VTSIM:用于交叉路口车辆轨迹模拟的基于注意力的递归神经网络

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Jingyao Liu, Tianlu Mao, Zhaoqi Wang
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引用次数: 0

摘要

模拟交叉路口的车辆轨迹是交通仿真中极具挑战性的任务之一。由于交叉路口车道拓扑结构的复杂性和多样性,以及影响车辆运动的众多相互作用,现有的方法往往效果不佳。为了解决这个问题,我们提出了一种基于深度学习的车辆轨迹模拟方法。首先,我们采用矢量化表示法,从行人、车辆和车道等交通要素中统一提取特征。通过融合所有影响车辆运动的因素,这种表示法使我们的方法适用于各种交叉路口。其次,我们提出了一种深度学习模型,该模型具有一个注意力网络,可动态提取车辆周围环境的特征。为了解决车辆不断进出模拟场景的问题,我们采用了异步递归神经网络来提取时间特征。通过与现有的基于规则和深度学习的方法进行比较评估,证明了我们的模型具有卓越的模拟准确性。此外,在公共数据集上的实验验证表明,我们的模型可以模拟不同拓扑结构(包括训练数据集中不存在的拓扑结构)的城市交叉口之间的车辆轨迹。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

VTSIM: Attention-Based Recurrent Neural Network for Intersection Vehicle Trajectory Simulation

VTSIM: Attention-Based Recurrent Neural Network for Intersection Vehicle Trajectory Simulation

Simulating vehicle trajectories at intersections is one of the challenging tasks in traffic simulation. Existing methods are often ineffective due to the complexity and diversity of lane topologies at intersections, as well as the numerous interactions affecting vehicle motion. To address this issue, we propose a deep learning based vehicle trajectory simulation method. First, we employ a vectorized representation to uniformly extract features from traffic elements such as pedestrians, vehicles, and lanes. By fusing all factors that influence vehicle motion, this representation makes our method suitable for a variety of intersections. Second, we propose a deep learning model, which has an attention network to dynamically extract features from the surrounding environment of the vehicles. To address the issue of vehicles continuously entering and exiting the simulation scene, we employ an asynchronous recurrent neural network for the extraction of temporal features. Comparative evaluations against existing rule-based and deep learning-based methods demonstrate our model's superior simulation accuracy. Furthermore, experimental validation on public datasets demonstrates that our model can simulate vehicle trajectories among the urban intersections with different topologies including those not present in the training dataset.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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