In the last years' digitalization process, the creation and management of documents in various domains, particularly in Public Administration (PA), have become increasingly complex and diverse. This complexity arises from the need to handle a wide range of document types, often characterized by semi-structured forms. Semi-structured documents present a fixed set of data without a fixed format. As a consequence, a template-based solution cannot be used, as understanding a document requires the extraction of the data structure. The recent introduction of Large Language Models (LLMs) has enabled the creation of customized text output satisfying user requests. In this work, we propose a novel approach that combines the LLMs with prompt engineering and multi-agent systems for generating new documents compliant with a desired structure. The main contribution of this work concerns replacing the commonly used manual prompting with a task description generated by semantic retrieval from an LLM. The potential of this approach is demonstrated through a series of experiments and case studies, showcasing its effectiveness in real-world PA scenarios.
RoboCup represents an International testbed for advancing research in AI and robotics, focusing on a definite goal: developing a robot team that can win against the human world soccer champion team by the year 2050. To achieve this goal, autonomous humanoid robots' coordination is crucial. This paper explores novel solutions within the RoboCup Standard Platform League (SPL), where a reduction in WiFi communication is imperative, leading to the development of new coordination paradigms. The SPL has experienced a substantial decrease in network packet rate, compelling the need for advanced coordination architectures to maintain optimal team functionality in dynamic environments. Inspired by market-based task assignment, we introduce a novel distributed coordination system to orchestrate autonomous robots' actions efficiently in low communication scenarios. This approach has been tested with NAO robots during official RoboCup competitions and in the SimRobot simulator, demonstrating a notable reduction in task overlaps in limited communication settings.
Enriching the robot representation of the operational environment is a challenging task that aims at bridging the gap between low-level sensor readings and high-level semantic understanding. Having a rich representation often requires computationally demanding architectures and pure point cloud based detection systems that struggle when dealing with everyday objects that have to be handled by the robot. To overcome these issues, we propose a graph-based representation that addresses this gap by providing a semantic representation of robot environments from multiple sources. In fact, to acquire information from the environment, the framework combines classical computer vision tools with modern computer vision cloud services, ensuring computational feasibility on onboard hardware. By incorporating an ontology hierarchy with over 800 object classes, the framework achieves cross-domain adaptability, eliminating the need for environment-specific tools. The proposed approach allows us to handle also small objects and integrate them into the semantic representation of the environment. The approach is implemented in the Robot Operating System (ROS) using the RViz visualizer for environment representation. This work is a first step towards the development of a general-purpose framework, to facilitate intuitive interaction and navigation across different domains.
In the last years, robots are moving out of research laboratories to enter everyday life. Competitions aiming at benchmarking the capabilities of a robot in everyday scenarios are useful to make a step forward in this path. In fact, they foster the development of robust architectures capable of solving issues that might occur during human-robot coexistence in human-shaped scenarios. One of those competitions is SciRoc that, in its second edition, proposed new benchmarking environments. In particular, Episode 1 of SciRoc 2 proposed three different modalities of participation while preserving the Human-Robot Interaction (HRI), being a fundamental benchmarking functionality. The Coffee Shop environment, used to challenge the participating teams, represented an excellent testbed enabling for the benchmarking of different robotics functionalities, but also an exceptional opportunity for proposing novel solutions to guarantee real human-robot interaction procedures despite the Covid-19 pandemic restrictions. The developed software is publicly released.
Human-robot interaction requires a common understanding of the operational environment, which can be provided by a representation that blends geometric and symbolic knowledge: a semantic map. Through a semantic map the robot can interpret user commands by grounding them to its sensory observations. Semantic mapping is the process that builds such a representation. Despite being fundamental to enable cognition and high-level reasoning in robotics, semantic mapping is a challenging task due to generalization to different scenarios and sensory data types. In fact, it is difficult to obtain a rich and accurate semantic map of the environment and of the objects therein. Moreover, to date, there are no frameworks that allow for a comparison of the performance in building semantic maps for a given environment. To tackle these issues we design RoSmEEry, a novel framework based on the Gazebo simulator, where we introduce an accessible and ready-to-use methodology for a systematic evaluation of semantic mapping algorithms. We release our framework, as an open-source package, with multiple simulation environments with the aim to provide a general set-up to quantitatively measure the performances in acquiring semantic knowledge about the environment.
In this technical report, we describe the use of a machine learning approach for detecting the realistic black and white ball currently in use in the RoboCup Standard Platform League. Our aim is to provide a ready-to-use software module that can be useful for the RoboCup SPL community. To this end, the approach is integrated within the official B-Human code release 2016. The complete code for the approach presented in this work can be downloaded from the SPQR Team homepage at http://spqr.diag.uniroma1.it and from the SPQR Team GitHub repository at https://github.com/SPQRTeam/SPQRBallPerceptor. The approach has been tested in multiple environments, both indoor and outdoor. Furthermore, the ball detector described in this technical report has been used by the SPQR Robot Soccer Team during the competitions of the Robocup German Open 2017. To facilitate the use of our code by other teams, we have prepared a step-by-step installation guide.