AI Racing: Outpacing Human Drivers
New AI program beats human drivers using only internal car data.
― 7 min read
Table of Contents
- Racing with AI
- The Goal
- Challenges
- Testing the AI
- Importance of Visual Input
- Breakdown of Features
- Visual Features
- Propriocentric Features
- Global Features
- Measuring Success
- Awards and Recognition
- Related Research
- Perception
- Planning
- Control
- Vision-Based Reinforcement Learning
- Super-Human Performance
- The Asymmetric Approach
- Observing the AI in Action
- Performance Evaluation
- Lessons Learned
- Future Work
- Broader Implications
- Conclusion
- Original Source
- Reference Links
Racing cars using artificial intelligence (AI) has been a big goal for researchers in the fields of AI and robotics. The idea is to create machines that can race faster than the best human drivers. Recently, a smart computer program was able to achieve this in a popular racing video game called Gran Turismo. However, this program relied on information from outside the car, which is not how human drivers race. This work introduces a new AI program that can race better than humans using only the information available inside the car, like images from a camera inside the car and the car's speed.
Racing with AI
To race successfully, the program needs to perform three key tasks:
- It needs to understand the car's current situation using information from its sensors.
- It must plan the best way to drive while avoiding obstacles and other cars.
- It needs to Control the car, considering how it behaves differently on various road conditions.
Recent advancements in a method called deep reinforcement learning (RL) have shown promise in Training AI to race by allowing it to learn from its own mistakes while racing on a track. However, many existing AI agents still cannot race as fast as average human drivers.
The Goal
This work aims to develop an AI that can consistently outperform the best human drivers. Previous methods that have succeeded required information from outside the car during a race. This study asks whether it’s possible to train an AI agent using only local features, or details that the car can sense by itself, so that it can still perform at a super-human level.
Challenges
Racing presents several challenges. For instance, when approaching a sharp turn, the AI might not see the corner's apex (the closest point of the turn) and the end of the curve, which are critical for making driving decisions. To tackle this, the team used an advanced architecture called asymmetric actor-critic. This setup allows the AI to access complete information during training while still using only the local data available during actual racing.
Testing the AI
The AI agent was tested in the Gran Turismo 7 simulator, showcasing its ability to consistently achieve faster lap times than any human driver. The results across various tracks and cars showed that the AI's performance was significantly influenced by the visual information it received.
Importance of Visual Input
The agent's training included various experiments to measure how well it depended on visual input. The findings highlighted that the AI needs visual data significantly to navigate the racing tracks effectively. Novel driving patterns emerged from the AI's decision-making process, setting it apart from the best human racers.
Breakdown of Features
To build the AI's racing abilities, the team considered different types of features:
Visual Features
The AI used images taken from an ego-centric camera (a camera pointing from the driver’s perspective) at a specific resolution to understand the track. The images were processed to ensure clarity while eliminating unnecessary data on the screen, like the speedometer.
Propriocentric Features
These features relate to how the car moves in space. They were based on simple physical measures such as the car's speed, acceleration, and steering angle. These data points help the AI gauge its performance on the track.
Global Features
Unique features of the track, such as its shape and limits, were also provided to the training process but not used during the actual race. This method enables the AI to make its own driving decisions based solely on what it senses in real-time.
Measuring Success
The AI was evaluated through time trials where it raced alone on the track, aiming to complete laps in the shortest time possible. The results revealed that the AI consistently outpaced human racers, regardless of the track and car conditions. It achieved lap times that were, on average, better than over 130,000 human races analyzed.
Awards and Recognition
This work is notable as it marks the first time an AI agent, relying solely on local features, surpassed all human drivers in multiple racing scenarios. Even more impressive is how the AI maintained high performance levels across a variety of tests and conditions.
Related Research
In the broader scope of autonomous racing, many efforts have gone into developing systems that help cars navigate by leveraging advanced technologies. These efforts can be divided into three main categories:
Perception
This area focuses on how cars recognize their surroundings while racing. Research has pioneered high-speed systems for detecting objects and mapping environments, helping autonomous vehicles understand where they are and what’s around them.
Planning
Here, the goal is to devise the best route or plan for the car while taking both speed and safety into account. Researchers have used optimization methods to derive optimal trajectories, which can be used while racing.
Control
Control methods ensure that the car stays on track and follows the planned route as closely as possible. These haven’t been extensively explored in the context of racing until now. The current research highlights an end-to-end technique, consolidating perception, planning, and control, which has shown to outperform previous methods.
Vision-Based Reinforcement Learning
Studies suggest that using vision-based reinforcement learning can help in understanding racing dynamics better. Various methods have incorporated both visual data and car-specific metrics to teach racing agents how to operate efficiently.
Super-Human Performance
Recent advancements show that some AI racing agents can outperform human drivers on time trials. However, many of these methods still depend on external data to make racing decisions. The current study emphasizes that it is possible to achieve superior racing performance using solely internally available features.
The Asymmetric Approach
The research introduces an asymmetric training method, enabling the AI to learn effectively while competing. This training model allows the AI to operate using its own sensory data, preparing it to handle real-world racing scenarios.
Observing the AI in Action
Through various testing conditions, the AI demonstrated its capability to learn and adapt its racing strategy. Comparing its performance against human drivers showed not only speed but also a unique driving style.
Performance Evaluation
The evaluation process included measuring lap times across different scenarios, including various weather conditions and times of day. The AI continuously proved itself, and its ability to navigate changing variables was commendable.
Lessons Learned
Detailed analysis of the AI's driving patterns revealed key differences when compared to human drivers. The AI utilized track edges effectively, changed lines smoothly, and made quick adjustments based on immediate visual data. This adaptability could also serve to train human drivers, offering insights from a consistent high-performance agent.
Future Work
The research hints at several avenues for future exploration:
Multi-Car Racing: The next goal is to enable the AI to race against other vehicles, creating a more realistic racing environment.
Reducing Input Requirements: Future iterations may incorporate recurrent networks to minimize the need for certain input types, making the AI even more efficient.
Generalization: Increasing the AI's ability to manage unseen conditions, such as varying tracks and unknown vehicle types, is essential for real-world applications.
Broader Implications
This research can significantly impact real-world racing technology. By focusing solely on internal car features, autonomous vehicles will require less reliance on external systems, helping to cut down on costs and complexities in dynamic environments.
Conclusion
In summary, the work achieved a major advancement in AI racing, showcasing that an agent can drive better than human experts without needing outside input. The findings pave the way for further development in autonomous racing and highlight the potential for practical implementations in the world of competitive racing. The study's implications go beyond just improving racing performance-they may also lead to safer and more efficient driving technologies in the future.
Title: A Super-human Vision-based Reinforcement Learning Agent for Autonomous Racing in Gran Turismo
Abstract: Racing autonomous cars faster than the best human drivers has been a longstanding grand challenge for the fields of Artificial Intelligence and robotics. Recently, an end-to-end deep reinforcement learning agent met this challenge in a high-fidelity racing simulator, Gran Turismo. However, this agent relied on global features that require instrumentation external to the car. This paper introduces, to the best of our knowledge, the first super-human car racing agent whose sensor input is purely local to the car, namely pixels from an ego-centric camera view and quantities that can be sensed from on-board the car, such as the car's velocity. By leveraging global features only at training time, the learned agent is able to outperform the best human drivers in time trial (one car on the track at a time) races using only local input features. The resulting agent is evaluated in Gran Turismo 7 on multiple tracks and cars. Detailed ablation experiments demonstrate the agent's strong reliance on visual inputs, making it the first vision-based super-human car racing agent.
Authors: Miguel Vasco, Takuma Seno, Kenta Kawamoto, Kaushik Subramanian, Peter R. Wurman, Peter Stone
Last Update: 2024-06-18 00:00:00
Language: English
Source URL: https://arxiv.org/abs/2406.12563
Source PDF: https://arxiv.org/pdf/2406.12563
Licence: https://creativecommons.org/licenses/by/4.0/
Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.
Thank you to arxiv for use of its open access interoperability.