为非玩家车辆实现基于深度强化学习(DRL)的驾驶风格

Luca Forneris, Alessandro Pighetti, Luca Lazzaroni, Francesco Bellotti, Alessio Capello, M. Cossu, Riccardo Berta
{"title":"为非玩家车辆实现基于深度强化学习(DRL)的驾驶风格","authors":"Luca Forneris, Alessandro Pighetti, Luca Lazzaroni, Francesco Bellotti, Alessio Capello, M. Cossu, Riccardo Berta","doi":"10.17083/ijsg.v10i4.638","DOIUrl":null,"url":null,"abstract":"We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving. These agents, trained with deep reinforcement learning (DRL), decide their motion by taking high-level decisions, such as “keep lane”, “overtake” and “go to rightmost lane”. This is similar to a driver’s high-level reasoning and takes into account the availability of advanced driving assistance systems (ADAS) in current vehicles. Compared to a low-level decision making system, our model performs better both in terms of safety and speed. As a significant advantage, the proposed approach allows to reduce the number of training steps by more than one order of magnitude. This makes the development of new models much more efficient, which is key for implementing vehicles featuring different driving styles. We also demonstrate that, by simply tweaking the reinforcement learning (RL) reward function, it is possible to train agents characterized by different driving behaviors. We also employed the continual learning technique, starting the training procedure of a more specialized agent from a base model. This allowed significantly to reduce the number of training steps while keeping similar vehicular performance figures. However, the characteristics of the specialized agents are deeply influenced by the characteristics of the baseline agent.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"38 1","pages":"153-170"},"PeriodicalIF":0.0000,"publicationDate":"2023-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles\",\"authors\":\"Luca Forneris, Alessandro Pighetti, Luca Lazzaroni, Francesco Bellotti, Alessio Capello, M. Cossu, Riccardo Berta\",\"doi\":\"10.17083/ijsg.v10i4.638\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving. These agents, trained with deep reinforcement learning (DRL), decide their motion by taking high-level decisions, such as “keep lane”, “overtake” and “go to rightmost lane”. This is similar to a driver’s high-level reasoning and takes into account the availability of advanced driving assistance systems (ADAS) in current vehicles. Compared to a low-level decision making system, our model performs better both in terms of safety and speed. As a significant advantage, the proposed approach allows to reduce the number of training steps by more than one order of magnitude. This makes the development of new models much more efficient, which is key for implementing vehicles featuring different driving styles. We also demonstrate that, by simply tweaking the reinforcement learning (RL) reward function, it is possible to train agents characterized by different driving behaviors. We also employed the continual learning technique, starting the training procedure of a more specialized agent from a base model. This allowed significantly to reduce the number of training steps while keeping similar vehicular performance figures. However, the characteristics of the specialized agents are deeply influenced by the characteristics of the baseline agent.\",\"PeriodicalId\":196187,\"journal\":{\"name\":\"Int. J. Serious Games\",\"volume\":\"38 1\",\"pages\":\"153-170\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-11-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Serious Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.17083/ijsg.v10i4.638\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Serious Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17083/ijsg.v10i4.638","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

我们提出了一种新的分层架构,用于在与交通和驾驶相关的严肃游戏中,将车辆模型作为逼真的非玩家车辆进行行为规划。这些通过深度强化学习(DRL)训练的代理通过做出高级决策(如 "保持车道"、"超车 "和 "驶入最右侧车道")来决定其运动。这与驾驶员的高级推理类似,并考虑到了当前车辆中先进驾驶辅助系统(ADAS)的可用性。与低级决策系统相比,我们的模型在安全性和速度方面都表现得更好。一个显著的优势是,所提出的方法可以将训练步骤的数量减少一个数量级以上。这使得开发新模型的效率大大提高,而这正是实现不同驾驶风格车辆的关键所在。我们还证明,只需调整强化学习(RL)奖励函数,就能训练出具有不同驾驶行为特征的代理。我们还采用了持续学习技术,从基础模型开始训练更专业的代理。这样可以大大减少训练步骤的数量,同时保持类似的车辆性能数据。然而,专用代理的特性深受基准代理特性的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles
We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving. These agents, trained with deep reinforcement learning (DRL), decide their motion by taking high-level decisions, such as “keep lane”, “overtake” and “go to rightmost lane”. This is similar to a driver’s high-level reasoning and takes into account the availability of advanced driving assistance systems (ADAS) in current vehicles. Compared to a low-level decision making system, our model performs better both in terms of safety and speed. As a significant advantage, the proposed approach allows to reduce the number of training steps by more than one order of magnitude. This makes the development of new models much more efficient, which is key for implementing vehicles featuring different driving styles. We also demonstrate that, by simply tweaking the reinforcement learning (RL) reward function, it is possible to train agents characterized by different driving behaviors. We also employed the continual learning technique, starting the training procedure of a more specialized agent from a base model. This allowed significantly to reduce the number of training steps while keeping similar vehicular performance figures. However, the characteristics of the specialized agents are deeply influenced by the characteristics of the baseline agent.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信