In this technical report, we present CarLLaVA, a Vision Language Model (VLM) for autonomous driving, developed for the CARLA Autonomous Driving Challenge 2.0. CarLLaVA uses the vision encoder of the LLaVA VLM and the LLaMA architecture as backbone, achieving state-of-the-art closed-loop driving performance with only camera input and without the need for complex or expensive labels. Additionally, we show preliminary results on predicting language commentary alongside the driving output. CarLLaVA uses a semi-disentangled output representation of both path predictions and waypoints, getting the advantages of the path for better lateral control and the waypoints for better longitudinal control. We propose an efficient training recipe to train on large driving datasets without wasting compute on easy, trivial data. CarLLaVA ranks 1st place in the sensor track of the CARLA Autonomous Driving Challenge 2.0 outperforming the previous state of the art by 458% and the best concurrent submission by 32.6%.
We introduce LingoQA, a novel dataset and benchmark for video question answering in autonomous driving. The dataset contains 28K unique short video scenarios, and 419K annotations. Evaluating state-of-the-art vision-language models on our benchmark shows that their performance is below human capabilities, with GPT-4V responding truthfully to 56.67% of the questions compared to 93.4% for humans. For evaluation, in addition to conducting a human study, we propose a truthfulness classifier, called Lingo-Judge, that achieves a 0.95 Spearman correlation coefficient to human evaluations, surpassing existing techniques like METEOR, BLEU, CIDEr, and GPT-4. We establish a baseline vision-language model and run extensive ablation studies to understand its performance. We release our dataset and benchmark as an evaluation platform for vision-language models in autonomous driving.
Large Language Models (LLMs) have shown promise in the autonomous driving sector, particularly in generalization and interpretability. We introduce a unique object-level multimodal LLM architecture that merges vectorized numeric modalities with a pre-trained LLM to improve context understanding in driving situations. We also present a new dataset of 160k QA pairs derived from 10k driving scenarios, paired with high quality control commands collected with RL agent and question answer pairs generated by teacher LLM (GPT-3.5). A distinct pretraining strategy is devised to align numeric vector modalities with static LLM representations using vector captioning language data. We also introduce an evaluation metric for Driving QA and demonstrate our LLM-driver's proficiency in interpreting driving scenarios, answering questions, and decision-making. Our findings highlight the potential of LLM-based driving action generation in comparison to traditional behavioral cloning. We make our benchmark, datasets, and model available for further exploration.
Reinforcement Learning (RL) is becoming ever more prevalent in game development. However, there exist many challenges to overcome in order to use RL to its full potential. For example, an RL agent trained in one game environment cannot easily generalize to replicate the same level of performance in new game environments with different levels and variations. This paper presents a generalized solution for match-3 games, such as Candy Crush Friends Saga (CCFS). Our solution is a two-step process, inspired by human behavior in approaching such games: (i) learning basic skills while progressing through the levels, and (ii) combining and reusing them in different game states. These skills are not necessarily related to a level’s objective, but their execution can indirectly help the player win the level. In this paper, we propose various basic skills for CCFS with intrinsic rewards, which do not necessarily have the same objective as the game level. We show that an agent trained with intrinsic rewards outperforms the agents that are trained with extrinsic rewards, despite not knowing how to win a level. Moreover, we show that by making a hybrid model and combining these basic skills, the agent can significantly outperform the baselines, winning more than twice as much as an agent trained with extrinsic rewards.
Reinforcement Learning (RL) has shown promising results across various domains. However, applying it to develop gameplaying agents is challenging due to sparsity of extrinsic rewards, where agents get rewards from the environments only at the end of game levels. Previous works have shown that using intrinsic rewards is an effective way to deal with such cases. Intrinsic rewards allow to incorporate basic skills in agent policies to better generalize over various game levels. In a gameplay, it is common that certain actions (skills) are observed more often than others, which leads to a biased selection of actions. This problem boils down to a normalization issue in formulating the skill-based reward function. In this paper, we propose a novel solution to this problem by taking into account the frequency of all skills in the reward function. We show that our method improves the performance of agents by enabling them to select effective skills up to 2.5 times more frequently than that of the state-of-the-art in the context of the match-3 game Candy Crush Friends Saga.