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Notch: Q-Learning Based Pathfinding in Dynamic Grid Environments

Abstract

Notch is a reinforcement learning implementation that demonstrates Q-Learning algorithms for autonomous pathfinding in obstacle-rich grid environments. The system employs temporal difference learning to enable an agent to discover optimal paths from a starting position to a goal while navigating around randomly generated obstacles. The implementation features dynamic reward shaping, dead-end detection, and real-time visualization of the learning process.

Overview

This project implements a Q-Learning agent capable of navigating through a 2D grid environment with obstacles. The agent learns through trial and error, building a Q-table that maps state-action pairs to expected cumulative rewards. The implementation demonstrates key reinforcement learning concepts including exploration vs. exploitation, reward shaping, and convergence in discrete action spaces.

Key Components

  • Environment: 20×20 grid world with randomly generated obstacles
  • Agent: Q-Learning agent with ε-greedy action selection
  • State Space: 400 discrete positions (x, y coordinates)
  • Action Space: 4 discrete actions (up, down, left, right)
  • Learning Algorithm: Temporal Difference Q-Learning with experience replay

Technical Specifications

Environment Parameters

  • Grid Dimensions: 20×20 cells (400 total states)
  • Obstacle Density: 20% of total cells
  • Action Space: 4-directional movement (cardinal directions)
  • Boundary Handling: Position clamping to grid boundaries

Learning Parameters

  • Learning Rate (α): 0.1
  • Discount Factor (γ): 0.99
  • Initial Exploration Rate (ε): 1.0
  • Minimum Exploration Rate: 0.05
  • Exploration Decay: 0.9995 per episode
  • Training Episodes: 5,000
  • Maximum Steps per Episode: 400

Algorithm Implementation

Q-Learning Update Rule

The implementation uses the standard Q-Learning update equation:

Q(s,a) ← Q(s,a) + α[r + γ max Q(s',a') - Q(s,a)]

Where:

  • s = current state
  • a = action taken
  • s' = next state
  • r = immediate reward
  • α = learning rate
  • γ = discount factor

Reward Structure

The reward function incorporates multiple components:

  1. Goal Reward: +200 for reaching the target
  2. Obstacle Penalty: -50 for collision attempts
  3. Revisit Penalty: -10 for returning to previously visited states
  4. Dead-end Penalty: -25 for entering terminal positions
  5. Distance-based Reward: Proportional reward based on Manhattan distance to goal
  6. Step Penalty: -1 for each movement (encourages efficiency)

Exploration Strategy

The system implements ε-greedy exploration with exponential decay:

action = {
    random_action()           if rand() < ε
    argmax Q(s,a)            otherwise
}

Features

Core Functionality

  • Dynamic Obstacle Generation: Random obstacle placement with path validation
  • Dead-end Detection: Identifies and penalizes positions with limited mobility
  • Path Validation: Ensures solvable environments using breadth-first search
  • Backtracking: Agent can recover from local minima through path retracing

Visualization

  • Real-time Rendering: Live visualization of agent movement
  • Color-coded Display:
    • G (Green): Goal position
    • A (Yellow): Current agent position
    • S (Magenta): Start position
    • # (White): Obstacles
    • * (Yellow): Traversed path
    • · (Dimmed): Empty cells

Installation

Prerequisites

  • Rust 1.70+ with Cargo package manager
  • Terminal with color support

Dependencies

Add the following to your Cargo.toml:

[dependencies]
colored = "2.0"
rand = "0.8"
clearscreen = "1.0"

Build Instructions

# Clone the repository
git clone https://github.com/naseridev/notch.git
cd notch

# Build the project
cargo build --release

# Run the simulation
cargo run --release

Usage

Basic Execution

cargo run

The program will:

  1. Generate a random grid environment with obstacles
  2. Train the Q-Learning agent for 5,000 episodes
  3. Demonstrate the learned policy through real-time visualization
  4. Display performance metrics and path statistics

Training Output

During training, the system provides periodic updates:

Obstacles generated. Count: 80
Starting Q-Learning training...
Training Episode 0 / 5000, ε = 1.000
Training Episode 500 / 5000, ε = 0.607
...

Configuration Parameters

Environment Settings

const WIDTH: usize = 20;           // Grid width
const HEIGHT: usize = 20;          // Grid height
const OBSTACLE_DENSITY: f64 = 0.2; // Obstacle ratio (0.0-1.0)

Learning Hyperparameters

let alpha = 0.1;      // Learning rate
let gamma = 0.99;     // Discount factor
let epsilon = 1.0;    // Initial exploration rate
let min_epsilon = 0.05; // Minimum exploration rate
let eps_decay = 0.9995; // Exploration decay rate

Training Configuration

let episodes = 5000;    // Total training episodes
let max_steps = 400;    // Steps per episode limit

Results and Analysis

Performance Metrics

The implementation typically achieves:

  • Convergence: Stable policy after ~2,000-3,000 episodes
  • Path Optimality: Near-optimal paths in most scenarios
  • Success Rate: >95% goal achievement in solvable environments
  • Computational Efficiency: Sub-second training on modern hardware

Learning Characteristics

  1. Exploration Phase (Episodes 0-1000): High randomness, extensive environment exploration
  2. Exploitation Transition (Episodes 1000-3000): Gradual policy refinement
  3. Convergence Phase (Episodes 3000+): Stable optimal behavior

Limitations

  • Scalability: Memory complexity O(|S| × |A|) limits grid size
  • Static Environments: No adaptation to dynamic obstacle changes
  • Local Minima: Occasional suboptimal convergence in complex layouts

Future Work

Algorithmic Enhancements

  • Deep Q-Networks (DQN): Neural network-based value approximation
  • Double Q-Learning: Reduced overestimation bias
  • Prioritized Experience Replay: Improved sample efficiency

Environmental Extensions

  • Dynamic Obstacles: Moving barriers and time-varying environments
  • Multi-agent Systems: Collaborative and competitive scenarios
  • Continuous Action Spaces: Smooth movement control

Performance Optimizations

  • Function Approximation: Handle larger state spaces efficiently
  • Transfer Learning: Knowledge reuse across similar environments
  • Parallel Training: Distributed learning acceleration

References

  1. Watkins, C.J.C.H. and Dayan, P. (1992). Q-learning. Machine Learning, 8(3-4), 279-292.

  2. Sutton, R.S. and Barto, A.G. (2018). Reinforcement Learning: An Introduction. MIT Press.

  3. Mnih, V., et al. (2015). Human-level control through deep reinforcement learning. Nature, 518(7540), 529-533.

  4. Singh, S.P. and Sutton, R.S. (1996). Reinforcement learning with replacing eligibility traces. Machine Learning, 22(1-3), 123-158.


Contributing

Contributions are welcome! Please read the contributing guidelines and submit pull requests for any improvements.

Contact

For questions, issues, or collaboration opportunities, please open an issue in the repository or contact the maintainers directly.

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Q-Learning Based Pathfinding in Dynamic Grid Environments

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