3,325 research outputs found

    A Probabilistic Framework for Imitating Human Race Driver Behavior

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    Understanding and modeling human driver behavior is crucial for advanced vehicle development. However, unique driving styles, inconsistent behavior, and complex decision processes render it a challenging task, and existing approaches often lack variability or robustness. To approach this problem, we propose Probabilistic Modeling of Driver behavior (ProMoD), a modular framework which splits the task of driver behavior modeling into multiple modules. A global target trajectory distribution is learned with Probabilistic Movement Primitives, clothoids are utilized for local path generation, and the corresponding choice of actions is performed by a neural network. Experiments in a simulated car racing setting show considerable advantages in imitation accuracy and robustness compared to other imitation learning algorithms. The modular architecture of the proposed framework facilitates straightforward extensibility in driving line adaptation and sequencing of multiple movement primitives for future research.Comment: updated references [17] and [33]; added journal inf

    How much of driving is pre-attentive?

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    Driving a car in an urban setting is an extremely difficult problem, incorporating a large number of complex visual tasks; however, this problem is solved daily by most adults with little apparent effort. This paper proposes a novel vision-based approach to autonomous driving that can predict and even anticipate a driver's behavior in real time, using preattentive vision only. Experiments on three large datasets totaling over 200 000 frames show that our preattentive model can (1) detect a wide range of driving-critical context such as crossroads, city center, and road type; however, more surprisingly, it can (2) detect the driver's actions (over 80% of braking and turning actions) and (3) estimate the driver's steering angle accurately. Additionally, our model is consistent with human data: First, the best steering prediction is obtained for a perception to action delay consistent with psychological experiments. Importantly, this prediction can be made before the driver's action. Second, the regions of the visual field used by the computational model strongly correlate with the driver's gaze locations, significantly outperforming many saliency measures and comparable to state-of-the-art approaches.European Commission’s Seventh Framework Programme (FP7/2007-2013

    Sequential decision making in artificial musical intelligence

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    Over the past 60 years, artificial intelligence has grown from a largely academic field of research to a ubiquitous array of tools and approaches used in everyday technology. Despite its many recent successes and growing prevalence, certain meaningful facets of computational intelligence have not been as thoroughly explored. Such additional facets cover a wide array of complex mental tasks which humans carry out easily, yet are difficult for computers to mimic. A prime example of a domain in which human intelligence thrives, but machine understanding is still fairly limited, is music. Over the last decade, many researchers have applied computational tools to carry out tasks such as genre identification, music summarization, music database querying, and melodic segmentation. While these are all useful algorithmic solutions, we are still a long way from constructing complete music agents, able to mimic (at least partially) the complexity with which humans approach music. One key aspect which hasn't been sufficiently studied is that of sequential decision making in musical intelligence. This thesis strives to answer the following question: Can a sequential decision making perspective guide us in the creation of better music agents, and social agents in general? And if so, how? More specifically, this thesis focuses on two aspects of musical intelligence: music recommendation and human-agent (and more generally agent-agent) interaction in the context of music. The key contributions of this thesis are the design of better music playlist recommendation algorithms; the design of algorithms for tracking user preferences over time; new approaches for modeling people's behavior in situations that involve music; and the design of agents capable of meaningful interaction with humans and other agents in a setting where music plays a roll (either directly or indirectly). Though motivated primarily by music-related tasks, and focusing largely on people's musical preferences, this thesis also establishes that insights from music-specific case studies can also be applicable in other concrete social domains, such as different types of content recommendation. Showing the generality of insights from musical data in other contexts serves as evidence for the utility of music domains as testbeds for the development of general artificial intelligence techniques. Ultimately, this thesis demonstrates the overall usefulness of taking a sequential decision making approach in settings previously unexplored from this perspectiveComputer Science

    A Survey on Causal Reinforcement Learning

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    While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.Comment: 29 pages, 20 figure

    Methods For Data-Driven Model Predictive Control

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    Model predictive control (MPC) is essential to optimal decision making in a broad range of applications like building energy management and autonomous racing. MPC provides significant energy cost savings in building operations in the form of energy-efficient control with better occupant comfort, lower peak demand charges, and risk-free participation in demand response. In autonomous racing, MPC computes a safe minimum-time trajectory while driving at the limit of a vehicle’s handling capability. However, the ease in controller design depends upon the modeling complexity of the underlying physical system. For example, the identification of physics-based models of buildings is considered to be the biggest bottleneck in making MPC scalable to real buildings due to massive engineering effort. Thus, the traditional modeling approaches like the white-box and the grey-box techniques, although detailed, are considered cost and time prohibitive. In the case of autonomous racing, one of the fundamental challenges lies in predicting the vehicle’s future states like position, orientation, and speed with high accuracy because it is inevitably hard to identify vehicle model parameters that capture its real nonlinear dynamics in the presence of lateral tire slip. To this end, we present methods for data-driven MPC that combine predictive control and tools from machine learning such as Gaussian processes, neural networks, and random forests to reduce the cost of model identification and controller design in these applications. First, we introduce learning and control algorithms for building energy management based on black-box modeling that require minimum external intervention and solve some of the fundamental practical challenges ranging from experiment design to predictive control to online model update. We learn dynamical models of energy consumption and zone temperatures with high accuracy, and demonstrate load curtailment during demand response, energy savings during regular operations, and better occupant comfort compared to the default system controller. We validate our methods on several buildings in different case studies, including a real house in Italy. Next, we present a model-based planning and control framework for autonomous racing based on discrepancy error modeling that significantly reduces the effort required in system identification of the vehicle model. We start with an easy-to-tune but inaccurate physics-based model of the vehicle dynamics and thereafter correct the model predictions by learning from prior experience. Our approach bridges the gap between the design in a simulation and the real world by learning from on-board sensor measurements. We demonstrate its efficacy on a 1/43 scale autonomous racing simulation platform

    Believability Assessment and Modelling in Video Games

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    Artificial Intelligence remains one of the most sought after subjects in computer science to this day. One of its subjects, and the focus of this thesis, is its application to video games as believable agents. This means focusing on implementing agents that behave like us rather than simply attempting to win, whether that means cooperating or competing like we do. Success in building more human-like characters can enhance immersion and enjoyment in games, thus potentially increasing its gameplay value. Ultimately, bringing benefits to the industry and academia. However, believability is a hard concept to define. It depends on how and what one considers to be ``believable'', which is often very subjective. This means that developing believable agents remains a sought out, albeit difficult, challenge. There are many approaches to development ranging from finite state machines or imitation learning to emotional models, with no single solution to creating a human-like agent. This problems remains when attempting to assess these solutions as well. Assessing the believability of agents, characters and simulated actors is also a core challenge for human-like behaviour. While numerous approaches are suggested in the literature, there is not a dominant solution for evaluation either. In addition, assessment rarely receives as much attention as development or modelling do. Mostly, it comes as a necessity of evaluating agents rather than focusing on how its process could affect the outcome of the evaluation itself. This thesis takes a different approach to developing believability and its assessment. For starters, it explores assessment first. In previous years, several researchers have tried to find ways of assessing human-like behaviour in games through adaptations of Turing Tests on their agents. Given the small pool of diversity of the explored parameters in believability assessment and a focus on programming the bots, this thesis starts by exploring different parameters for evaluating believability in video games. The objective of this work is to analyze the different ways believability can be assessed, for humans and non-player characters (NPCs) by comparing how results between them and scores are affected in both when changing the parameters. This thesis also explores the concept of believability and its need in video games in general. Another aspect of assessment explored in this thesis is believability's overall representation. Past research shows methodologies being limited to discrete and low-granularity representations of believable behaviour. This work will focus, for the first time, in viewing believability as a time-continuous phenomenon and explore the suitability of two different affect annotation schemes for its assessment. These techniques are also compared to previously used discrete methodologies, to understand how moment-to-moment assessment can contribute to these. In addition, this thesis studies the degree to which we can predict character believability in a continuous fashion. This is achieved by training random forest models to predict believability based on annotations of the context extracted from a game. It is then that this thesis tackles development. For this work, different solutions are combined into one and in a different order: this time-continuous data based on peoples' assessment of believability is modelled and integrated into a game agent to affect its behaviour. This results in a final comparison between two agents, where one uses a believability biased model and the other does not. Showing that biasing agents' behaviour with assessment data can increase their overall believability
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