2019
DOI: 10.3390/electronics8050543
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Decision-Making System for Lane Change Using Deep Reinforcement Learning in Connected and Automated Driving

Abstract: Lane changing systems have consistently received attention in the fields of vehicular communication and autonomous vehicles. In this paper, we propose a lane change system that combines deep reinforcement learning and vehicular communication. A host vehicle, trying to change lanes, receives the state information of the host vehicle and a remote vehicle that are both equipped with vehicular communication devices. A deep deterministic policy gradient learning algorithm in the host vehicle determines the high-lev… Show more

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Cited by 47 publications
(23 citation statements)
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References 21 publications
(18 reference statements)
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“…AirSim, used by a recent research in [48], is a simulator initially developed for drones built on Unreal Engine now has a vehicle extension with different weather conditions and scenarios.…”
Section: B Simulatorsmentioning
confidence: 99%
“…AirSim, used by a recent research in [48], is a simulator initially developed for drones built on Unreal Engine now has a vehicle extension with different weather conditions and scenarios.…”
Section: B Simulatorsmentioning
confidence: 99%
“…In order to further improve the robustness, reference [34] used a probabilistic map represented as Gaussian distribution over remittance values instead of the previous ground map represented as fixed infrared remittance values. It enables the stationary objects and consistent angular reflectivity in the map to be quickly ~0.5 [23], [24] Localisation Expected millisecondlevel [3] Judgement Planning and decision making ~0.1-0.2 [25], [26] Reaction Execution ~0.1 [27], [28] identified by Bayesian inference. Then they used offline SLAM to align the overlapping trajectories in previous sequential map, which makes the localisation system keep learning and improving maps.…”
Section: A Lidar-based Localisationmentioning
confidence: 99%
“…The steering, throttle, foot brake, and handbrake were controlled using the image information obtained by the front camera, and the asynchronous advantage actor–critic (A3C) algorithm was used for training in the game World Rally Championship 6 (WRC6). In [ 27 ], An et al considered the position coordinates and speeds of the agent and other vehicles as the input to the state space, for training. In their study on the following behavior of two vehicles, Zhu et al selected the speed, relative distance, and relative speed of two vehicles in the state space [ 28 ].…”
Section: Related Workmentioning
confidence: 99%