Google Research Football
research-football.dev
research-football.dev
To make a ridiculous analogy to the other football, in NCAAF video games the mascot mode had every "player" on every team have 99 ability in all possible skills. Which means that any player standing on the field could throw as well as the quarterback, punt as well as the punter, etc. Opening up many unrealistic trick plays.
But even adjusting for positional differences, I think a lot of the cool sports stories have involved seeing how a particular team strategizes against another particular team, which goes away when all teams start with equal across the board abilities.
Here is a link to the competition: https://njustesen.github.io/ffai/bot-bowl-ii
(As an aside, just wanted to mention that the original article is actually about soccer, rather American Football. The comment I'm replying to is certainly about American football, so I feel my comment here is fair.)
(I honestly don't know enough about soccer to know how much positional variation or asymmetric skills matter. I assume they do but probably to a lesser extent than football, which I also know way more about, hence going on a bit of a tangent when trying to make the idea concrete.)
https://ai.googleblog.com/2019/06/introducing-google-researc...
Thread at:
This new Google competition appears to be more about ML and playing the game, judging from videos: https://www.youtube.com/watch?v=F8DcgFDT9sc
The Google simulator lets you learn from pixels if you want to, but the agent that you're controlling only has 8 actions [1] available to it, so the learning problem here really has no bearing on a robotics application or anything in the real world that I can think of.
The humanoid robot leagues are constrained by cost - several of the simulated leagues, including the one shown in your video, have a corresponding physical league. And the physical league needs two teams of NAO robots, which cost ~$8000 each, and there are 11 on each team. So you're looking at $176,000 of student project for the physical league. You've correctly identified they don't work very well - but more agile robot hardware would cost even more. I've never seen two atlas robots together, let alone 22!
After looking at the video, I get the feeling I could beat the winning team; it definitely misses tons of clear passing opportunities that would open the play.
There is also a nice hierarchical structure i.e. there is a clear outcome to each play, to each set of downs, to each possession.
Obviously this mostly has to do with personal preference, and I know that's all you were commenting on. But I've encountered enough people that seem to think football is a mindless game that I wanted to get a comment out there when I saw the topic come up.
https://www.youtube.com/watch?v=WI-WL2cj0CA
"Data-Driven Ghosting using Deep Imitation Learning"
If you wanted to think about this stuff with real football in mind, there are worse places to start than here:
Why not build on the RoboCup 2D Football simulation league? It is a more realistic environment, where each agent has to sense the environment and decide what to do with some limited communication with other agents and with the coach. Furthermore, it already has some state-of-the-art teams. And finally, it is a step on the road to actually having a team of physical humanoid robots playing against a human team.
As is, this does not look very interesting and does not look too dissimilar from the Atari reinforcement learning.
The scoring player was not in offside because they are on their own half of the field when the goalie passes the ball.
Salah vs Manchester United: https://www.youtube.com/watch?v=STjxoGgFIzk
Torres vs Barcelona: https://www.youtube.com/watch?v=lKOXBLTsu3s
You wouldn't be able to play the player onside by just having a winger, they would need to have the ball with them for it to count.
https://youtu.be/4KDlSb8Qjp8?t=199
if the above not works, this is the video ~3:20 https://www.youtube.com/watch?v=4KDlSb8Qjp8
Basically the forward(s) are goal hanging in the offside position way behind the defenders and they are played onside by a quick wing play.
Watching the games, it looks like the effectiveness of dribbling is unrealistically high. Most scoring plays consist of dribbling around 1 player, then dribbling straight at that back line and hoping to win the take-on.
Here's an actual game: https://www.youtube.com/watch?v=f7KiAPtAPwg
More games at https://research-football.dev/11vs11/ranking
s/challange/challenge/g
Do you realize that football is the most popular sport in the world and almost every country call it football? (you know, because you’re controlling a ball with your feet)
So? Hacker news is an american site and we call it soccer.
> (you know, because you’re controlling a ball with your feet)
Actually, football is a class of games which involve kicking a ball to score a goal. Everything from "football" to soccer to rugby has kicking to score goals/points.
"Sports commonly called football include association football (known as soccer in some countries); gridiron football (specifically American football or Canadian football); Australian rules football; rugby football (either rugby league or rugby union); and Gaelic football."
https://en.wikipedia.org/wiki/Football
If you really want to be accurate, then you should call it association football. And the word soccer is derived from assocation football.
At this point, I’m not really sure that the progress in playing games is carrying over to much in terms of solving real world problems, but curious to see if anyone has good counterexamples.
For example, can we get AI to play deceptive strategies without being explicitly rewarded (Open AI hide and seek game, StarCraft fog of war plays, etc)?
As to whether it can translate to solving real world problems is arguable (there are some cases yes), but it definitely helps out in weeding inference models or training strategies that are not viable in games (and probably not the real world).
edit: Forgot to list an example. Using the same reinforcement learning strategies not to play games, but to design them.
Haven't we seen quite a bit of that? I think there have been multiple items on HN about instances where ill-defined goals led to AI finding bugs in a simulation or unintended solutions. Deception is really just about human expectations.
Starcraft has not been beaten yet. DeepMind's AlphaStar is a grandmaster, but is nowhere near world champion levels.
If AlphaStar is allowed just slightly too much micro it's easily world champion beating (eg the version that killed TLO in the original demo, it was winning fights that should have been blunders), and too little and it can get squashed by regular GMs.
I don't know how the competition can ever really be calibrated to be fair. The latest version of AlphaStar was fun because they tuned it to be good but not unstoppable, but I have no idea if those were 'fair' settings or not. Maybe AlphaStar was too handicapped.