645 research outputs found

    Evolving controllers for simulated car racing

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    This paper describes the evolution of controllers for racing a simulated radio-controlled car around a track, modelled on a real physical track. Five different controller architectures were compared, based on neural networks, force fields and action sequences. The controllers use either egocentric (first person), Newtonian (third person) or no information about the state of the car (open-loop controller). The only controller that is able to evolve good racing behaviour is based on a neural network acting on egocentric inputs

    The 2007 IEEE CEC simulated car racing competition

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    This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competitio

    A human-like TORCS controller for the Simulated Car Racing Championship

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    Proceeding of: IEEE Congres on Computational Intelligence and Games (CIG'10), Copenhagen (Denmark), 18-21, August, 2010.This paper presents a controller for the 2010 Simulated Car Racing Championship. The idea is not to create the fastest controller but a human-like controller. In order to achieve this, first we have created a process to build a model of the tracks while the car is running and then we used several neural networks which predict the trajectory the car should follow and the target speed. A scripted policy is used for the gear change and to follow the predicted trajectory with the predicted speed. The neural networks are trained with data retrieved from a human player, and are evaluated in a new track. The results shows an acceptable performance of the controller in unknown tracks, more than 20% slower than the human in the same tracks because of the mistakes made when the controller tries to follow the trajectory.This work was supported in part by the University Carlos III of Madrid under grant PIF UC3M01-0809 and by the Ministry of Science and Innovation under project TRA2007- 67374-C02-02

    An Autonomous Driver of a TORCS Racing Car

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    Tato práce popisuje simulátor TORCS a optimalizační algoritmy, jenž jsou využívány při tvorbě autonomních řidičů pro tento simulátor. Hlavním cílem je navržení nového autonomního řidiče, který se bude schopen s použitím přírodou inspirovaných optimalizačních technik vyrovnat již dříve navrženým řešením. Chování implementovaného řešení lze rozdělit do dvou hlavních částí, které jsou využívány v různých rozdílných etapách závodu. Zahřívací kolo je využito pro vytvoření modelu trati, ze kterého je posléze získána optimální trajektorie pomocí genetického algoritmu. Této trajektorie je potom využíváno v samotné kvalifikaci či závodě pro zajetí co nejrychlejšího kola. Z důvodu složitosti problému optimalizace celé trajektorie je nutno tuto trajektorii rozdělit na menší úseky nazývané segmenty, přičemž každý z nich je potom optimalizován odděleně. Jednotlivé optimalizované segmenty jsou následně spojeny dohromady, aby opět utvořily trajektorii pro celou trať. Protože některé přechody mezi segmenty mohou být nesouvislé, je zde znovu aplikován genetický algoritmus pro jejich vyhlazení. Během závodu je tato trajektorie následována, přičemž se z ní odvíjí i maximální možná rychlost v daném úseku. V práci jsme ukázali, že vzorkování trati s následnou optimalizací pomocí genetického algoritmu trvá pouze zlomek času vyhrazeného pro zahřívací kolo. Nejen díky tomuto se řešení jeví jako vhodné pro závody autonomních řidičů a může být dále rozšířeno.This work describes the TORCS simulator and optimization algorithms used in the field of autonomous driving competitions. The main purpose of this work is to design a new controller solution based on genetic algorithms. The controller's behavior can be divided into two main parts which are exploited during the distinct stages of the competition. The warm-up stage serves for the track model sampling and the race line optimization. The race stage logic then benefits from the data obtained in the warm-up stage. The track optimization is done by a Genetic algorithm while the track is divided into several segments optimized separately. A genetic algorithm is applied once again to the track trajectory to smooth out gaps caused by the segment composition. In this work was shown that the track sampling and race line optimization by a genetic algorithm can be done during the warm-up stage. This makes the controller suitable for an autonomous driver competitions.

    An Evolutionary Tuned Driving System for Virtual Car Racing Games: The AUTOPIA Driver

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    International audienceThis work presents a driving system designed for virtual racing situations. It is based on a complete modular architecture capable of automatically driving a car along a track with or without opponents. The architecture is composed of intuitive modules, with each one being responsible for a basic aspect of car driving. Moreover, this modularity of the architecture will allow us to replace or add modules in the future as a way to enhance particular features of particular situations. In the present work, some of the modules are implemented by means of hand-designed driving heuristics, whereas modules responsible for adapting the speed and direction of the vehicle to the track's shape, both critical aspects of driving a vehicle, are optimized by means of a genetic algorithm that evaluates the performance of the controller in four different tracks to obtain the best controller in a large number of situations; the algorithm also penalizes controllers that go out of the track, lose control, or get damaged. The evaluation of the performance is done in two ways. First, in runs with and without adversaries over several tracks. And second, the architecture was submitted as a participant to the 2010 Simulated Car Racing Competition, which in end won laurels

    Context dependent fuzzy modelling and its applications

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    Fuzzy rule-based systems (FRBS) use the principle of fuzzy sets and fuzzy logic to describe vague and imprecise statements and provide a facility to express the behaviours of the system with a human-understandable language. Fuzzy information, once defined by a fuzzy system, is fixed regardless of the circumstances and therefore makes it very difficult to capture the effect of context on the meaning of the fuzzy terms. While efforts have been made to integrate contextual information into the representation of fuzzy sets, it remains the case that often the context model is very restrictive and/or problem specific. The work reported in this thesis is our attempt to create a practical frame work to integrate contextual information into the representation of fuzzy sets so as to improve the interpretability as well as the accuracy of the fuzzy system. Throughout this thesis, we have looked at the capability of the proposed context dependent fuzzy sets as a stand alone as well as in combination with other methods in various application scenarios ranging from time series forecasting to complicated car racing control systems. In all of the applications, the highly competitive performance nature of our approach has proven its effectiveness and efficiency compared with existing techniques in the literature

    Gene regulated car driving: using a gene regulatory network to drive a virtual car

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    This paper presents a virtual racing car controller based on an artificial gene regulatory network. Usually used to control virtual cells in developmental models, recent works showed that gene regulatory networks are also capable to control various kinds of agents such as foraging agents, pole cart, swarm robots, etc. This paper details how a gene regulatory network is evolved to drive on any track through a three-stages incremental evolution. To do so, the inputs and outputs of the network are directly mapped to the car sensors and actuators. To make this controller a competitive racer, we have distorted its inputs online to make it drive faster and to avoid opponents. Another interesting property emerges from this approach: the regulatory network is naturally resistant to noise. To evaluate this approach, we participated in the 2013 simulated racing car competition against eight other evolutionary and scripted approaches. After its first participation, this approach finished in third place in the competition

    Enhancing player experience in computer games: A computational Intelligence approach.

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    Ph.DDOCTOR OF PHILOSOPH

    Evolution of Neural Networks for Helicopter Control: Why Modularity Matters

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    The problem of the automatic development of controllers for vehicles for which the exact characteristics are not known is considered in the context of miniature helicopter flocking. A methodology is proposed in which neural network based controllers are evolved in a simulation using a dynamic model qualitatively similar to the physical helicopter. Several network architectures and evolutionary sequences are investigated, and two approaches are found that can evolve very competitive controllers. The division of the neural network into modules and of the task into incremental steps seems to be a precondition for success, and we analyse why this might be so

    Context dependent fuzzy modelling and its applications

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    Fuzzy rule-based systems (FRBS) use the principle of fuzzy sets and fuzzy logic to describe vague and imprecise statements and provide a facility to express the behaviours of the system with a human-understandable language. Fuzzy information, once defined by a fuzzy system, is fixed regardless of the circumstances and therefore makes it very difficult to capture the effect of context on the meaning of the fuzzy terms. While efforts have been made to integrate contextual information into the representation of fuzzy sets, it remains the case that often the context model is very restrictive and/or problem specific. The work reported in this thesis is our attempt to create a practical frame work to integrate contextual information into the representation of fuzzy sets so as to improve the interpretability as well as the accuracy of the fuzzy system. Throughout this thesis, we have looked at the capability of the proposed context dependent fuzzy sets as a stand alone as well as in combination with other methods in various application scenarios ranging from time series forecasting to complicated car racing control systems. In all of the applications, the highly competitive performance nature of our approach has proven its effectiveness and efficiency compared with existing techniques in the literature
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