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Car racing competition(s):
   lessons learned and
     future directions
  Julian Togelius, Daniele Loiacono, Pier Luca Lanzi
Car Racing Competition:
  2007, 2008, 2009...?
• We want to make this a recurring event,
  increasing both the quality of submitted
  controllers and of the competition
  organization
• Last year: used the simplerace game
  (lightweight Java implementation)
• 5 entries for CIG, 12 for CEC
Comparing TORCS
     to simplerace
• More advanced/realistic (e.g. better
  dynamics and collision handling, gear shifting)
• Harder (in a sense)
• Completely deterministic (no noise)
• Slower. Much slower...
• Not completely cross-platform
• Not designed for learning algorithms
Not designed for
  learning algorithms...
• Overhead from restarting
• Memory leak
• Not simple for client to select track
• Instant shutdown from excessive car damage
• Exploits (degenerate strategies possible)
 • crossing the start line backwards!
However...

• All of the problems (except memory leak)
  have been solved with client- or server-side
  patches
• Taken together, TORCS is the best
  alternative we’ve found
The future of the car
  racing competition
• We want to make this a recurring event,
  continuously improving the quality of both
  competition and entries
• Next iteration confirmed for CIG 2008
• Several questions regarding in which
  direction to evolve the competition...
 • we want your input!
The future of the car
  racing competition
• What can we improve?
 • Measuring learning rather than design
 • Accessibility and participation
 • Validity and generality of results
 • Dissemination
Measuring learning
rather than design skills
• How do we measure the power of learning
  algorithms and representations rather than
  the competitors’ programming skills?
  • Varying the task (e.g. tracks, cars)
    between training and scoring
  • Automatic, track-specific learning phase
    after submission
• Is this important?
Accessibility and
       participation
• Last year we had much higher participation
  second time around (same software)
• How can we make it easier to participate?
 • Interfaces in more languages? (which?)
 • More example trainers / controllers?
• Should we reach out to other communities?
  (classical RL people, game developers etc.)
Validity and generality
(what can we learn?)
• That a controller based on algorithm X
  wins, does not prove that algorithm X is
  better than others for car racing...
  • How do we improve the validity of the
    competition results?
• ...it also does not prove that algorithm X is
  good for any other (car control) tasks
  • How do we ensure generality?
Dissemination

• More people will submit better controllers
  if they can get a publication out of it
• Last year’s competitions became a 37-page
  GPEM paper...
• Is there a better publication format? Special
  issues? Workshop proceedings?

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Car Racing Competition at WCCI2008 - Summary

  • 1. Car racing competition(s): lessons learned and future directions Julian Togelius, Daniele Loiacono, Pier Luca Lanzi
  • 2. Car Racing Competition: 2007, 2008, 2009...? • We want to make this a recurring event, increasing both the quality of submitted controllers and of the competition organization • Last year: used the simplerace game (lightweight Java implementation) • 5 entries for CIG, 12 for CEC
  • 3. Comparing TORCS to simplerace • More advanced/realistic (e.g. better dynamics and collision handling, gear shifting) • Harder (in a sense) • Completely deterministic (no noise) • Slower. Much slower... • Not completely cross-platform • Not designed for learning algorithms
  • 4. Not designed for learning algorithms... • Overhead from restarting • Memory leak • Not simple for client to select track • Instant shutdown from excessive car damage • Exploits (degenerate strategies possible) • crossing the start line backwards!
  • 5. However... • All of the problems (except memory leak) have been solved with client- or server-side patches • Taken together, TORCS is the best alternative we’ve found
  • 6. The future of the car racing competition • We want to make this a recurring event, continuously improving the quality of both competition and entries • Next iteration confirmed for CIG 2008 • Several questions regarding in which direction to evolve the competition... • we want your input!
  • 7. The future of the car racing competition • What can we improve? • Measuring learning rather than design • Accessibility and participation • Validity and generality of results • Dissemination
  • 8. Measuring learning rather than design skills • How do we measure the power of learning algorithms and representations rather than the competitors’ programming skills? • Varying the task (e.g. tracks, cars) between training and scoring • Automatic, track-specific learning phase after submission • Is this important?
  • 9. Accessibility and participation • Last year we had much higher participation second time around (same software) • How can we make it easier to participate? • Interfaces in more languages? (which?) • More example trainers / controllers? • Should we reach out to other communities? (classical RL people, game developers etc.)
  • 10. Validity and generality (what can we learn?) • That a controller based on algorithm X wins, does not prove that algorithm X is better than others for car racing... • How do we improve the validity of the competition results? • ...it also does not prove that algorithm X is good for any other (car control) tasks • How do we ensure generality?
  • 11. Dissemination • More people will submit better controllers if they can get a publication out of it • Last year’s competitions became a 37-page GPEM paper... • Is there a better publication format? Special issues? Workshop proceedings?