Imitation learning of car driving skills with decision trees and random forests

Paweł Cichosz; Łukasz Pawełczak

International Journal of Applied Mathematics and Computer Science (2014)

  • Volume: 24, Issue: 3, page 579-597
  • ISSN: 1641-876X

Abstract

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Machine learning is an appealing and useful approach to creating vehicle control algorithms, both for simulated and real vehicles. One common learning scenario that is often possible to apply is learning by imitation, in which the behavior of an exemplary driver provides training instances for a supervised learning algorithm. This article follows this approach in the domain of simulated car racing, using the TORCS simulator. In contrast to most prior work on imitation learning, a symbolic decision tree knowledge representation is adopted, which combines potentially high accuracy with human readability, an advantage that can be important in many applications. Decision trees are demonstrated to be capable of representing high quality control models, reaching the performance level of sophisticated pre-designed algorithms. This is achieved by enhancing the basic imitation learning scenario to include active retraining, automatically triggered on control failures. It is also demonstrated how better stability and generalization can be achieved by sacrificing human-readability and using decision tree model ensembles. The methodology for learning control models contributed by this article can be hopefully applied to solve real-world control tasks, as well as to develop video game bots.

How to cite

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Paweł Cichosz, and Łukasz Pawełczak. "Imitation learning of car driving skills with decision trees and random forests." International Journal of Applied Mathematics and Computer Science 24.3 (2014): 579-597. <http://eudml.org/doc/271897>.

@article{PawełCichosz2014,
abstract = {Machine learning is an appealing and useful approach to creating vehicle control algorithms, both for simulated and real vehicles. One common learning scenario that is often possible to apply is learning by imitation, in which the behavior of an exemplary driver provides training instances for a supervised learning algorithm. This article follows this approach in the domain of simulated car racing, using the TORCS simulator. In contrast to most prior work on imitation learning, a symbolic decision tree knowledge representation is adopted, which combines potentially high accuracy with human readability, an advantage that can be important in many applications. Decision trees are demonstrated to be capable of representing high quality control models, reaching the performance level of sophisticated pre-designed algorithms. This is achieved by enhancing the basic imitation learning scenario to include active retraining, automatically triggered on control failures. It is also demonstrated how better stability and generalization can be achieved by sacrificing human-readability and using decision tree model ensembles. The methodology for learning control models contributed by this article can be hopefully applied to solve real-world control tasks, as well as to develop video game bots.},
author = {Paweł Cichosz, Łukasz Pawełczak},
journal = {International Journal of Applied Mathematics and Computer Science},
keywords = {imitation learning; behavioral cloning; decision trees; model ensembles; random forest; control; autonomous driving; car racing},
language = {eng},
number = {3},
pages = {579-597},
title = {Imitation learning of car driving skills with decision trees and random forests},
url = {http://eudml.org/doc/271897},
volume = {24},
year = {2014},
}

TY - JOUR
AU - Paweł Cichosz
AU - Łukasz Pawełczak
TI - Imitation learning of car driving skills with decision trees and random forests
JO - International Journal of Applied Mathematics and Computer Science
PY - 2014
VL - 24
IS - 3
SP - 579
EP - 597
AB - Machine learning is an appealing and useful approach to creating vehicle control algorithms, both for simulated and real vehicles. One common learning scenario that is often possible to apply is learning by imitation, in which the behavior of an exemplary driver provides training instances for a supervised learning algorithm. This article follows this approach in the domain of simulated car racing, using the TORCS simulator. In contrast to most prior work on imitation learning, a symbolic decision tree knowledge representation is adopted, which combines potentially high accuracy with human readability, an advantage that can be important in many applications. Decision trees are demonstrated to be capable of representing high quality control models, reaching the performance level of sophisticated pre-designed algorithms. This is achieved by enhancing the basic imitation learning scenario to include active retraining, automatically triggered on control failures. It is also demonstrated how better stability and generalization can be achieved by sacrificing human-readability and using decision tree model ensembles. The methodology for learning control models contributed by this article can be hopefully applied to solve real-world control tasks, as well as to develop video game bots.
LA - eng
KW - imitation learning; behavioral cloning; decision trees; model ensembles; random forest; control; autonomous driving; car racing
UR - http://eudml.org/doc/271897
ER -

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