Automating the navigation of unmanned aerial vehicles (UAVs) in diverse scenarios has gained much attention in recent years. However, teaching UAVs to fly in challenging environments remains an unsolved problem, mainly due to the lack of training data. In this paper, we train a deep neural network to predict UAV controls from raw image data for the task of autonomous UAV racing in a photo-realistic simulation. Training is done through imitation learning with data augmentation to allow for the correction of navigation mistakes. Extensive experiments demonstrate that our trained network (when sufficient data augmentation is used) outperforms state-of-the-art methods and flies more consistently than many human pilots. Additionally, we show that our optimized network architecture can run in real-time on embedded hardware, allowing for efficient on-board processing critical for real-world deployment. From a broader perspective, our results underline the importance of extensive data augmentation techniques to improve robustness in end-to-end learning setups.
Similar to our work but for cars, @cite_2 use TORCS (The Open Racing Car Simulator) @cite_4 to train a DNN to drive at casual speeds through a course and properly pass or follow other vehicles in its lane. This work builds off earlier work using TORCS, which focused on keeping the car on a track @cite_29 . In contrast to our work, the vehicle controls to be predicted in the work of @cite_2 are limited, since only a small discrete set of expected control outputs are available: turn-left, turn-right, throttle, and brake. Recently, TORCS has also been successfully used in several RL approaches for autonomous car driving @cite_30 @cite_21 @cite_46 ; however, in these cases, RL was used to teach the agent to drive specific tracks or all available tracks rather than learning to drive never before seen tracks.
@cite_30 @cite_4 @cite_29 @cite_21 @cite_2 @cite_46
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Reinforcement learning has steadily improved and outperform human in lots of traditional games since the resurgence of deep neural network. However, these success is not easy to be copied to autonomous driving because the state spaces in real world are extreme complex and action spaces are continuous and fine control is required. Moreover, the autonomous driving vehicles must also keep functional safety under the complex environments. To deal with these challenges, we first adopt the deep deterministic policy gradient (DDPG) algorithm, which has the capacity to handle complex state and action spaces in continuous domain. We then choose The Open Racing Car Simulator (TORCS) as our environment to avoid physical damage. Meanwhile, we select a set of appropriate sensor information from TORCS and design our own rewarder. In order to fit DDPG algorithm to TORCS, we design our network architecture for both actor and critic inside DDPG paradigm. To demonstrate the effectiveness of our model, We evaluate on different modes in TORCS and show both quantitative and qualitative results. Dealing with high-dimensional input spaces, like visual input, is a challenging task for reinforcement learning (RL). Neuroevolution (NE), used for continuous RL problems, has to either reduce the problem dimensionality by (1) compressing the representation of the neural network controllers or (2) employing a pre-processor (compressor) that transforms the high-dimensional raw inputs into low-dimensional features. In this paper we extend the approach in [16]. The Max-Pooling Convolutional Neural Network (MPCNN) compressor is evolved online, maximizing the distances between normalized feature vectors computed from the images collected by the recurrent neural network (RNN) controllers during their evaluation in the environment. These two interleaved evolutionary searches are used to find MPCNN compressors and RNN controllers that drive a race car in the TORCS racing simulator using only visual input. We present research using the latest reinforcement learning algorithm for end-to-end driving without any mediated perception (object recognition, scene understanding). The newly proposed reward and learning strategies lead together to faster convergence and more robust driving using only RGB image from a forward facing camera. An Asynchronous Actor Critic (A3C) framework is used to learn the car control in a physically and graphically realistic rally game, with the agents evolving simultaneously on tracks with a variety of road structures (turns, hills), graphics (seasons, location) and physics (road adherence). A thorough evaluation is conducted and generalization is proven on unseen tracks and using legal speed limits. Open loop tests on real sequences of images show some domain adaption capability of our method. While Deep Neural Networks (DNNs) have established the fundamentals of image-based autonomous driving systems, they may exhibit erroneous behaviors and cause fatal accidents. To address the safety issues in autonomous driving systems, a recent set of testing techniques have been designed to automatically generate artificial driving scenes to enrich test suite, e.g., generating new input images transformed from the original ones. However, these techniques are insufficient due to two limitations: first, many such synthetic images often lack diversity of driving scenes, and hence compromise the resulting efficacy and reliability. Second, for machine-learning-based systems, a mismatch between training and application domain can dramatically degrade system accuracy, such that it is necessary to validate inputs for improving system robustness. In this paper, we propose DeepRoad, an unsupervised DNN-based framework for automatically testing the consistency of DNN-based autonomous driving systems and online validation. First, DeepRoad automatically synthesizes large amounts of diverse driving scenes without using image transformation rules (e.g. scale, shear and rotation). In particular, DeepRoad is able to produce driving scenes with various weather conditions (including those with rather extreme conditions) by applying Generative Adversarial Networks (GANs) along with the corresponding real-world weather scenes. Second, DeepRoad utilizes metamorphic testing techniques to check the consistency of such systems using synthetic images. Third, DeepRoad validates input images for DNN-based systems by measuring the distance of the input and training images using their VGGNet features. We implement DeepRoad to test three well-recognized DNN-based autonomous driving systems in Udacity self-driving car challenge. The experimental results demonstrate that DeepRoad can detect thousands of inconsistent behaviors for these systems, and effectively validate input images to potentially enhance the system robustness as well. Neural network-based controllers arc evolved for racing simulated R C cars around several tracks of varying difficulty. The transferability of driving skills acquired when evolving for a single track is evaluated, and different ways of evolving controllers able to perform well on many different tracks are investigated, ft is further shown that such generally proficient controllers can reliably be developed into specialized controllers for individual tracks. Evolution of sensor parameters together with network weights is shown to lead to higher final fitness, but only if turned on after a general controller is developed, otherwise it hinders evolution, ft is argued that simulated car racing is a scalable and relevant testbed for evolutionary robotics research, and that the results of this research can be useful for commercial computer games. Dealing with high-dimensional input spaces, like visual input, is a challenging task for reinforcement learning (RL). Neuroevolution (NE), used for continuous RL problems, has to either reduce the problem dimensionality by (1) compressing the representation of the neural network controllers or (2) employing a pre-processor (compressor) that transforms the high-dimensional raw inputs into low-dimensional features. In this paper, we are able to evolve extremely small recurrent neural network (RNN) controllers for a task that previously required networks with over a million weights. The high-dimensional visual input, which the controller would normally receive, is first transformed into a compact feature vector through a deep, max-pooling convolutional neural network (MPCNN). Both the MPCNN preprocessor and the RNN controller are evolved successfully to control a car in the TORCS racing simulator using only visual input. This is the first use of deep learning in the context evolutionary RL. Reinforcement learning is considered to be a strong AI paradigm which can be used to teach machines through interaction with the environment and learning from their mistakes. Despite its perceived utility, it has not yet been successfully applied in automotive applications. Motivated by the successful demonstrations of learning of Atari games and Go by Google DeepMind, we propose a framework for autonomous driving using deep reinforcement learning. This is of particular relevance as it is difficult to pose autonomous driving as a supervised learning problem due to strong interactions with the environment including other vehicles, pedestrians and roadworks. As it is a relatively new area of research for autonomous driving, we provide a short overview of deep reinforcement learning and then describe our proposed framework. It incorporates Recurrent Neural Networks for information integration, enabling the car to handle partially observable scenarios. It also integrates the recent work on attention models to focus on relevant information, thereby reducing the computational complexity for deployment on embedded hardware. The framework was tested in an open source 3D car racing simulator called TORCS. Our simulation results demonstrate learning of autonomous maneuvering in a scenario of complex road curvatures and simple interaction of other vehicles. We present an interpretable framework for path prediction that leverages dependencies between agents’ behaviors and their spatial navigation environment. We exploit two sources of information: the past motion trajectory of the agent of interest and a wide top-view image of the navigation scene. We propose a Clairvoyant Attentive Recurrent Network (CAR-Net) that learns where to look in a large image of the scene when solving the path prediction task. Our method can attend to any area, or combination of areas, within the raw image (e.g., road intersections) when predicting the trajectory of the agent. This allows us to visualize fine-grained semantic elements of navigation scenes that influence the prediction of trajectories. To study the impact of space on agents’ trajectories, we build a new dataset made of top-view images of hundreds of scenes (Formula One racing tracks) where agents’ behaviors are heavily influenced by known areas in the images (e.g., upcoming turns). CAR-Net successfully attends to these salient regions. Additionally, CAR-Net reaches state-of-the-art accuracy on the standard trajectory forecasting benchmark, Stanford Drone Dataset (SDD). Finally, we show CAR-Net’s ability to generalize to unseen scenes. Deep networks trained on demonstrations of human driving have learned to follow roads and avoid obstacles. However, driving policies trained via imitation learning cannot be controlled at test time. A vehicle trained end-to-end to imitate an expert cannot be guided to take a specific turn at an upcoming intersection. This limits the utility of such systems. We propose to condition imitation learning on high-level command input. At test time, the learned driving policy functions as a chauffeur that handles sensorimotor coordination but continues to respond to navigational commands. We evaluate different architectures for conditional imitation learning in vision-based driving. We conduct experiments in realistic three-dimensional simulations of urban driving and on a 1 5 scale robotic truck that is trained to drive in a residential area. Both systems drive based on visual input yet remain responsive to high-level navigational commands. The supplementary video can be viewed at this https URL Autonomous urban driving navigation with complex multi-agent dynamics is under-explored due to the difficulty of learning an optimal driving policy. The traditional modular pipeline heavily relies on hand-designed rules and the pre-processing perception system while the supervised learning-based models are limited by the accessibility of extensive human experience. We present a general and principled Controllable Imitative Reinforcement Learning (CIRL) approach which successfully makes the driving agent achieve higher success rates based on only vision inputs in a high-fidelity car simulator. To alleviate the low exploration efficiency for large continuous action space that often prohibits the use of classical RL on challenging real tasks, our CIRL explores over a reasonably constrained action space guided by encoded experiences that imitate human demonstrations, building upon Deep Deterministic Policy Gradient (DDPG). Moreover, we propose to specialize adaptive policies and steering-angle reward designs for different control signals (i.e. follow, straight, turn right, turn left) based on the shared representations to improve the model capability in tackling with diverse cases. Extensive experiments on CARLA driving benchmark demonstrate that CIRL substantially outperforms all previous methods in terms of the percentage of successfully completed episodes on a variety of goal-directed driving tasks. We also show its superior generalization capability in unseen environments. To our knowledge, this is the first successful case of the learned driving policy by reinforcement learning in the high-fidelity simulator, which performs better than supervised imitation learning. Summary This paper describes autonomous racing of RC race cars based on mathematical optimization. Using a dynamical model of the vehicle, control inputs are computed by receding horizon based controllers, where the objective is to maximize progress on the track subject to the requirement of staying on the track and avoiding opponents. Two different control formulations are presented. The first controller employs a two-level structure, consisting of a path planner and a nonlinear model predictive controller (NMPC) for tracking. The second controller combines both tasks in one nonlinear optimization problem (NLP) following the ideas of contouring control. Linear time varying models obtained by linearization are used to build local approximations of the control NLPs in the form of convex quadratic programs (QPs) at each sampling time. The resulting QPs have a typical MPC structure and can be solved in the range of milliseconds by recent structure exploiting solvers, which is key to the real-time feasibility of the overall control scheme. Obstacle avoidance is incorporated by means of a high-level corridor planner based on dynamic programming, which generates convex constraints for the controllers according to the current position of opponents and the track layout. The control performance is investigated experimentally using 1:43 scale RC race cars, driven at speeds of more than 3 m s and in operating regions with saturated rear tire forces (drifting). The algorithms run at 50 Hz sampling rate on embedded computing platforms, demonstrating the real-time feasibility and high performance of optimization-based approaches for autonomous racing. Copyright © 2014 John Wiley & Sons, Ltd. Despite the remarkable success of Deep RL in learning control policies from raw pixels, the resulting models do not generalize. We demonstrate that a trained agent fails completely when facing small visual changes, and that fine-tuning---the common transfer learning paradigm---fails to adapt to these changes, to the extent that it is faster to re-train the model from scratch. We show that by separating the visual transfer task from the control policy we achieve substantially better sample efficiency and transfer behavior, allowing an agent trained on the source task to transfer well to the target tasks. The visual mapping from the target to the source domain is performed using unaligned GANs, resulting in a control policy that can be further improved using imitation learning from imperfect demonstrations. We demonstrate the approach on synthetic visual variants of the Breakout game, as well as on transfer between subsequent levels of Road Fighter, a Nintendo car-driving game. A visualization of our approach can be seen in this https URL and this https URL . Reinforcement learning is considered as a promising direction for driving policy learning. However, training autonomous driving vehicle with reinforcement learning in real environment involves non-affordable trial-and-error. It is more desirable to first train in a virtual environment and then transfer to the real environment. In this paper, we propose a novel realistic translation network to make model trained in virtual environment be workable in real world. The proposed network can convert non-realistic virtual image input into a realistic one with similar scene structure. Given realistic frames as input, driving policy trained by reinforcement learning can nicely adapt to real world driving. Experiments show that our proposed virtual to real (VR) reinforcement learning (RL) works pretty well. To our knowledge, this is the first successful case of driving policy trained by reinforcement learning that can adapt to real world driving data. Deep networks trained on demonstrations of human driving have learned to follow roads and avoid obstacles. However, driving policies trained via imitation learning cannot be controlled at test time. A vehicle trained end-to-end to imitate an expert cannot be guided to take a specific turn at an upcoming intersection. This limits the utility of such systems. We propose to condition imitation learning on high-level command input. At test time, the learned driving policy functions as a chauffeur that handles sensorimotor coordination but continues to respond to navigational commands. We evaluate different architectures for conditional imitation learning in vision-based driving. We conduct experiments in realistic three-dimensional simulations of urban driving and on a 1 5 scale robotic truck that is trained to drive in a residential area. Both systems drive based on visual input yet remain responsive to high-level navigational commands. This paper introduces a new method for end-to-end training of deep neural networks (DNNs) and evaluates it in the context of autonomous driving. DNN training has been shown to result in high accuracy for perception to action learning given sufficient training data. However, the trained models may fail without warning in situations with insufficient or biased training data. In this paper, we propose and evaluate a novel architecture for self-supervised learning of latent variables to detect the insufficiently trained situations. Our method also addresses training data imbalance, by learning a set of underlying latent variables that characterize the training data and evaluate potential biases. We show how these latent distributions can be leveraged to adapt and accelerate the training pipeline by training on only a fraction of the total dataset. We evaluate our approach on a challenging dataset for driving. The data is collected from a full-scale autonomous vehicle. Our method provides qualitative explanation for the latent variables learned in the model. Finally, we show how our model can be additionally trained as an end-to-end controller, directly outputting a steering control command for an autonomous vehicle. The promise of self-driving cars promotes several advantages, e.g. they have the ability to outperform human drivers while being safer. Here we take a deeper look into some aspects from algorithms aimed at making this promise a reality. More specifically, we analyze an end-to-end neural network to predict a car's steering actions on a highway based on images taken from a single car-mounted camera. We focus our analysis on several aspects which could have a significant impact on the performance of the system. These aspects are: the input data format, the temporal dependencies between consecutive inputs, and the origin of the data. We show that, for the task at hand, regression networks outperform their classifier counterparts. In addition, there seems to be a small difference between networks that use coloured images and ones that use grayscale images as input. For the second aspect, by feeding the network three concatenated images, we get a significant decrease of 30 in mean squared error. For the third aspect, by using simulation data we are able to train networks that have a performance comparable to networks trained on real-life datasets. We also qualitatively demonstrate that the standard metrics that are used to evaluate networks do not necessarily accurately reflect a system's driving behaviour. We show that a promising confusion matrix may result in poor driving behaviour while a very ill-looking confusion matrix may result in good driving behaviour. Using Reinforcement Learning (RL) in simulation to construct policies useful in real life is challenging. This is often attributed to the sequential decision making aspect: inaccuracies in simulation accumulate over multiple steps, hence the simulated trajectories diverge from what would happen in reality. In our work we show the need to consider another important aspect: the mismatch in simulating control. We bring attention to the need for modeling control as well as dynamics, since oversimplifying assumptions about applying actions of RL policies could make the policies fail on real-world systems. We design a simulator for solving a pivoting task (of interest in Robotics) and demonstrate that even a simple simulator designed with RL in mind outperforms high-fidelity simulators when it comes to learning a policy that is to be deployed on a real robotic system. We show that a phenomenon that is hard to model - friction - could be exploited successfully, even when RL is performed using a simulator with a simple dynamics and noise model. Hence, we demonstrate that as long as the main sources of uncertainty are identified, it could be possible to learn policies applicable to real systems even using a simple simulator. RL-compatible simulators could open the possibilities for applying a wide range of RL algorithms in various fields. This is important, since currently data sparsity in fields like healthcare and education frequently forces researchers and engineers to only consider sample-efficient RL approaches. Successful simulator-aided RL could increase flexibility of experimenting with RL algorithms and help applying RL policies to real-world settings in fields where data is scarce. We believe that lessons learned in Robotics could help other fields design RL-compatible simulators, so we summarize our experience and conclude with suggestions. In this paper, we develop deep spatio-temporal neural networks to sequentially count vehicles from low quality videos captured by city cameras (citycams). Citycam videos have low resolution, low frame rate, high occlusion and large perspective, making most existing methods lose their efficacy. To overcome limitations of existing methods and incorporate the temporal information of traffic video, we design a novel FCN-rLSTM network to jointly estimate vehicle density and vehicle count by connecting fully convolutional neural networks (FCN) with long short term memory networks (LSTM) in a residual learning fashion. Such design leverages the strengths of FCN for pixel-level prediction and the strengths of LSTM for learning complex temporal dynamics. The residual learning connection reformulates the vehicle count regression as learning residual functions with reference to the sum of densities in each frame, which significantly accelerates the training of networks. To preserve feature map resolution, we propose a Hyper-Atrous combination to integrate atrous convolution in FCN and combine feature maps of different convolution layers. FCN-rLSTM enables refined feature representation and a novel end-to-end trainable mapping from pixels to vehicle count. We extensively evaluated the proposed method on different counting tasks with three datasets, with experimental results demonstrating their effectiveness and robustness. In particular, FCN-rLSTM reduces the mean absolute error (MAE) from 5.31 to 4.21 on TRANCOS, and reduces the MAE from 2.74 to 1.53 on WebCamT. Training process is accelerated by 5 times on average. In this paper, we develop deep spatio-temporal neural networks to sequentially count vehicles from low quality videos captured by city cameras (citycams). Citycam videos have low resolution, low frame rate, high occlusion and large perspective, making most existing methods lose their efficacy. To overcome limitations of existing methods and incorporate the temporal information of traffic video, we design a novel FCN-rLSTM network to jointly estimate vehicle density and vehicle count by connecting fully convolutional neural networks (FCN) with long short term memory networks (LSTM) in a residual learning fashion. Such design leverages the strengths of FCN for pixel-level prediction and the strengths of LSTM for learning complex temporal dynamics. The residual learning connection reformulates the vehicle count regression as learning residual functions with reference to the sum of densities in each frame, which significantly accelerates the training of networks. To preserve feature map resolution, we propose a Hyper-Atrous combination to integrate atrous convolution in FCN and combine feature maps of different convolution layers. FCN-rLSTM enables refined feature representation and a novel end-to-end trainable mapping from pixels to vehicle count. We extensively evaluated the proposed method on different counting tasks with three datasets, with experimental results demonstrating their effectiveness and robustness. In particular, FCN-rLSTM reduces the mean absolute error (MAE) from 5.31 to 4.21 on TRANCOS; and reduces the MAE from 2.74 to 1.53 on WebCamT. Training process is accelerated by 5 times on average. Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD @math RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: this https URL