TL;DR
This paper introduces a method combining graph neural networks with reinforcement learning to generate vehicle behaviors in semantic environments, overcoming limitations of vector-based inputs by handling variable object counts and orders.
Contribution
The paper proposes integrating graph neural networks with actor-critic reinforcement learning for behavior generation in semantic environments, enabling invariant and relational object processing.
Findings
Graph neural networks handle varying numbers of vehicles effectively.
The approach outperforms conventional methods in lane-change scenarios.
GNNs explicitly utilize relational information for better decision-making.
Abstract
Most reinforcement learning approaches used in behavior generation utilize vectorial information as input. However, this requires the network to have a pre-defined input-size -- in semantic environments this means assuming the maximum number of vehicles. Additionally, this vectorial representation is not invariant to the order and number of vehicles. To mitigate the above-stated disadvantages, we propose combining graph neural networks with actor-critic reinforcement learning. As graph neural networks apply the same network to every vehicle and aggregate incoming edge information, they are invariant to the number and order of vehicles. This makes them ideal candidates to be used as networks in semantic environments -- environments consisting of objects lists. Graph neural networks exhibit some other advantages that make them favorable to be used in semantic environments. The relational…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
