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Daniel E. Brown

Publications and source records attributed to Daniel E. Brown.

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MIT Advanced Vehicle Technology Study: Large-Scale Naturalistic Driving Study of Driver Behavior and Interaction with Automation

For the foreseeble future, human beings will likely remain an integral part of the driving task, monitoring the AI system as it performs anywhere from just over 0% to just under 100% of the driving. The governing objectives of the MIT Autonomous Vehicle Technology (MIT-AVT) study are to (1) undertake large-scale real-world driving data collection that includes high-definition video to fuel the development of deep learning based internal and external perception systems, (2) gain a holistic understanding of how human beings interact with vehicle automation technology by integrating video data with vehicle state data, driver characteristics, mental models, and self-reported experiences with technology, and (3) identify how technology and other factors related to automation adoption and use can be improved in ways that save lives. In pursuing these objectives, we have instrumented 23 Tesla Model S and Model X vehicles, 2 Volvo S90 vehicles, 2 Range Rover Evoque, and 2 Cadillac CT6 vehicles for both long-term (over a year per driver) and medium term (one month per driver) naturalistic driving data collection. Furthermore, we are continually developing new methods for analysis of the massive-scale dataset collected from the instrumented vehicle fleet. The recorded data streams include IMU, GPS, CAN messages, and high-definition video streams of the driver face, the driver cabin, the forward roadway, and the instrument cluster (on select vehicles). The study is on-going and growing. To date, we have 122 participants, 15,610 days of participation, 511,638 miles, and 7.1 billion video frames. This paper presents the design of the study, the data collection hardware, the processing of the data, and the computer vision algorithms currently being used to extract actionable knowledge from the data.

cs.CY

Graph games and the pizza problem

We propose a class of two person perfect information games based on weighted graphs. One of these games can be described in terms of a round pizza which is cut radially into pieces of varying size. The two players alternately take pieces subject to the following rule: Once the first piece has been chosen, all subsequent selections must be adjacent to the hole left by the previously taken pieces. Each player tries to get as much pizza as possible. The original pizza problem was to settle the conjecture that Player One can always get at least half of the pizza. The conjecture turned out to be false. Our main result is a complete solution of a somewhat simpler class of games, concatenations of stacks and two-ended stacks, and we provide a linear time algorithm for this. The algorithm and its output can be described without reference to games. It produces a certain kind of partition of a given finite sequence of real numbers. The conditions on the partition involve alternating sums of various segments of the given sequence. We do not know whether these partitions have applications outside of game theory. The algorithm leads to a quadratic time algorithm which gives the value and an optimal initial move for pizza games. We also provide some general theory concerning the semigroup of equivalence classes of graph games.

math.CO