In RoboCup it is important to build up domain knowledge for decision-making. Unfortunately, this is a time-consuming and laborious job. At championships easy adaptability of this domain knowledge can be especially crucial as teams need to be able to change tactics and adjust to opponent behavior as fast as possible. An intuitive interface to the agent is therefore necessary. In this paper, we present a methodology to automatically populate a domain ontology from natural language text. The resulting populated ontology can then be deployed in a multi-agent system. This automatic transformation of text to knowledge for decision-making thus provides such an intuitive interface to the agents. It is embedded into the broader (up to now) theoretical context of an ontology lifecycle. We have created a proof-of-concept implementation in the 2D RoboCup Simulation League on the base of tactics descriptions from soccer literature. Experiments show that 71% of tactics are perfectly transformed and 86% of the actions are executed correctly in terms of geometric relations. © 2012 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Gspandl, S., Hechenblaickner, A., Reip, M., Steinbauer, G., Wolfram, M., & Zehentner, C. (2012). The ontology lifecycle in RoboCup: Population from text and execution. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7416 LNCS, 389–401. https://doi.org/10.1007/978-3-642-32060-6_33
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