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Arash Tavakoli

Publications and source records attributed to Arash Tavakoli.

28 records · Page 2Linked to original sources

Roadway Design Matters: Variation in Bicyclists' Psycho-Physiological Responses in Different Urban Roadway Designs

As a healthier and more sustainable way of mobility, cycling has been advocated by literature and policy. However, current trends in bicyclist crash fatalities suggest deficiencies in current roadway design in protecting these vulnerable road users. The lack of cycling data is a common challenge for studying bicyclists' safety, behavior, and comfort levels under different design contexts. To understand bicyclists' behavioral and physiological responses in an efficient and safe way, this study uses a bicycle simulator within an immersive virtual environment (IVE). Off-the-shelf sensors are utilized to evaluate bicyclists' cycling performance (speed and lane position) and physiological responses (eye tracking and heart rate (HR)). Participants bike in a simulated virtual environment modeled to scale from a real-world street with a shared bike lane (sharrow) to evaluate how introduction of a bike lane and a protected bike lane with pylons may impact perceptions of safety, as well as behavioral and psycho-physiological responses. Results from 50 participants show that the protected bike lane design received the highest perceived safety rating and exhibited the lowest average cycling speed. Furthermore, both the bike lane and the protected bike lane scenarios show a less dispersed gaze distribution than the as-built sharrow scenario, reflecting a higher gaze focus among bicyclists on the biking task in the bike lane and protected bike lane scenarios, compared to when bicyclists share right of way with vehicles. Additionally, heart rate change point results from the study suggest that creating dedicated zones for bicyclists (bike lanes or protected bike lanes) has the potential to reduce bicyclists' stress levels.

cs.HC↗

Time Limits in Reinforcement Learning

In reinforcement learning, it is common to let an agent interact for a fixed amount of time with its environment before resetting it and repeating the process in a series of episodes. The task that the agent has to learn can either be to maximize its performance over (i) that fixed period, or (ii) an indefinite period where time limits are only used during training to diversify experience. In this paper, we provide a formal account for how time limits could effectively be handled in each of the two cases and explain why not doing so can cause state aliasing and invalidation of experience replay, leading to suboptimal policies and training instability. In case (i), we argue that the terminations due to time limits are in fact part of the environment, and thus a notion of the remaining time should be included as part of the agent's input to avoid violation of the Markov property. In case (ii), the time limits are not part of the environment and are only used to facilitate learning. We argue that this insight should be incorporated by bootstrapping from the value of the state at the end of each partial episode. For both cases, we illustrate empirically the significance of our considerations in improving the performance and stability of existing reinforcement learning algorithms, showing state-of-the-art results on several control tasks.

cs.LG↗

Multimodal Driver State Modeling through Unsupervised Learning

Naturalistic driving data (NDD) can help understand drivers' reactions to each driving scenario and provide personalized context to driving behavior. However, NDD requires a high amount of manual labor to label certain driver's state and behavioral patterns. Unsupervised analysis of NDD can be used to automatically detect different patterns from the driver and vehicle data. In this paper, we propose a methodology to understand changes in driver's physiological responses within different driving patterns. Our methodology first decomposes a driving scenario by using a Bayesian Change Point detection model. We then apply the Latent Dirichlet Allocation method on both driver state and behavior data to detect patterns. We present two case studies in which vehicles were equipped to collect exterior, interior, and driver behavioral data. Four patterns of driving behaviors (i.e., harsh brake, normal brake, curved driving, and highway driving), as well as two patterns of driver's heart rate (HR) (i.e., normal vs. abnormal high HR), and gaze entropy (i.e., low versus high), were detected in these two case studies. The findings of these case studies indicated that among our participants, the drivers' HR had a higher fraction of abnormal patterns during harsh brakes, accelerating and curved driving. Additionally, free-flow driving with close to zero accelerations on the highway was accompanied by more fraction of normal HR as well as a lower gaze entropy pattern. With the proposed methodology we can better understand variations in driver's psychophysiological states within different driving scenarios. The findings of this work, has the potential to guide future autonomous vehicles to take actions that are fit to each specific driver.

cs.HC↗

Learning to Represent Action Values as a Hypergraph on the Action Vertices

Action-value estimation is a critical component of many reinforcement learning (RL) methods whereby sample complexity relies heavily on how fast a good estimator for action value can be learned. By viewing this problem through the lens of representation learning, good representations of both state and action can facilitate action-value estimation. While advances in deep learning have seamlessly driven progress in learning state representations, given the specificity of the notion of agency to RL, little attention has been paid to learning action representations. We conjecture that leveraging the combinatorial structure of multi-dimensional action spaces is a key ingredient for learning good representations of action. To test this, we set forth the action hypergraph networks framework -- a class of functions for learning action representations in multi-dimensional discrete action spaces with a structural inductive bias. Using this framework we realise an agent class based on a combination with deep Q-networks, which we dub hypergraph Q-networks. We show the effectiveness of our approach on a myriad of domains: illustrative prediction problems under minimal confounding effects, Atari 2600 games, and discretised physical control benchmarks.

cs.LG↗

Driver State and Behavior Detection Through Smart Wearables

Integrating driver, in-cabin, and outside environment's contextual cues into the vehicle's decision making is the centerpiece of semi-automated vehicle safety. Multiple systems have been developed for providing context to the vehicle, which often rely on video streams capturing drivers' physical and environmental states. While video streams are a rich source of information, their ability in providing context can be challenging in certain situations, such as low illuminance environments (e.g., night driving), and they are highly privacy-intrusive. In this study, we leverage passive sensing through smartwatches for classifying elements of driving context. Specifically, through using the data collected from 15 participants in a naturalistic driving study, and by using multiple machine learning algorithms such as random forest, we classify driver's activities (e.g., using phone and eating), outside events (e.g., passing intersection and changing lane), and outside road attributes (e.g., driving in a city versus a highway) with an average F1 score of 94.55, 98.27, and 97.86 % respectively, through 10-fold cross-validation. Our results show the applicability of multimodal data retrieved through smart wearable devices in providing context in real-world driving scenarios and pave the way for a better shared autonomy and privacy-aware driving data-collection, analysis, and feedback for future autonomous vehicles.

cs.HC↗

A neural network oracle for quantum nonlocality problems in networks

Characterizing quantum nonlocality in networks is a challenging, but important problem. Using quantum sources one can achieve distributions which are unattainable classically. A key point in investigations is to decide whether an observed probability distribution can be reproduced using only classical resources. This causal inference task is challenging even for simple networks, both analytically and using standard numerical techniques. We propose to use neural networks as numerical tools to overcome these challenges, by learning the classical strategies required to reproduce a distribution. As such, the neural network acts as an oracle, demonstrating that a behavior is classical if it can be learned. We apply our method to several examples in the triangle configuration. After demonstrating that the method is consistent with previously known results, we give solid evidence that the distribution presented in [N. Gisin, Entropy 21(3), 325 (2019)] is indeed nonlocal as conjectured. Finally we examine the genuinely nonlocal distribution presented in [M.-O. Renou et al., PRL 123, 140401 (2019)], and, guided by the findings of the neural network, conjecture nonlocality in a new range of parameters in these distributions. The method allows us to get an estimate on the noise robustness of all examined distributions.

quant-ph↗

Exploring Restart Distributions

We consider the generic approach of using an experience memory to help exploration by adapting a restart distribution. That is, given the capacity to reset the state with those corresponding to the agent's past observations, we help exploration by promoting faster state-space coverage via restarting the agent from a more diverse set of initial states, as well as allowing it to restart in states associated with significant past experiences. This approach is compatible with both on-policy and off-policy methods. However, a caveat is that altering the distribution of initial states could change the optimal policies when searching within a restricted class of policies. To reduce this unsought learning bias, we evaluate our approach in deep reinforcement learning which benefits from the high representational capacity of deep neural networks. We instantiate three variants of our approach, each inspired by an idea in the context of experience replay. Using these variants, we show that performance gains can be achieved, especially in hard exploration problems.

cs.LG↗

Using a Logarithmic Mapping to Enable Lower Discount Factors in Reinforcement Learning

In an effort to better understand the different ways in which the discount factor affects the optimization process in reinforcement learning, we designed a set of experiments to study each effect in isolation. Our analysis reveals that the common perception that poor performance of low discount factors is caused by (too) small action-gaps requires revision. We propose an alternative hypothesis that identifies the size-difference of the action-gap across the state-space as the primary cause. We then introduce a new method that enables more homogeneous action-gaps by mapping value estimates to a logarithmic space. We prove convergence for this method under standard assumptions and demonstrate empirically that it indeed enables lower discount factors for approximate reinforcement-learning methods. This in turn allows tackling a class of reinforcement-learning problems that are challenging to solve with traditional methods.

cs.LG↗

Action Branching Architectures for Deep Reinforcement Learning

Discrete-action algorithms have been central to numerous recent successes of deep reinforcement learning. However, applying these algorithms to high-dimensional action tasks requires tackling the combinatorial increase of the number of possible actions with the number of action dimensions. This problem is further exacerbated for continuous-action tasks that require fine control of actions via discretization. In this paper, we propose a novel neural architecture featuring a shared decision module followed by several network branches, one for each action dimension. This approach achieves a linear increase of the number of network outputs with the number of degrees of freedom by allowing a level of independence for each individual action dimension. To illustrate the approach, we present a novel agent, called Branching Dueling Q-Network (BDQ), as a branching variant of the Dueling Double Deep Q-Network (Dueling DDQN). We evaluate the performance of our agent on a set of challenging continuous control tasks. The empirical results show that the proposed agent scales gracefully to environments with increasing action dimensionality and indicate the significance of the shared decision module in coordination of the distributed action branches. Furthermore, we show that the proposed agent performs competitively against a state-of-the-art continuous control algorithm, Deep Deterministic Policy Gradient (DDPG).

cs.LG↗

Multiplayer Games for Learning Multirobot Coordination Algorithms

Humans have an impressive ability to solve complex coordination problems in a fully distributed manner. This ability, if learned as a set of distributed multirobot coordination strategies, can enable programming large groups of robots to collaborate towards complex coordination objectives in a way similar to humans. Such strategies would offer robustness, adaptability, fault-tolerance, and, importantly, distributed decision-making. To that end, we have designed a networked gaming platform to investigate human group behavior, specifically in solving complex collaborative coordinated tasks. Through this platform, we are able to limit the communication, sensing, and actuation capabilities provided to the players. With the aim of learning coordination algorithms for robots in mind, we define these capabilities to mimic those of a simple ground robot.

cs.RO↗