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Car Racing
    Competition
Daniele Loiacono, Julian Togelius
      and Pier Luca Lanzi



   CIG, 17 December 2008, Perth, Australia
Goal
 Learn  or design a controller for TORCS that
  races as fast as possible alone or in the
  presence of others drivers
 “Spiritual successor” of CEC 2007
  Competition, direct successor of WCCI 2008
Car Racing Competition meets
TORCS
 More  representative of real game AI
 Better interaction with human players
 Many good programmed controllers available
 Challenges
  How  to make it easy accessible?
  Not designed for Machine Learning!
  More similar to a real-world problem
4
The Open Racing Car
Simulator
The Open Racing Car
Simulator
 TORCS is a state of the art open source simulator
  written in C++
 Main features
       Sophisticated dynamics
       Provided with several
        cars, tracks, and
        controllers
       Active community of
        users and developers
       Easy to develop your
        own controller
   OS Support
       Linux: binaries and building from sources suppo
       Windows: binaries and “limited” bulding from sources support
       OSX: legacy binaries and no building from sources support 
Competition API
 To make TORCS more easy to
  use we developed an API based
                                     TORCS
  on socket (UDP)
                                       Patch
 Values of sensors and effectors
  are sent through UDP              Server BOT
 3 components
   Torcs Patch
                                       UDP
   Server Bot (C++)
   Client API (C++ and Java)

                                      Client
                                    Controlller
Sensors
 Rangefinders    to sense
   Opponents
   Edges of the track

 Speed
 Positionon track
 Rotation speed of wheels   Opponent Sensors

 RPM
 Angle with track
 Distance raced
 Fuel and damage
 ...
                              Track Sensors
Effectors
 Basically    4 effectors
   Steeringwheel [-1,+1]
   Gas pedal [0, +1]
   Brake pedal [0,+1]
   Gearbox {-1,0,1,2,3,4,5,6}
Effectors
 Basically    4 effectors
   Steeringwheel [-1,+1]
   Gas pedal [0, +1]
   Brake pedal [0,+1]
   Gearbox {-1,0,1,2,3,4,5,6}
The Competitors
Submissions
5   entries have been submitted to the competition:
    Matt Simmerson – Independent Researcher
  Luigi Cardamone – Politecnico di Milano
  Chung-Cheng Chiu “Redjava” - Academia Sinica

  Diego Perez - University Carlos III, Madrid

  Aravind Gowrisankar - UT Austin, USA

3   more controllers have been considered
    Daniele’s heuristic C++ controller
  Julian’s heuristic Java controller
  WCCI 2008 champion (entered by Matt Simmerson)
Matt Simmerson:
     NEAT Controller
• Controller implemented as an arbitrary-
  topology neural network, evolved with the
  NEAT4j implementation of NEAT
• Inputs: speed, angle to track axis, wall
  rangefinders, track position, gear, wheel
  spin, RPM
• Output: driving and gear selection
Politecnico di Milano




    Evolving a
  Fast Controller
    for TORCS
   Using NEAT


Luigi Cardamone
 Politecnico di Milano


                            Neuroevolution in TORCS Cardamone
                                                         Luigi
Overview


  We applied NEAT to evolve a fast controller for the
   Car Racing Simulator
  To evaluate the candidate solution we measured
   their performance on a complete lap
  The evolved neural controller was then coupled with
   a gear shifting policy and with a basic obstacle
   avoidance behavior




                                     Neuroevolution in TORCS Cardamone
                                                                  Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors




                        Neuroevolution in TORCS Cardamone
                                                     Luigi
Sensors and effectors


   The following sensors were used:
    – Track sensors at -90°,-60°,-30°,+30°,+60°,+90°
    – Frontal sensor: max reading among the frontal track
      sensors at -10°,0°,10°
    – Car speed
   The network controls
    – Steering wheel
    – Gas/Brake pedals




                                          Neuroevolution in TORCS Cardamone
                                                                       Luigi
Controller design


   To avoid wasting time with fast but slower controller,
    we set gas pedal to 1 (the max value) when the car
    is on a straight (i.e., when the frontal sensor return
    100m as reading)
   In addition, the neural controller does not deal with
    gear shifting and the scripted policy provided is
    used instead
   We also used a very simple scripted policy to avoid
    at least the opponents that are “close and in front”
    of the bot


                                        Neuroevolution in TORCS Cardamone
                                                                     Luigi
Evaluation of Controllers


   The fitness is computed on an entire lap as




    – Where Tout is the number of game tics the bot was
      outside the track
    – Savg is the average speed
    – D is the distance raced
   As soon as a Tout becomes greater than 500 game
    tics, the evaluation is immediately stopped

                                          Neuroevolution in TORCS Cardamone
                                                                       Luigi
An example of behaviors evolved




                                  Neuroevolution in TORCS Cardamone
                                                               Luigi
Aravind Gowrisankar
 Based  on NEAT
 Preliminary work




                      20
“Redjava” (Chung-Cheng Chiu)
   The driving policy is based on determining which sensor detects the
    most distant value, and turn the steer according to its angle between
    driving direction.
   When the car is in the track and the gear is above 3, then it act in the
    similar policy as SimpleDriver (but without speed limit). Otherwise,
    accelerate. (brake is opposite)
   The policy except steering adopt similar code as SimpleDriver (also the
    unstuck detection).
   The code is naive since my original attempt wai to apply a machine
    learning method but I got bad results, thus I removed that part.




                                                                    21
The Results
Submissions
5   entries have been submitted to the competition:
    Matt Simmerson – Independent Researcher
  Luigi Cardamone – Politecnico di Milano
  Redjava - ???

  Diego Perez - University Carlos III, Madrid

  Aravind - ???

3   more controllers have been considered
    Daniele’s heuristic C++ controller
  Julian’s heuristic Java controller
  WCCI 2008 champion (entered by Matt Simmerson)
Scoring setup
A server with 2 Quad-core Xeon 2.66 GHz,
 8GB RAM, running Fedora Core 6
Scoring process: first stage
 Scoring
        process involves three tracks
 (unknown to the competitors):
  C-Speedway
  E-Track6
  Wheel 2

 Onlya controller at once is tested and
 performance is defined as the distance
 covered within 10000 game tics
First Stage: C-Speedway
                                        C-Speedway

                  Redjava
                     Luigi
                    Diego
Competitors




                     Matt
                  Aravind
              WCCI Champ
                  Daniele
                    Julian

                             0   5000       10000        15000   20000
                                        Distance Raced
First Stage: E-Track 6
                                          E-Track 6

                     Luigi
                  Redjava
                  Aravind
Competitors




                    Diego
                     Matt
              WCCI Champ
                  Daniele
                    Julian

                             0   2000       4000         6000   8000
                                        Distance Raced
First Stage: Wheel 2
                                           Wheel 2

                  Redjava
                     Luigi
                     Matt
Competitors




                    Diego
                  Aravind
              WCCI Champ
                  Daniele
                    Julian

                             0   2250       4500         6750   9000
                                        Distance Raced
Comments on firs stage
 Two   clear winners:
  Redjava
  Luigi

 WCCI  Champ still competitive in all but
  Wheel 2 track
 Matt’s new entry is outperformed by the
  WCCI champ in all tracks but Wheel 2 (the
  most difficult track)
The final stage
 Who   is the best controller in presence of
  opponents?
 In the final stage we compared the best
  entries with the previous champion
 For each track we run 5 races with random
  starting grids
 The final score is computed as the median of
  the 5 races using the GP2 point system (10
  to first, 8 to second, 6 to third AND 1 bonus
  point for the fastest lap)
Final results
 After   25 races…




          Luigi Cardamone is the winner of the
             CIG 2008 Simulated Car Racing
Summary of results
 Why   did Luigi win this competition?
 It is not the fastest but the most reliable one:
  Redjava’s  controller is extremely fast but often
   looses the control of the car
  It often reaches the max amount of damage or
   just crashes into other opponents
  Better shifting policy? (though both hard-coded)
Summary of results
 Good   things:
  Significant improvements with respect to the previous
   competition!
  One new learned controller performed significantly better
   than programmed controllers!
  Hand-coding still very competitive
  An important step to the actual level of the best
   programmed controller in TORCS… but the distance is still
   big
 Bad   things:
  Still poor performance in avoiding and overtaking
   opponents!
  Many crazy and “dirty” behaviors to go as fast as possible…
   is really what we are looking for

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CIG-2008 Car Racing Competition

  • 1. Car Racing Competition Daniele Loiacono, Julian Togelius and Pier Luca Lanzi CIG, 17 December 2008, Perth, Australia
  • 2. Goal  Learn or design a controller for TORCS that races as fast as possible alone or in the presence of others drivers  “Spiritual successor” of CEC 2007 Competition, direct successor of WCCI 2008
  • 3. Car Racing Competition meets TORCS  More representative of real game AI  Better interaction with human players  Many good programmed controllers available  Challenges  How to make it easy accessible?  Not designed for Machine Learning!  More similar to a real-world problem
  • 4. 4
  • 5. The Open Racing Car Simulator
  • 6. The Open Racing Car Simulator  TORCS is a state of the art open source simulator written in C++  Main features  Sophisticated dynamics  Provided with several cars, tracks, and controllers  Active community of users and developers  Easy to develop your own controller  OS Support  Linux: binaries and building from sources suppo  Windows: binaries and “limited” bulding from sources support  OSX: legacy binaries and no building from sources support 
  • 7. Competition API  To make TORCS more easy to use we developed an API based TORCS on socket (UDP) Patch  Values of sensors and effectors are sent through UDP Server BOT  3 components  Torcs Patch UDP  Server Bot (C++)  Client API (C++ and Java) Client Controlller
  • 8. Sensors  Rangefinders to sense  Opponents  Edges of the track  Speed  Positionon track  Rotation speed of wheels Opponent Sensors  RPM  Angle with track  Distance raced  Fuel and damage  ... Track Sensors
  • 9. Effectors  Basically 4 effectors  Steeringwheel [-1,+1]  Gas pedal [0, +1]  Brake pedal [0,+1]  Gearbox {-1,0,1,2,3,4,5,6}
  • 10. Effectors  Basically 4 effectors  Steeringwheel [-1,+1]  Gas pedal [0, +1]  Brake pedal [0,+1]  Gearbox {-1,0,1,2,3,4,5,6}
  • 12. Submissions 5 entries have been submitted to the competition:  Matt Simmerson – Independent Researcher  Luigi Cardamone – Politecnico di Milano  Chung-Cheng Chiu “Redjava” - Academia Sinica  Diego Perez - University Carlos III, Madrid  Aravind Gowrisankar - UT Austin, USA 3 more controllers have been considered  Daniele’s heuristic C++ controller  Julian’s heuristic Java controller  WCCI 2008 champion (entered by Matt Simmerson)
  • 13. Matt Simmerson: NEAT Controller • Controller implemented as an arbitrary- topology neural network, evolved with the NEAT4j implementation of NEAT • Inputs: speed, angle to track axis, wall rangefinders, track position, gear, wheel spin, RPM • Output: driving and gear selection
  • 14. Politecnico di Milano Evolving a Fast Controller for TORCS Using NEAT Luigi Cardamone Politecnico di Milano Neuroevolution in TORCS Cardamone Luigi
  • 15. Overview  We applied NEAT to evolve a fast controller for the Car Racing Simulator  To evaluate the candidate solution we measured their performance on a complete lap  The evolved neural controller was then coupled with a gear shifting policy and with a basic obstacle avoidance behavior Neuroevolution in TORCS Cardamone Luigi
  • 16. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 17. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 18. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 19. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 20. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 21. Sensors and effectors Neuroevolution in TORCS Cardamone Luigi
  • 22. Sensors and effectors  The following sensors were used: – Track sensors at -90°,-60°,-30°,+30°,+60°,+90° – Frontal sensor: max reading among the frontal track sensors at -10°,0°,10° – Car speed  The network controls – Steering wheel – Gas/Brake pedals Neuroevolution in TORCS Cardamone Luigi
  • 23. Controller design  To avoid wasting time with fast but slower controller, we set gas pedal to 1 (the max value) when the car is on a straight (i.e., when the frontal sensor return 100m as reading)  In addition, the neural controller does not deal with gear shifting and the scripted policy provided is used instead  We also used a very simple scripted policy to avoid at least the opponents that are “close and in front” of the bot Neuroevolution in TORCS Cardamone Luigi
  • 24. Evaluation of Controllers  The fitness is computed on an entire lap as – Where Tout is the number of game tics the bot was outside the track – Savg is the average speed – D is the distance raced  As soon as a Tout becomes greater than 500 game tics, the evaluation is immediately stopped Neuroevolution in TORCS Cardamone Luigi
  • 25. An example of behaviors evolved Neuroevolution in TORCS Cardamone Luigi
  • 26. Aravind Gowrisankar  Based on NEAT  Preliminary work 20
  • 27. “Redjava” (Chung-Cheng Chiu)  The driving policy is based on determining which sensor detects the most distant value, and turn the steer according to its angle between driving direction.  When the car is in the track and the gear is above 3, then it act in the similar policy as SimpleDriver (but without speed limit). Otherwise, accelerate. (brake is opposite)  The policy except steering adopt similar code as SimpleDriver (also the unstuck detection).  The code is naive since my original attempt wai to apply a machine learning method but I got bad results, thus I removed that part. 21
  • 29. Submissions 5 entries have been submitted to the competition:  Matt Simmerson – Independent Researcher  Luigi Cardamone – Politecnico di Milano  Redjava - ???  Diego Perez - University Carlos III, Madrid  Aravind - ??? 3 more controllers have been considered  Daniele’s heuristic C++ controller  Julian’s heuristic Java controller  WCCI 2008 champion (entered by Matt Simmerson)
  • 30. Scoring setup A server with 2 Quad-core Xeon 2.66 GHz, 8GB RAM, running Fedora Core 6
  • 31. Scoring process: first stage  Scoring process involves three tracks (unknown to the competitors):  C-Speedway  E-Track6  Wheel 2  Onlya controller at once is tested and performance is defined as the distance covered within 10000 game tics
  • 32. First Stage: C-Speedway C-Speedway Redjava Luigi Diego Competitors Matt Aravind WCCI Champ Daniele Julian 0 5000 10000 15000 20000 Distance Raced
  • 33. First Stage: E-Track 6 E-Track 6 Luigi Redjava Aravind Competitors Diego Matt WCCI Champ Daniele Julian 0 2000 4000 6000 8000 Distance Raced
  • 34. First Stage: Wheel 2 Wheel 2 Redjava Luigi Matt Competitors Diego Aravind WCCI Champ Daniele Julian 0 2250 4500 6750 9000 Distance Raced
  • 35. Comments on firs stage  Two clear winners:  Redjava  Luigi  WCCI Champ still competitive in all but Wheel 2 track  Matt’s new entry is outperformed by the WCCI champ in all tracks but Wheel 2 (the most difficult track)
  • 36. The final stage  Who is the best controller in presence of opponents?  In the final stage we compared the best entries with the previous champion  For each track we run 5 races with random starting grids  The final score is computed as the median of the 5 races using the GP2 point system (10 to first, 8 to second, 6 to third AND 1 bonus point for the fastest lap)
  • 37.
  • 38. Final results  After 25 races… Luigi Cardamone is the winner of the CIG 2008 Simulated Car Racing
  • 39. Summary of results  Why did Luigi win this competition?  It is not the fastest but the most reliable one:  Redjava’s controller is extremely fast but often looses the control of the car  It often reaches the max amount of damage or just crashes into other opponents  Better shifting policy? (though both hard-coded)
  • 40. Summary of results  Good things:  Significant improvements with respect to the previous competition!  One new learned controller performed significantly better than programmed controllers!  Hand-coding still very competitive  An important step to the actual level of the best programmed controller in TORCS… but the distance is still big  Bad things:  Still poor performance in avoiding and overtaking opponents!  Many crazy and “dirty” behaviors to go as fast as possible… is really what we are looking for