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Flightmare: A Flexible Quadrotor Simulator

arXiv.org Artificial Intelligence

Currently available quadrotor simulators have a rigid and highly-specialized structure: either are they really fast, physically accurate, or photo-realistic. In this work, we propose a paradigm-shift in the development of simulators: moving the trade-off between accuracy and speed from the developers to the end-users. We use this design idea to develop a novel modular quadrotor simulator: Flightmare. Flightmare is composed of two main components: a configurable rendering engine built on Unity and a flexible physics engine for dynamics simulation. Those two components are totally decoupled and can run independently from each other. This makes our simulator extremely fast: rendering achieves speeds of up to 230 Hz, while physics simulation of up to 200,000 Hz. In addition, Flightmare comes with several desirable features: (i) a large multi-modal sensor suite, including an interface to extract the 3D point-cloud of the scene; (ii) an API for reinforcement learning which can simulate hundreds of quadrotors in parallel; and (iii) an integration with a virtual-reality headset for interaction with the simulated environment. We demonstrate the flexibility of Flightmare by using it for two completely different robotic tasks: learning a sensorimotor control policy for a quadrotor and path-planning in a complex 3D environment.


Flight Controller Synthesis Via Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Traditional control methods are inadequate in many deployment settings involving control of Cyber-Physical Systems (CPS). In such settings, CPS controllers must operate and respond to unpredictable interactions, conditions, or failure modes. Dealing with such unpredictability requires the use of executive and cognitive control functions that allow for planning and reasoning. Motivated by the sport of drone racing, this dissertation addresses these concerns for state-of-the-art flight control by investigating the use of deep neural networks to bring essential elements of higher-level cognition for constructing low level flight controllers. This thesis reports on the development and release of an open source, full solution stack for building neuro-flight controllers. This stack consists of the methodology for constructing a multicopter digital twin for synthesize the flight controller unique to a specific aircraft, a tuning framework for implementing training environments (GymFC), and a firmware for the world's first neural network supported flight controller (Neuroflight). GymFC's novel approach fuses together the digital twinning paradigm for flight control training to provide seamless transfer to hardware. Additionally, this thesis examines alternative reward system functions as well as changes to the software environment to bridge the gap between the simulation and real world deployment environments. Work summarized in this thesis demonstrates that reinforcement learning is able to be leveraged for training neural network controllers capable, not only of maintaining stable flight, but also precision aerobatic maneuvers in real world settings. As such, this work provides a foundation for developing the next generation of flight control systems.


Autonomous Quadrotor Landing using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Landing an unmanned aerial vehicle (UAV) on a ground marker is an open problem despite the effort of the research community. Previous attempts mostly focused on the analysis of hand-crafted geometric features and the use of external sensors in order to allow the vehicle to approach the land-pad. In this article, we propose a method based on deep reinforcement learning that only requires low-resolution images taken from a down-looking camera in order to identify the position of the marker and land the UAV on it. The proposed approach is based on a hierarchy of Deep Q-Networks (DQNs) used as high-level control policy for the navigation toward the marker. We implemented different technical solutions, such as the combination of vanilla and double DQNs, and a partitioned buffer replay. Using domain randomization we trained the vehicle on uniform textures and we tested it on a large variety of simulated and real-world environments. The overall performance is comparable with a state-of-the-art algorithm and human pilots.


A Simulation of UAV Power Optimization via Reinforcement Learning

arXiv.org Artificial Intelligence

This paper demonstrates a reinforcement learning approach to the optimization of power consumption in a UAV system in a simplified data collection task. Here, the architecture consists of two common reinforcement learning algorithms, Q-learning and Sarsa, which are implemented through a combination of robot operating system (ROS) and Gazebo. The effect of wind as an influential factor was simulated. The implemented algorithm resulted in reasonable adjustment of UAV actions to the wind field in order to minimize its power consumption during task completion over the domain.


Deep Reinforcement Learning for Autonomous Driving: A Survey

arXiv.org Artificial Intelligence

With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms, provides a taxonomy of automated driving tasks where (D)RL methods have been employed, highlights the key challenges algorithmically as well as in terms of deployment of real world autonomous driving agents, the role of simulators in training agents, and finally methods to evaluate, test and robustifying existing solutions in RL and imitation learning.