Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning
Nader Zare, Omid Amini, Aref Sayareh, Mahtab Sarvmaili, Arad Firouzkouhi, Stan Matwin, Amilcar Soares
TL;DR
This study advances RoboCup 2D Soccer Simulation by introducing three core ML-driven capabilities—Multi-Action Dribble (MAD), Pass Prediction, and an optimized Marking Decision framework (OMAM)—to enhance dribbling safety, teammate passing coordination, and defensive synchronization. MAD integrates a DNN-predicted opponent movement within a chain-action dribble strategy, plus a MAD generator to disrupt opponents; combined with a DNN-based position predictor, it yields notable win-rate gains against strong opponents. Pass Prediction leverages a full-state predictor trained on noisy observations and a large engineered feature set to forecast the ball holder's actions, achieving up to around $80\%$ accuracy in clean data and maintaining substantial predictive power under noise. OMAM improves multi-agent marking by pruning candidate solutions and structuring defender roles, reducing goals conceded from $0.9$ to $0.33$ per main round between 2019 and 2021. Collectively, these contributions demonstrate that integrated ML modules can significantly elevate both offensive cooperation and defensive coordination in stochastic, partially observable soccer environments, with practical impact on competition performance and open-source ML toolchains for the SS2D community.
Abstract
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.
