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Consideration of Vehicle Characteristics on the Motion Planner Algorithm

Ahmed, Syed Adil, Shim, Taehyun

arXiv.org Artificial Intelligence

Autonomous vehicle control is generally divided in two main areas; trajectory planning and tracking. Currently, the trajectory planning is mostly done by particle or kinematic model-based optimization controllers. The output of these planners, since they do not consider CG height and its effects, is not unique for different vehicle types, especially for high CG vehicles. As a result, the tracking controller may have to work hard to avoid vehicle handling and comfort constraints while trying to realize these sub-optimal trajectories. This paper tries to address this problem by considering a planner with simplified double track model with estimation of lateral and roll based load transfer using steady state equations and a simplified tire model to reduce solver workload. The developed planner is compared with the widely used particle and kinematic model planners in collision avoidance scenarios in both high and low acceleration conditions and with different vehicle heights.


Unifying GANs and Score-Based Diffusion as Generative Particle Models

Franceschi, Jean-Yves, Gartrell, Mike, Santos, Ludovic Dos, Issenhuth, Thibaut, de Bézenac, Emmanuel, Chen, Mickaël, Rakotomamonjy, Alain

arXiv.org Machine Learning

Particle-based deep generative models, such as gradient flows and score-based diffusion models, have recently gained traction thanks to their striking performance. Their principle of displacing particle distributions using differential equations is conventionally seen as opposed to the previously widespread generative adversarial networks (GANs), which involve training a pushforward generator network. In this paper we challenge this interpretation, and propose a novel framework that unifies particle and adversarial generative models by framing generator training as a generalization of particle models. This suggests that a generator is an optional addition to any such generative model. Consequently, integrating a generator into a score-based diffusion model and training a GAN without a generator naturally emerge from our framework. We empirically test the viability of these original models as proofs of concepts of potential applications of our framework.


Weber

AAAI Conferences

A big challenge for creating human-level game AI is building agents capable of operating in imperfect information environments. In real-time strategy games the technological progress of an opponent and locations of enemy units are partially observable. To overcome this limitation, we explore a particle-based approach for estimating the location of enemy units that have been encountered. We represent state estimation as an optimization problem, and automatically learn parameters for the particle model by mining a corpus of expert StarCraft replays. The particle model tracks opponent units and provides conditions for activating tactical behaviors in our StarCraft bot. Our results show that incorporating a learned particle model improves the performance of EISBot by 10% over baseline approaches.

  enemy unit, particle model, weber
  Genre: Research Report > New Finding (0.70)
  Industry: Leisure & Entertainment > Games > Computer Games (0.98)

A Particle Model for State Estimation in Real-Time Strategy Games

Weber, Ben George (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)

AAAI Conferences

A big challenge for creating human-level game AI is building agents capable of operating in imperfect information environments. In real-time strategy games the technological progress of an opponent and locations of enemy units are partially observable. To overcome this limitation, we explore a particle-based approach for estimating the location of enemy units that have been encountered. We represent state estimation as an optimization problem, and automatically learn parameters for the particle model by mining a corpus of expert StarCraft replays. The particle model tracks opponent units and provides conditions for activating tactical behaviors in our StarCraft bot. Our results show that incorporating a learned particle model improves the performance of EISBot by 10% over baseline approaches.


Ontologies and Representations of Matter

Davis, Ernest (New York University)

AAAI Conferences

We carry out a comparative study of the expressive power of different ontologies of matter in terms of the ease with which simple physical knowledge can be represented. In particular, we consider five ontologies of models of matter: particle models, fields, two ontologies for continuous material, and a hybrid model. We evaluate these in terms of how easily eleven benchmark physical laws and scenarios can be represented.


Towards Physarum Binary Adders

Jones, Jeff, Adamatzky, Andrew

arXiv.org Artificial Intelligence

The plasmodium feeds on microscopic food particles, including microbial life forms. The plasmodium placed in an environment with distributed nutrients develops a network of protoplasmic tubes spanning the nutrients' sources. Te topology of the plasmodium's protoplasmic network optimizes the plasmodium's harvesting on the scattered sources of nutrients and makes more efficient flow and transport of intracellular components [8,9,10,11]. The plasmodium is capable for approximation of shortest path [10], computation of planar proximity graphs [2] and plane tessellations [13], primitive memory [12], basic logical computing [15], and control of robot navigation[16]. The plasmodium can be considered as a general-purpose computer because the plasmodium simulates Kolmogorov-Uspenskii machine -- the storage modification machine operating on a colored set of graph nodes [1]. Preprint submitted to Elsevier Science 17 May 2014 The paper is structured as follows. In Sect. 2 we introduce the experimental gates invented in [15] and reinterpret the gates as multi-output logical gates.