Human-Autonomy Interaction
integrativeCompression of Unreal Engine Simulations
Project Team
Principal Investigator
Wing-Yue Geoffrey Louie, Oakland University Alex Gorodetsky, University of Michigan Shravan Veerapaneni, University of MichiganGovernment
David Gorsich, Mark Brudnak, U.S. Army GVSC
Student
Motaz AbuHijleh, Sean Dallas, Oakland University
Doruk Aksoy, Mihir Vador, Pranav Bahl, University of Michigan
Project Summary
Project IE.04 began in 2024 and was completed June 2025.
This integration effort produced the case study “From Pixels to Paths: Tensor Network-Driven Behavioral Cloning for Autonomous Vehicles in Virtual Environments” presented at the 2025 ARC Annual Program Review.
Case Study Abstract
Behavioral cloning has been widely used to obtain strategies for autonomous driving based on expert demonstrations in virtual environments. However, there are several computational challenges to benefiting from these approaches at scale. Human experts typically consider the full scene context, which includes physical interpretation of depth and objects in the environment. This quantity of data, available from simulated camera and LiDAR data, is challenging to directly provide to a behavioral cloning agent due to its high dimensionality. Second, is the challenge arising from a lack of robustness of the autonomy model to scenarios outside of its training data — necessitating large scale training or the identification of foundational features.
Oakland University has been working on virtual experimentation involving the generation of high-fidelity autonomous vehicle simulation environments and creating highly efficient behavioral cloning models using low-dimensional hand-chosen features only available in simulated environments. Meanwhile, University of Michigan has been working on extracting latent features from large-scale, high-dimensional data using low-rank tensor decomposition algorithms and using those latent features for behavioral cloning in video games.
This integration project aims to merge these two ideas to enable behavioral cloning directly from the large scale high-dimensional sensor data to enable higher performing autonomous agents. We will demonstrate our ability to highly compress the relevant visual and LiDAR data, and our ability to use this data for behavioral cloning. We will then investigate and compare the performance and robustness of agents trained with the low-dimensional data and the original high-dimensional data.
Currently, gaming engines are being utilized for virtual prototyping of autonomous vehicles in the field and for testing the efficacy of manned-unmanned teaming strategies. This integration project seeks to leverage connections between the simulation developments as well as human subject studies on human-robot teaming performed at Oakland University (projects 2.A92 & 2.A97) and the Compression-based analysis methodology developments performed at UM (project 1.A81). The goal of the integration effort is to analyze and compress the simulation data from the teaming scenarios developed by Oakland using incremental tensor decompositions. These compressed representations can then be subsequently used to generate data efficient surrogate autonomy models that can be used for human subjects’ studies conducted in immersive simulation.
The specific goals include (1) compress simulations of GVSC relevant mission scenarios developed by Oakland University in a manner that enables fast and large-scale analysis (2) use this analysis to aid in behavioral cloning, imitation learning, and surrogate autonomy strategies for GVSC-specific missions and immersive simulation development.
IE.04