Dream to Assist: Intent-Conditioned World Models for Shared Vehicle Control
Organizations: Toyota Research Institute, Cambridge, MA 02139, USA · Toyota Research Institute, Los Altos, CA 94022, USA · Massachusetts Institute of Technology, Cambridge, MA 02139, USA
Abstract
Assistive agents in shared-control settings face a dual challenge: acting proactively to align with the human's intentions while remaining legible enough for the human to comprehend and fluently respond in real time. We present Dream2Assist, a model-based reinforcement learning framework for tightly-coupled shared decision making that addresses both sides of this challenge. Our approach extends a recurrent state-space world model with intent inference, enabling an assistive policy trained via fictitious co-play to anticipate and support discrete human objectives without overriding human agency. Beyond the computational framework, we describe the full deployment pipeline needed to translate a world-model-based policy into a safe, human-centered system in a resource-efficient way. Crucially, we address the sim-to-real-human gap via policy down-selection and reward restructuring within an iterative human-machine interface design. We validate the framework through three human-subjects studies and a preliminary on-vehicle deployment spanning two qualitatively distinct domains: high-speed racing (N=30) and urban driving with richer intent structure (N=10). Our results demonstrate that intent conditioning yields measurable improvements in torque alignment and collision rate. We surface key design insights and practices for deploying learning-based assistive agents in safety-critical, real-time human-robot teaming.
Figures & tables
| Study | Environment (map) | Comparison | Purpose | |
| Eval 1 : Racing characterization | 24 | CARLA (Thunderhill) | Dream2Assist -assisted vs. unassisted driving | Characterize shared control interaction across track geometries; identify failure modes for targeted refinement |
| Eval 2 : Racing refinement | 6 | CARLA (Thunderhill) | Refined vs. earlier configuration (within-subjects) | Validate that targeted refinements (data augmentation, output smoothing, reward restructuring) improved the interaction |
| Eval 3 : Urban validation | 10 | Unreal Engine (CrazyTown) | Intent-conditioned vs. no-intent (double-blind A/B) | Controlled test isolating the contribution of intent conditioning with the complete Dream2Assist framework |
| Physical platform (GRIP) | 3 | GRIP + VR Unreal (CrazyTown) | Intent-conditioned vs. no-intent | Feasibility demonstration of policy transfer to higher-fidelity motion platform; no retraining |
| Policy Training Configuration | Runtime / Interface Configuration | ||||||||
| Study | Human data augmentation | FCP output smoothing | Intent class rebalancing | Longitudinal | Reward + Intents | Safety layer | Trajectory visualization | Haptics mode | Output smoothing |
| Eval 1: Racing characterization ( ) | ✗ | ✗ | ✗ | ✗ | Baseline task rewards (Appendix B ); default pass/progress scalars. . | ✗ | Line by proximity to opponent; color by accel/decel | Steering setpoint of human+policy; direct pedal blending | ✗ |
| Eval 2: Racing refinement ( ) | ✓ (20%) | ✓ | ✗ | ✗ | Augmented stay-behind and pass rewards (( 12 )–( 14 )). . | ✗ | Line by proximity to opponent; color by accel/decel | Steering setpoint of human+policy; direct pedal blending | ✗ |
| Eval 3: Urban validation ( ) | ✗ | ✓ | ✓ | ✗ | Refined collision, boundary, speed, proximity features, left/right passing rewards (Appendix B ). . | ✓ (traj. viz. only) | Line by policy actions (alignment); color by accel/decel; windowed smoothing | Steering setpoint of human+policy; direct pedal blending | ✓ |
| GRIP platform ( ) | ✗ | ✓ | ✓ | ✓ | As urban + longitudinal behaviors (stop/go rewards in Appendix B ). . | ✓ (traj. viz. only) | As urban validation | As urban; minimal parameter adjustment for platform hardware | ✓ |
| Str. | Turn | All | vs. Neutral | ||
| Question | |||||
| AI knew my intent to pass | *** | ||||
| AI helped me perform the maneuver | |||||
| AI’s action was safe | ** | ||||
| Better off without AI | ** | ||||
| Outcome | Track | No-policy | D2A | |
| Overtake Rate | Straight | |||
| Turn | ||||
| Spinout Rate | Straight | |||
| Turn | ||||
| Off-Track Rate | Straight |
| Outcome | No-policy | D2A | |
| Overtake Rate | |||
| Spinout Rate | |||
| Off-Track Rate | |||
| Collision Rate | |||
| Right-Side Pass |
| Metric | No-policy | D2A | |
| Mean Overtake Speed (m/s) | |||
| Min Opp. Clearance (m) |
| Metric | Track | No-policy | D2A | |
| Mean O/T Speed (m/s) | Straight | |||
| Turn | ||||
| Min Opp. Clearance (m) | Straight | |||
| Turn |
| Metric | D2A | D2A -Refined | ||
| Likability | ||||
| Helpfulness |
| Metric | D2A -Full | D2A -NoIntent | ||
| Directionality | ||||
| Timing | ||||
| Adapting Dir. | ||||
| Fight Dir. | ||||
| Safety |
| Participant | D2A -Full | D2A -NoIntent | |
| P01 | 5.75 | 4.00 | |
| P02 | 4.75 | 5.75 | |
| P03 | 7.50 | 4.75 | |
| P05 | 7.25 | 6.50 | |
| P06 | 5.50 | 6.50 | |
| P07 | 5.75 | 8.25 |
Appendix figures & tables14 assets
Supplementary material from the paper’s appendix.
Appendix
| Component | Architecture | Output |
| Encoder | MLP: 2 layers 512 units | Input to posterior |
| Recurrent model | GRU w/ LayerNorm, 512 hidden | |
| Posterior | MLP: 1 layer 512 units | (Cat. ) |
| Prior | MLP: 1 layer 512 units | (Cat. ) |
| Decoder | MLP: 2 layers 512 units | (symlog MSE) |
| Reward head | MLP: 2 layers 512 units | symlog disc. |
| Racing (CARLA) | Urban / GRIP | |
| Num. agents in env | 2 | up to 10 |
| Max. opponents in obs | 1 | 3 |
| Action repeat | 2 | 2 |
| Episode time limit | 1000 steps | 1000 steps |
| Observation components (ego-centric) | ||
| Ego state | position, velocity, heading (rel. to track) | |
| Hyperparameter | Value |
| World model | |
| Batch size | 16 |
| Sequence length | 64 |
| Train ratio | 512 |
| Learning rate | |
| Optimizer | Adam ( ) |
| Parameter | Racing | Urban |
| Collision penalties | ||
| Inner collision | ||
| Outer collision | — | |
| Boundary violation | ||
| Intent rewards (human training) | ||
| Pass/left reward scale | 10 | |
| Reward term | Type | Racing | Urban | GRIP |
| Collision Eq. ( 17 ) | ✓ | ✓ | ✓ | |
| Boundary Eq. ( 18 )–( 19 ) | ✓ | ✓ | ✓ | |
| Smoothness Eq. ( 20 )–( 21 ) | ✓ | ✓ | ✓ | |
| Speed / progress Eq. ( 22 )–( 23 ) | ✓ | ✓ | ✓ | |
| Finish-line bonus | ✓ | ✗ | ✗ | |
| Pass / stay Eq. ( 12 )–( 14 ) | ✓ | ✗ | ✗ |
| Name | Description | Domain | Platform |
| Policy Training | |||
| Real human data augmentation | 20% of replay buffer replaced with relabeled real human driving data to reduce sim-to-real gap. | Racing Urban | Sim |
| FCP population diversity | Synthetic humans sampled at varying training checkpoints (suboptimal to optimal) to expose the assistant to diverse behaviors. | Racing Urban | Sim |
| Action smoothing | Causal moving-average (window ) applied to synthetic human and AI outputs to suppress physically unrealistic jitter. | Racing Urban | Sim GRIP |
| Intent class re-balancing | Training reweights intent classes to prevent mode collapse toward a dominant intent. | Urban | Sim |
| Pass/stay reward restructuring | Bounded per-intent indicator reward plus speed progress term, capped to prevent single-mode collapse (Eq. ( 12 )–( 14 )). | Racing | Sim |
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