Explainable Reinforcement Learning for Formula One Race Strategy
On the map: Deep reinforcement learning methods → RL for autonomous driving and traffic
Abstract (arXiv)
In Formula One, teams compete to develop their cars and achieve the highest possible finishing position in each race. During a race, however, teams are unable to alter the car, so they must improve their cars' finishing positions via race strategy, i.e. optimising their selection of which tyre compounds to put on the car and when to do so. In this work, we introduce a reinforcement learning model, RSRL (Race Strategy Reinforcement Learning), to control race strategies in simulations, offering a faster alternative to the industry standard of hard-coded and Monte Carlo-based race strategies. Controlling cars with a pace equating to an expected finishing position of P5.5 (where P1 represents first place and P20 is last place), RSRL achieves an average finishing position of P5.33 on our test race, the 2023 Bahrain Grand Prix, outperforming the best baseline of P5.63. We then demonstrate, in a generalisability study, how performance for one track or multiple tracks can be prioritised via training. Further, we supplement model predictions with feature importance, decision tree-based surrogate models, and decision tree counterfactuals towards improving user trust in the model. Finally, we provide illustrations which exemplify our approach in real-world situations, drawing parallels between simulations and reality.
Key facts. Cited by 1 paper in the map (data through 13 Oct 2026). Placed in RL for autonomous driving and traffic, one of 15 directions in Deep reinforcement learning methods. Builds on 12 of its 24 references that are in the map. First posted on arXiv 7 Jan 2025.
Builds on
12 of 24 references.
References · 12
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Built on by
Citing papers per year: 2026: 1.
1 paper.
- 2026Learning-based Multi-agent Race Strategies in Formula 1cited by 0
- 2026Learning-based Multi-agent Race Strategies in Formula 126 Feb 2026