507 research outputs found
Virtual to Real Reinforcement Learning for Autonomous Driving
Reinforcement learning is considered as a promising direction for driving
policy learning. However, training autonomous driving vehicle with
reinforcement learning in real environment involves non-affordable
trial-and-error. It is more desirable to first train in a virtual environment
and then transfer to the real environment. In this paper, we propose a novel
realistic translation network to make model trained in virtual environment be
workable in real world. The proposed network can convert non-realistic virtual
image input into a realistic one with similar scene structure. Given realistic
frames as input, driving policy trained by reinforcement learning can nicely
adapt to real world driving. Experiments show that our proposed virtual to real
(VR) reinforcement learning (RL) works pretty well. To our knowledge, this is
the first successful case of driving policy trained by reinforcement learning
that can adapt to real world driving data
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
Gene regulated car driving: using a gene regulatory network to drive a virtual car
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
Deep Drone Racing: From Simulation to Reality with Domain Randomization
Dynamically changing environments, unreliable state estimation, and operation
under severe resource constraints are fundamental challenges that limit the
deployment of small autonomous drones. We address these challenges in the
context of autonomous, vision-based drone racing in dynamic environments. A
racing drone must traverse a track with possibly moving gates at high speed. We
enable this functionality by combining the performance of a state-of-the-art
planning and control system with the perceptual awareness of a convolutional
neural network (CNN). The resulting modular system is both platform- and
domain-independent: it is trained in simulation and deployed on a physical
quadrotor without any fine-tuning. The abundance of simulated data, generated
via domain randomization, makes our system robust to changes of illumination
and gate appearance. To the best of our knowledge, our approach is the first to
demonstrate zero-shot sim-to-real transfer on the task of agile drone flight.
We extensively test the precision and robustness of our system, both in
simulation and on a physical platform, and show significant improvements over
the state of the art.Comment: Accepted as a Regular Paper to the IEEE Transactions on Robotics
Journal. arXiv admin note: substantial text overlap with arXiv:1806.0854
Simulation-based reinforcement learning for real-world autonomous driving
We use reinforcement learning in simulation to obtain a driving system
controlling a full-size real-world vehicle. The driving policy takes RGB images
from a single camera and their semantic segmentation as input. We use mostly
synthetic data, with labelled real-world data appearing only in the training of
the segmentation network.
Using reinforcement learning in simulation and synthetic data is motivated by
lowering costs and engineering effort.
In real-world experiments we confirm that we achieved successful sim-to-real
policy transfer. Based on the extensive evaluation, we analyze how design
decisions about perception, control, and training impact the real-world
performance
Survey of Agile navigation algorithms for robot ground vehicles
En aquest treball, diversos mètodes orientats a la navegació à gil de vehicles robòtics terrestres son comparats. Primerament, es realitza un estudi de publicacions per a identificar els mètodes pertanyents a l'estat de la tècnica més adequats per a ser comparats amb un mètode de navegació à gil (''CarPlanner'') desenvolupat al Autonomous Robotics and Perception Group (ARPG). Diferents mètodes són examinats i implementats en un ambient simulat. Aquests mètodes són evaluats basant-se en la seva eficà cia navegant el vehicle robòtic terrestre en una pista que té salts, sotracs i bermes. L'ambient simulat conté un vehicle terrestre de quatre rodes amortiguades amb geometria d'Ackermann, el qual ha de conduïr per un terreny amb dinà mica de fricció no linear. Els criteris per a evaluar els mètodes inclouen l'habilitat per a utilitzar les dinà miques del vehicle per a recórrer la pista de manera rà pida i segura. Finalment, el mètode més apropiat i amb millor resultats és implementat al cotxe NinjaCar d'escala 1:8 del laboratori ARPG i comparat amb l'algoritme CarPlanner mitjançant experimentació fÃsica.In this work, several state-of-the-art methods for agile navigation of robot ground vehicles are compared. First, a survey of the literature is performed to identify the state-of-the-art and most appropriate methods for comparing to an agile navigation method (''CarPlanner'') developed in the Autonomous Robotics and Perception Group (ARPG). Several methods are reviewed and implemented in a dynamic vehicle simulation environment. These methods are evaluated on their efficacy of navigating a robot ground vehicle around a race track featuring jumps, bumps, and berms. The simulation environment features a four-wheeled, Ackermann-style ground vehicle with suspension and austere terrain with nonlinear friction dynamics. Criteria for evaluating the methods includes the ability of the method at utilizing the vehicle dynamics to quickly and safely traverse the track. Finally, the most appropriate and best-performing method is implemented on ARPG's 1/8th-scale NinjaCar vehicle platform and compared in physical experimentation to ARPG's CarPlanner algorithm
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