8 research outputs found
A behavior driven approach for sampling rare event situations for autonomous vehicles
Performance evaluation of urban autonomous vehicles requires a realistic
model of the behavior of other road users in the environment. Learning such
models from data involves collecting naturalistic data of real-world human
behavior. In many cases, acquisition of this data can be prohibitively
expensive or intrusive. Additionally, the available data often contain only
typical behaviors and exclude behaviors that are classified as rare events. To
evaluate the performance of AV in such situations, we develop a model of
traffic behavior based on the theory of bounded rationality. Based on the
experiments performed on a large naturalistic driving data, we show that the
developed model can be applied to estimate probability of rare events, as well
as to generate new traffic situations
Empirical Game Theoretic Models for Autonomous Driving: Methods and Applications
In recent years, there has been enormous public interest in autonomous vehicles (AV), with more than 80 billion dollars invested in self-driving car technology. However, for the foreseeable future, self-driving cars will interact with human driven vehicles and other human road users, such as pedestrians and cyclists. Therefore, in order to ensure safe operation of AVs, there is need for computational models of humans traffic behaviour that can be used for testing and verification of autonomous vehicles. Game theoretic models of human driving behaviour is a promising computational tool that can be used in many phases of AV development. However, traditional game theoretic models are typically built around the idea of rationality, i.e., selection of the most optimal action based on individual preferences. In reality, not only is it hard to infer diverse human preferences from observational data, but real-world traffic shows that humans rarely choose the most optimal action that a computational model suggests.
The thesis makes a set of methodological contributions towards modelling sub-optimality in driving behaviour within a game theoretic framework. These include solution concepts that account for boundedly rational behaviour in hierarchical games, addressing challenges of bounded rationality in dynamic games, and estimation of multi-objective utility aggregation from observational data. Each of these contributions are evaluated based on a novel multi-agent traffic dataset.
Building on the game theoretic models, the second part of the thesis demonstrates the application of the models by developing novel safety validation methodologies for testing AV planners. The first application is an automated generation of interpretable variations of lane change behaviour based on Quantal Best Response model. The proposed model is shown to be effective for generating both rare-event situations and to replicate the typical behaviour distribution observed in naturalistic data. The second application is safety validation of strategic planners in situations of dynamic occlusion. Using the concept of hypergames, in which different agents have different views of the game, the thesis develops a new safety surrogate metric, dynamic occlusion risk (DOR), that can be used to evaluate the risk associated with each action in situations of dynamic occlusion. The thesis concludes with a taxonomy of strategic interactions that maps complex design specific strategies in a game to a simpler taxonomy of traffic interactions. Regulations around what strategies an AV should execute in traffic can be developed over the simpler taxonomy, and a process of automated mapping can protect the proprietary design decisions of an AV manufacturer
Solution Concepts in Hierarchical Games under Bounded Rationality with Applications to Autonomous Driving
With autonomous vehicles (AV) set to integrate further into regular human
traffic, there is an increasing consensus of treating AV motion planning as a
multi-agent problem. However, the traditional game theoretic assumption of
complete rationality is too strong for the purpose of human driving, and there
is a need for understanding human driving as a \emph{bounded rational} activity
through a behavioral game theoretic lens. To that end, we adapt three
metamodels of bounded rational behavior; two based on Quantal level-k and one
based on Nash equilibrium with quantal errors. We formalize the different
solution concepts that can be applied in the context of hierarchical games, a
framework used in multi-agent motion planning, for the purpose of creating game
theoretic models of driving behavior. Furthermore, based on a contributed
dataset of human driving at a busy urban intersection with a total of ~4k
agents and ~44k decision points, we evaluate the behavior models on the basis
of model fit to naturalistic data, as well as their predictive capacity. Our
results suggest that among the behavior models evaluated, modeling driving
behavior as pure strategy NE with quantal errors at the level of maneuvers with
bounds sampling of actions at the level of trajectories provides the best fit
to naturalistic driving behavior, and there is a significant impact of
situational factors on the performance of behavior models
Clafer: Lightweight Modeling of Structure, Behaviour, and Variability
Embedded software is growing fast in size and complexity, leading to intimate
mixture of complex architectures and complex control. Consequently, software
specification requires modeling both structures and behaviour of systems.
Unfortunately, existing languages do not integrate these aspects well, usually
prioritizing one of them. It is common to develop a separate language for each
of these facets. In this paper, we contribute Clafer: a small language that
attempts to tackle this challenge. It combines rich structural modeling with
state of the art behavioural formalisms. We are not aware of any other modeling
language that seamlessly combines these facets common to system and software
modeling. We show how Clafer, in a single unified syntax and semantics, allows
capturing feature models (variability), component models, discrete control
models (automata) and variability encompassing all these aspects. The language
is built on top of first order logic with quantifiers over basic entities (for
modeling structures) combined with linear temporal logic (for modeling
behaviour). On top of this semantic foundation we build a simple but expressive
syntax, enriched with carefully selected syntactic expansions that cover
hierarchical modeling, associations, automata, scenarios, and Dwyer's property
patterns. We evaluate Clafer using a power window case study, and comparing it
against other notations that substantially overlap with its scope (SysML, AADL,
Temporal OCL and Live Sequence Charts), discussing benefits and perils of using
a single notation for the purpose
A Hierarchical Pedestrian Behavior Model to Generate Realistic Human Behavior in Traffic Simulation
Modelling pedestrian behavior is crucial in the development and testing of
autonomous vehicles. In this work, we present a hierarchical pedestrian
behavior model that generates high-level decisions through the use of behavior
trees, in order to produce maneuvers executed by a low-level motion planner
using an adapted Social Force model. A full implementation of our work is
integrated into GeoScenario Server, a scenario definition and execution engine,
extending its vehicle simulation capabilities with pedestrian simulation. The
extended environment allows simulating test scenarios involving both vehicles
and pedestrians to assist in the scenario-based testing process of autonomous
vehicles. The presented hierarchical model is evaluated on two real-world data
sets collected at separate locations with different road structures. Our model
is shown to replicate the real-world pedestrians' trajectories with a high
degree of fidelity and a decision-making accuracy of 98% or better, given only
high-level routing information for each pedestrian.Comment: 9 pages, 4 figures, 3 tables. Accepted to the 2022 IEEE Intelligent
Vehicles Symposiu