Nader Zare

RO
h-index51
12papers
56citations
Novelty25%
AI Score22

12 Papers

ROJul 22, 2023Code
Pyrus Base: An Open Source Python Framework for the RoboCup 2D Soccer Simulation

Nader Zare, Aref Sayareh, Omid Amini et al.

Soccer, also known as football in some parts of the world, involves two teams of eleven players whose objective is to score more goals than the opposing team. To simulate this game and attract scientists from all over the world to conduct research and participate in an annual computer-based soccer world cup, Soccer Simulation 2D (SS2D) was one of the leagues initiated in the RoboCup competition. In every SS2D game, two teams of 11 players and one coach connect to the RoboCup Soccer Simulation Server and compete against each other. Over the past few years, several C++ base codes have been employed to control agents' behavior and their communication with the server. Although C++ base codes have laid the foundation for the SS2D, developing them requires an advanced level of C++ programming. C++ language complexity is a limiting disadvantage of C++ base codes for all users, especially for beginners. To conquer the challenges of C++ base codes and provide a powerful baseline for developing machine learning concepts, we introduce Pyrus, the first Python base code for SS2D. Pyrus is developed to encourage researchers to efficiently develop their ideas and integrate machine learning algorithms into their teams. Pyrus base is open-source code, and it is publicly available under MIT License on GitHub

AIMay 22, 2022
CYRUS Soccer Simulation 2D Team Description Paper 2022

Nader Zare, Arad Firouzkouhi, Omid Amini et al.

Soccer Simulation 2D League is one of the major leagues of RoboCup competitions. In a Soccer Simulation 2D (SS2D) game, two teams of 11 players and one coach compete against each other. The players are only allowed to communicate with the server that is called Soccer Simulation Server. This paper introduces the previous and current research of the CYRUS soccer simulation team, the champion of RoboCup 2021. We will present our idea about improving Unmarking Decisioning and Positioning by using Pass Prediction Deep Neural Network. Based on our experimental results, this idea proven to be effective on increasing the winning rate of Cyrus against opponents.

ROOct 23, 2023
Denoising Opponents Position in Partial Observation Environment

Aref Sayareh, Aria Sardari, Vahid Khoddami et al.

The RoboCup competitions hold various leagues, and the Soccer Simulation 2D League is a major among them. Soccer Simulation 2D (SS2D) match involves two teams, including 11 players and a coach for each team, competing against each other. The players can only communicate with the Soccer Simulation Server during the game. Several code bases are released publicly to simplify team development. So researchers can easily focus on decision-making and implementing machine learning methods. SS2D actions and behaviors are only partially accurate due to different challenges, such as noise and partial observation. Therefore, one strategy is to implement alternative denoising methods to tackle observation inaccuracy. Our idea is to predict opponent positions while they have yet to be seen in a finite number of cycles using machine learning methods to make more accurate actions such as pass. We will explain our position prediction idea powered by Long Short-Term Memory models (LSTM) and Deep Neural Networks (DNN). The results show that the LSTM and DNN predict the opponents' position more accurately than the standard algorithm, such as the last-seen method.

AIJan 7, 2024
Engineering Features to Improve Pass Prediction in Soccer Simulation 2D Games

Nader Zare, Mahtab Sarvmaili, Aref Sayareh et al.

Soccer Simulation 2D (SS2D) is a simulation of a real soccer game in two dimensions. In soccer, passing behavior is an essential action for keeping the ball in possession of our team and creating goal opportunities. Similarly, for SS2D, predicting the passing behaviors of both opponents and our teammates helps manage resources and score more goals. Therefore, in this research, we have tried to address the modeling of passing behavior of soccer 2D players using Deep Neural Networks (DNN) and Random Forest (RF). We propose an embedded data extraction module that can record the decision-making of agents in an online format. Afterward, we apply four data sorting techniques for training data preparation. After, we evaluate the trained models' performance playing against 6 top teams of RoboCup 2019 that have distinctive playing strategies. Finally, we examine the importance of different feature groups on the prediction of a passing strategy. All results in each step of this work prove our suggested methodology's effectiveness and improve the performance of the pass prediction in Soccer Simulation 2D games ranging from 5\% (e.g., playing against the same team) to 10\% (e.g., playing against Robocup top teams).

ROJan 7, 2024
Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning

Nader Zare, Omid Amini, Aref Sayareh et al.

The RoboCup competition was started in 1997, and is known as the oldest RoboCup league. The RoboCup 2D Soccer Simulation League is a stochastic, partially observable soccer environment in which 24 autonomous agents play on two opposing teams. In this paper, we detail the main strategies and functionalities of CYRUS, the RoboCup 2021 2D Soccer Simulation League champions. The new functionalities presented and discussed in this work are (i) Multi Action Dribble, (ii) Pass Prediction and (iii) Marking Decision. The Multi Action Dribbling strategy enabled CYRUS to succeed more often and to be safer when dribbling actions were performed during a game. The Pass Prediction enhanced our gameplay by predicting our teammate's passing behavior, anticipating and making our agents collaborate better towards scoring goals. Finally, the Marking Decision addressed the multi-agent matching problem to improve CYRUS defensive strategy by finding an optimal solution to mark opponents' players.

ROJun 9, 2024
Observation Denoising in CYRUS Soccer Simulation 2D Team For RoboCup 2024

Nader Zare, Aref Sayareh, Sadra Khanjari et al.

In the Soccer Simulation 2D environment, accurate observation is crucial for effective decision making. However, challenges such as partial observation and noisy data can hinder performance. To address these issues, we propose a denoising algorithm that leverages predictive modeling and intersection analysis to enhance the accuracy of observations. Our approach aims to mitigate the impact of noise and partial data, leading to improved gameplay performance. This paper presents the framework, implementation, and preliminary results of our algorithm, demonstrating its potential in refining observations in Soccer Simulation 2D. Cyrus 2D Team is using a combination of Helios, Gliders, and Cyrus base codes.

ROJun 9, 2024
Cross Language Soccer Framework: An Open Source Framework for the RoboCup 2D Soccer Simulation

Nader Zare, Aref Sayareh, Alireza Sadraii et al.

RoboCup Soccer Simulation 2D (SS2D) research is hampered by the complexity of existing Cpp-based codes like Helios, Cyrus, and Gliders, which also suffer from limited integration with modern machine learning frameworks. This development paper introduces a transformative solution a gRPC-based, language-agnostic framework that seamlessly integrates with the high-performance Helios base code. This approach not only facilitates the use of diverse programming languages including CSharp, JavaScript, and Python but also maintains the computational efficiency critical for real time decision making in SS2D. By breaking down language barriers, our framework significantly enhances collaborative potential and flexibility, empowering researchers to innovate without the overhead of mastering or developing extensive base codes. We invite the global research community to leverage and contribute to the Cross Language Soccer (CLS) framework, which is openly available under the MIT License, to drive forward the capabilities of multi-agent systems in soccer simulations.

AIMay 27, 2023
Observation Denoising in CYRUS Soccer Simulation 2D Team For RoboCup 2023

Aref Sayareh, Nader Zare, Omid Amini et al.

The RoboCup competitions hold various leagues, and the Soccer Simulation 2D League is a major one among them. Soccer Simulation 2D (SS2D) match involves two teams, including 11 players and a coach, competing against each other. The players can only communicate with the Soccer Simulation Server during the game. This paper presents the latest research of the CYRUS soccer simulation 2D team, the champion of RoboCup 2021. We will explain our denoising idea powered by long short-term memory networks (LSTM) and deep neural networks (DNN). The CYRUS team uses the CYRUS2D base code that was developed based on the Helios and Gliders bases.

ROFeb 8, 2022
Cyrus 2D Simulation Team Description Paper 2016

Nader Zare, Ashkan Keshavarzi, Seyed Ehsan Beheshtian et al.

This description includes some explanation about algorithms and also algorithms that are being implemented by Cyrus team members. The objectives of this description are to express a brief explanation about shoot, block, mark and defensive decision will be given. It also explained about the parts that has been implemented. The base code that Cyrus used is agent 3.11.

AIJun 27, 2021
Continuous Control with Deep Reinforcement Learning for Autonomous Vessels

Nader Zare, Bruno Brandoli, Mahtab Sarvmaili et al.

Maritime autonomous transportation has played a crucial role in the globalization of the world economy. Deep Reinforcement Learning (DRL) has been applied to automatic path planning to simulate vessel collision avoidance situations in open seas. End-to-end approaches that learn complex mappings directly from the input have poor generalization to reach the targets in different environments. In this work, we present a new strategy called state-action rotation to improve agent's performance in unseen situations by rotating the obtained experience (state-action-state) and preserving them in the replay buffer. We designed our model based on Deep Deterministic Policy Gradient, local view maker, and planner. Our agent uses two deep Convolutional Neural Networks to estimate the policy and action-value functions. The proposed model was exhaustively trained and tested in maritime scenarios with real maps from cities such as Montreal and Halifax. Experimental results show that the state-action rotation on top of the CVN consistently improves the rate of arrival to a destination (RATD) by up 11.96% with respect to the Vessel Navigator with Planner and Local View (VNPLV), as well as it achieves superior performance in unseen mappings by up 30.82%. Our proposed approach exhibits advantages in terms of robustness when tested in a new environment, supporting the idea that generalization can be achieved by using state-action rotation.

ROAug 8, 2020
Cyrus 2D Simulation Team Description Paper2018

Nader Zare, Mohsen Sadeghipour, Ashkan Keshavarzi et al.

Cyrus 2D Soccer Simulation was established 2012 with the aim of research and develop in multi agents systems. This year we have joined with Ziziphus for collaboration and speed up our researches. This paper express a brief description of a method for predicting player's behavior in a multi agent system using neural network with a dataset in three level (low, mid, high). The dataset was obtained from log files of past years RoboCup's matches. Behavior Prediction is used in block, mark and defensive decisions. The base code that Cyrus used is agent 3.11.

LGMar 23, 2020
Using Deep Reinforcement Learning Methods for Autonomous Vessels in 2D Environments

Mohammad Etemad, Nader Zare, Mahtab Sarvmaili et al.

Unmanned Surface Vehicles technology (USVs) is an exciting topic that essentially deploys an algorithm to safely and efficiently performs a mission. Although reinforcement learning is a well-known approach to modeling such a task, instability and divergence may occur when combining off-policy and function approximation. In this work, we used deep reinforcement learning combining Q-learning with a neural representation to avoid instability. Our methodology uses deep q-learning and combines it with a rolling wave planning approach on agile methodology. Our method contains two critical parts in order to perform missions in an unknown environment. The first is a path planner that is responsible for generating a potential effective path to a destination without considering the details of the root. The latter is a decision-making module that is responsible for short-term decisions on avoiding obstacles during the near future steps of USV exploitation within the context of the value function. Simulations were performed using two algorithms: a basic vanilla vessel navigator (VVN) as a baseline and an improved one for the vessel navigator with a planner and local view (VNPLV). Experimental results show that the proposed method enhanced the performance of VVN by 55.31 on average for long-distance missions. Our model successfully demonstrated obstacle avoidance by means of deep reinforcement learning using planning adaptive paths in unknown environments.