# Emergent Braitenberg-style Behaviours for Navigating the ViZDoom `My Way Home' Labyrinth

arXiv: https://arxiv.org/abs/2404.06529 · HTML: https://mlsanity.com/paper/2404.06529/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for robot navigation and UAV control, one of 15 directions in Deep reinforcement learning methods.
- Builds on 4 of its 22 references that are in the map.
- First posted on arXiv 9 Apr 2024.

## Placed in

- Deep reinforcement learning methods / [RL for robot navigation and UAV control](https://mlsanity.com/deeprl/rl-for-robot-navigation-and-uav-control/)

## Builds on (most cited first, 4 of 4)

- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Episodic Curiosity through Reachability](https://mlsanity.com/paper/1810.02274/) (2018)
- [Exploration in Deep Reinforcement Learning: From Single-Agent to Multiagent Domain](https://mlsanity.com/paper/2109.06668/) (2021)
- [Deep Reinforcement Learning on a Budget: 3D Control and Reasoning Without a Supercomputer](https://mlsanity.com/paper/1904.01806/) (2019)

## Abstract (arXiv)

The navigation of complex labyrinths with tens of rooms under visual partially observable state is typically addressed using recurrent deep reinforcement learning architectures. In this work, we show that navigation can be achieved through the emergent evolution of a simple Braitentberg-style heuristic that structures the interaction between agent and labyrinth, i.e. complex behaviour from simple heuristics. To do so, the approach of tangled program graphs is assumed in which programs cooperatively coevolve to develop a modular indexing scheme that only employs 0.8% of the state space. We attribute this simplicity to several biases implicit in the representation, such as the use of pixel indexing as opposed to deploying a convolutional kernel or image processing operators.
