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Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning



UZH Robotics and Perception Group

Autonomous car racing raises fundamental robotics challenges such as planning minimum-time trajectories under uncertain dynamics and controlling the car at its friction limits. In this project, we consider the task of autonomous car racing in the top-selling car racing game Gran Turismo Sport. Gran Turismo Sport is known for its detailed physics simulation of various cars and tracks. Our approach makes use of maximum-entropy deep reinforcement learning and a new reward design to train a sensorimotor policy to complete a given race track as fast as possible. We evaluate our approach in three different time trial settings with different cars and tracks. Our results show that the obtained controllers not only beat the built-in non-player character of Gran Turismo Sport but also outperform the fastest known times in a dataset of personal best lap times of over 50,000 human drivers.

Reference:
F. Fuchs, Y. Song, E. Kaufmann, D. Scaramuzza, P. Duerr
Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning
IEEE Robotics and Automation Letters (RA-L), 2021
PDF: http://rpg.ifi.uzh.ch/docs/RAL21_Fuchs.pdf

More about our research on Deep Learning: http://rpg.ifi.uzh.ch/research_learning.html

Affiliations:
Y. Song, E. Kaufmann and D. Scaramuzza are with the Robotics and Perception Group, Dep. of Informatics, University of Zurich, and Dep. of Neuroinformatics, University of Zurich and ETH Zurich, Switzerland
http://rpg.ifi.uzh.ch/
F. Fuchs and P. Dürr are with Sony, Switzerland.

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48 thoughts on “Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning
  1. Now take this and apply it to the penalty system and improve it because it needs work. It's no bad if you consider all the variables and how hard is to program so many possibilities but now it's time to go super human and put AI to the task…

  2. Curious what the input data was. I'd like it to be just visual, and with a defined reasonable resolution similar to a human's resolution. It would be interesting to give it a defined resolution of its outputs too, especially steering.
    And then give it force feedback inputs and compare.

  3. Although this is impressive, I wish to point out the AI have an inherent advantage here because its access to the game's "Feature Extraction" effectively gives it a live 360* surround sensing, like doppler parking sensors, which is what truly allows it to get exactly to the edge of the walls. If human players had something similar, a small parking sensor type display, they too could in time match this level of performance. But, human players do not have this advantage. As another comment suggested, let's see this AI again but with an input sensing methodology closer to what a human relies upon (and is limited to – touch, vision, audio). Bravo anyway, and thank you for sharing this video.

  4. Would be interesting to know what kind of parameters both human and AI used. Would also be interested to see this AI try to run a race simulation with fuel and tyre wear. Now what would be even more interesting is having the AI run a race with dynamic conditions in another game, and have it run on Assetto Corsa as well, which has incredible physics, and a more in depth tyre model.

  5. Just wondering, does the AI control gran turismo directly or is it using a controller like a human. If its the former then it's very good but superhuman?

  6. Imagine if regular, consumer friendly games get AI like this for training its players for online without going online.

    Not only it would create fun, but also posing challenges that can give satisfactory results when beaten. However, cheating can still be exploited here.

  7. Interesting. Would like to see your future work where multiple cars are in the track & your RL model outperforms others human drivers present in the track. Best wishes.

  8. can i borrow this to use in forza horizon 4?
    there's this prize i want to get but i'm having trouble improving from 250th place 🙁

  9. we also did this in our group thesis way back in 2018.our approach is we use projector and camera tracking as a reference to the input of the controller.

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