass or
getting the ball. Its goal is to seize the ball and start an attack.</p>
        <p>
          The opponent to mark can be chosen by the player (e.g.
closest opponent), by the team captain following a preset
algorithm (e.g. as part of the Locker-Room Agreement [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ]
discussed in Section VI-A), using matching algorithms [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ]
or Fuzzy Logic [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. Choosing the opponent to mark based
only on its proximity isn’t suitable as it disregards relevant
information (e.g. teammates nearby) and will lead to poor
decisions. Also, the use of a fixed centralized mediator (e.g.
coach) to assign opponents to teammates although faster to
compute has a negative impact in players autonomy. With the
exception of PTS periods, this approach isn’t robust enough
due to the communication constraints mentioned in Section III
and because it provides a single point of failure.
        </p>
        <p>
          A Neural Network trained with a back-propagation
algorithm that uses a linear transfer function was proposed to
decide the type of marking to perform based on the distance
from the player to ball, the number of opponents and
teammates within the player’s field of view (FoV) and the distance
from the player to his own goal [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. The output accuracy of
this method could be improved by considering other relevant
information that lies outside the player’s FoV (e.g. nearby
opponents behind the player).
        </p>
        <p>
          Aggressive marking behavior can also be learned using a
NeuroHassle policy [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] based on a neural network trained
with a back-propagation variant of the Resilient Propagation
(RPROP) reinforcement learning technique.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Offensive Coordination</title>
        <p>To improve position selection during offensive situations
(e.g. the team owns the ball) players should find the best
reachable position to receive a pass or score a goal.</p>
        <p>
          The Pareto Optimality Principle was applied to enable
systematic decision-making regarding offensive positioning
[
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] based on the following set of partially conflicting criteria
for simultaneous optimization [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ]:
• Players must preserve formation and open spaces;
• Attackers must be open for a direct pass, keep an open
path to the opponent’s goal and stay near the opponent’s
offside line to be able to penetrate the defense;
• Non-attackers should create chances to launch the attack.
        </p>
        <p>
          A Simultaneous Perturbation Stochastic Approximation
(SPSA) combined with a RPROP learning technique (RSPSA)
was proposed to Overcome the Opponent’s Offside Trap
(OOOT) by coordinated passing and player movements [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
The receiver of the OOOT pass should start running into the
correct direction at the right point in time, preferably being
positioned right before the offside line while running at its
maximal velocity when the pass is executed.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>VI. TEAM COORDINATION</title>
      <sec id="sec-4-1">
        <title>A. Coordination for Strategic Actions</title>
        <p>In real soccer, team strategies are rehearsed during mundane
training of team players and applied during a match. The same
strategies are often used in matches, but for some opponents
they must be swapped to adapt to their unexpected behavior.</p>
        <p>Strategies typically consist on a set of tactics composed by
formations that map a strategic position and a distinguished
role to each player to guide his behavior.</p>
        <p>
          To deal with the challenges of PTS domains a Locker
Room Agreement (LRA), based in the definition of a flexible
team structure (consisting of roles, formations and set-plays),
can be used for players to consent on globally accessible
environmental cues as triggers for changes in strategy [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ].
Team strategies are communicated with a timestamp for
players to recognize changes and always keep the most recent
ones to disseminate to others. The team’s formation can be
either static or change dynamically during the match on team
synchronization opportunities (e.g. kick-in) or via
triggeredcommunication where one teammate (e.g. team captain) makes
a decision and broadcasts it to his teammates.
        </p>
        <p>
          Set-plays are predefined plans for structuring a team’s
behavior depending on the situation. A high-level generic
and flexible framework that defines a language for set-play
definition, management and execution was proposed in [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. A
set-play involves players’ references (individual or role based)
and steps (states of execution) that can have conditions to be
carried out. Each step is lead by the ball carrying player (in
charge of making the most important decisions) and can have
several transitions (possibly with conditions) for subsequent
steps. The main transition of a step defines a list of directives
consisting of actions that should (or not) be performed. The
execution of a set-play requires a tight synchronization
between all participants to enable a successful cooperation. To
cope with the simulator communication restrictions, only the
lead player is allowed to send messages. This technique could
be improved to achieve implicit coordination through a kind of
belief state exchange, because the player that owns ball decides
when to start the set-play and informs the involved parties.
From that moment on and while the set-play follows its default
path, communication among players could be dropped until a
deviation is decided by the ball owner because all involved
parties know the steps.
        </p>
        <p>
          Another method proposed for high-level coordination and
description of team strategies is Hierachical Task Network
(HTN) planning [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] which is to be embedded in each player.
It combines high level plans (making use of previous domain
knowledge to speed up the planning process) with reactive
basic operators, so that players can pursue a global strategy
while staying reactive to changes in the environment. This
method separates the expert knowledge specified as team
strategies from the player implementation making it easier to
maintain. The objective of HTN is to perform tasks which can
be either complex or primitive. Complex tasks are expanded
into subtasks until they become primitive.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Hierarchical Coordination</title>
        <p>In real life soccer, natural hierarchical relations exist among
different team members and imply a leadership connotation
(e.g. a coach instructs strategy to players).</p>
        <p>A coach and trainer are privileged agents used to advise
players during online games and offline work out (training)
situations respectively. The need of communication from coach
to players motivated the definition of coaching languages.</p>
        <p>
          CLang [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] is the standard coaching language used in
RoboCup since 2001 to promote a new RoboCup competition
focused only on coaching techniques, but it lacks the ability
to specify a team’s complete behavior with sufficient detail.
        </p>
        <p>
          Coach Unilang [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ] was proposed to enable the
communication of behavioral changes to players during games
using different kinds of strategic information (e.g. instructions,
statistics, opponent’s information and definitions) based on
real soccer concepts. Players can ignore received messages,
interpret them as orders (must be used and will replace
knowledge) or as advices (can be used with a given trust level).
        </p>
        <p>
          Strategy Formalization Language [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] extends CLang by
representing team behavior in a human-readable format easily
modifiable in real-time by abstracting low-level concepts.
        </p>
        <p>
          The main coaching techniques developed make use of:
• Neural Networks (previously trained with adequate data)
to recognize opponent’s team formation and provide
appropriate counter formation to players [
          <xref ref-type="bibr" rid="ref55">55</xref>
          ];
• Matching Algorithms that continuously builds a table that
assigns a preliminary opponent to mark to each teammate
and briefs all players periodically [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ].
        </p>
        <p>
          The ability to recognize tactics and formations used by
opponent teams reveals part of their strategy and can be used
to implement counter strategies. To address this opportunity
training techniques make use of:
• Sequential Pattern Data Mining using Unsupervised
Symbolic Learning of Prediction Rules for situations and
behavior during matches [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ];
• Triangular Planar Graphs to build topological structures
for discovering tactical behavior patterns [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>VII. LOCAL COORDINATION</title>
      <sec id="sec-5-1">
        <title>A. Coordination for Action Selection</title>
        <p>Deciding what the player should do at a given moment
in a soccer game is critical. Player’s individual decision
should depend on the actions performed (or expected) of other
players and balance their risks and rewards. However, these
dependencies can change rapidly in dynamic environment as
a result of the continuously changing state, thus efficient and
scalable methods must be developed to solve this issue.</p>
        <p>
          The action selection mechanisms proposed make use of:
• An idealized world model combined with observed
player’s state information to predict the best action [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ];
• An option-evaluation architecture for different actions
with comparable probabilistic scores [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ];
• Player roles and a measurement opponents interference in
the current situation using a multi-layer perceptron [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ];
• Coordination Graphs (CGs) [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] where each node
represents a player and its edges (possibly directed) define
dependencies between nodes that have to coordinate their
actions. This approach is based on the assumption that
in most situations only a few players (typically nearby)
need to coordinate their actions, while the remaining
are capable of acting individually. To solve coordination
dependencies in CGs algorithms like Variable Elimination
(VE) [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], Max-Plus (MP) [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] and Simulated Annealing
(SA) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] were proposed. VE requires communication to
always find an optimal solution but only upon termination
and with a high computational cost (due to its action
enumeration behavior for neighbors). MP solves VE high
computational cost and makes the solution available at
anytime, but it can only find near optimal solutions
(except for tree-structured CGs) and restricts coordination
to pairs of players. SA improves MP being able to work
without communication and not restricting coordination
between pairs, but it can only find approximate solutions
with an associated confidence;
• Fuzzy logic and bidirectional neural networks to
determine the odds and priorities of action selection based on
human knowledge [
          <xref ref-type="bibr" rid="ref57">57</xref>
          ];
• Case-Based Reasoning to explicitly distinguish between
controllable and uncontrollable indexing features,
corresponding to players positions [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Coordination for Behavior Acquisition</title>
        <p>Teams often use flexible (to some extent) predefined
strategies set on the LRA. However they can prove fruitless, when
playing against opponents that exhibit incompatible behaviors.
Modelling the opponent’s behavior thus becomes a necessity
to allow convenient adaptation. However, as most players’ are
unseen for quite some time this task becomes a challenge.</p>
        <p>With adequate models of players behavior, a player can
improve his world model accuracy and consequently make
better decisions by anticipating collaborative needs of
teammates (e.g. open a line of pass).</p>
        <p>
          Machine learning techniques have been proposed to address
the issue of player adaptation to unforeseen situations [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ][
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          Layered learning [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] has been proposed to enable learning
low-level skills and ultimately use them to train higher-level
skills that can involve coordination. The highest layer of the
previous approach uses a Team-Partitioned Opaque-Transition
Reinforcement Learning (TPOT-RL) technique to allow team
players to learn effective policies and thus cooperate to achieve
a specific goal. This technique divides the learning task among
teammates, using coarse action-dependent features and gathers
rewards directly from environmental observations. It is
particularly suitable for this domain which presents huge state spaces
(most of them hidden) and limited training opportunities.
        </p>
        <p>
          Policy gradient RL was proposed to coordinate decision
making between a kicker and a receiver in free-kicks [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ][
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          Two other important subtasks of a soccer game, Keepaway
and Breakaway, have been used to study specific behavioral
coordination issues. Keepaway is a game situation where one
team (the keepers), tries to maintain ball possession within a
limited region, while the opposing team (the takers) attempt to
gain possession. Breakaway is another game situation with the
purpose of the attackers trying to score goals against defenders.
RL techniques have proven its their usefulness to improve
decision-making in these tasks [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ][
          <xref ref-type="bibr" rid="ref51">51</xref>
          ]. The recognition of
the potential for RL techniques, lead to the proposal of the
following methods to accelerate them:
• Preference Knowledge-Based Kernel Regression (KBKR)
to give advice about preferred actions [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ];
• Heuristic Accelerated Reinforcement Learning (HARL):
using predefined heuristic information based on
Minimax-Q [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and Q-Learning [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ];
• Case Based-HARL: heuristics are derived from a case
base using Q-Learning [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>C. Ball Passing Coordination</title>
        <p>Passing is a crucial skill in soccer and it reflects the
cooperative nature of the game. Without sophisticated passing
skills, it will be difficult for a team to win a match. The number
of passing possibilities for the ball carrying player can be
overwhelming and thus efficient methods must be employed
for real-time decision-making.</p>
        <p>The main criteria used to decide where to pass the ball are:
• Tactical value of the pass destination;
• Chance of opponent intercepting the pass;
• Confidence on the receiver’s position and interception;
• Location and orientation upon ball reception;
• Situations originated if the ball is intercepted;
• Passing travel distance;
• Initial and final player congestion on pass execution;
• Chance of providing a shoot opportunity.</p>
        <p>
          Instead of relying on the previous predefined criteria that
embeds the passing strategy, this strategy can be learned using
Q-Learning [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
        </p>
        <p>
          To balance the implicit risks and gains of the previous
criteria with the costs and real-time constraints of adequate
decision-making developed techniques apply a weighted sum
based on the player’s type [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ], Fuzzy logic [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ] and the Pareto
Optimality Principle [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          To improve the efficiency of the previous position searching
methods, a Rational Passing Decision based on Regions [
          <xref ref-type="bibr" rid="ref56">56</xref>
          ]
classification (e.g. tactical, dominant, passable and falling)
was proposed. Each region captures qualitative knowledge of
passing in a natural and efficient way. This technique has a
low computational complexity, allows the player to decide
rationally without precise information and balances success
and reward of passing. However, these pros depend highly on
the regions characteristics, specifically their dimension.
        </p>
        <p>
          Voronoi Diagrams [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] were proposed to limit the number
of possible meaningful passes, but are unable to find (or learn)
the selection of an optimal pass.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>VIII. CONCLUSION</title>
      <p>Since the start of the RoboCup initiative, several
coordination techniques were proposed that tackle core MAS
coordination issues in simulated robotic soccer.</p>
      <p>The majority of these techniques has dealt with the problem
of adequate player positioning, due to its impact on the
successful execution of other actions (e.g. passing) during a
match. Also many of presented techniques are interdependent
(e.g. CG and VE) and rely heavily on coordination
technologies. In general, positioning techniques have evolved from
reactive to more deliberative approaches, meaning that players
now put the team’s goals in front of his own because it
is the only way for successful coordination to be achieved.
Due to its complexity, this problem as been studied in more
narrower scopes (e.g. defensive and offensive situations like
opponent marking and ball passing respectively) with good
results. However, situations where the number of teammates
and opponents is uneven still don’t seem to be adequately
addressed by any of these.</p>
      <p>Besides positioning, other techniques were proposed to cope
with the remaining player’s actions (e.g. marking).</p>
      <p>Coordination technologies have evolved a lot since the
start of RoboCup mostly due to added functionalities and
constraints in the latest simulator releases. Although the use of
communication and intelligent perception can assist team
coordination through the sharing of pertinent world information
and enhance the player’s world state accuracy respectively, the
simulator constraints discourage relying solely on them.</p>
      <p>Team strategies are usually very complex and are typically
embedded into players knowledge prior to a game (e.g. using
LRA). The strategic approaches have also evolve from fixed
policies to more flexible and dynamic policies that are based
on real-time match information and previous opponent
knowledge. Coaching was used to tweak team strategy mostly by
giving advices to players and allow a quicker adaptation to
opponent’s behavior. Training methods have been used as a
foundation to build into team members effective knowledge
that can accelerate team coordination during real-time match
situations (e.g. learning opponent behavior).</p>
      <p>Action selection and behavior acquisition must rely on a
good understanding of what can be achieved by intelligent
perception and communication techniques.</p>
      <p>Machine learning techniques (e.g. Q-Learning) were
successfully used for behavior acquisition and adaptive
coordination when faced with unpredicted constraints or situations.
Due to their high computational cost and thus unfeasibility
for real-time decision making, acceleration techniques must
be used to increase their efficiency and make them adequate
for online usage (e.g. HARL, KBKR). It can be argued that
machine learning techniques can be more accurate than
handcoding rule-based (possibly conditional) techniques.</p>
      <p>In order to succeed, a good coordination methodology
should always consider the following aspects:
• Incorporate past knowledge (e.g. using LRA) to
accelerate initial decisions for usual situations, driven from direct
human expertise or by offline learned prediction models.</p>
      <p>This knowledge can be tailored for specific opponents;
• Knowledge should be adaptable according to opponent
behavior in real-time;
• Use alternative techniques to complement and replace
technologies based on communication and perception.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENT</title>
      <p>This work was financially supported by Polythecnic Institute
of Viseu under a PROFAD scholarship.</p>
    </sec>
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