Abstract

This paper presents the results of the design, simulation, and implementation of a virtual vehicle. Such a process employs the Unity videogame platform and its Machine Learning-Agents library. The virtual vehicle is implemented in Unity considering mechanisms that represent accurately the dynamics of a real automobile, such as motor torque curve, suspension system, differential, and anti-roll bar, among others. Intelligent agents are designed and implemented to drive the virtual automobile, and they are trained using imitation or reinforcement. In the former method, learning by imitation, a human expert interacts with an intelligent agent through a control interface that simulates a real vehicle; in this way, the human expert receives motion signals and has stereoscopic vision, among other capabilities. In learning by reinforcement, a reward function that stimulates the intelligent agent to exert a soft control over the virtual automobile is designed. In the training stage, the intelligent agents are introduced into a scenario that simulates a four-lane highway. In the test stage, instead, they are located in unknown roads created based on random spline curves. Finally, graphs of the telemetric variables are presented, which are obtained from the automobile dynamics when the vehicle is controlled by the intelligent agents and their human counterpart, both in the training and the test track.

Highlights

  • By means of a calculation table, the information to be delivered can be processed at the same time as a set of graphs that show the evolution of the automobile variables:

  • A control interface for the automobile movement was designed and implemented by building a 2-Degrees of Freedom (DoF) physical platform. This interface was used by a human expert in the case of the IA trained by imitation

  • The platform was equipped with a virtual reality system, movement cancelling and control commands, among other elements

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Summary

Methods

A virtual vehicle is implemented considering mechanisms that represent accurately the dynamics of a real automobile, such as motor torque curve, suspension system, differential, and anti-roll bar, among others. A control interface for the automobile movement is designed and implemented by building a 2-DoF physical platform. This interface is used by a human expert in the case of the IA trained by imitation. The platform is equipped with a virtual reality system, movement cancelling and control commands, among other elements. To drive this automobile, IAs are designed and implemented, and trained by IL and RL, which enables the comparison of different driving methods

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