A Reinforcement Learning-Based Approach to Automate the Electrochromic Glass and to Enhance the Visual Comfort
Abstract
:1. Introduction
2. Methodology
2.1. Model Description
2.2. Simulating Electrochromic Glass in Radiance
2.3. Annual Simulations
2.3.1. Glare Simulations
- (cd/m), the luminance of the glare source i. Usually, the luminance of the sky seen through the window is considered here.
- , solid angle of the glare source i. Here the apparent size of the visible area of the sky w.r.t to observer’s eye through the window is considered.
- , Guth’s position index of the glare source i. It is calculated relative to the position of the observer’s line of sight which includes azimuth and elevation of the source.
- A sky file is created based on the solar direct and diffuse components along with the time, latitude, and longitude. This can be achieved with the tool gendaylit.
- The tool oconv uses the created sky file and other geometric files of the test room and creates a binary file in octree format to be further processed by other radiance tools. An octree file is created for each of the viewpoints of the occupant, each time step, and for every combination of EC glass.
- The tool rpict is the one that creates the photorealistic simulation of the entity based on given parameters. It can output several different image formats, but the one suitable is an HDR image in fisheye format.
- Evalglare uses the rpict generated fisheye HDR images to evaluate glare. It outputs DGP value along with several other glare indices.
2.3.2. Daylight Simulations
- The View (V) matrix contains the flux transfer from the points on the workspace where illuminance is to be calculated to the Electrochromic glass.
- The Transmission (T) matrix contains the flux transfer through the Electrochromic glass.
- The Daylight (D) matrix contains the flux transfer from exterior of Electrochromic glass to the sky.
- The Sky (S) represents the descritized sky vector with 145 patches based on Tregenza sky model(ref)
2.4. DQN Agent
2.5. Formal Definition
2.5.1. Observations
2.5.2. States
2.5.3. Actions
2.5.4. Reward Function
2.5.5. Training the DQN Agent
3. Results & Discussion
- Maximizing the daylight availability;
- Minimizing the glare.
3.1. Daylight at Workspaces
3.1.1. Lowlight Scenario
3.1.2. Brightlight Scenario
3.1.3. Perfect Daylight Scenario
3.2. Glare Reduction
3.3. Analysis of DQN Agent’s Annual Results
3.3.1. Annual Glare with DQN Agent
3.3.2. Annual Daylight Availability with DQN Agent
3.3.3. Rewards
4. Conclusions
- In the case of bright daylight hours, it performs as well as its benchmark combination 330, whereas in the useful daylight scenario it does better than its benchmark combination 000 allowing up to 90% daylight.
- In the case of glare reduction, it performs as well as the darkest combination but allowing more light at the same time.
- The strategy of the DQN agent, i.e., changing different combinations continuously is efficient and reduced glare about 97% of the time and increased daylight availability in 90% of the work hours.
Author Contributions
Funding
Conflicts of Interest
References
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Glare Perception | DGP Value |
---|---|
Imperceptible | <0.36 |
Perceptible | 0.36–0.4 |
Disturbing | 0.4–0.45 |
Intolerable | >0.45 |
Algorithm | Description | Policy | Action Space | State Space |
---|---|---|---|---|
DQN | Deep Q Network | Off-policy | Discrete | Continuous |
DDPG | Deep Deterministic Policy Gradient | Off-policy | Continuous | Continuous |
A3C | Asynchronous Advantage Actor-Critic Algorithm | On-policy | Continuous | Continuous |
TRPO | Trust Region Policy Optimization | On-policy | Continuous | Continuous |
PPO | Proximal Policy Optimization | On-policy | Continuous | Continuous |
State | ID | IGDB ID | |
---|---|---|---|
Clear | 0 | 8905 | 0.448 |
Low tint | 1 | 8906 | 0.121 |
Medium tint | 2 | 8908 | 0.040 |
Dark | 3 | 8909 | 0.007 |
ID | Reward (Glare) | Reward (Illuminance) | Total Reward | Network Config | |
---|---|---|---|---|---|
A | 1102 | 626 | 1728 | [2048, 2048] | |
B | 1106 | 625.6 | 1731.6 | [2048, 2048] | |
C | 1108 | 631 | 1739 | [2048, 1024] | |
D | 1104 | 628.5 | 1732.5 | [4096, 2048] |
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Kalyanam, R.; Hoffmann, S. A Reinforcement Learning-Based Approach to Automate the Electrochromic Glass and to Enhance the Visual Comfort. Appl. Sci. 2021, 11, 6949. https://doi.org/10.3390/app11156949
Kalyanam R, Hoffmann S. A Reinforcement Learning-Based Approach to Automate the Electrochromic Glass and to Enhance the Visual Comfort. Applied Sciences. 2021; 11(15):6949. https://doi.org/10.3390/app11156949
Chicago/Turabian StyleKalyanam, Raghuram, and Sabine Hoffmann. 2021. "A Reinforcement Learning-Based Approach to Automate the Electrochromic Glass and to Enhance the Visual Comfort" Applied Sciences 11, no. 15: 6949. https://doi.org/10.3390/app11156949
APA StyleKalyanam, R., & Hoffmann, S. (2021). A Reinforcement Learning-Based Approach to Automate the Electrochromic Glass and to Enhance the Visual Comfort. Applied Sciences, 11(15), 6949. https://doi.org/10.3390/app11156949