Driving Simulation Agent Reaction Delay Buffer

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Solution Overview

Problem

Existing driving simulation systems struggle to create realistic scenarios due to the lack of reaction delays between simulated agents, making the simulations less humanlike and resource-intensive.

Innovation Solution

Incorporating reaction delays into the interactions between simulated agents by storing and using previously determined trajectories, allowing for realistic reaction times and mechanical delays, thereby enhancing the realism of the simulation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If reaction delays are incorporated into simulated agent interactions, then realism of simulation is improved, but computational complexity and resource consumption increase

Engineering Contradiction:
Improverealism of simulationVSAvoidcomputational complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system determines and stores trajectories of simulated agents in advance before other agents need to react to them. By pre-calculating and storing the first agent's trajectory in a buffer, the system allows the second agent to react with a realistic delay without requiring complex real-time computation during the interaction, thus improving realism while managing computational complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

A buffer component is introduced as an intermediary between trajectory determination and trajectory usage. The buffer stores predetermined trajectories and makes them available to other agents after a specified reaction delay period, mediating the timing between agent actions and reactions without requiring complex real-time coordination logic

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If multiple simulated agents interact in real-time without delays, then computational efficiency is improved, but accuracy of agent controller testing deteriorates

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidaccuracy of agent controller testing
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

By determining and storing trajectories in advance rather than calculating them in real-time during interactions, the system maintains computational efficiency while enabling realistic reaction delays. The pre-determined trajectories are stored in buffers and used by other agents after the appropriate delay period, preserving both efficiency and testing accuracy

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of trajectory data and stores them in buffers for later use by other agents. Instead of having agents continuously query and recalculate trajectories, the system copies predetermined trajectory information into buffers that agents can access after reaction delays, maintaining computational efficiency while improving testing accuracy

Inventive Principle:
Principle #26Copying

3Reliability

If reaction delays are added to simulated interactions, then humanlike behavior is improved, but execution time of simulations increases

Engineering Contradiction:
Improvehumanlike behaviorVSAvoidexecution time of simulations
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system determines and stores trajectories in advance before simulation execution needs to process agent reactions. By pre-calculating trajectories and storing them in buffers, the system can quickly retrieve and apply them during simulation with simple delay logic, rather than performing complex real-time calculations, thus improving humanlike behavior while minimizing execution time overhead

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12307900B1Driving simulations with simulated agent interactions
Publication Date: 2025.05.20 ZOOX INC
  • US12307900B1 patent drawing
  • US12307900B1 patent drawing
  • US12307900B1 patent drawing

AI summary

Techniques are discussed herein for executing simulations including multiple simulated agents that can interact with each other with a reaction delay. At a first time point, a first trajectory of the first simulated agent associated with a first time point in the driving simulation can be determined, and stored in a first buffer component. At a second time point in the driving simulation after the first time point, the first trajectory of the first simulated agent associated with the first time point can be retrieved. A time period between the first time point and the second time point is a reaction delay. A second trajectory for controlling the second simulated agent can be determined based at least in part on the first trajectory of the first simulated agent associated with the first time point. The second simulated agent is controlled to move along the second trajectory.