German Centre for Rail Traffic Research at the Federal Railway Authority
Abstract:Driverless train operation for open tracks on urban guided transport and mainline railways requires, among other things automatic detection of actual and potential obstacles, especially humans, in the danger zone of the train's path. Machine learning algorithms have proven to be powerful state-of-the-art tools for this task. However, these algorithms require large amounts of high-quality annotated data containing human beings in railway-specific environments as training data. Unfortunately, the amount of publicly available datasets is not yet sufficient and is significantly inferior to the datasets in the road domain. Therefore, this paper presents RailGoerl24, an on-board visual light Full HD camera dataset of 12205 frames recorded in a railway test center of T\"UV S\"UD Rail, in G\"orlitz, Germany. Its main purpose is to support the development of driverless train operation for guided transport. RailGoerl24 also includes a terrestrial LiDAR scan covering parts of the area used to acquire the RGB data. In addition to the raw data, the dataset contains 33556 boxwise annotations in total for the object class 'person'. The faces of recorded actors are not blurred or altered in any other way. RailGoerl24, soon available at data.fid-move.de/dataset/railgoerl24, can also be used for tasks beyond collision prediction.
Abstract:This paper argues for the introduction of a mainline rail-oriented performance metric for driver-replacing on-board perception systems. Perception at the head of a train is divided into several subfunctions. This article presents a preliminary submetric for the obstacle detection subfunction. To the best of the author's knowledge, no other such proposal for obstacle detection exists. A set of submetrics for the subfunctions should facilitate the comparison of perception systems among each other and guide the measurement of human driver performance. It should also be useful for a standardized prediction of the number of accidents for a given perception system in a given operational design domain. In particular, for the proposal of the obstacle detection submetric, the professional readership is invited to provide their feedback and quantitative information to the author. The analysis results of the feedback will be published separately later.
Abstract:For driverless train operation on mainline railways, several tasks need to be implemented by technical systems. One of the most challenging tasks is to monitor the train's driveway and its surroundings for potential obstacles due to long braking distances. Machine learning algorithms can be used to analyze data from vision sensors such as infrared (IR) and visual (RGB) cameras, lidars, and radars to detect objects. Such algorithms require large amounts of annotated data from objects in the rail environment that may pose potential obstacles, as well as rail-specific objects such as tracks or catenary poles, as training data. However, only very few datasets are publicly available and these available datasets typically involve only a limited number of sensors. Datasets and trained models from other domains, such as automotive, are useful but insufficient for object detection in the railway context. Therefore, this publication presents OSDaR23, a multi-sensor dataset of 21 sequences captured in Hamburg, Germany, in September 2021. The sensor setup consisted of multiple calibrated and synchronized IR/RGB cameras, lidars, a radar, and position and acceleration sensors front-mounted on a railway vehicle. In addition to raw data, the dataset contains 204091 polyline, polygonal, rectangle and cuboid annotations for 20 different object classes. This dataset can also be used for tasks going beyond collision prediction, which are listed in this paper.
Abstract:The target of this paper is to present an industry-ready prototype software for general game playing. This software can also be used as the central element for experimental economics research, interfacing of game-theoretic libraries, AI-driven software testing, algorithmic trade, human behavior mining and simulation of (strategic) interactions. The software is based on a domain-specific language for electronic business to business negotiations -- SIDL3.0. The paper also contains many examples to prove the power of this language.
Abstract:The number of scientific papers grows exponentially in many disciplines. The share of online available papers grows as well. At the same time, the period of time for a paper to loose at chance to be cited anymore shortens. The decay of the citing rate shows similarity to ultradiffusional processes as for other online contents in social networks. The distribution of papers per author shows similarity to the distribution of posts per user in social networks. The rate of uncited papers for online available papers grows while some papers 'go viral' in terms of being cited. Summarized, the practice of scientific publishing moves towards the domain of social networks. The goal of this project is to create a text engineering tool, which can semi-automatically categorize a paper according to its type of contribution and extract relationships between them into an ontological database. Semi-automatic categorization means that the mistakes made by automatic pre-categorization and relationship-extraction will be corrected through a wikipedia-like front-end by volunteers from general public. This tool should not only help researchers and the general public to find relevant supplementary material and peers faster, but also provide more information for research funding agencies.
Abstract:This paper presents an analysis of data from a gift-exchange-game experiment. The experiment was described in `The Impact of Social Comparisons on Reciprocity' by G\"achter et al. 2012. Since this paper uses state-of-art data science techniques, the results provide a different point of view on the problem. As already shown in relevant literature from experimental economics, human decisions deviate from rational payoff maximization. The average gift rate was $31$%. Gift rate was under no conditions zero. Further, we derive some special findings and calculate their significance.
Abstract:This work lies in the fusion of experimental economics and data mining. It continues author's previous work on mining behaviour rules of human subjects from experimental data, where game-theoretic predictions partially fail to work. Game-theoretic predictions aka equilibria only tend to success with experienced subjects on specific games, what is rarely given. Apart from game theory, contemporary experimental economics offers a number of alternative models. In relevant literature, these models are always biased by psychological and near-psychological theories and are claimed to be proven by the data. This work introduces a data mining approach to the problem without using vast psychological background. Apart from determinism, no other biases are regarded. Two datasets from different human subject experiments are taken for evaluation. The first one is a repeated mixed strategy zero sum game and the second - repeated ultimatum game. As result, the way of mining deterministic regularities in human strategic behaviour is described and evaluated. As future work, the design of a new representation formalism is discussed.