Abstract:Spatiotemporal prediction over graphs (STPG) is crucial for transportation systems. In existing STPG models, an adjacency matrix is an important component that captures the relations among nodes over graphs. However, most studies calculate the adjacency matrix by directly memorizing the data, such as distance- and correlation-based matrices. These adjacency matrices do not consider potential pattern shift for the test data, and may result in suboptimal performance if the test data has a different distribution from the training one. This issue is known as the Out-of-Distribution generalization problem. To address this issue, in this paper we propose a Causal Adjacency Learning (CAL) method to discover causal relations over graphs. The learned causal adjacency matrix is evaluated on a downstream spatiotemporal prediction task using real-world graph data. Results demonstrate that our proposed adjacency matrix can capture the causal relations, and using our learned adjacency matrix can enhance prediction performance on the OOD test data, even though causal learning is not conducted in the downstream task.
Abstract:Social media has become an important platform for people to express their opinions towards transportation services and infrastructure, which holds the potential for researchers to gain a deeper understanding of individuals' travel choices, for transportation operators to improve service quality, and for policymakers to regulate mobility services. A significant challenge, however, lies in the unstructured nature of social media data. In other words, textual data like social media is not labeled, and large-scale manual annotations are cost-prohibitive. In this study, we introduce a novel methodological framework utilizing Large Language Models (LLMs) to infer the mentioned travel modes from social media posts, and reason people's attitudes toward the associated travel mode, without the need for manual annotation. We compare different LLMs along with various prompting engineering methods in light of human assessment and LLM verification. We find that most social media posts manifest negative rather than positive sentiments. We thus identify the contributing factors to these negative posts and, accordingly, propose recommendations to traffic operators and policymakers.
Abstract:The advancement of autonomous driving technologies necessitates increasingly sophisticated methods for understanding and predicting real-world scenarios. Vision language models (VLMs) are emerging as revolutionary tools with significant potential to influence autonomous driving. In this paper, we propose the DriveGenVLM framework to generate driving videos and use VLMs to understand them. To achieve this, we employ a video generation framework grounded in denoising diffusion probabilistic models (DDPM) aimed at predicting real-world video sequences. We then explore the adequacy of our generated videos for use in VLMs by employing a pre-trained model known as Efficient In-context Learning on Egocentric Videos (EILEV). The diffusion model is trained with the Waymo open dataset and evaluated using the Fr\'echet Video Distance (FVD) score to ensure the quality and realism of the generated videos. Corresponding narrations are provided by EILEV for these generated videos, which may be beneficial in the autonomous driving domain. These narrations can enhance traffic scene understanding, aid in navigation, and improve planning capabilities. The integration of video generation with VLMs in the DriveGenVLM framework represents a significant step forward in leveraging advanced AI models to address complex challenges in autonomous driving.
Abstract:Autonomous driving training requires a diverse range of datasets encompassing various traffic conditions, weather scenarios, and road types. Traditional data augmentation methods often struggle to generate datasets that represent rare occurrences. To address this challenge, we propose GenDDS, a novel approach for generating driving scenarios generation by leveraging the capabilities of Stable Diffusion XL (SDXL), an advanced latent diffusion model. Our methodology involves the use of descriptive prompts to guide the synthesis process, aimed at producing realistic and diverse driving scenarios. With the power of the latest computer vision techniques, such as ControlNet and Hotshot-XL, we have built a complete pipeline for video generation together with SDXL. We employ the KITTI dataset, which includes real-world driving videos, to train the model. Through a series of experiments, we demonstrate that our model can generate high-quality driving videos that closely replicate the complexity and variability of real-world driving scenarios. This research contributes to the development of sophisticated training data for autonomous driving systems and opens new avenues for creating virtual environments for simulation and validation purposes.
Abstract:Social norm is defined as a shared standard of acceptable behavior in a society. The emergence of social norms fosters coordination among agents without any hard-coded rules, which is crucial for the large-scale deployment of AVs in an intelligent transportation system. This paper explores the application of LLMs in understanding and modeling social norms in autonomous driving games. We introduce LLMs into autonomous driving games as intelligent agents who make decisions according to text prompts. These agents are referred to as LLM-based agents. Our framework involves LLM-based agents playing Markov games in a multi-agent system (MAS), allowing us to investigate the emergence of social norms among individual agents. We aim to identify social norms by designing prompts and utilizing LLMs on textual information related to the environment setup and the observations of LLM-based agents. Using the OpenAI Chat API powered by GPT-4.0, we conduct experiments to simulate interactions and evaluate the performance of LLM-based agents in two driving scenarios: unsignalized intersection and highway platoon. The results show that LLM-based agents can handle dynamically changing environments in Markov games, and social norms evolve among LLM-based agents in both scenarios. In the intersection game, LLM-based agents tend to adopt a conservative driving policy when facing a potential car crash. The advantage of LLM-based agents in games lies in their strong operability and analyzability, which facilitate experimental design.
Abstract:Mean field games (MFGs) model the interactions within a large-population multi-agent system using the population distribution. Traditional learning methods for MFGs are based on fixed-point iteration (FPI), which calculates best responses and induced population distribution separately and sequentially. However, FPI-type methods suffer from inefficiency and instability, due to oscillations caused by the forward-backward procedure. This paper considers an online learning method for MFGs, where an agent updates its policy and population estimates simultaneously and fully asynchronously, resulting in a simple stochastic gradient descent (SGD) type method called SemiSGD. Not only does SemiSGD exhibit numerical stability and efficiency, but it also provides a novel perspective by treating the value function and population distribution as a unified parameter. We theoretically show that SemiSGD directs this unified parameter along a descent direction to the mean field equilibrium. Motivated by this perspective, we develop a linear function approximation (LFA) for both the value function and the population distribution, resulting in the first population-aware LFA for MFGs on continuous state-action space. Finite-time convergence and approximation error analysis are provided for SemiSGD equipped with population-aware LFA.
Abstract:Imagine there is a disruption in train 1 near Times Square metro station. You try to find an alternative subway route to the JFK airport on Google Maps, but the app fails to provide a suitable recommendation that takes into account the disruption and your preferences to avoid crowded stations. We find that in many such situations, current navigation apps may fall short and fail to give a reasonable recommendation. To fill this gap, in this paper, we develop a prototype, TraveLLM, to plan routing of public transit in face of disruption that relies on Large Language Models (LLMs). LLMs have shown remarkable capabilities in reasoning and planning across various domains. Here we hope to investigate the potential of LLMs that lies in incorporating multi-modal user-specific queries and constraints into public transit route recommendations. Various test cases are designed under different scenarios, including varying weather conditions, emergency events, and the introduction of new transportation services. We then compare the performance of state-of-the-art LLMs, including GPT-4, Claude 3 and Gemini, in generating accurate routes. Our comparative analysis demonstrates the effectiveness of LLMs, particularly GPT-4 in providing navigation plans. Our findings hold the potential for LLMs to enhance existing navigation systems and provide a more flexible and intelligent method for addressing diverse user needs in face of disruptions.
Abstract:We propose a discrete-time graphon game formulation on continuous state and action spaces using a representative player to study stochastic games with heterogeneous interaction among agents. This formulation admits both philosophical and mathematical advantages, compared to a widely adopted formulation using a continuum of players. We prove the existence and uniqueness of the graphon equilibrium with mild assumptions, and show that this equilibrium can be used to construct an approximate solution for finite player game on networks, which is challenging to analyze and solve due to curse of dimensionality. An online oracle-free learning algorithm is developed to solve the equilibrium numerically, and sample complexity analysis is provided for its convergence.
Abstract:Mean field games (MFGs) are a promising framework for modeling the behavior of large-population systems. However, solving MFGs can be challenging due to the coupling of forward population evolution and backward agent dynamics. Typically, obtaining mean field Nash equilibria (MFNE) involves an iterative approach where the forward and backward processes are solved alternately, known as fixed-point iteration (FPI). This method requires fully observed population propagation and agent dynamics over the entire spatial domain, which could be impractical in some real-world scenarios. To overcome this limitation, this paper introduces a novel online single-agent model-free learning scheme, which enables a single agent to learn MFNE using online samples, without prior knowledge of the state-action space, reward function, or transition dynamics. Specifically, the agent updates its policy through the value function (Q), while simultaneously evaluating the mean field state (M), using the same batch of observations. We develop two variants of this learning scheme: off-policy and on-policy QM iteration. We prove that they efficiently approximate FPI, and a sample complexity guarantee is provided. The efficacy of our methods is confirmed by numerical experiments.
Abstract:This paper aims to develop a learning method for a special class of traveling salesman problems (TSP), namely, the pickup-and-delivery TSP (PDTSP), which finds the shortest tour along a sequence of one-to-one pickup-and-delivery nodes. One-to-one here means that the transported people or goods are associated with designated pairs of pickup and delivery nodes, in contrast to that indistinguishable goods can be delivered to any nodes. In PDTSP, precedence constraints need to be satisfied that each pickup node must be visited before its corresponding delivery node. Classic operations research (OR) algorithms for PDTSP are difficult to scale to large-sized problems. Recently, reinforcement learning (RL) has been applied to TSPs. The basic idea is to explore and evaluate visiting sequences in a solution space. However, this approach could be less computationally efficient, as it has to potentially evaluate many infeasible solutions of which precedence constraints are violated. To restrict solution search within a feasible space, we utilize operators that always map one feasible solution to another, without spending time exploring the infeasible solution space. Such operators are evaluated and selected as policies to solve PDTSPs in an RL framework. We make a comparison of our method and baselines, including classic OR algorithms and existing learning methods. Results show that our approach can find tours shorter than baselines.