# Parallel Reinforcement Learning Simulation for Visual Quadrotor Navigation

arXiv: https://arxiv.org/abs/2209.11094 · HTML: https://mlsanity.com/paper/2209.11094/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 39 references that are in the map.
- First posted on arXiv 22 Sep 2022.

## Builds on (most cited first, 22 of 22)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [A Distributional Perspective on Reinforcement Learning](https://mlsanity.com/paper/1707.06887/) (2017)
- [RLBench: The Robot Learning Benchmark & Learning Environment](https://mlsanity.com/paper/1909.12271/) (2019)
- [AirSim: High-Fidelity Visual and Physical Simulation for Autonomous Vehicles](https://mlsanity.com/paper/1705.05065/) (2017)
- [Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning](https://mlsanity.com/paper/2109.11978/) (2021)
- [DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames](https://mlsanity.com/paper/1911.00357/) (2019)
- [Deep Reinforcement Learning for Robotic Manipulation with Asynchronous Off-Policy Updates](https://mlsanity.com/paper/1610.00633/) (2016)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [Learning High-Speed Flight in the Wild](https://mlsanity.com/paper/2110.05113/) (2021)
- [GPU-Accelerated Robotic Simulation for Distributed Reinforcement Learning](https://mlsanity.com/paper/1810.05762/) (2018)
- [Flightmare: A Flexible Quadrotor Simulator](https://mlsanity.com/paper/2009.00563/) (2020)
- [Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control](https://mlsanity.com/paper/2103.02142/) (2021)
- [Autonomous Drone Racing with Deep Reinforcement Learning](https://mlsanity.com/paper/2103.08624/) (2021)
- [PyRep: Bringing V-REP to Deep Robot Learning](https://mlsanity.com/paper/1906.11176/) (2019)
- [Memory-based Deep Reinforcement Learning for Obstacle Avoidance in UAV with Limited Environment Knowledge](https://mlsanity.com/paper/1811.03307/) (2018)
- [Collective Robot Reinforcement Learning with Distributed Asynchronous Guided Policy Search](https://mlsanity.com/paper/1610.00673/) (2016)
- [Autonomous Aerial Delivery Vehicles, a Survey of Techniques on how Aerial Package Delivery is Achieved](https://mlsanity.com/paper/2110.02429/) (2021)
- [Deep Reinforcement Learning based Local Planner for UAV Obstacle Avoidance using Demonstration Data](https://mlsanity.com/paper/2008.02521/) (2020)

## Built on by (most cited first, 1 of 1)

- [Crazyflow: An Accurate, GPU-Accelerated, Differentiable Drone Simulator in JAX](https://mlsanity.com/paper/2606.01478/) (2026)

## Abstract (arXiv)

Reinforcement learning (RL) is an agent-based approach for teaching robots to navigate within the physical world. Gathering data for RL is known to be a laborious task, and real-world experiments can be risky. Simulators facilitate the collection of training data in a quicker and more cost-effective manner. However, RL frequently requires a significant number of simulation steps for an agent to become skilful at simple tasks. This is a prevalent issue within the field of RL-based visual quadrotor navigation where state dimensions are typically very large and dynamic models are complex. Furthermore, rendering images and obtaining physical properties of the agent can be computationally expensive. To solve this, we present a simulation framework, built on AirSim, which provides efficient parallel training. Building on this framework, Ape-X is modified to incorporate decentralised training of AirSim environments to make use of numerous networked computers. Through experiments we were able to achieve a reduction in training time from 3.9 hours to 11 minutes using the aforementioned framework and a total of 74 agents and two networked computers. Further details including a github repo and videos about our project, PRL4AirSim, can be found at https://sites.google.com/view/prl4airsim/home
