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FAST: Similarity-based Knowledge Transfer for Efficient Policy Learning

Capurso, Alessandro, Piccoli, Elia, Bacciu, Davide

arXiv.org Artificial Intelligence

--Transfer Learning (TL) offers the potential to accelerate learning by transferring knowledge across tasks. However, it faces critical challenges such as negative transfer, domain adaptation and inefficiency in selecting solid source policies. These issues often represent critical problems in evolving domains, i.e. game development, where scenarios transform and agents must adapt. The continuous release of new agents is costly and inefficient. In this work we challenge the key issues in TL to improve knowledge transfer, agents performance across tasks and reduce computational costs. The proposed methodology, called F AST - Framework for Adaptive Similarity-based Transfer, leverages visual frames and textual descriptions to create a latent representation of tasks dynamics, that is exploited to estimate similarity between environments. The similarity scores guides our method in choosing candidate policies from which transfer abilities to simplify learning of novel tasks. Experimental results, over multiple racing tracks, demonstrate that F AST achieves competitive final performance compared to learning-from-scratch methods while requiring significantly less training steps. Learning is often thought of as a process rooted in interactions with the environment. Reinforcement Learning (RL) expands on this core concept by viewing learning as a trial-and error process, in which agents engage with the environment, make choices, and receive feedback in the form of reward or penalties. Traditionally, agents are trained from scratch to accomplish a single task, requiring extensive interactions with the environment to achieve proficiency far more than a human would need for comparable tasks. One primary challenge in RL is the substantial computational demands imposed by simulation, where training time and data requirements scale up for complex tasks. In game development and other evolving environments it is expensive and sub-optimal to start at each iteration from zero.


A Data-Driven Aggressive Autonomous Racing Framework Utilizing Local Trajectory Planning with Velocity Prediction

Li, Zhouheng, Zhou, Bei, Hu, Cheng, Xie, Lei, Su, Hongye

arXiv.org Artificial Intelligence

The development of autonomous driving has boosted the research on autonomous racing. However, existing local trajectory planning methods have difficulty planning trajectories with optimal velocity profiles at racetracks with sharp corners, thus weakening the performance of autonomous racing. To address this problem, we propose a local trajectory planning method that integrates Velocity Prediction based on Model Predictive Contour Control (VPMPCC). The optimal parameters of VPMPCC are learned through Bayesian Optimization (BO) based on a proposed novel Objective Function adapted to Racing (OFR). Specifically, VPMPCC achieves velocity prediction by encoding the racetrack as a reference velocity profile and incorporating it into the optimization problem. This method optimizes the velocity profile of local trajectories, especially at corners with significant curvature. The proposed OFR balances racing performance with vehicle safety, ensuring safe and efficient BO training. In the simulation, the number of training iterations for OFR-based BO is reduced by 42.86% compared to the state-of-the-art method. The optimal simulation-trained parameters are then applied to a real-world F1TENTH vehicle without retraining. During prolonged racing on a custom-built racetrack featuring significant sharp corners, the mean velocity of VPMPCC reaches 93.18% of the vehicle's handling limits. The released code is available at https://github.com/zhouhengli/VPMPCC.


F1tenth Autonomous Racing With Offline Reinforcement Learning Methods

Koirala, Prajwal, Fleming, Cody

arXiv.org Artificial Intelligence

Autonomous racing serves as a critical platform for evaluating automated driving systems and enhancing vehicle mobility intelligence. This work investigates offline reinforcement learning methods to train agents within the dynamic F1tenth racing environment. The study begins by exploring the challenges of online training in the Austria race track environment, where agents consistently fail to complete the laps. Consequently, this research pivots towards an offline strategy, leveraging `expert' demonstration dataset to facilitate agent training. A waypoint-based suboptimal controller is developed to gather data with successful lap episodes. This data is then employed to train offline learning-based algorithms, with a subsequent analysis of the agents' cross-track performance, evaluating their zero-shot transferability from seen to unseen scenarios and their capacity to adapt to changes in environment dynamics. Beyond mere algorithm benchmarking in autonomous racing scenarios, this study also introduces and describes the machinery of our return-conditioned decision tree-based policy, comparing its performance with methods that employ fully connected neural networks, Transformers, and Diffusion Policies and highlighting some insights into method selection for training autonomous agents in driving interactions.


Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers

Barthet, Matthew, Branco, Diogo, Gallotta, Roberto, Khalifa, Ahmed, Yannakakis, Georgios N.

arXiv.org Artificial Intelligence

Abstract--Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. In this paper, we propose a novel reinforcement learning (RL) framework for generating affecttailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation. Two examples of maximally and minimally arousing tracks generated by EDRL for the Solid Rally racing game.


Demonstrating Agile Flight from Pixels without State Estimation

Geles, Ismail, Bauersfeld, Leonard, Romero, Angel, Xing, Jiaxu, Scaramuzza, Davide

arXiv.org Artificial Intelligence

Quadrotors are among the most agile flying robots. Despite recent advances in learning-based control and computer vision, autonomous drones still rely on explicit state estimation. On the other hand, human pilots only rely on a first-person-view video stream from the drone onboard camera to push the platform to its limits and fly robustly in unseen environments. To the best of our knowledge, we present the first vision-based quadrotor system that autonomously navigates through a sequence of gates at high speeds while directly mapping pixels to control commands. Like professional drone-racing pilots, our system does not use explicit state estimation and leverages the same control commands humans use (collective thrust and body rates). We demonstrate agile flight at speeds up to 40km/h with accelerations up to 2g. This is achieved by training vision-based policies with reinforcement learning (RL). The training is facilitated using an asymmetric actor-critic with access to privileged information. To overcome the computational complexity during image-based RL training, we use the inner edges of the gates as a sensor abstraction. This simple yet robust, task-relevant representation can be simulated during training without rendering images. During deployment, a Swin-transformer-based gate detector is used. Our approach enables autonomous agile flight with standard, off-the-shelf hardware. Although our demonstration focuses on drone racing, we believe that our method has an impact beyond drone racing and can serve as a foundation for future research into real-world applications in structured environments.


A General 3D Road Model for Motorcycle Racing

Fork, Thomas, Borrelli, Francesco

arXiv.org Artificial Intelligence

Abstract--We present a novel control-oriented motorcycle model and use it for computing racing lines on a nonplanar racetrack. The proposed model combines recent advances in nonplanar road models with the dynamics of motorcycles. Our approach considers the additional camber degree of freedom of the motorcycle body with a simplified model of the rider and front steering fork bodies. We demonstrate the effectiveness of our model by computing minimum-time racing trajectories on a nonplanar racetrack. Control-oriented vehicle models have seen widespread use for trajectory planning in consumer [1, 2] and motorsport [3, 4] applications.


Persistent Homology for Learning Densities with Bounded Support

Neural Information Processing Systems

We present a novel method for learning densities with bounded support which enables us to incorporate'hard' topological constraints. In particular, we show how emerging techniques from computational algebraic topology and the notion of persistent homology can be combined with kernel-based methods from machine learning for the purpose of density estimation. The proposed formalism facilitates learning of models with bounded support in a principled way, and - by incorporating persistent homology techniques in our approach - we are able to encode algebraic-topological constraints which are not addressed in current state of the art probabilistic models. We study the behaviour of our method on two synthetic examples for various sample sizes and exemplify the benefits of the proposed approach on a real-world dataset by learning a motion model for a race car. We show how to learn a model which respects the underlying topological structure of the racetrack, constraining the trajectories of the car.


RaceMOP: Mapless Online Path Planning for Multi-Agent Autonomous Racing using Residual Policy Learning

Trumpp, Raphael, Javanmardi, Ehsan, Nakazato, Jin, Tsukada, Manabu, Caccamo, Marco

arXiv.org Artificial Intelligence

The interactive decision-making in multi-agent autonomous racing offers insights valuable beyond the domain of self-driving cars. Mapless online path planning is particularly of practical appeal but poses a challenge for safely overtaking opponents due to the limited planning horizon. Accordingly, this paper introduces RaceMOP, a novel method for mapless online path planning designed for multi-agent racing of F1TENTH cars. Unlike classical planners that depend on predefined racing lines, RaceMOP operates without a map, relying solely on local observations to overtake other race cars at high speed. Our approach combines an artificial potential field method as a base policy with residual policy learning to introduce long-horizon planning capabilities. We advance the field by introducing a novel approach for policy fusion with the residual policy directly in probability space. Our experiments for twelve simulated racetracks validate that RaceMOP is capable of long-horizon decision-making with robust collision avoidance during overtaking maneuvers. RaceMOP demonstrates superior handling over existing mapless planners while generalizing to unknown racetracks, paving the way for further use of our method in robotics. We make the open-source code for RaceMOP available at http://github.com/raphajaner/racemop.


Exploration Without Maps via Zero-Shot Out-of-Distribution Deep Reinforcement Learning

Sivashangaran, Shathushan, Khairnar, Apoorva, Eskandarian, Azim

arXiv.org Artificial Intelligence

Operation of Autonomous Mobile Robots (AMRs) of all forms that include wheeled ground vehicles, quadrupeds and humanoids in dynamically changing GPS denied environments without a-priori maps, exclusively using onboard sensors, is an unsolved problem that has potential to transform the economy, and vastly improve humanity's capabilities with improvements to agriculture, manufacturing, disaster response, military and space exploration. Conventional AMR automation approaches are modularized into perception, motion planning and control which is computationally inefficient, and requires explicit feature extraction and engineering, that inhibits generalization, and deployment at scale. Few works have focused on real-world end-to-end approaches that directly map sensor inputs to control outputs due to the large amount of well curated training data required for supervised Deep Learning (DL) which is time consuming and labor intensive to collect and label, and sample inefficiency and challenges to bridging the simulation to reality gap using Deep Reinforcement Learning (DRL). This paper presents a novel method to efficiently train DRL for robust end-to-end AMR exploration, in a constrained environment at physical limits in simulation, transferred zero-shot to the real-world. The representation learned in a compact parameter space with 2 fully connected layers with 64 nodes each is demonstrated to exhibit emergent behavior for out-of-distribution generalization to navigation in new environments that include unstructured terrain without maps, and dynamic obstacle avoidance. The learned policy outperforms conventional navigation algorithms while consuming a fraction of the computation resources, enabling execution on a range of AMR forms with varying embedded computer payloads.


The future of F1? Self-driving race car that can drive at speeds of up to 185mph will take to the track in Abu Dhabi next year

Daily Mail - Science & tech

Could this be the future of F1? A self-driving racing car that can go at speeds of up to 185mph is aiming to one day replace Lewis Hamilton and Max Verstappen. The Dallara Super Formula SF23 will rely on the latest artificial intelligence (AI) to navigate and overtake its rivals on the world's most iconic race tracks. The Italian carmaker today unveiled the driverless model at tech conference Gitex in Dubai ahead of the first autonomous car race next April at the Yas Marina Circuit in Abu Dhabi. Rather than rely on driver skill, 10 teams of engineers will compete to design the cleverest algorithm to beat each other and claim the £1.85m prize money.