EP4366849A1 - Virtuelle testumgebung für ein fahrassistenzsystem mit spieltheoretisch modellierten verkehrsteilnehmern - Google Patents
Virtuelle testumgebung für ein fahrassistenzsystem mit spieltheoretisch modellierten verkehrsteilnehmernInfo
- Publication number
- EP4366849A1 EP4366849A1 EP21743142.8A EP21743142A EP4366849A1 EP 4366849 A1 EP4366849 A1 EP 4366849A1 EP 21743142 A EP21743142 A EP 21743142A EP 4366849 A1 EP4366849 A1 EP 4366849A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- player
- virtual test
- test environment
- virtual
- strategy
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B9/00—Simulators for teaching or training purposes
- G09B9/02—Simulators for teaching or training purposes for teaching control of vehicles or other craft
- G09B9/04—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of land vehicles
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F11/00—Error detection; Error correction; Monitoring
- G06F11/36—Prevention of errors by analysis, debugging or testing of software
- G06F11/3668—Testing of software
- G06F11/3672—Test management
- G06F11/3684—Test management for test design, e.g. generating new test cases
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F11/00—Error detection; Error correction; Monitoring
- G06F11/36—Prevention of errors by analysis, debugging or testing of software
- G06F11/3698—Environments for analysis, debugging or testing of software
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/10—Geometric CAD
- G06F30/15—Vehicle, aircraft or watercraft design
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/20—Design optimisation, verification or simulation
Definitions
- the invention relates to traffic simulation and virtual testing of driver assistance systems.
- Automobiles with automation level 2 are already available on the end customer market, which use suitable sensors such as radar, lidar or cameras to detect their surroundings and actively intervene in driving behavior, e.g. in order to automatically maintain a specified distance from the vehicle in front in congested traffic to assist in staying in lane or to carry out emergency braking if necessary.
- suitable sensors such as radar, lidar or cameras to detect their surroundings and actively intervene in driving behavior, e.g. in order to automatically maintain a specified distance from the vehicle in front in congested traffic to assist in staying in lane or to carry out emergency braking if necessary.
- the industry is currently aiming for the market launch of automobiles of automation level 3 (highly automated driving).
- a driver of such a vehicle can take his hands off the steering wheel for a long time while driving and leave the steering of his vehicle to the vehicle.
- Automation level 5 vehicles autonomous driving
- the virtual test environment is a realistic computer-implemented simulation that includes a virtual test vehicle and a simulated environment of the test vehicle, which is based on a typical real application environment of a driver assistance system to be tested and is filled with static or dynamic objects as required.
- the virtual test environment also includes a logical interface for the driver assistance system to control the virtual test vehicle.
- the driver assistance system controls virtual actuators in the virtual test vehicle in the same way as it would control real actuators in a real test vehicle in a field test, and in this way it can be tested safely and reproducibly.
- the virtual test environment can also be designed to feed synthetic sensor data generated by virtual sensors of the virtual test vehicle into sensor data inputs of the driver assistance system.
- the synthetic sensor data can in particular be simulated object lists or synthetic raw data from an imaging sensor, for example a radar sensor, a lidar sensor, an ultrasonic sensor or a camera sensor.
- the test item ie the driver assistance system under test, can be configured in different ways, but is normally at least logically separated from the virtual test environment and autonomous from it.
- the virtual test environment thus includes a generic logical interface for data exchange with the test object, but the test object is not integrated into the virtual test environment and can be directly replaced by another test object.
- the driving assistance system can be designed as an uncompiled program logic, for example as a Simulink model (model in the loop), as a compiled binary code (software in the loop), it can be stored as a binary code on a separate processor provided for field use in an automobile (processor in the loop), or it can be stored as a binary code on an autonomously working control unit intended for field use in an automobile (hardware in the loop).
- Simulink model model in the loop
- a compiled binary code software in the loop
- it can be stored as a binary code on a separate processor provided for field use in an automobile (processor in the loop)
- it can be stored as a binary code on an autonomously working control unit intended for field use in an automobile (hardware in the loop).
- the concept of randomized virtual testing was developed. Instead of simulating a specific traffic situation virtually in the classic way, the virtual test vehicle moves in a large virtual test environment, for example in an entire virtual district or on a complete virtual intercity street, together with a large number of virtual road users.
- the virtual road users move stochastically in the virtual test environment, so that at the beginning of a test drive in the virtual test environment it is not yet possible to predict which situations the test vehicle will be exposed to. In such a virtual test environment it is possible to increase the temporal density of critical situations by influencing the behavior of the virtual road users.
- the behavior of a well-trained neural network can no longer be easily changed. Apart from that, the behavior of such a neural network may be more diverse and human-like than an explicit set of rules for the Behavior of a virtual road user, but ultimately h just as reproducible and predictable.
- the object of the invention is to present a virtual test environment for a driver assistance system in which the driving behavior of the virtual road users is modeled in an unpredictable, human-like manner and in a way that can be easily influenced.
- the invention is a virtual test environment for a driver assistance system.
- the virtual test environment includes a virtual road, which can also be part of a virtual road network, and a large number of virtual road users.
- Each of the virtual road users is assigned a points account, which the virtual test environment automatically keeps track of.
- the virtual test environment is designed to recognize at least one specified traffic situation in the virtual test environment, in which a first road user with a first point account and a second road user with a second point account are involved, as a game situation, the first road user to a first player in the game situation and to designate the second road user as a second player in the game situation.
- a game situation is to be understood as a given traffic situation that is modeled when it occurs as a game in the sense of the technical term from game theory, i.e. as a situation with at least two participants who both strive to assert their own interests in the situation and to do so different ones Having strategies to choose from without knowing in advance which strategy the other participant will use.
- Examples of traffic situations that can be recognized as game situations are:
- a payout matrix assigned to the game situation is also stored in the virtual test environment.
- a payout matrix is to be understood as a tabular overview from which both the first player and the second player can read a payout value that is dependent on the course of the game situation, i.e. a gain or loss of points after the game situation has ended.
- the course of the game is preferably dependent on the strategies chosen by the first player and the second player, i.e. the payoff value for both the first player and the second player depends on which strategy the first player and which strategy the second player chose for the game situation.
- a selection of strategies for behavior in the game situation is also stored in the virtual test environment.
- the virtual test environment is designed to assign a first strategy from the selection of strategies to the first player in the game situation and to assign a second strategy from the selection of strategies to the second player in the game situation, the first strategy and the second strategy being identical or different could be.
- the selection of the first strategy depends on the status of the first point account and the selection of the second strategy depends on the status of the second point account.
- the virtual test environment is designed to control the first player in such a way that the first player behaves in accordance with the first strategy in the game situation, and to control the second player in such a way that the second player behaves in the game situation according to the second strategy.
- the virtual test environment is also designed to read out a first payout value for the first player provided for the course of the game situation from the payout matrix and to offset it against the first point account, and to read out a second payout value for the second player provided for the course of the game situation from the payout matrix and offset against the second points account.
- Both players thus generally leave the game situation with a changed status of their respective account of points, with the status of the account of points influencing a player's selection of a strategy.
- the strategy chosen by a virtual road user is therefore dependent on his individual experiences made in past games. For example, if the virtual test environment is set up in such a way that a high level of the points account has a positive connotation because a successful course of a game situation for a given player is rewarded with a high positive payout value, then a high level of his points account can cause a player to make an aggressive and thus choose careless strategy, while a low score prompts the player to choose a cautious, cooperative strategy.
- a road user whose points account is high would be a road user who has recently had few bad experiences on the road and therefore tends to drive carelessly.
- the strategies available in the selection can then be found among the virtual road users in a specific ratio that can be influenced by the parameterization of the virtual test environment.
- a points account can be understood as an abstract measure of the satisfaction of the virtual road user to whom the point account is assigned, with a road user being rewarded with a positive payment value for a game situation that is satisfactory for the road user.
- a points account can be viewed in a figurative sense as an abstract time account, with a high level of the points account implying a high level of time savings, a game situation that saves a player time is rewarded with a positive payout value for the road user and a Player time-wasting progress will be penalized with a negative payout value.
- the payout value does not have to be based on an objective measurement of time, but can also reflect a subjectively felt time saving or a subjectively felt loss of time for the player.
- the virtual test environment also includes a virtual test vehicle.
- the virtual test vehicle differs from the virtual road users in that it is not or not only controlled by the virtual test environment, but at least at times by an entity logically arranged outside of the virtual test environment.
- the virtual test environment includes a logical interface for controlling the virtual test vehicle. Using the logical interface, the virtual test vehicle can be controlled by a driver assistance system under test. This in no way precludes the virtual test environment controlling the vehicle in addition to the driver assistance system.
- the virtual test environment can control the virtual test vehicle in a similar way to how a real driver controls a real vehicle equipped with the driver assistance system, with control signals from the test system priority over control signals of the virtual test environment have permission.
- the driver assistance system is, for example, an emergency brake assistant, the driver assistance system can brake the virtual test vehicle without the virtual test environment having initiated a braking operation of the virtual test vehicle.
- the virtual test vehicle like a virtual road user, can become a player in a game situation, with the virtual test vehicle also being controlled in the game situation via the logical interface, provided the driver assistance system intervenes in the control of the virtual test vehicle.
- the virtual road user who is the opponent of the virtual test vehicle in the game situation, behaves towards the virtual test vehicle in the game situation as if the virtual test vehicle were one of the virtual road users. In the game situation, it is therefore possible to test whether the driver assistance system satisfactorily masters the game situation or the behavior of the opponent in the game situation.
- the point accounts are preferably not visible to the driver assistance system.
- the control of the virtual test vehicle by the virtual test environment can be designed in many ways.
- the virtual test environment treats the virtual test vehicle like a virtual road user, in particular keeps a points account for the virtual test vehicle and assigns a strategy to the virtual test vehicle in the same way as the virtual road users in a game situation.
- the virtual test environment includes an exclusive agent for controlling the virtual test vehicle, so that its control is independent of the control of the virtual road users and can follow its own rules.
- the virtual test vehicle is not controlled by the virtual test environment, and the virtual test vehicle is controlled completely and permanently via the logical interface.
- the virtual test vehicle for example, by a human test driver in a Driving simulator be controlled or by a driver assistance system that is designed for autonomous control of a vehicle.
- the virtual test environment also includes a programming interface, by means of which the payout matrix and/or an allocation value for the point accounts that influences the assignment of the first strategy and the second strategy can be changed.
- the billing value can in particular be a global threshold value for the point accounts, exceeding which on a point account causes the virtual test environment to change the strategy of the virtual road user to whom the point account is assigned.
- the virtual test environment is designed to randomly select the first strategy and the second strategy, with the probability of selecting a given strategy being given by a formula in which the status of the points account and the settlement value are offset against one another , so that the probability of assigning a given strategy to the first player or the second player can be influenced based on the settlement value.
- a degree of difficulty of the virtual test environment for the driver assistance system can be set using the programming interface by changing a few parameters, in particular a single parameter.
- the proportion of road users behaving aggressively or in violation of the rules in the virtual test environment can be changed by means of the programming interface.
- Changing the payout matrix or the clearing value changes the balance of the strategies allocated in the virtual test environment, and after a temporary transient phase, the proportions of the strategies stored in the selection level off at their new balance values.
- the virtual test system can also be easily adjusted to work with the virtual tests. to simulate a typical traffic situation in a geographic location for road users. Such a setting can be based in particular on an analysis of the local traffic of the geographic location, which is used to determine which strategies can be observed in which frequency ratio to one another in the local traffic. The virtual test environment can then be adjusted to map the same spectrum of policies in the same frequency ratio as the local traffic of the geographic location.
- the invention also relates to a computer-implemented method for testing a driver assistance system in the virtual test environment, comprising the method steps:
- the virtual test environment is designed to read a user-defined value into the programming interface, from which a target proportion of aggressive road users in the virtual test environment can be derived.
- the user-defined value can be an explicit target percentage or another value to which the virtual test environment assigns a target percentage, for example using a formula or a table assignment, for example a difficulty level selected by a user.
- the virtual test environment includes a control algorithm in order to adjust the probability that the first player or the second player is assigned an aggressive strategy to the target proportion by iteratively changing the payout matrix or the offsetting value.
- the virtual test environment is designed not to populate the entire virtual test environment with virtual road users for resource-saving simulation of the virtual test environment, but only a fraction of the virtual test environment, which is defined by a moving reference environment of the virtual test vehicle, whose Dimensions are smaller than the dimensions of the virtual test environment.
- the virtual test environment constantly creates new virtual road users and adds the new virtual road users to the virtual test environment, and the virtual test environment constantly makes virtual road users disappear at the boundaries of the reference environment and removes virtual road users that have disappeared from the virtual test environment.
- the virtual test vehicle includes a virtual imaging sensor
- the limits of the moving reference environment are preferably outside a field of view of the imaging sensor.
- the virtual test environment is designed to store the status of the points account of the withdrawn virtual road user when a virtual road user is withdrawn.
- the virtual traffic environment transfers the stored status of the points account to a later, when adding a new virtual road user, on the points account of the added virtual road user.
- Each road user who is newly added to the virtual test environment inherits the points account of a previous virtual road user who was removed from the virtual test environment.
- the virtual test environment appears as a densely populated environment with a large number of road users, while the virtual test environment only has to manage a manageable number of potential players.
- the number of players is preferably large enough to confront the driver assistance system with different game strategies in a desired proportion to one another.
- the behavior of any virtual road user in the simulated road traffic of the virtual test environment can also depend on the status of the point account of the respective road user outside of game situations.
- the virtual test environment is designed to end the game situation again, i.e. to withdraw the status of the first player from the first road user after the end of the game situation and to withdraw the status of the second player from the second road user after the end of the game situation.
- the virtual test environment can control the first road user in such a way that the behavior of the first road user depends on the status of the first points account.
- the virtual test environment can also control the second road user after the withdrawal of the status of the second player in such a way that the behavior of the second road user depends on the status of the second point account.
- the status of the points account of a given virtual road user can determine, for example, how the respective road user behaves at traffic lights or stop signs or to what extent he complies with speed limits.
- the drawings and their subsequent explanations describe an exemplary embodiment of the invention. Show it
- FIG. 1 shows a test bench setup for a driver assistance system with a virtual test environment
- FIG. 2 shows a schematic excerpt from the virtual test environment
- FIG. 3 shows a first exemplary game situation
- FIG. 4 shows the first exemplary game situation in an alternative embodiment of the virtual test environment
- FIG. 5 shows a second exemplary game situation
- FIG. 6 shows a third exemplary game situation
- FIG. 7 shows a fourth exemplary game situation
- FIG. 8 shows the virtual test environment with a moving reference environment of the virtual test vehicle, at the limits of which the virtual test environment adds and removes virtual road users.
- the setup includes a simulation computer 2 with an I/O interface 5 for data exchange with a periphery of the simulation computer 2.
- a virtual test environment 1 programmed on the simulation computer 2 .
- a driving assistance system 6 is integrated into the structure as a test item.
- the driver assistance system 6 is set up for data exchange with the simulation computer 2 using a first data connection 8 between the I/O interface 5 and the driver assistance system 6 in order to use a logical interface 3 of the virtual test environment 1 to create a virtual test vehicle VE in the virtual test environment 1 to actuate and to read in synthetic sensor signals from virtual sensors of the virtual test vehicle VE.
- the driver assistance system 6 is therefore in a closed state Control loop with the virtual test vehicle VE, and the simulation computer 2 is designed to process the virtual test environment 1 in hard real time in order to realistically simulate the driver assistance system 6, the virtual test vehicle VE and an environment of the virtual test vehicle VE.
- An operating computer 7 designed as a standard personal computer (PC) is set up for data exchange with the simulation computer 2 using a second data connection 9 in order to access the virtual test environment 1 of the virtual test environment 1 using a programming interface 4 according to the specifications of an operator of the test bench structure parameterize.
- PC personal computer
- the illustration in FIG. 2 shows an exemplary section from the virtual test environment 1 in a schematic representation.
- the virtual test environment 1 includes a rendering engine.
- the virtual test environment is designed to synthesize a photorealistic two-dimensional image from a 3D model VT set up in the virtual test environment 1 in hard real time and from any changeable camera perspective.
- Such rendering engines are provided in particular by the games industry. Examples are the Unreal Engine, the Cry Engine and the Unity Engine.
- the 3D model VT includes a large number of static and dynamic objects 03 . . . Examples of static objects are vegetation, buildings and traffic signs. Passenger cars and trucks are shown as examples of dynamic objects. Other possible examples of dynamic objects are pedestrians, cyclists, motorcyclists, athletes and buses.
- Virtual road users are to be understood as meaning selected dynamic objects that are set up to change their absolute location coordinates within the 3D model VT and whose counterparts in the real world are able to participate in road traffic in accordance with the rules. Possible virtual road users are in particular all the examples of dynamic objects listed above.
- the virtual Test environment 1 includes agents for controlling the virtual road users.
- the virtual test environment 1 also includes the virtual test vehicle VE, which moves on a virtual road R in the 3D model VT.
- the virtual test vehicle VE is characterized in that it includes virtual actuators and virtual sensors S.
- the virtual actuators are set up to read in control signals from the driver assistance system 6 and to simulate an actuator effect on the virtual test vehicle VE in response to the control signals.
- the virtual sensors are set up to generate synthetic sensor data depicting the 3D model from a perspective view of a sensor S mounted on the virtual test vehicle VE.
- the synthetic sensor data can simulate raw data from an imaging sensor, e.g. a camera sensor, a radar sensor, a lidar sensor or an ultrasonic sensor.
- the synthetic sensor data can also be in the form of an object list listing virtual road users who are located in a sensor field of view FV of the virtual test vehicle VE.
- the driver assistance system 6 is set up to read out the synthetic sensor data of at least one simulated sensor S, to process it and to take it into account when generating control signals.
- the driver assistance system 6 thus interacts with the virtual test vehicle VE and its virtual environment in the same way as the driver assistance system 6 would interact with a real vehicle in which it is installed and its environment.
- the virtual test environment 1 is designed to monitor variable parameters of the virtual test vehicle VE and the virtual road users and to recognize specified traffic situations as game situations based on the variable parameters.
- the illustration in FIG. 3 shows a convoy situation as a first example of a traffic situation recognizable as a game situation.
- a first road user 20 drives behind a second road user 21 on the left of two lanes.
- the second road user 21 is just overtaking you third road user 22.
- the second road user 21 is moving slower than a target speed of the first road user 20, ie the first road user 20 strives to overtake the second road user 21 Ver.
- the virtual test environment 1 automatically recognizes the traffic situation as a game situation "convoy game” predefined in the virtual test environment 1 and appoints the first road user 20 to be the first player (player 1) and the second road user 21 to be the second player (player 2).
- virtual test environment 1 predefined parameter constellation, based on which the virtual test environment 1 recognizes a traffic situation as a convoy game, is:
- the first road user 20 and the second road user 21 are in the same lane;
- the second road user 21 is in front of the first road user 20;
- the target speed of the first road user 20 is higher than the actual speed of the second road user 21;
- the first road user 20 is in the outer lane or a change of the first road user to a next ßere lane is not possible.
- a coordinate axis running parallel to the road R is defined in the virtual test environment 1, and each road user on the road R is assigned a position on the coordinate axis. As a result, it can be checked immediately whether the second road user 21 is in front of the first road user 20 .
- the lanes of the road R are numbered consecutively in the virtual test environment 1, and each road user on the road R is assigned a lane number. This makes it possible to check immediately whether the first road user 20 and the second road user 21 are in the same lane.
- the virtual test environment 1 leads to a point account for each virtual road user 20, 21, 22, the respective status of which is indicated in the figures in square brackets and is a result of a history of the respective road user in previous game courses.
- the first player 20 is assigned a first point account, the current status of which is eight points.
- the second player 21 is assigned a second point account, the current status of which is twelve points.
- Each player in the platoon game can pursue one of four strategies from a selection of strategies as the game progresses.
- the selection includes a cooperative strategy (strategy 1), which consists in maintaining a safety distance S from the second player 21 until the second player 21 independently releases the lane.
- the three remaining strategies are aggressive strategies that allow the first player 20 to run into the second player 21 ("push") in order to force the second player 21 to release the lane.
- the second player 20 drives up to 15 m (strategy 2), 5m (strategy 3) or 2m (strategy 4) on the first player 21.
- the selection also includes four strategies for the second player 21: A cooperative strategy (strategy 1) which allows the second player 21 to clear the lane as soon as the first player approaches 15 m. In this strategy, the second player 21 gives in as soon as the first player 20 shows even the slightest aggressiveness.
- the other strategies are aggressive strategies in which the second player 21 tries to keep his lane while accepting the risk of an accident. Depending on the strategy, he only changes lanes when the first player drives up to 5m (strategy 2) or 2m (strategy 3), or he never releases the lane early (strategy 4).
- a threshold value table 26 is stored in the virtual test environment, in which upper threshold values for the individual strategies are stored as calculation values for the point accounts.
- a player is given strategy 1 assigned if the balance of his points account is five or less.
- Strategy 2 is assigned to a player when their point balance is within the interval of six to 15 points, etc.
- the threshold "30" for strategy 4 is at the same time a maximum value P max of a player's point balance.
- the minimum value of the Points account balance is zero A negative account balance is not possible.
- the virtual test environment 1 assigns strategy 2 to both the first player 20 and the second player 21 in the game situation and controls both players so that they behave in the game situation according to the strategy assigned to them.
- the first player 20 therefore drives up to a distance of 15 m from the second player 21 .
- the strategy of the second player 21 only releases the lane when the first player 20 drives up to 5m, the second player 21 keeps the lane and completes the overtaking maneuver properly.
- a first payout matrix 28a assigned to the column game is stored in the virtual test environment 1, in which, depending on the course of the column game, a first payout value for the first player 20 and a second payout value for the second player 21 are stored in each entry. Specifically, the payout values depend on the first strategy and the second strategy. The first payout value is given before the slash, the second payout value after the slash. Payout values can be positive or negative.
- the virtual test environment 1 reads the first payout value from the first payout matrix 28a and offsets it against the first point account of the first player 20, and the virtual test environment 1 reads the second payout value from the first payout matrix 28a and offsets it against the second point account of the second player Player 21. Both players followed strategy 2 in the game situation.
- the virtual test environment 1 deducts a point from the first player 20 from the first point account, and the status of the point account of the first game lers 20 drops from eight to seven.
- the virtual test environment 1 credits the second player 21 with a point on the second account, and the status of the second account increases from twelve to 13.
- the virtual test environment 1 ends the game situation and controls the first road user 20 and the second road user 21 again independently of one another through the virtual test environment 1.
- the new statuses of the first point account and the second point account are retained after the end of the game situation until the first road user 20 or the second road user 21 is again appointed as a player in a game situation.
- the point system in the virtual test environment 1 outlined in the illustrations is designed in such a way that players behave more aggressively the higher the status of their respective point accounts, whereby successful assertion of one's own interests with little danger to oneself in a game situation with positive credits the points account is rewarded.
- a high point account balance of a virtual road user mer 20, 21 implies that the virtual road user has had only a few negative experiences in game situations in the recent past and is therefore behaving carelessly.
- the first player 20 has put himself in danger, albeit slightly, and has not received anything in return. (His strategy of forcing the second player 21 to release the lane early did not work out.) Accordingly, a small point is deducted from his points account.
- the second player 21 has asserted his interests while accepting a low risk of an accident and has avoided losing time by aborting the overtaking process, and receives a credit to his points account as a reward.
- a clash between two players who are both pursuing the extreme strategy 4 will be penalized with a point deduction for both players.
- the point deduction of four points is particularly high because he took a high risk of an accident and did not receive anything in return.
- the point deduction is less.
- the behavior of the second player 21 is also one received a high risk of accidents, but in contrast to the first player 20 received an equivalent value by avoiding changing lanes.
- the behavior of a virtual road user 20, 21, 22 in the simulated road traffic of the virtual test environment 1 can also be outside of game situations, i.e. when the respective road user has not just been appointed a player in a game situation, depending on the status of the points account of the respective road user.
- a road user who tends to aggressive strategies in game situations due to the status of his points account can also behave aggressively or carelessly outside of game situations.
- a distance to a traffic light system that is dependent on the status of the points account can be stored within which the road user accelerates when the traffic light changes from green to yellow.
- the status of the points account can determine the behavior of the road user at a stop sign, for example in such a way that a road user whose point account corresponds to strategy 1 brings his vehicle to a stop in accordance with the rules, a road user whose point account corresponds to strategy 2 or 3 speaks, drives over the stop sign at reduced speed and a road user whose point account balance corresponds to strategy 4 ignores the stop sign.
- the status of the points account can determine the extent to which the road user complies with speed limits, for example in such a way that a road user whose point account balance corresponds to strategy 1 obeys speed limits, while road users whose point account balance corresponds to strategies 2,
- the first payout value and the second payout value do not have to be determined by the first payout matrix 28a alone, but can also be subject to other rules as an alternative or in addition.
- the virtual test environment 1 can be designed to set the status of both the first point account and the second point account to zero or to reduce it by a large amount if the first player 20 actually has a rear-end collision with the second player in the course of the game situation 21 is coming.
- the virtual test environment 1 can be equipped with an algorithm for collision recognition in order to recognize an overlapping of a bounding box of the first player 20 with a bounding box of the second player 21 .
- payout values can also be stored for different types of game situations, for example those shown in the following illustrations, which are not exclusively dependent on the strategies assigned in the respective game situation.
- payout values do not necessarily have to be stored as constant values, but can also be stored as variable values depending on static or variable parameters of the virtual test environment.
- Both the role of the first player 20 and the role of the second player 21 can also be assigned to the virtual test vehicle VE by the virtual test environment 1—both in convoy play and in other types of game situations, for example those shown in the following figures.
- the driver assistance system 6 is thus confronted with a large number of game situations and different strategies of virtual road users 20, 21. If the virtual test vehicle VE is a player in a game situation, however, the driver assistance system 6 can also control the virtual test vehicle VE in the game situation and in this way influence the course of the game situation.
- Such a confrontation can also happen indirectly, without the virtual test vehicle VE being designated as a player.
- the virtual test vehicle VE can be forced to perform an emergency braking maneuver or an evasive maneuver because the second player 21 unexpectedly changes lanes in a column game in which the virtual test vehicle VE is not involved as a player.
- this is virtual Test vehicle VE, without being involved as a player in the convoy game, is forced to perform an emergency braking maneuver or an evasive maneuver because the convoy game causes the first player 20 to have a rear-end collision with the second player 21 .
- the virtual test environment 1 can be designed to simulate accidents in a detailed and physically realistic manner, for example taking into account the force of a collision, subsequent collisions and evasive or braking maneuvers by other virtual road users.
- the threshold value table 26 is converted into a modified threshold value table 27 in which a lower threshold value than in the original threshold value table 26 is stored for each strategy.
- the threshold values can be changed directly using the operating software.
- the threshold table 26 and the modified threshold table 27 are predefined and assigned different degrees of difficulty to the virtual test environment 1, which can be selected using the operating software.
- the first payout matrix 28a is converted into a modified payout matrix that rewards players with more positive payout values than the original first payout matrix 28a or, in general terms, through their payoff values encourage players to adopt an aggressive strategy more than the original first payoff matrix 28a.
- Figure 4 depicts an alternative embodiment of the roster game with a second payoff matrix 28b in which the choice of strategies for both players includes only two strategies, one cooperative and one aggressive respectively.
- the first player 20 is assigned the cooperative strategy, he maintains a predefined safety distance S, which can amount to two seconds of driving the first player 20, for example.
- the aggressive strategy is assigned to the first player 20, the first player 20 drives up to a distance D on the second player 21 in order to force the second player 21 to clear the lane.
- the cooperative strategy is assigned to the second player 21, he only keeps the lane if the first player 20 also behaves cooperatively, and releases the lane when the first player 20 drives up.
- the aggressive strategy is assigned to the second player 21, he definitely does not release the lane prematurely.
- the distance D in each column game is determined by a formula 29, which allows the first player 20 to approach the second player 21 all the closer, the higher the score of the first player 20 is.
- S is the safety distance in meters
- P is the point account balance of the first player 20
- P ma is the maximum value of the point accounts
- P koop is the threshold value of the cooperative strategy stored in the threshold table 26 or in the modified threshold table 27.
- the virtual test environment can be designed to recognize a number of different traffic situations as different game situations, with separate selections of strategies assigned to the respective game situation being stored in the virtual test environment 1 for each game situation. Furthermore, a separate payout matrix assigned to the respective game situation is stored in the virtual test environment 1 for each game situation. The steps previously carried out for the column game are carried out analogously for all other game situations.
- the virtual test environment can be configured to each of the virtual road users, especially for the virtual Test vehicle VE to run multiple point accounts in parallel, each point account of a virtual road user is assigned to a game situation.
- the virtual test environment 1 can also be designed to keep only one point account for each virtual road user, in particular also the virtual test vehicle VE, which is not assigned exclusively to any game situation.
- a separate threshold value table 26 assigned to the respective game situation can be stored in the virtual test environment 1 for each game situation. In the virtual test environment, only one threshold table can be stored, which is not assigned exclusively to any game situation.
- the illustration in FIG. 5 shows a turning situation as a second example of a game situation.
- the first road user 20 strives to turn onto the road R on which the second road user 21 is approaching and has the right of way over the first road user 21 .
- the virtual test environment 1 recognizes the traffic situation as a game situation "right of way game” and appoints the first road user 20 to be the first player and the second road user 21 to be the second player.
- the first road user 20 is at a point towards which the second road user 21 is moving;
- the distance between the first road user 20 and the second road user on the same axis falls below a certain threshold value, for example 150 m; - the first road user 20 is at the threshold of the road R on which the second road user 21 is moving, but is not yet on said road R;
- the target lane of the first road user 20 is the lane in which the second road user 21 is moving.
- the choice of strategies includes four strategies for each player, one cooperative and three aggressive.
- the cooperative strategy of the first player 20 is to respect the right of way of the second player 21, ie only turn onto the street R after the second player 21 has passed the first player 20 (strategy 1).
- the first player 20 takes the right of way from the second player 21, ie turns into the street R before the second player 21 has passed the first player 20.
- the first player 20 only drives off when the second player 21 has approached the first player 20 to a certain distance, namely up to 50m (strategy 2), 25m (strategy 3) or 15m (strategy 4).
- the second player 21's cooperative strategy (strategy 1) is to slow down when the first player 20 gives way to him at 50m distance or less, to give way to the first player 20 and safely put the first player 20 in to let the lane driven by the second player merge.
- the second player 21 reduces his speed only if the first player 20 starts at 25m or less (strategy 2), at 15m or less (strategy 3), or not at all (strategy 4).
- the strategy 4 is assigned to the second player 21, he will in no case perform a braking maneuver and will maintain his speed, regardless of how close in front of him the first player 20 gives him the right of way.
- the threshold table 26 is exemplary the same threshold table that is also used for the tableau game. Alternatively, of course, a separate threshold value table assigned to the respective game situation can also be stored for each game situation.
- the balance of the points account of the first player 20 is 22 points.
- the virtual test environment 1 therefore assigns the strategy 3 to the first player 20 as the first strategy.
- the balance of the second player's account is three points.
- the virtual test environment therefore assigns strategy 1 to the second player as the second strategy.
- the virtual test environment 1 controls the two players in such a way that the first player 20 lets the second player 21 approach within 25 m and then drives off to give the second player the right of way, and the second player 21 performs a braking maneuver to avoid the first Allow player 20 ahead.
- the virtual test environment 1 then consults a third payout matrix 28c associated with the previous game, credits the first player 20 with a point on his points account, leaves the points account of the second player 21 unchanged and ends the game situation.
- the virtual test environment recognizes the traffic situation as a "merging game” game situation and appoints the first road user 20 as the first player and the second road user 21 as the second player.
- the predefined parameter constellation by means of which the virtual test environment 1 recognizes a traffic situation as a threading game, are:
- the second road user 21 is one lane further to the left than the first road user 20;
- the first road user 20 is in the direction of travel further ahead than the second road user 21; - The distance between the first road user 20 and the second road user 21 falls below a threshold value, for example 150 m;
- the third road user 22 is located behind the first Ver road user 21.
- the game begins with the second player 21 driving up to a distance L, the amount of which depends on his strategy, onto the third road user 22, in other words leaving a gap of length L to the vehicle in front, into which the first Player 20 can try to thread.
- the selection of strategies includes four strategies for each player, one cooperative and three aggressive.
- the cooperative strategy (strategy 1) of the first player 20 is to only thread into the gap between the first player 21 and the third road user 22 if the distance L is at least the safety distance S of the second player 21 to the third road user 22 is equivalent to.
- the first player 20 threads in when the distance L is 25m or more (strategy 2),
- the cooperative strategy (strategy 1) of the second player 21 consists in maintaining a safe distance from the third road user 22 in order to enable the first player to safely thread into the gap.
- the second player drives up to 25 m (strategy 2), 10 m (strategy 3), or 5 m on the third road user 22 in order to prevent the first player 20 from merging into the gap.
- the balance of the first player 20 points account is 21 points.
- the virtual test environment 1 therefore assigns the strategy 2 to the first player 20 as the first strategy.
- the status of the second point account of the second player 21 is 27 points.
- the virtual test environment 1 therefore assigns the strategy 4 to the second player 21 .
- the virtual test environment controls, according to the assigned strategies, the second player 21 in such a way that he drives up to 5m on the third road user 22, and controls the first player 20 in such a way that he does not change lanes because the distance L is less than 25m.
- the virtual test environment consults a fourth payout matrix 28d assigned to the threading game, deducts a point from the first point account for the first player 20, credits the second player 21 with a point on the second point account and ends the game situation.
- FIG. 7 shows a crossing situation as a fourth example of a game situation, in which the first road user 20, for example a pedestrian, tries to cross a road R on which the second road user 21 is moving and has the right of way over the first road user 20.
- the virtual test environment recognizes the traffic situation as a "crossing game” game situation.
- the crossing game differs from the right-of-way game from FIG turn onto them.
- the strategies available to the first and second players are defined analogously to the strategies of the right-of-way game, and the constellation of parameters used by the virtual test environment 1 to recognize a traffic situation as an intersection game are identical to the parameter constellation of the right-of-way game, apart from the fact that the destination of the first road user 20 is either the other side of the road or a lane that branches off on the opposite side of the road R.
- the score of the first point account of the first player 20 is twelve points.
- the virtual test environment 1 therefore assigns the strategy 2 to the first player 20 as the first strategy.
- the score of the second player's 21 points account is eight points.
- the virtual test environment 1 therefore also assigns strategy 2 to the second player 21 as the second strategy.
- the virtual test environment controls the first player 20 and the second player 21 in such a way that the first player crosses the street R as soon as the second player 21 is the first th player has approached to 50m, and the second player 21 maintains his speed, ie does not let the first player 20 ahead.
- the virtual test environment consults a fifth payoff matrix 28e associated with the crossing game, credits the first player 20 with a point in the first account, credits the second player with a point in the second account, and ends the game situation.
- FIG. 8 outlines an embodiment of the virtual test environment 1, in which a moving reference environment 31 of the virtual test vehicle VE is defined.
- the moving reference environment 31 moves with the virtual test vehicle VE in such a way that the position of the virtual test vehicle VE within the moving reference environment 21 remains unchanged.
- the virtual test environment 1 is populated with virtual road users only within the boundaries of the reference environment 31 that is moving along. This measure serves to reduce the computing effort for simulating the virtual test environment 1.
- the virtual test environment 1 is designed to add and remove virtual road users at the borders of the reference environment 31 moving with the virtual test environment 1 .
- the figure shows how a fourth road user 32 and a fifth road user 33 are newly created at a boundary of the moving reference environment 31 , i.e. the virtual test environment 1 is added, in order to then move into the moving reference environment 31 .
- a sixth road user 34 has reached the limit of the moving reference environment 31 when leaving it and is withdrawn from the virtual test environment 1 .
- the dimensions of the moving reference environment 31 are significantly smaller than the dimensions of the virtual test environment 1 (shown only partially), but preferably large enough to prevent the addition and removal of virtual road users at the boundaries of the moving reference environment 31 in front of the driver assistance system 6 - gen. If the virtual test vehicle VE is assigned a sensor field of view FV with a limited range, then the dimensions of the reference environment 31 that is moved along are preferably selected such that the reference environment 31 that is moved along includes the sensor field of view FV completely. In this way, the driver assistance system 6 is given the illusion, in a resource-saving manner, of moving in a densely populated test environment.
- the virtual test environment 1 includes a virtual memory 30 configured as a FIFO for storing points accounts of road users after they have been withdrawn from the virtual test environment 1. Each time a road user is withdrawn, the virtual test environment 1 writes the status of the points account of the respective withdrawn road user top position in the memory 30. As an example, the points account balance of eight points of the sixth traffic participant 34 is transferred to the top position in the memory 30 in the figure.
- the virtual test environment 1 assigns a new points account to the newly added road user, transfers the points account balance stored in the bottom position of memory 30 to the points account of the newly added road user and then removes the transferred points account balance from memory 30
- a points account balance of two points stored in the memory 30 is transferred to the points account of the fourth road user 32 in the figure, and a points account balance of 15 points is transferred to the points account of the fifth road user 33 . Both points accounts are then deleted from memory 30.
- At the bottom of the memory 30 is now a point account status of four points to be transferred to the point account of the next newly created road user.
- the total number of points accounts stored in the virtual test environment 1 is preferably large enough to be able to allocate a points account to each virtual road user at any time.
- each virtual road user inherits an old points account from another virtual road user who was previously withdrawn from the virtual test environment.
- the virtual test vehicle VE is thus faced with a constant number of potential players, corresponding to the total number of points accounts in the virtual test environment.
Landscapes
- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- General Engineering & Computer Science (AREA)
- Computer Hardware Design (AREA)
- Quality & Reliability (AREA)
- Evolutionary Computation (AREA)
- Geometry (AREA)
- Aviation & Aerospace Engineering (AREA)
- Business, Economics & Management (AREA)
- Educational Administration (AREA)
- Educational Technology (AREA)
- Traffic Control Systems (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
Claims
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/EP2021/069002 WO2023280409A1 (de) | 2021-07-08 | 2021-07-08 | Virtuelle testumgebung für ein fahrassistenzsystem mit spieltheoretisch modellierten verkehrsteilnehmern |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP4366849A1 true EP4366849A1 (de) | 2024-05-15 |
Family
ID=76971887
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP21743142.8A Withdrawn EP4366849A1 (de) | 2021-07-08 | 2021-07-08 | Virtuelle testumgebung für ein fahrassistenzsystem mit spieltheoretisch modellierten verkehrsteilnehmern |
Country Status (5)
| Country | Link |
|---|---|
| US (1) | US20240160806A1 (de) |
| EP (1) | EP4366849A1 (de) |
| CN (1) | CN117580625A (de) |
| DE (1) | DE112021007936A5 (de) |
| WO (1) | WO2023280409A1 (de) |
Families Citing this family (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20220289217A1 (en) * | 2021-03-10 | 2022-09-15 | Ohio State Innovation Foundation | Vehicle-in-virtual-environment (vve) methods and systems for autonomous driving system |
| CN117191413B (zh) * | 2023-07-19 | 2025-10-31 | 同济大学 | 一种强博弈交互环境下的自动驾驶测试系统 |
| CN117234935B (zh) * | 2023-09-28 | 2024-05-14 | 重庆赛力斯新能源汽车设计院有限公司 | 基于虚幻引擎的测试方法、装置、电子设备及存储介质 |
| WO2026048039A1 (ja) * | 2024-08-30 | 2026-03-05 | Ntt株式会社 | 情報処理方法および情報処理プログラム |
Family Cites Families (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20160210382A1 (en) * | 2015-01-21 | 2016-07-21 | Ford Global Technologies, Llc | Autonomous driving refined in virtual environments |
| US10877476B2 (en) * | 2017-11-30 | 2020-12-29 | Tusimple, Inc. | Autonomous vehicle simulation system for analyzing motion planners |
| US10755007B2 (en) * | 2018-05-17 | 2020-08-25 | Toyota Jidosha Kabushiki Kaisha | Mixed reality simulation system for testing vehicle control system designs |
-
2021
- 2021-07-08 WO PCT/EP2021/069002 patent/WO2023280409A1/de not_active Ceased
- 2021-07-08 DE DE112021007936.0T patent/DE112021007936A5/de active Pending
- 2021-07-08 CN CN202180099952.1A patent/CN117580625A/zh active Pending
- 2021-07-08 EP EP21743142.8A patent/EP4366849A1/de not_active Withdrawn
-
2024
- 2024-01-08 US US18/406,790 patent/US20240160806A1/en active Pending
Also Published As
| Publication number | Publication date |
|---|---|
| CN117580625A (zh) | 2024-02-20 |
| US20240160806A1 (en) | 2024-05-16 |
| DE112021007936A5 (de) | 2024-04-25 |
| WO2023280409A1 (de) | 2023-01-12 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| EP4366849A1 (de) | Virtuelle testumgebung für ein fahrassistenzsystem mit spieltheoretisch modellierten verkehrsteilnehmern | |
| EP4226248B1 (de) | Verfahren und ein system zum testen eines fahrerassistenzsystems für ein fahrzeug | |
| DE102018128290A1 (de) | Verfahren und vorrichtung zum erzeugen von szenarien und parametrischen sweeps für die entwicklung und bewertung von autonomen antriebssystemen | |
| DE102019122027A1 (de) | Fahrzeugwegplanung | |
| EP3543985A1 (de) | Simulieren verschiedener verkehrssituationen für ein testfahrzeug | |
| DE102016007899B4 (de) | Verfahren zum Betreiben einer Einrichtung zur Verkehrssituationsanalyse, Kraftfahrzeug und Datenverarbeitungseinrichtung | |
| DE102019216206A1 (de) | Vorrichtung und Verfahren zum Bestimmen einer Kehrtwendestrategie eines autonomen Fahrzeugs | |
| DE102014216257A1 (de) | Verfahren zum Bestimmen einer Fahrstrategie | |
| DE102020127855A1 (de) | Sicherheitssystem, automatisiertes fahrsystem und verfahren dafür | |
| DE102020215545A1 (de) | Verfahren zur Ansteuerung eines Fahrzeugs | |
| WO2022101076A1 (de) | Trainiertes parken eines fahrzeugs unter vorgabe eines zielparkbereichs | |
| EP4027245A1 (de) | Computerimplementiertes verfahren zur bestimmung von ähnlichkeitswerten von verkehrsszenarien | |
| DE102022208519A1 (de) | Computerimplementiertes Verfahren und Computerprogramm zur Bewegungsplanung eines Ego-Fahrsystems in einer Verkehrssituation, computerimplementiertes Verfahren zur Bewegungsplanung eines Ego-Fahrsystems in einer realen Verkehrssituation Steuergerät für ein Ego-Fahrzeug | |
| DE102020129802A1 (de) | Fahrzeugbetriebskennzeichnung | |
| EP4412882B1 (de) | Verfahren zur planung einer trajektorie eines fahrmanövers eines kraftfahrzeugs, computerprogrammprodukt, computerlesbares speichermedium sowie fahrzeug | |
| DE102019101613A1 (de) | Simulieren verschiedener Verkehrssituationen für ein Testfahrzeug | |
| WO2020200500A1 (de) | Fahrsystem und verfahren zum auswahlen einer handlungsoption für ein automatisiertes kraftfahrzeug | |
| WO2023099066A1 (de) | Simulation zur validierung einer automatisierenden fahrfunktion für ein fahrzeug | |
| EP4433883A1 (de) | Verfahren zur unterstützenden oder automatisierten fahrzeugführung | |
| DE102020130748A1 (de) | Verfahren, System sowie ein Computerprogramm zum Erzeugen einer virtuellen Umgebung eines Fahrzeugs | |
| DE102023209686A1 (de) | Verfahren zur Erzeugung eines Wissensdiagramms zur Verkehrsbewegungsvorhersage, Verfahren zur Verkehrsbewegungsvorhersage, und Verfahren zur Steuerung eines Ego-Fahrzeugs | |
| WO2023011813A1 (de) | Validieren einer automatisierenden fahrfunktion für ein fahrzeug | |
| DE102019215141B4 (de) | Verfahren zum Prognostizieren einer zukünftigen Verkehrssituation in einer Umgebung eines Kraftfahrzeugs durch Bestimmen mehrerer in sich konsistenter Gesamtszenarios für unterschiedliche Verkehrsteilnehmer; Kraftfahrzeug | |
| DE102018006265B4 (de) | Verfahren zum Auslegen eines Fahrzeuges | |
| DE102022000849A1 (de) | Verfahren zur Erzeugung einer Umgebungsrepräsentation für ein Fahrzeug |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: UNKNOWN |
|
| STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: THE INTERNATIONAL PUBLICATION HAS BEEN MADE |
|
| PUAI | Public reference made under article 153(3) epc to a published international application that has entered the european phase |
Free format text: ORIGINAL CODE: 0009012 |
|
| STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: REQUEST FOR EXAMINATION WAS MADE |
|
| 17P | Request for examination filed |
Effective date: 20240208 |
|
| AK | Designated contracting states |
Kind code of ref document: A1 Designated state(s): AL AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HR HU IE IS IT LI LT LU LV MC MK MT NL NO PL PT RO RS SE SI SK SM TR |
|
| DAV | Request for validation of the european patent (deleted) | ||
| DAX | Request for extension of the european patent (deleted) | ||
| STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: THE APPLICATION IS DEEMED TO BE WITHDRAWN |
|
| 18D | Application deemed to be withdrawn |
Effective date: 20240817 |