Self-Driving Car Engineer Nanodegree Program
MPC(Model Predictive Control) is another important control method in the self-driving car tool box. MPC has the ability to anticipate future events and can take control actions accordingly. PID and LQR controllers do not have this predictive ability. In this project, we will drive on the same track as PID controller project, but I expect much faster speed and smoother driving, especially at hard corners. To simulate the real driving experence, we must to handle 100ms latency, it is like 10 Hz update rate.
The vehicle model is required for implement MPC. I am using simplified bicycle model, such as:
// The length from front wheel to CoG Lf = 2.67m;
// x_[t+1] = x[t] + v[t] * cos(psi[t]) * dt
// y_[t+1] = y[t] + v[t] * sin(psi[t]) * dt
// psi_[t+1] = psi[t] + v[t] / Lf * delta[t] * dt
// v_[t+1] = v[t] + a[t] * dt
// cte[t+1] = f(x[t]) - y[t] + v[t] * sin(epsi[t]) * dt
// epsi[t+1] = psi[t] - psides[t] + v[t] * delta[t] / Lf * dt
The vehicle state has 6 elements, x position, y position, heading psi, speed, cross track error, heading error. The state can be in globle coordinations system or local vehicle coordination.
Model prediction is based on how many timestep projected into future. Depended on computing power and results, I tested 25 timesteps, each step took 0.02 sec seems match with other parameters in my setting. It yeilds 25*0.02 = 0.5 sec into the future. It is enough to overcome 0.1 sec latency and fairly smooth drive behavior.
{"ptsx":[70.40827,61.24355,45.30827,36.03354,15.90826,5.64827],"ptsy":[157.101,155.4194,151.201,148.141,140.121,135.321],"psi_unity":4.534025,"psi":3.319957,"x":62.92501,"y":157.1006,"steering_angle":-0.01871635,"throttle":1,"speed":54.3903}
The waypoints and car states come from the simulator are presented in global map coordinate. I used two steps to transform them into vehicle coordinate for display and controls.
First, I create a translation matrix from car location (px, py) to (0,0)
Eigen::MatrixXd T(3, 3);
T << 1, 0, -px,
0, 1, -py,
0, 0, 1;
Second, I create a rotation matrix from current (psi) to (0)
Eigen::MatrixXd R(3, 3);
R << cos(-psi), -sin(-psi), 0,
sin(-psi), cos(-psi), 0,
0, 0, 1;
Then, create Waypoint Matrix and vehicle coordinate Matrix
Eigen::MatrixXd wps(3, ptsx.size());
... ...
Eigen:: MatrixXd car(3, ptsx.size());
car = R * T * wps;
The trick is take current car states, it makes the waypoints display stick to the track center line.
After the transform, we get 6-7 waypoints in vehicle coordinate. We can just plot them on simulator, or do a better job to fit into polynomial curve. This will help us project further, and make smoother curve.
I am fitting 3 order polynomial, and verify it with 22 points calculated by the formular, with 2 points in the past, 20 points in future.
// Fit polynomial with order 3
auto coeffs = Eigen::VectorXd(4);
coeffs = polyfit(next_x, next_y, 3);
next_x_vals.clear();
next_y_vals.clear();
for (double x = -10; x <= 80; x += 4.0) {
// use `polyeval` to evaluate the x values.
auto ref = polyeval(coeffs, x);
next_x_vals.push_back(x);
next_y_vals.push_back(ref);
}
The coeffs is saved for next MPC solving as well.
Calculate cte in vehicle coordinates is simpler because car always at (0,0), and psi is 0.
// The cross track error is calculated by evaluating at polynomial at x, f(x)
// and subtracting y.
double cte = polyeval(coeffs, 0) - 0;
//std::cout << "CTE at x = 0 point" << std::endl;
//std::cout << cte << std::endl;
// Due to the sign starting at 0, the orientation error is -f'(x).
// derivative of coeffs[0] + coeffs[1] * x -> coeffs[1]
double epsi = -atan(coeffs[1]);
// Six elements car state
Eigen::VectorXd car_state(6);
// px, py, psi, speed, cte, epsi
car_state << 0, 0, 0, v, cte, epsi;
// Solve the path and actuation commands
auto act = mpc.Solve(car_state, coeffs, limit);
Instead of driving one speed for the whole track, I also added speed limits and pass it into the mpc.Solve function. For long stratch, the car can go as fast as possible, like 85mph, and for sharp turns, go with 30mph.
fg[0] += CppAD::pow(vars[v_start + i] - limit, 2);
Latency plays a huge rule in controller. If the system is fast enough, the actual latency is the time required for all calculations, it is about 0.02-0.03 sec on my setting. The driving is smooth and easy. When added the artifical latency 0.1 sec, it is about 5 times longer the computer to wait for the next state update, the transformed trajectory fly all over the place, the controller try to shot the moving target, and result a lot of overshooting. But we can't avoid the latency, as I increase the timesteps from 25 to 50, the computing time is about 0.1 sec.
My approach is to look into the future steps, make the actuator move based on most likely future moves.
I passed all Solved 24 moves to main function, the gear range from 1 to 20 depends on speed and curve.
The logic is at low speed, look ahead fewer steps, like 3-5 steps ahead, at high speed, look ahead 20 steps.
5 steps x 0.02 sec = 0.1 sec, 20 x 0.02 sec = 0.4 sec. The look ahead amount just match or over the latency, it works. [https://www.youtube.com/watch?v=ft9qx-rjkN4].
steer_value = -steering[gear];
throttle_value = throttle[gear];
The speed limits services two porpures:
- First, to make the simulation more realistic, the MPC controls both steering and speed.
- Second, at the end of the long high speed stratch, the controller get into super stable stage, it is not that sensitive to the error anymore, I need kick it out it's comfort zone, to make it sensitive again.
There are few highlights to the cost function:
- Allowing large cte for smooth curve
- Following changing speed limits
- Mininizing the steering movement is correlated with speed, high speed, small steering, low speed, larger steering.
- Sequential actuation also correlated with speed, high speed, less steering change, low speed, allow more steering change. This will helping to fight with latency as well.
// The part of the cost based on the reference state.
for (int i = 0; i < N; i++) {
fg[0] += 1.2*CppAD::pow(vars[cte_start + i] - ref_cte, 2);
fg[0] += CppAD::pow(vars[epsi_start + i] - ref_epsi, 2);
// Follow the posted speed limits
fg[0] += CppAD::pow(vars[v_start + i] - limit, 2);
}
// Minimize the use of actuators.
for (int i = 0; i < N - 1; i++) {
// punish the steering movement more at high speed,
fg[0] += 0.00021*vars[v_start +i]*CppAD::pow(vars[delta_start + i], 2);
fg[0] += CppAD::pow(vars[a_start + i], 2);
}
// Minimize the value gap between sequential actuations.
for (int i = 0; i < N - 2; i++) {
// punish more at high speed
fg[0] += 20000*vars[v_start + i]*CppAD::pow(vars[delta_start + i + 1] - vars[delta_start + i], 2);
fg[0] += 100*CppAD::pow(vars[a_start + i + 1] - vars[a_start + i], 2);
}
The MPC method is well suit for vehicle controls based on the following findings.
- MPC can handle larger latency. It is nature to look further is you drive faster.
- MPC is multiply input and multiply output controller, it controls steering and throttle together.
- Most of tuning are done in the cost function. It is easier to manage lot of nobles.
The downside is MPC resource hunger method. So carefully choose the timesteps and duration is very important. Otherwise, the computing delay is as bad as latency from the system as well.
I am looking forward to build MPC controller on single board computer.
Also, the parameter can be fine tuned in order to follow tighter trojectory tolerance.
A buffer of actuators output may be used to save lot of calculation.
- cmake >= 3.5
- All OSes: click here for installation instructions
- make >= 4.1
- Linux: make is installed by default on most Linux distros
- Mac: install Xcode command line tools to get make
- Windows: Click here for installation instructions
- gcc/g++ >= 5.4
- Linux: gcc / g++ is installed by default on most Linux distros
- Mac: same deal as make - [install Xcode command line tools]((https://developer.apple.com/xcode/features/)
- Windows: recommend using MinGW
- uWebSockets == 0.14, but the master branch will probably work just fine
- Follow the instructions in the uWebSockets README to get setup for your platform. You can download the zip of the appropriate version from the releases page. Here's a link to the v0.14 zip.
- If you have MacOS and have Homebrew installed you can just run the ./install-mac.sh script to install this.
- Ipopt
- Mac:
brew install ipopt --with-openblas
- Linux
- You will need a version of Ipopt 3.12.1 or higher. The version available through
apt-get
is 3.11.x. If you can get that version to work great but if not there's a scriptinstall_ipopt.sh
that will install Ipopt. You just need to download the source from here. - Then call
install_ipopt.sh
with the source directory as the first argument, ex:bash install_ipopt.sh Ipopt-3.12.1
.
- You will need a version of Ipopt 3.12.1 or higher. The version available through
- Windows: TODO. If you can use the Linux subsystem and follow the Linux instructions.
- Mac:
- CppAD
- Mac:
brew install cppad
- Linux
sudo apt-get install cppad
or equivalent. - Windows: TODO. If you can use the Linux subsystem and follow the Linux instructions.
- Mac:
- Eigen. This is already part of the repo so you shouldn't have to worry about it.
- Simulator. You can download these from the releases tab.
- Clone this repo.
- Make a build directory:
mkdir build && cd build
- Compile:
cmake .. && make
- Run it:
./mpc
.
- It's recommended to test the MPC on basic examples to see if your implementation behaves as desired. One possible example is the vehicle starting offset of a straight line (reference). If the MPC implementation is correct, after some number of timesteps (not too many) it should find and track the reference line.
- The
lake_track_waypoints.csv
file has the waypoints of the lake track. You could use this to fit polynomials and points and see of how well your model tracks curve. NOTE: This file might be not completely in sync with the simulator so your solution should NOT depend on it. - For visualization this C++ matplotlib wrapper could be helpful.
We've purposefully kept editor configuration files out of this repo in order to keep it as simple and environment agnostic as possible. However, we recommend using the following settings:
- indent using spaces
- set tab width to 2 spaces (keeps the matrices in source code aligned)
Please (do your best to) stick to Google's C++ style guide.
Note: regardless of the changes you make, your project must be buildable using cmake and make!
More information is only accessible by people who are already enrolled in Term 2 of CarND. If you are enrolled, see the project page for instructions and the project rubric.
- You don't have to follow this directory structure, but if you do, your work will span all of the .cpp files here. Keep an eye out for TODOs.
Help your fellow students!
We decided to create Makefiles with cmake to keep this project as platform agnostic as possible. Similarly, we omitted IDE profiles in order to we ensure that students don't feel pressured to use one IDE or another.
However! I'd love to help people get up and running with their IDEs of choice. If you've created a profile for an IDE that you think other students would appreciate, we'd love to have you add the requisite profile files and instructions to ide_profiles/. For example if you wanted to add a VS Code profile, you'd add:
- /ide_profiles/vscode/.vscode
- /ide_profiles/vscode/README.md
The README should explain what the profile does, how to take advantage of it, and how to install it.
Frankly, I've never been involved in a project with multiple IDE profiles before. I believe the best way to handle this would be to keep them out of the repo root to avoid clutter. My expectation is that most profiles will include instructions to copy files to a new location to get picked up by the IDE, but that's just a guess.
One last note here: regardless of the IDE used, every submitted project must still be compilable with cmake and make./