Autonomous Vehicle Maneuver Planning Using Game Tree Prediction
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Solution Overview
Problem
Autonomous vehicles face challenges in safely navigating driving scenarios due to the inability to accurately predict and respond to the behavior of external agents, such as other vehicles, which can lead to unsafe maneuvers and reduced efficiency.
Innovation Solution
A computer-implemented autonomous vehicle planning method that uses a tree search algorithm and a generative behavior model, trained on real-world driving data, to simulate the behavior of external agents and determine optimal sequences of maneuvers, incorporating probabilistic and deterministic goal recognition to generate control signals for safe and effective navigation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a tree search algorithm is used to determine maneuver sequences, then the ability to predict and respond to external agent behavior is improved, but the computational complexity and processing time increase
Solution Approach 1:
The planning problem is segmented into a tree structure where the root node represents the current driving scenario, child nodes represent possible maneuvers, and subsequent nodes represent anticipated states after those maneuvers. This segmentation allows the system to systematically explore different maneuver sequences while managing computational complexity through hierarchical decomposition of the decision space.
Solution Approach 2:
The system performs preliminary action by simulating external agent behaviors using a generative behavior model before finalizing maneuver decisions. The generative model predicts how other agents will respond to potential ego vehicle maneuvers, allowing the planner to evaluate anticipated driving scenarios in advance and select safe maneuvers before execution.
2Reliability
If the tree search explores more maneuver sequences, then the safety and effectiveness of navigation is improved, but the processing time increases
Solution Approach 1:
The generative behavior model performs preliminary simulations of external agent responses to different ego vehicle maneuvers. By predicting how other agents will behave in advance, the system can evaluate multiple maneuver sequences more efficiently without requiring exhaustive real-time simulation of all possible outcomes, thus reducing planning time while maintaining safety.
Solution Approach 2:
The tree search algorithm incorporates feedback from the generative behavior model at each node, where the predicted responses of external agents inform the evaluation of maneuver sequences. This feedback mechanism allows the system to prune less promising branches and focus computational resources on evaluating maneuvers that are more likely to lead to safe outcomes, balancing exploration with time constraints.
3Measurement precision
If a generative behavior model is used to simulate external agent behavior, then the accuracy of behavior prediction is improved, but the computational resources required increase
Solution Approach 1:
The generative behavior model processes external agent behavior predictions in a segmented manner, evaluating responses for each potential ego vehicle maneuver separately as the tree search progresses. This avoids computing all possible agent responses simultaneously, reducing peak computational energy consumption while maintaining prediction accuracy for the maneuvers being considered.
Solution Approach 2:
The system applies partial action by using the generative behavior model only for the specific maneuvers being evaluated in the current planning context, rather than pre-computing all possible agent responses for all potential scenarios. This selective application of the computationally intensive model reduces overall energy consumption while maintaining accuracy for relevant predictions.
Data Source
AI summary
An autonomous vehicle (AV) planning method comprises: receiving sensor inputs pertaining to an AV; processing the AV sensor inputs to determine an encountered driving scenario; in an AV planner, executing a tree search algorithm to determine a sequence of AV manoeuvres corresponding to a path through a constructed game tree; and generating AV control signals for executing the determined sequence of AV manoeuvres; wherein the game tree has a plurality of nodes representing anticipated states of the encountered driving scenario, and the anticipated driving scenario state of each child node is determined by updating the driving scenario state of its parent node based on (i) a candidate AV manoeuvre and (ii) an anticipated behaviour of at least one external agent in the encountered driving scenario.


