Transfer Reinforcement Learning for Autonomous Driving

2021 ◽  
Vol 31 (3) ◽  
pp. 1-26
Author(s):  
Aravind Balakrishnan ◽  
Jaeyoung Lee ◽  
Ashish Gaurav ◽  
Krzysztof Czarnecki ◽  
Sean Sedwards

Reinforcement learning (RL) is an attractive way to implement high-level decision-making policies for autonomous driving, but learning directly from a real vehicle or a high-fidelity simulator is variously infeasible. We therefore consider the problem of transfer reinforcement learning and study how a policy learned in a simple environment using WiseMove can be transferred to our high-fidelity simulator, W ise M ove . WiseMove is a framework to study safety and other aspects of RL for autonomous driving. W ise M ove accurately reproduces the dynamics and software stack of our real vehicle. We find that the accurately modelled perception errors in W ise M ove contribute the most to the transfer problem. These errors, when even naively modelled in WiseMove , provide an RL policy that performs better in W ise M ove than a hand-crafted rule-based policy. Applying domain randomization to the environment in WiseMove yields an even better policy. The final RL policy reduces the failures due to perception errors from 10% to 2.75%. We also observe that the RL policy has significantly less reliance on velocity compared to the rule-based policy, having learned that its measurement is unreliable.

Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 946
Author(s):  
Bohan Jiang ◽  
Xiaohui Li ◽  
Yujun Zeng ◽  
Daxue Liu

This paper presents a novel cooperative trajectory planning approach for semi-autonomous driving. The machine interacts with the driver at the decision level and the trajectory generation level. To minimize conflicts between the machine and the human, the trajectory planning problem is decomposed into a high-level behavior decision-making problem and a low-level trajectory planning problem. The approach infers the driver’s behavioral semantics according to the driving context and the driver’s input. The trajectories are generated based on the behavioral semantics and driver’s input. The feasibility of the proposed approach is validated by real vehicle experiments. The results prove that the proposed human–machine cooperative trajectory planning approach can successfully help the driver to avoid collisions while respecting the driver’s behavior.


2020 ◽  
Vol 131 ◽  
pp. 103568
Author(s):  
Amarildo Likmeta ◽  
Alberto Maria Metelli ◽  
Andrea Tirinzoni ◽  
Riccardo Giol ◽  
Marcello Restelli ◽  
...  

2021 ◽  
Vol 20 (01) ◽  
pp. 2150013
Author(s):  
Mohammed Abu-Arqoub ◽  
Wael Hadi ◽  
Abdelraouf Ishtaiwi

Associative Classification (AC) classifiers are of substantial interest due to their ability to be utilised for mining vast sets of rules. However, researchers over the decades have shown that a large number of these mined rules are trivial, irrelevant, redundant, and sometimes harmful, as they can cause decision-making bias. Accordingly, in our paper, we address these challenges and propose a new novel AC approach based on the RIPPER algorithm, which we refer to as ACRIPPER. Our new approach combines the strength of the RIPPER algorithm with the classical AC method, in order to achieve: (1) a reduction in the number of rules being mined, especially those rules that are largely insignificant; (2) a high level of integration among the confidence and support of the rules on one hand and the class imbalance level in the prediction phase on the other hand. Our experimental results, using 20 different well-known datasets, reveal that the proposed ACRIPPER significantly outperforms the well-known rule-based algorithms RIPPER and J48. Moreover, ACRIPPER significantly outperforms the current AC-based algorithms CBA, CMAR, ECBA, FACA, and ACPRISM. Finally, ACRIPPER is found to achieve the best average and ranking on the accuracy measure.


Author(s):  
Rey Pocius ◽  
Lawrence Neal ◽  
Alan Fern

Commonly used sequential decision making tasks such as the games in the Arcade Learning Environment (ALE) provide rich observation spaces suitable for deep reinforcement learning. However, they consist mostly of low-level control tasks which are of limited use for the development of explainable artificial intelligence(XAI) due to the fine temporal resolution of the tasks. Many of these domains also lack built-in high level abstractions and symbols. Existing tasks that provide for both strategic decision-making and rich observation spaces are either difficult to simulate or are intractable. We provide a set of new strategic decision-making tasks specialized for the development and evaluation of explainable AI methods, built as constrained mini-games within the StarCraft II Learning Environment.


Author(s):  
Daoming Lyu ◽  
Fangkai Yang ◽  
Bo Liu ◽  
Daesub Yoon

Deep reinforcement learning (DRL) has gained great success by learning directly from high-dimensional sensory inputs, yet is notorious for the lack of interpretability. Interpretability of the subtasks is critical in hierarchical decision-making as it increases the transparency of black-box-style DRL approach and helps the RL practitioners to understand the high-level behavior of the system better. In this paper, we introduce symbolic planning into DRL and propose a framework of Symbolic Deep Reinforcement Learning (SDRL) that can handle both high-dimensional sensory inputs and symbolic planning. The task-level interpretability is enabled by relating symbolic actions to options. This framework features a planner – controller – meta-controller architecture, which takes charge of subtask scheduling, data-driven subtask learning, and subtask evaluation, respectively. The three components cross-fertilize each other and eventually converge to an optimal symbolic plan along with the learned subtasks, bringing together the advantages of long-term planning capability with symbolic knowledge and end-to-end reinforcement learning directly from a high-dimensional sensory input. Experimental results validate the interpretability of subtasks, along with improved data efficiency compared with state-of-the-art approaches.


Author(s):  
Zhenhai Gao ◽  
Xiangtong Yan ◽  
Fei Gao ◽  
Lei He

Decision-making is one of the key parts of the research on vehicle longitudinal autonomous driving. Considering the behavior of human drivers when designing autonomous driving decision-making strategies is a current research hotspot. In longitudinal autonomous driving decision-making strategies, traditional rule-based decision-making strategies are difficult to apply to complex scenarios. Current decision-making methods that use reinforcement learning and deep reinforcement learning construct reward functions designed with safety, comfort, and economy. Compared with human drivers, the obtained decision strategies still have big gaps. Focusing on the above problems, this paper uses the driver’s behavior data to design the reward function of the deep reinforcement learning algorithm through BP neural network fitting, and uses the deep reinforcement learning DQN algorithm and the DDPG algorithm to establish two driver-like longitudinal autonomous driving decision-making models. The simulation experiment compares the decision-making effect of the two models with the driver curve. The results shows that the two algorithms can realize driver-like decision-making, and the consistency of the DDPG algorithm and human driver behavior is higher than that of the DQN algorithm, the effect of the DDPG algorithm is better than the DQN algorithm.


Author(s):  
Junfeng Zhang ◽  
Qing Xue

In a tactical wargame, the decisions of the artificial intelligence (AI) commander are critical to the final combat result. Due to the existence of fog-of-war, AI commanders are faced with unknown and invisible information on the battlefield and lack of understanding of the situation, and it is difficult to make appropriate tactical strategies. The traditional knowledge rule-based decision-making method lacks flexibility and autonomy. How to make flexible and autonomous decision-making when facing complex battlefield situations is a difficult problem. This paper aims to solve the decision-making problem of the AI commander by using the deep reinforcement learning (DRL) method. We develop a tactical wargame as the research environment, which contains built-in script AI and supports the machine–machine combat mode. On this basis, an end-to-end actor–critic framework for commander decision making based on the convolutional neural network is designed to represent the battlefield situation and the reinforcement learning method is used to try different tactical strategies. Finally, we carry out a combat experiment between a DRL-based agent and a rule-based agent in a jungle terrain scenario. The result shows that the AI commander who adopts the actor–critic method successfully learns how to get a higher score in the tactical wargame, and the DRL-based agent has a higher winning ratio than the rule-based agent.


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