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Improvement of a car racing controller by means of Ant Colony Optimization algorithms

机译:通过蚁群优化算法改进汽车赛车控制器

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The performance of a car racing controller depends on many factors. Although there are strong dependencies among these, some subproblems intrinsic to the design process can be addressed independently. Thus, if the aim is to minimize the lap time on a track, it becomes necessary to find the right trace around it and to determine the maximum speed on each stretch. This study proposes a hybrid solution to achieve this. Traces, which are described as a configuration of points the car must move towards, are found by means of an Ant Colony Optimization algorithm, the Ant System. As the maximum speed strongly depends on such traces, it must be adjusted for each one of them. In order to do this, a local search procedure is used in two ways: either when the best trace has been found, or during the search for such a trace. Results show a significant improvement with this technique in comparison with the original heuristic controller in terms of lap time. Moreover, the number of laps required for the algorithms to reach the solution makes them viable as a learning mechanism in real-time simulation environments.
机译:汽车赛车控制器的性能取决于许多因素。虽然这些依赖性有很强的依赖项,但是可以独立解决设计过程的某些子问题。因此,如果目的是最小化轨道上的圈时间,则需要在其周围找到正确的迹线并确定每个伸展的最大速度。本研究提出了一种抗混合解决方案来实现这一目标。通过蚁群优化算法(ANT系统)发现,迹线被描述为汽车必须朝向的点的配置。随着最大速度强烈取决于此类迹线,必须为每个迹线调整它。为此,以两种方式使用本地搜索过程:在找到最佳迹线时,或在搜索此类跟踪期间。结果表明,与原始启发式控制器在LAP时间方面的情况相比,这种技术显着改进。此外,算法所需的轨道的数量使得可以在实时仿真环境中作为学习机制可行。

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