AI Autopilot Final Year Project: Automation and intelligent - - PowerPoint PPT Presentation

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AI Autopilot Final Year Project: Automation and intelligent - - PowerPoint PPT Presentation

AI Autopilot Final Year Project: Automation and intelligent optimisation in high performance sailing boats The Data Analysis Bureau Project Introduction Machine Learning approaches to the Helmsman problem Controlling the rudder input


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SLIDE 1

AI Autopilot

The Data Analysis Bureau

Final Year Project: Automation and intelligent

  • ptimisation in high performance sailing boats
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SLIDE 2

Project Introduction

  • Machine Learning approaches to the Helmsman problem

– Controlling the rudder input based on recorded data

  • Jack Trigger data collected from onboard sensor- and

processing system (NKE systems)

  • Various data formats and additional data sources
  • A problem split into the domains of:

– Control theory – Data science – Applied machine learning – Eventually IoT

[1] Jack Trigger Racing, www.triggerracing.com

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SLIDE 3

Background and previous work

Background and motivation:

  • Recent explosion in the development of ML for the

purpose of autonomous driving and other applications

  • A desire to transfer recent developments in methodology

and toolboxes to the realm of high performance sailing

  • Within high performance single-handed sailing:

The desire to emulate a human driver and outperform existing, traditional autopilots

Skype conversation with Dr. Pieter Adriaans

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SLIDE 4

Data Sources

Processor HR BoxWifi

Sensor Array

Topline Bus

Adrena Export: .csv NKE Proprietary: .NKZ NMEA-0183: .LOG (txt)

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SLIDE 5

Data Sources

.csv .NKZ => .csv

  • 17 files
  • 41 features
  • ~200 hours
  • 1 Hz
  • No rudder data
  • No pilot data
  • 32 files
  • 188 (~50) features
  • 16 hours
  • 25 Hz
  • Rudder data
  • Pilot data
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SLIDE 6

Aim: Alleviate the workload of a solo sailor and

  • ptimise Velocity Made Good (VMG),

rather than just keeping course

Two different approaches to the same problem:

  • Reinforcement Learning
  • Supervised Learning
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SLIDE 7

Reinforcement Learning

Agent Environment action state reward Boat Wind Sea

Rudder angle

Rate of convergence to the desired location Start Goal

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SLIDE 8
  • Velocity
  • Orientation

Database

  • Wind
  • Sea State
  • Location

Agent (Actor) Dynamic Model of the Boat (Critic) Rudder Angle BOAT (model) VMG Sea State Input ENVIRONMENT (real) State

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SLIDE 9

LSTM – Long-Short-Term Memory Neural Networks

LSTM consist of memory blocks called cells. Each cell has three gates:

  • 1. Input gate – which information is

useful at this particular level

  • 2. Forget gate – which information

is no longer relevant and could be forgotten.

  • 3. Output gate – what information

is relevant for the next cell

Allows for long-term memory, so history of boat dynamics can be included in the estimation of the next state.

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SLIDE 10

. . .

Wind Boat Speed Current Boat Orientation Boat Position LSTM

... t-3 t-2 t-1 t

. . .

Control Action

. . .

Boat Speed Boat Orientation Boat Position

t+1

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SLIDE 11
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SLIDE 12
  • Velocity
  • Orientation

Database

  • Wind
  • Sea State
  • Location

Agent (Actor) Dynamic Model of the Boat (Critic) Rudder Angle BOAT (model) VMG Sea State Input ENVIRONMENT (real) State

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SLIDE 13

Database

  • Wind
  • Sea State
  • Location

Sea State Input ENVIRONMENT (real) LSTM Rudder Angle

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SLIDE 14

. . .

Wind Boat Speed Current Boat Orientation Boat Position LSTM

... t-3 t-2 t-1 t

. . .

Control Action Control Action

t+1

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SLIDE 15

Rudder Angle

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SLIDE 16

Moving to the Cloud

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SLIDE 17

Future: Edge Computing