Arad Firouzkouhi

RO
Semantic Scholar Profile
h-index51
8papers
15citations
Novelty31%
AI Score37

8 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.

LGFeb 17
CrispEdit: Low-Curvature Projections for Scalable Non-Destructive LLM Editing

Zarif Ikram, Arad Firouzkouhi, Stephen Tu et al.

A central challenge in large language model (LLM) editing is capability preservation: methods that successfully change targeted behavior can quietly game the editing proxy and corrupt general capabilities, producing degenerate behaviors reminiscent of proxy/reward hacking. We present CrispEdit, a scalable and principled second-order editing algorithm that treats capability preservation as an explicit constraint, unifying and generalizing several existing editing approaches. CrispEdit formulates editing as constrained optimization and enforces the constraint by projecting edit updates onto the low-curvature subspace of the capability-loss landscape. At the crux of CrispEdit is expressing capability constraint via Bregman divergence, whose quadratic form yields the Gauss-Newton Hessian exactly and even when the base model is not trained to convergence. We make this second-order procedure efficient at the LLM scale using Kronecker-factored approximate curvature (K-FAC) and a novel matrix-free projector that exploits Kronecker structure to avoid constructing massive projection matrices. Across standard model-editing benchmarks, CrispEdit achieves high edit success while keeping capability degradation below 1% on average across datasets, significantly improving over prior editors.

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.

CVOct 4, 2025
From Filters to VLMs: Benchmarking Defogging Methods through Object Detection and Segmentation Performance

Ardalan Aryashad, Parsa Razmara, Amin Mahjoub et al.

Autonomous driving perception systems are particularly vulnerable in foggy conditions, where light scattering reduces contrast and obscures fine details critical for safe operation. While numerous defogging methods exist-from handcrafted filters to learned restoration models-improvements in image fidelity do not consistently translate into better downstream detection and segmentation. Moreover, prior evaluations often rely on synthetic data, leaving questions about real-world transferability. We present a structured empirical study that benchmarks a comprehensive set of pipelines, including (i) classical filters, (ii) modern defogging networks, (iii) chained variants (filter$\rightarrow$model, model$\rightarrow$filter), and (iv) prompt-driven visual--language image editing models (VLM) applied directly to foggy images. Using Foggy Cityscapes, we assess both image quality and downstream performance on object detection (mAP) and segmentation (PQ, RQ, SQ). Our analysis reveals when defogging helps, when chaining yields synergy or degradation, and how VLM-based editors compare to dedicated approaches. In addition, we evaluate qualitative rubric-based scores from a VLM judge and quantify their alignment with task metrics, showing strong correlations with mAP. Together, these results establish a transparent, task-oriented benchmark for defogging methods and highlight the conditions under which preprocessing genuinely improves autonomous perception in adverse weather.

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.