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Multi-agent traffic control using game theory and reinforcement learning

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Be; ¯Jk The cost function of the ith player; Average cost of players in kthNash equilibrium. SDk,j A joint decision vector of all players in the kth subgame of the jth game.

Background

Traffic Light Control

According to the adaptability and intelligence level of the system, STLCS can be classified into five levels (Gartner et al., 1995). Similar to the second-level STLCS, the third-level STLCS is able to adjust the parameters based on the situation of the time-varying traffic flow (Lee et al., 2019).

Traffic Lane-changing Control

In general, in rule-based models, the lane changer changes lanes only when the target lane has an available gap, reducing efficiency when changing lanes in heavy traffic. Integrating artificial intelligence into the lane change system is a promising direction in recent research.

Research Methodology

Traffic Light Models

Usually, the traffic signal control problem situation is formulated as an MDP (Xu et al., 2016; Zhang and Prieur, 2017), where the states only depend on the agents' actions. Previous work introduces a simple case of isolated traffic signal control involving the application of RL (Abdulhai et al., 2003) and applies RL to prove the effectiveness and efficiency of traffic control (Bazzan, 2009).

Traffic Lane-changing Models

The recent DRL-based lane-changing models summarized in Table 1.1 overcome the problem of game theory-based lane-changing models (i.e. long computation time with a large number of players). Although (Hou and Graf, 2021) model the lane-changing system as a multi-agent system, it is performed in a decentralized manner.

Table 1.1: Existing lane-changing models based on deep reinforcement learning
Table 1.1: Existing lane-changing models based on deep reinforcement learning

Thesis Outline

Games and Definitions

Each entry of the matrix ai j is an outcome (ie cost) corresponding to the joint decisions made by the players. In most cases, the real problem of a complex environment can be constructed as a non-cooperative non-zero-sum N-person game.

Nash Equilibrium

Stackelberg Equilibrium

According to these pairs of decisions, {L} is the most rational choice for the leader P1 because of the lowest cost. The same steps are applied to find the Stackelberg equilibrium solution in the case where P2 is leader and {L,R} is the solution.

Fig. 2.2: Example of Stackel equilibrium in a bimatrix game.
Fig. 2.2: Example of Stackel equilibrium in a bimatrix game.

Framework of Reinforcement Learning

  • Basic Definitions
  • Markov Decision Process
  • Q-learning
  • Deep Q-learning

A Markov process is also called a Markov chain, that is, a memoryless random process with the Markov property (i.e. the future is independent of the past given the present). In (3.5) the minus part−gwizj(k)OwizjTs follows the speed of outgoing traffic flow, even though there are still some vehicles that have not been removed on the road.

Fig. 2.3: A schematic of agent-environment interaction.
Fig. 2.3: A schematic of agent-environment interaction.

Game Theoretical Strategies

Global Optimal Strategy

Nash Equilibrium Strategy

Stackelberg Equilibrium Strategy

Experiments

Parameters

Results

In Figure 3.2 with the constant control strategy, the number of vehicles in queues increases to 467 at the end of the first epoch, then gradually decreases in the second epoch, but rises sharply in the last two segments. It is clear that the curve of the first two strategies shows a similar tendency, i.e. the number of passing vehicles increases dramatically in the first time slice and bottoms out at 82 and 157 respectively, after which both increase. Finally, the number of vehicles in the queue is smallest for the global optimal strategy, then larger and similar for both Nash equilibrium and Stackelberg equilibrium strategies.

Fig. 3.2: Vehicles in queues (total) with four strategies in 1 cycle.
Fig. 3.2: Vehicles in queues (total) with four strategies in 1 cycle.

Summary

Conclusion

A similar process takes place for the Stackelberg equilibrium in the beginning, but remains stable around 130, only with a small fluctuation from the second time segment to the last segment. At the end of the cycle time, the total number of vehicles in rows of quadruple segments with the constant steering strategy, global optimal strategy, Nash equilibrium and Stackelberg equilibrium, respectively, is 385 and the total number of passing vehicles is 640. length increases as time passes, but at a different speed for these four strategies in Fig.3.4 due to the incoming flow.

Contribution

Traffic light controls are controlled automatically instead of adjusting traffic light schedules. Subsequently, the performance of the proposed algorithm and the strategies in chapter 3 are compared. In the MARL system, the state space is defined as S, which consists of the states of all agents.

Table 4.1: State space
Table 4.1: State space

Proposed Method Framework

Also, ¯Jk= 1n∑ni=1Jw∗,ki is the average cost of the players in the kth Nash equilibrium,ω1andω2are the weighting factors. Finally, we can know the unique Nash equilibrium of the combination of decisions is (dw∗,k1∗,dw∗,k2∗,dw∗,k3∗,dw∗,k4∗) respectively for the players. The number of actions of agent ai is defined as |ai|, so the size of joint action space is |A|=.

Experiments

Parameters

Results

Each curve represents the Q-values ​​of an agent taking joint actions based on a Nash equilibrium. All curves tend to converge as the iterations increase, and eventually the optimal joint actions corresponding to the Nash equilibrium will be selected. Meanwhile, compared to Figure 4.2, the Q-values ​​of SNAQ converge earlier and more stably with the same iterations.

Fig. 4.1: The Q-values of all agents with joint actions (a 1 , a 2 , a 3 , a 4 ) corresponding to current state s t in semi-cooperative Nash Q-learning in one episode.
Fig. 4.1: The Q-values of all agents with joint actions (a 1 , a 2 , a 3 , a 4 ) corresponding to current state s t in semi-cooperative Nash Q-learning in one episode.

Summary

Conclusion

Table 4.3 compares the performance, such as average queues and average throughput (i.e. passing vehicles in a certain period) among all traffic light control strategies. Compared with strategies in Chapter 3, shown in Table 4.3, SSBQ shows almost the best performance as the game theory-based strategies in Chapter 3 in traffic light control. However, SSBQ, which is the RL method, spends much less time on computation in the execution process due to the learning ability compared to the game theory-based strategies, which is the main advantage of the learning system.

Contribution

This lane change system can be divided into three sectors, i.e. the inbound sector after the red line, the outbound sector before the green line and the lane change sector in between. In the middle, i.e., the lane change sector, which can be constructed as a Cel matrix from the point of view of mathematics. Elements such as T: U turn, L: left turn, R: right turn, S: straight are the target lane values, which can be converted to a digital number (ie, the target lane index).

Fig. 5.1: The schematic of the lane-changing system.
Fig. 5.1: The schematic of the lane-changing system.

Decision-making Strategies

Gap Acceptance Strategy

Initialization: initialize the current coordinate Celi,j of each individual vehicle, the current lane index i∈ΩN={1,2,.

Classic Nash Equilibrium Strategy

The absolute difference between the target Tagi band and the current i band indicates how much the vehicle wants the MLC to reduce the distance. The utility value increases as the vehicle approaches the target lane and the vehicle stays in the target lane if the difference is zero (ie, maximum). In the second part, ω2≪ω1 and ∑n−j jCeli,ji is the queue in front of vehicle Celi,j.

Decomposition Algorithm

The combination of these decisions also maximizes the utility value of the corresponding players in the game Gj, which is proved and deduced from Theorem 5.1. Then, the optimal decisions of the remaining players in the game Gj will be chosen in a certain direction based on Epc∗,1, which means that the neighboring player will update the decision with the collision constraints prorogued by the previous subgames. The update direction of E–‰Ú The update direction of E–‰Û The update direction of E–‰Ü The subgames of E–‰Ú The subgames of E–‰Û The subgames of E–‰Ü. 5.5: Schematic of the PCE update process.

Fig. 5.3: The graphic process of decomposing games.
Fig. 5.3: The graphic process of decomposing games.

Simulation

  • Experimental Setup
  • Examples of Lane-changes Maneuvers
  • Comparison in a Single Test
  • Comparison in Multiple Tests

Throughput indicates how much traffic flow passes through the lane change sector in a given unit period, which is directly related to passing vehicles and is expressed as PV/T (i.e. number of passing vehicles per iteration). Therefore, more vehicles in the lane change sector would reduce their speed, resulting in the accumulation of inbound queues in the inbound queue sector. The number of lane-changing vehicles and the average computation time per iteration can be obtained at the end of the simulation.

Fig. 5.6: Example of MLC and DLC in simulation. (a) States in the previous iteration with intending MLC and DLC
Fig. 5.6: Example of MLC and DLC in simulation. (a) States in the previous iteration with intending MLC and DLC

Discussion

This results in a slightly better performance in S3 than S2 in lane changing efficiency after a long period. As it grows, the number of game players increases dramatically with more vehicles in the lane changing sector. According to Algorithm 5.1, the complexity of S1 is also determined by the number of vehicles in the lane change sector.

Summary

Conclusion

First, some assumptions are still ideal in this proposed model, such as the discrete space of lanes, the discrete speed of vehicles, and the smooth operational maneuvers. In addition, if the players do not know the identified connections with neighboring players, it is limited to parsing a large game into several smaller games. Finally, it is not very suitable for dissecting a three-dimensional game, since the interactions between players are quite complicated, for example, controlling an unmanned aerial vehicle system.

Contribution

A normal lane changing system contains five lanes, which can be divided into cells shown in Fig.6.1. Fig. 6.1 shows examples of performing an action by the vehicle, e.g. the vehicle with an element L in position Cel3,2 intends to change to target lane 1 or 2 with action turn left. It is assumed that the vehicles can pass smoothly across each other even with parts of the lane overlapping (e.g. the vehicle at position Cel4,2 can turn right and the vehicle at position Cel5,2 can turn left at the same time, shown in Fig. 6.1) .

Proposed Method Framework

As shown in Fig.6.2(b), the set j+1 in front of the request set is a response set. Get the joint actions of the group on request Ajand overlay action Cj; Construct the request message Aj+Cj;. Furthermore, a communication vector Cj is superimposed based on the joint actions of the front group.

Fig. 6.2: Schematic of deep Q-network with a request-respond mechanism.
Fig. 6.2: Schematic of deep Q-network with a request-respond mechanism.

Simulation

Experimental Setup

A variety of conditions (indicators) are defined to evaluate the performance of the path-changing approaches. The lane change maneuvers must be completed before moving through the lane change area. The agent will accelerate or decelerate to create an available gap to satisfy the lane-changing demand of the adjacent agent.

Table 6.3: List of hyperparameters of the training process in both learning algorithms
Table 6.3: List of hyperparameters of the training process in both learning algorithms

Performance of Training Process

The optimal joint actions for the same group can be selected by finding the fully consistent or partially consistent equilibrium. Thus, during the execution process, each group produces joint actions for the agents in the same group by using the trained request Q network, which is also part of the proposed method. Due to the additional reward from the request confirmation, the loss value of DQNRR is a litter higher than the loss value of DQN during the same training episode.

Evaluation of Control Methods

RMSE (i.e. root mean square error) measures the difference between predicted values ​​and observed values ​​(Hyndman and Koehler, 2006) and residual histograms (i.e. the area of ​​each bar is the relative number of observations and the sum of bar areas equals 1) shows whether the residuals are normally distributed. However, the value of DQN is smaller than the other two, and the residuals are distributed worse than the others. In this regression model, R-squared = 0 represents the y-axis value (i.e. computation time) has no correlation with x-axis value (i.e. the expected traffic density).

Fig. 6.4: Comparison of training performance between the methods.
Fig. 6.4: Comparison of training performance between the methods.

Discussion

Indeed, the control mechanism of these methods is the critical element of this lane change system and determines the value of Lr. The lane change rate decreases exponentially as the expected traffic densityρ increases, which corresponds to the property in Figure 6.5. Unlike the other three methods that hold Lr with different ρ (i.e., ρ is below the control limit of these methods), the RULE method has the worst ability to control traffic flow in stalled traffic (for example, the value decreases exponentially when ρ exceeds 0.54, shown in Fig. 6.7).

Summary

Conclusion

Contribution

Specifically, the request group trains agents by considering only the states of the group, while the response group also evaluates the superimposed actions (i.e., the request message) of the request group in addition to the states of the group. The last thesis in this paper is the application of MARL in the traffic lane changing system. Nevertheless, the limitations of the trajectory-changing model are the same as in the previous thesis mentioned above.

Future Work

A game theory-based approach to modeling mandatory lane-changing behavior in a connected environment. A game theory-based approach to modeling autonomous vehicle behavior in congested, urban lane-changing scenarios. Traffic lane-changing modeling and planning with game-theoretic strategy, in: 2021 25th International Conference on Methods and Models in Automation and Robotics (MMAR), IEEE.

Fig. A.1: Community-level framework of energy distribution.
Fig. A.1: Community-level framework of energy distribution.

Example of Nash equilibrium in a bimatrix game

Example of Stackel equilibrium in a bimatrix game

A schematic of agent-environment interaction

A example of Markov chain

The structure of Q-learning and deep Q-learning

General structure of the intersection

Vehicles in queues (total) with four strategies in 1 cycle

Passed vehicles (total) with four strategies in 1 cycle

Vehicles in queues (total) with four strategies in 10 cycles

Passed vehicles (total) with four strategies in 10 cycles

Comparison of waiting vehicles "Queues" in 20 time slices

The schematic of the lane-changing system

Collision cases in the lane-changing system. (a) Position collision of

The graphic process of decomposing games

The schematic of decomposing games in the lane-changing system

The schematic of the updating process of PCE

Existing lane-changing models based on deep reinforcement learning

Decimal decisions and calculation time of four strategies in 1 cycle

State space

States comparison in two MARL Algorithms

Comparison of all traffic light control strategies in 5 cycle

Actions of vehicles

Comparison of states between the strategies in multiple tests

Basic actions of vehicles

Extended actions of vehicles

List of hyperparameters of the training process in both learning algorithms105

Ábra

Table 1.1: Existing lane-changing models based on deep reinforcement learning
Fig. 2.2: Example of Stackel equilibrium in a bimatrix game.
Fig. 2.3: A schematic of agent-environment interaction.
Fig. 2.5: The structure of Q-learning and deep Q-learning.
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