This work examines the role of reinforcement learning in reducing the severity of on-road collisions by controlling velocity and steering in situations in which contact is imminent. We construct a model, given camera images as input, that is capable of learning and predicting the dynamics of obstacles, cars and pedestrians, and train our policy using this model. Two policies that control both braking and steering are compared against a baseline where the only action taken is (conventional) braking in a straight line. The two policies are trained using two distinct reward structures, one where any and all collisions incur a fixed penalty, and a second one where the penalty is calculated based on already established delta-v models of injury severity. The results show that both policies exceed the performance of the baseline, with the policy trained using injury models having the highest performance.
An artificial agent is developed that learns to play a diverse range of classic Atari 2600 computer games directly from sensory experience, achieving a performance comparable to that of an expert human player; this work paves the way to building general-purpose learning algorithms that bridge the divide between perception and action. In this paper, we propose a new autonomous braking system based on deep reinforcement learning. The proposed autonomous braking system automatically decides whether to apply the brake at each time step when confronting the risk of collision using the information on the obstacle obtained by the sensors. The problem of designing brake control is formulated as searching for the optimal policy in Markov decision process (MDP) model where the state is given by the relative position of the obstacle and the vehicle's speed, and the action space is defined as whether brake is stepped or not. The policy used for brake control is learned through computer simulations using the deep reinforcement learning method called deep Q-network (DQN). In order to derive desirable braking policy, we propose the reward function which balances the damage imposed to the obstacle in case of accident and the reward achieved when the vehicle runs out of risk as soon as possible. DQN is trained for the scenario where a vehicle is encountered with a pedestrian crossing the urban road. Experiments show that the control agent exhibits desirable control behavior and avoids collision without any mistake in various uncertain environments.