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Bridging Simulation and Usability: A User-Friendly Framework for Scenario Generation in CARLA
Abouelazm, Ahmed, Mahmoud, Mohammad, Walter, Conrad, Shchetsura, Oleksandr, Hussong, Erne, Gremmelmaier, Helen, Zöllner, J. Marius
Autonomous driving promises safer roads, reduced congestion, and improved mobility, yet validating these systems across diverse conditions remains a major challenge. Real-world testing is expensive, time-consuming, and sometimes unsafe, making large-scale validation impractical. In contrast, simulation environments offer a scalable and cost-effective alternative for rigorous verification and validation. A critical component of the validation process is scenario generation, which involves designing and configuring traffic scenarios to evaluate autonomous systems' responses to various events and uncertainties. However, existing scenario generation tools often require programming knowledge, limiting accessibility for non-technical users. To address this limitation, we present an interactive, no-code framework for scenario generation. Our framework features a graphical interface that enables users to create, modify, save, load, and execute scenarios without needing coding expertise or detailed simulation knowledge. Unlike script-based tools such as Scenic or ScenarioRunner, our approach lowers the barrier to entry and supports a broader user base. Central to our framework is a graph-based scenario representation that facilitates structured management, supports both manual and automated generation, and enables integration with deep learning-based scenario and behavior generation methods. In automated mode, the framework can randomly sample parameters such as actor types, behaviors, and environmental conditions, allowing the generation of diverse and realistic test datasets. By simplifying the scenario generation process, this framework supports more efficient testing workflows and increases the accessibility of simulation-based validation for researchers, engineers, and policymakers.
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Emergent Braitenberg-style Behaviours for Navigating the ViZDoom `My Way Home' Labyrinth
Bayer, Caleidgh, Smith, Robert J., Heywood, Malcolm I.
The navigation of complex labyrinths with tens of rooms under visual partially observable state is typically addressed using recurrent deep reinforcement learning architectures. In this work, we show that navigation can be achieved through the emergent evolution of a simple Braitentberg-style heuristic that structures the interaction between agent and labyrinth, i.e. complex behaviour from simple heuristics. To do so, the approach of tangled program graphs is assumed in which programs cooperatively coevolve to develop a modular indexing scheme that only employs 0.8\% of the state space. We attribute this simplicity to several biases implicit in the representation, such as the use of pixel indexing as opposed to deploying a convolutional kernel or image processing operators.
Simulating Adaptive Quests for Increased Player Impact in MMORPGs
Tomai, Emmett (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we present adaptive quests, an extension to the dominant quest model that guides and motivates gameplay in MMORPG shared worlds. The standard model has proven effective, but is significantly incompatible with the desire for player driven change in the world. We present an incremental step to increasing player impact, discuss the problems it creates with the quest model, and show how adaptive quests can help reconcile the two. We present simulation experiments supporting not only that adaptive quests help mitigate those problems, but that they can actually improve them over the standard model.
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