Abstract:In this work, we consider the problem of learning end to end perception to control for ground vehicles solely from aerial imagery. Photogrammetric simulators allow the synthesis of novel views through the transformation of pre-generated assets into novel views.However, they have a large setup cost, require careful collection of data and often human effort to create usable simulators. We use a Neural Radiance Field (NeRF) as an intermediate representation to synthesize novel views from the point of view of a ground vehicle. These novel viewpoints can then be used for several downstream autonomous navigation applications. In this work, we demonstrate the utility of novel view synthesis though the application of training a policy for end to end learning from images and depth data. In a traditional real to sim to real framework, the collected data would be transformed into a visual simulator which could then be used to generate novel views. In contrast, using a NeRF allows a compact representation and the ability to optimize over the parameters of the visual simulator as more data is gathered in the environment. We demonstrate the efficacy of our method in a custom built mini-city environment through the deployment of imitation policies on robotic cars. We additionally consider the task of place localization and demonstrate that our method is able to relocalize the car in the real world.
Abstract:Tight coordination is required for effective human-robot teams in domains involving fast dynamics and tactical decisions, such as multi-car racing. In such settings, robot teammates must react to cues of a human teammate's tactical objective to assist in a way that is consistent with the objective (e.g., navigating left or right around an obstacle). To address this challenge, we present Dream2Assist, a framework that combines a rich world model able to infer human objectives and value functions, and an assistive agent that provides appropriate expert assistance to a given human teammate. Our approach builds on a recurrent state space model to explicitly infer human intents, enabling the assistive agent to select actions that align with the human and enabling a fluid teaming interaction. We demonstrate our approach in a high-speed racing domain with a population of synthetic human drivers pursuing mutually exclusive objectives, such as "stay-behind" and "overtake". We show that the combined human-robot team, when blending its actions with those of the human, outperforms the synthetic humans alone as well as several baseline assistance strategies, and that intent-conditioning enables adherence to human preferences during task execution, leading to improved performance while satisfying the human's objective.
Abstract:Learning motor skills for sports or performance driving is often done with professional instruction from expert human teachers, whose availability is limited. Our goal is to enable automated teaching via a learned model that interacts with the student similar to a human teacher. However, training such automated teaching systems is limited by the availability of high-quality annotated datasets of expert teacher and student interactions that are difficult to collect at scale. To address this data scarcity problem, we propose an approach for training a coaching system for complex motor tasks such as high performance driving via a Multi-Task Imitation Learning (MTIL) paradigm. MTIL allows our model to learn robust representations by utilizing self-supervised training signals from more readily available non-interactive datasets of humans performing the task of interest. We validate our approach with (1) a semi-synthetic dataset created from real human driving trajectories, (2) a professional track driving instruction dataset, (3) a track-racing driving simulator human-subject study, and (4) a system demonstration on an instrumented car at a race track. Our experiments show that the right set of auxiliary machine learning tasks improves performance in predicting teaching instructions. Moreover, in the human subjects study, students exposed to the instructions from our teaching system improve their ability to stay within track limits, and show favorable perception of the model's interaction with them, in terms of usefulness and satisfaction.
Abstract:Advanced Driver Assistance Systems (ADAS) alert drivers during safety-critical scenarios but often provide superfluous alerts due to a lack of consideration for drivers' knowledge or scene awareness. Modeling these aspects together in a data-driven way is challenging due to the scarcity of critical scenario data with in-cabin driver state and world state recorded together. We explore the benefits of driver modeling in the context of Forward Collision Warning (FCW) systems. Working with real-world video dataset of on-road FCW deployments, we collect observers' subjective validity rating of the deployed alerts. We also annotate participants' gaze-to-objects and extract 3D trajectories of the ego vehicle and other vehicles semi-automatically. We generate a risk estimate of the scene and the drivers' perception in a two step process: First, we model the movement of vehicles in a given scenario as a joint trajectory forecasting problem. Then, we reason about the drivers' risk perception of the scene by counterfactually modifying the input to the forecasting model to represent the drivers' actual observations of vehicles in the scene. The difference in these behaviours gives us an estimate of driver behaviour that accounts for their actual (inattentive) observations and their downstream effect on overall scene risk. We compare both a learned scene representation as well as a more traditional ``worse-case'' deceleration model to achieve the future trajectory forecast. Our experiments show that using this risk formulation to generate FCW alerts may lead to improved false positive rate of FCWs and improved FCW timing.
Abstract:Non-cooperative interactions commonly occur in multi-agent scenarios such as car racing, where an ego vehicle can choose to overtake the rival, or stay behind it until a safe overtaking "corridor" opens. While an expert human can do well at making such time-sensitive decisions, the development of safe and efficient game-theoretic trajectory planners capable of rapidly reasoning discrete options is yet to be fully addressed. The recently developed nonlinear opinion dynamics (NOD) show promise in enabling fast opinion formation and avoiding safety-critical deadlocks. However, it remains an open challenge to determine the model parameters of NOD automatically and adaptively, accounting for the ever-changing environment of interaction. In this work, we propose for the first time a learning-based, game-theoretic approach to synthesize a Neural NOD model from expert demonstrations, given as a dataset containing (possibly incomplete) state and action trajectories of interacting agents. The learned NOD can be used by existing dynamic game solvers to plan decisively while accounting for the predicted change of other agents' intents, thus enabling situational awareness in planning. We demonstrate Neural NOD's ability to make fast and robust decisions in a simulated autonomous racing example, leading to tangible improvements in safety and overtaking performance over state-of-the-art data-driven game-theoretic planning methods.
Abstract:We provide a sober look at the application of Multimodal Large Language Models (MLLMs) within the domain of autonomous driving and challenge/verify some common assumptions, focusing on their ability to reason and interpret dynamic driving scenarios through sequences of images/frames in a closed-loop control environment. Despite the significant advancements in MLLMs like GPT-4V, their performance in complex, dynamic driving environments remains largely untested and presents a wide area of exploration. We conduct a comprehensive experimental study to evaluate the capability of various MLLMs as world models for driving from the perspective of a fixed in-car camera. Our findings reveal that, while these models proficiently interpret individual images, they struggle significantly with synthesizing coherent narratives or logical sequences across frames depicting dynamic behavior. The experiments demonstrate considerable inaccuracies in predicting (i) basic vehicle dynamics (forward/backward, acceleration/deceleration, turning right or left), (ii) interactions with other road actors (e.g., identifying speeding cars or heavy traffic), (iii) trajectory planning, and (iv) open-set dynamic scene reasoning, suggesting biases in the models' training data. To enable this experimental study we introduce a specialized simulator, DriveSim, designed to generate diverse driving scenarios, providing a platform for evaluating MLLMs in the realms of driving. Additionally, we contribute the full open-source code and a new dataset, "Eval-LLM-Drive", for evaluating MLLMs in driving. Our results highlight a critical gap in the current capabilities of state-of-the-art MLLMs, underscoring the need for enhanced foundation models to improve their applicability in real-world dynamic environments.
Abstract:As intelligent robots like autonomous vehicles become increasingly deployed in the presence of people, the extent to which these systems should leverage model-based game-theoretic planners versus data-driven policies for safe, interaction-aware motion planning remains an open question. Existing dynamic game formulations assume all agents are task-driven and behave optimally. However, in reality, humans tend to deviate from the decisions prescribed by these models, and their behavior is better approximated under a noisy-rational paradigm. In this work, we investigate a principled methodology to blend a data-driven reference policy with an optimization-based game-theoretic policy. We formulate KLGame, a type of non-cooperative dynamic game with Kullback-Leibler (KL) regularization with respect to a general, stochastic, and possibly multi-modal reference policy. Our method incorporates, for each decision maker, a tunable parameter that permits modulation between task-driven and data-driven behaviors. We propose an efficient algorithm for computing multimodal approximate feedback Nash equilibrium strategies of KLGame in real time. Through a series of simulated and real-world autonomous driving scenarios, we demonstrate that KLGame policies can more effectively incorporate guidance from the reference policy and account for noisily-rational human behaviors versus non-regularized baselines.
Abstract:Understanding and anticipating intraoperative events and actions is critical for intraoperative assistance and decision-making during minimally invasive surgery. Automated prediction of events, actions, and the following consequences is addressed through various computational approaches with the objective of augmenting surgeons' perception and decision-making capabilities. We propose a predictive neural network that is capable of understanding and predicting critical interactive aspects of surgical workflow from intra-abdominal video, while flexibly leveraging surgical knowledge graphs. The approach incorporates a hypergraph-transformer (HGT) structure that encodes expert knowledge into the network design and predicts the hidden embedding of the graph. We verify our approach on established surgical datasets and applications, including the detection and prediction of action triplets, and the achievement of the Critical View of Safety (CVS). Moreover, we address specific, safety-related tasks, such as predicting the clipping of cystic duct or artery without prior achievement of the CVS. Our results demonstrate the superiority of our approach compared to unstructured alternatives.
Abstract:As autonomous driving technology matures, end-to-end methodologies have emerged as a leading strategy, promising seamless integration from perception to control via deep learning. However, existing systems grapple with challenges such as unexpected open set environments and the complexity of black-box models. At the same time, the evolution of deep learning introduces larger, multimodal foundational models, offering multi-modal visual and textual understanding. In this paper, we harness these multimodal foundation models to enhance the robustness and adaptability of autonomous driving systems, enabling out-of-distribution, end-to-end, multimodal, and more explainable autonomy. Specifically, we present an approach to apply end-to-end open-set (any environment/scene) autonomous driving that is capable of providing driving decisions from representations queryable by image and text. To do so, we introduce a method to extract nuanced spatial (pixel/patch-aligned) features from transformers to enable the encapsulation of both spatial and semantic features. Our approach (i) demonstrates unparalleled results in diverse tests while achieving significantly greater robustness in out-of-distribution situations, and (ii) allows the incorporation of latent space simulation (via text) for improved training (data augmentation via text) and policy debugging. We encourage the reader to check our explainer video at https://www.youtube.com/watch?v=4n-DJf8vXxo&feature=youtu.be and to view the code and demos on our project webpage at https://drive-anywhere.github.io/.
Abstract:Interactions between road agents present a significant challenge in trajectory prediction, especially in cases involving multiple agents. Because existing diversity-aware predictors do not account for the interactive nature of multi-agent predictions, they may miss these important interaction outcomes. In this paper, we propose GAME-UP, a framework for trajectory prediction that leverages game-theoretic inverse reinforcement learning to improve coverage of multi-modal predictions. We use a training-time game-theoretic numerical analysis as an auxiliary loss resulting in improved coverage and accuracy without presuming a taxonomy of actions for the agents. We demonstrate our approach on the interactive subset of Waymo Open Motion Dataset, including three subsets involving scenarios with high interaction complexity. Experiment results show that our predictor produces accurate predictions while covering twice as many possible interactions versus a baseline model.