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RL Navigation for Autonomous Robots

This paper presents a comparative analysis of reinforcement learning (RL) algorithms, specifically Q-learning, Deep Q-Learning (DQN), and Double Deep Q-Learning (DDQN), for autonomous navigation of mobile robots in progressively complex environments. The study demonstrates that DDQN outperforms DQN and Q-learning, achieving a 100% success rate and zero collisions in dynamic obstacle scenarios, while also establishing a framework for effective RL-based navigation strategies. The findings highlight the importance of advanced RL methods for real-world applications in mobile robotics, addressing challenges in dynamic environments and providing actionable guidelines for practitioners.

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0% found this document useful (0 votes)
14 views15 pages

RL Navigation for Autonomous Robots

This paper presents a comparative analysis of reinforcement learning (RL) algorithms, specifically Q-learning, Deep Q-Learning (DQN), and Double Deep Q-Learning (DDQN), for autonomous navigation of mobile robots in progressively complex environments. The study demonstrates that DDQN outperforms DQN and Q-learning, achieving a 100% success rate and zero collisions in dynamic obstacle scenarios, while also establishing a framework for effective RL-based navigation strategies. The findings highlight the importance of advanced RL methods for real-world applications in mobile robotics, addressing challenges in dynamic environments and providing actionable guidelines for practitioners.

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jinoshjoseph16
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© All Rights Reserved
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APPLICATIONS OF

MODELLING AND SIMULATION


[Link] eISSN 2600-8084 VOL 9, 2025, 389-403

A Comparative Analysis of Reinforcement Learning-


Based Navigation for Autonomous Mobile Robot
Al-Mahdi Sallam1, Norhaliza Abdul Wahab1,*, Muhammad Zakiyullah Romdlony2, Mohd Saiful Azimi
Mahmud1 and Yeong Che Fai3

Department of Control and Mechatronics Engineering, Faculty of Electrical Engineering, Universiti Teknologi Malaysia,
1

81310 UTM Johor Bahru, Johor, Malaysia


2
School of Electrical Engineering, Telkom University, Bandung, Indonesia
3
DF Automation & Robotics Sdn. Bhd., Johor, Malaysia
*
Corresponding author: aliza@[Link]
Submitted 01 October 2025; Revised 18 November 2025; Accepted 24 November 2025; Available online 26 November 2025.
Copyright © 2025 The Authors.

Abstract: Mobile robots have been widely used in many industries including manufacturing, healthcare and warehouse
automation. To ensure efficiency and safety of the robots, it is crucial to design effective control strategies that can adapt to
changing environments. This paper presents reinforcement learning (RL) algorithms including Q-learning, Deep Q-Learning
(DQN), and Double Deep Q-Learning (DDQN) for autonomous navigation using the Turtle-Bot3 Waffle Pi in a Gazebo-
simulated environment. Three progressively complex training stages were designed to evaluate the algorithms: (1) static
obstacles with predefined goals, (2) randomized goals with static obstacles, and (3) dynamic obstacles with moving goals.
Performance metrics, including success rates, collision avoidance, and reward stability, were analyzed to compare algorithm
effectiveness. Key results highlight DDQN’s superiority in handling complex navigation tasks. In the most challenging stage,
DDQN achieved a 100% success rate and zero collisions, outperforming DQN, which attained an 88% success rate with higher
collision rates. Q-learning performed well only in simple environments, as it cannot easily handle continuous state spaces. This
study demonstrates the scalability of RL-based navigation systems for autonomous mobile robots. The findings provide a
foundation for future advancements in dynamic and real-world robot navigation.

Keywords: Autonomous navigation; Deep Q-Learning; Double Deep Q-Learning; Gazebo simulation; Reinforcement
learning; TurtleBot3.

1. INTRODUCTION
Autonomous navigation is one of the most critical challenges in mobile robotics, as robots must safely and efficiently navigate
environments filled with obstacles and uncertainties. For autonomous navigation in unfamiliar environments, continuously
collecting sensor data is acquired for mobile robots (MRs) to simultaneously create a map of its environment [1], [2]. In
industrial automation, the MRs can efficiently navigate factory floors to transport materials, conduct inspections, and
collaborate with human workers, enhancing efficiency and safety [3]. In logistics and warehousing, autonomous robots can
optimize operations by navigating efficiently to pick up and deliver items, reducing labor costs and increasing throughput [4].
Moreover, robots in healthcare can assist in hospitals by delivering medications, transporting patients, or disinfecting rooms,
improving patient care and reducing the workload on healthcare professionals [5]. For exploration and search-and-rescue
application, robots equipped with advanced navigation capabilities can operate in hazardous or unknown environments to
gather critical information, locate missing persons, or conduct rescue missions [6].
Traditional robot navigation methods such as simultaneous localization and mapping (SLAM) and rule-based path
planning depend on pre-existing maps or environmental knowledge face significant challenges in unfamiliar or dynamic
settings. The methods demonstrated effectiveness in static environments but face significant limitations in dynamic and
unstructured settings [7]. SLAM builds a map of the environment while simultaneously determining the robot’s position within
it, achieving notable success in structured and static environments. However, it struggles in dynamic settings with moving
obstacles or significant environmental changes [8]. Classical rule-based path planning methods, such as Dijkstra's algorithm
and rapidly exploring random tree (RRT), depend on deterministic algorithms and predefined conditions to address navigation
challenges [9]. In contrast, heuristic approaches offer alternatives to traditional methods by integrating problem-specific
knowledge to guide search strategies, with examples including A*, D*, timed elastic band (TEB), and dynamic window
approach (DWA) algorithms [10], [11]. The A* and D* algorithms are employed for global path planning, while the TEB and
DWA algorithms are used for local path planning and real-time obstacle avoidance [12]. Similarly, path planning algorithms,

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A. SALLAM ET AL., APPLICATIONS OF MODELLING AND SIMULATION, 9, 2025, 389-403.

including A* and Dijkstra’s, require predefined conditions and often struggle with sudden changes, such as moving obstacles
or environmental shifts [13], [14]. Although effective in predictable environments, these methods often require extensive
manual tuning and lacks adaptability in unstructured or unfamiliar settings [7].
The limitations of the traditional methods have motivated the exploration of intelligent method for an autonomous
navigation. In recent years, RL algorithm has emerged as a promising alternative, enabling robots to learn navigation policies
by interacting with their environment and receiving rewards for desirable behaviors, such as reaching a goal or avoiding
collisions [6], [15]. RL serves as an adaptive and scalable solution for robot navigation, enabling robots to learn navigation
strategies through trial and error without the need for extensive prebuilt maps or environmental models [16]. It provides an
agent with the ability to learn optimal navigation policies by interacting with the environment and receiving rewards for
desirable actions, making it particularly effective in scenarios with continuous environmental changes. Among RL algorithms,
Q-learning has gained recognition for its simplicity and effectiveness in discrete state-action spaces. It is a foundational model-
free approach where an agent learns by updating a Q-table that maps state-action pairs to expected rewards. While Q-learning
is simple and effective in structured environments, it faces limitations in high-dimensional state spaces due to the size and
complexity of the Q-table and struggles to generalize in dynamic scenarios with unpredictable state transitions [7], [17]. Its
scalability to high-dimensional tasks remains a limitation [18]-[20].
To address these challenges, deep Q-Learning network (DQN) extends Q-learning by employing deep neural networks to
approximate Q-values, enabling RL applications in high-dimensional state spaces [21]. The overestimation bias in DQN arises
from using the same network for both action selection and value estimation, leading the algorithm to consistently over-estimate
Q-values particularly in states with high action-value variance [22]. This bias becomes especially problematic in dynamic
environments where the robot must make rapid decisions with incomplete information, potentially causing the agent to select
suboptimal actions that appear artificially promising. The DQN architecture includes a neural network component that interacts
with the environment, a policy for action selection, and mechanisms for stabilizing training, such as experience replay and the
target network. DQN has demonstrated success in dynamic navigation tasks, including obstacle avoidance and goal-oriented
navigation [21]. Recent studies [6], [17] have shown that in navigation tasks with moving obstacles, DQN's over-estimation
can cause the robot to underestimate collision risks, leading to aggressive path planning that compromises safety. The DQN
introduced stability through techniques such as experience replay and a target network. However, it suffers from overestimation
biases, leading to suboptimal learning outcomes in certain cases [17]. Double deep Q-Learning networks (DDQN) addressed
this limitation by decoupling the selection of actions from their evaluation, specifically using the online network to select
actions and the target network to evaluate them, effectively breaking the positive feedback loop that causes over-estimation
[22]. This architectural modification has been shown to reduce Q-value over-estimation by 20-30% in robotic navigation tasks
[17], leading to more conservative and safer navigation policies. These advancements have positioned the Deep Reinforcement
Learning (DRL) as a compelling choice for mobile robot navigation, particularly in environments requiring dynamic obstacle
avoidance and goal-directed navigation [17], [23]. Despite these advancements, applying RL-based methods in real-world
navigation remains challenging. Issues such as transferring learned policies from simulation to real robots, handling moving
obstacles, and ensuring safety in dynamic environments require further exploration. Additionally, bridging the gap between
simulation results and real-world scenarios, addressing the high computational demands of advanced RL algorithms, and
designing reward functions that balance exploration and exploitation for optimal policy learning are ongoing areas of research
[6], [15], [22]. Sensor fusion plays a critical role in enhancing environmental perception and decision-making in MR
navigation. By integrating data from multiple sensors, such as LiDAR and odometry, sensor fusion mitigates the limitations
of individual sensors and improves robustness [1], [24]. LiDAR provides high-precision environmental measurements, while
odometry offers real-time motion updates, enabling more accurate localization and obstacle detection [7]. Simulation
environments, such as Gazebo, also play a vital role in the development and evaluation of RL-based navigation systems.
Gazebo’s ability to simulate complex physical interactions and sensor behaviors provides a controlled platform for training
RL agents, with integration into ROS further streamlining the training and evaluation process [7]. Despite these advancements,
several challenges remain in RL-based navigation. Ensuring RL agents can adapt to continuous changes in the environment
without retraining is a significant challenge [17].
This paper advances engineering knowledge by introducing a three-stage progressively complex training methodology
designed to rigorously test the scalability and adaptation limits of value-based DRL algorithms Q-learning, DQN, and DDQN
for autonomous navigation. Unlike previous comparative studies that evaluate algorithms in isolated scenarios, this work
systematically escalates environmental complexity across three distinct stages: (1) static obstacles with predefined goals, (2)
randomized goals with static obstacles, and (3) dynamic obstacles with moving goals. This progressive design uniquely enables
the quantitative identification of algorithm-specific breaking points where traditional approaches fail, and advanced methods
become necessary.
The key engineering contribution lies in establishing robust design principles for industrial deployment: our experimental
framework quantitatively proves that for complex, non-static scenarios, DDQN's bias-correction mechanism is not merely
beneficial but a fundamental requirement to achieve the high success rates (100% vs. 88% for DQN) and collision-free
performance (0% vs. 8% collision rate) needed for real-world deployment. This finding directly addresses the critical gap
between simulated testing and industrial application requirements, providing actionable guidelines for practitioners on when
to justify the computational overhead of DDQN over simpler alternatives. Furthermore, the study introduces a comprehensive
reward shaping framework tailored for multi-stage training that balances exploration, safety, and efficiency a practical
contribution that can be directly applied to other robotic platforms. The scope encompasses algorithm development, including
the design and implementation of Q-learning, DQN, and DDQN algorithms for the MR navigation tasks such as obstacle
avoidance and goal-directed navigation. The simulation environment utilizes robot operating system (ROS) and the Gazebo
simulator to create realistic and customizable virtual environments with progressively complex obstacle configurations. Sensor

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integration involves the TurtleBot3 Waffle Pi’s LiDAR sensor, enabling the robot to perceive its surroundings, detect obstacles,
and make informed navigation decisions. Training and evaluation are conducted across three stages of increasing complexity:
static obstacles with predefined goals, randomized goals with static obstacles, and dynamic environments with moving
obstacles and randomized goals. Performance is analyzed using metrics such as success rate, collision avoidance, cumulative
reward, and time to reach goal.
The paper is organized as follows: Section 2 provides a problem background of MRs robot navigation, examining classical
methods and RL-based approaches, and identifies research gaps. Section 3 details the methodology, including the design and
implementation of Q-learning, DQN, and DDQN algorithms and the experimental setup in the Gazebo simulation environment.
Section 4 presents the simulation and experimental analysis, providing comprehensive discussions on the performance
evaluation of the algorithms. Finally, Section 5 provides the conclusions and future directions of this research

2. PROBLEM STATEMENT
The problem statement briefly described the MR navigation, RL including static and dynamic environments and simulation
environment for MR navigation.

2.1 Mobile Robot Navigation


MR navigation is a multifaceted challenge that encompasses several key components: perception, localization, path planning,
and control [1], [16]. Perception involves sensing the environment through various sensors, such as LiDAR, cameras, and
ultrasonic sensors, to detect obstacles and map surroundings [17]. Localization enables the robot to determine its position and
orientation within the environment, a critical step for effective navigation [8]. Path planning generates a trajectory for the robot
to follow, guiding it from its current location to a desired goal while avoiding obstacles [19]. Finally, control ensures that the
robot accurately executes the planned path and responds to environmental changes [20]. Despite advancements in MR
navigation, significant challenges remain in adapting to dynamic environments and achieving optimal decision-making.
Classical methods like SLAM and path planning struggle with environmental changes and require extensive feature
engineering, while the RL offers a promising alternative by learning directly from interactions.
Recent advances in RL-based navigation have explored various approaches to improve adaptability and safety. Studies by
Miranda et al. [6] demonstrated that reward shaping significantly impacts generalization capabilities in dynamic environments,
while [17] provided a comprehensive review highlighting that most existing DRL navigation systems are evaluated in
simplified scenarios that do not adequately test algorithm robustness under realistic conditions. Furthermore, Pak et al. [7]
identified that field evaluations often reveal performance degradation of 15-25% compared to simulation results, emphasizing
the need for progressively complex training environments that better approximate real-world challenges. These findings
motivate our three-stage training approach, which systematically escalates environmental complexity to identify algorithm
limitations before real-world deployment.

2.2 Reinforcement Learning Environment Representation


Unlike classical approaches that rely on prebuilt maps or predefined rules, RL enables robots to learn navigation behaviors
through interaction with their surroundings, making decisions based on real-time feedback [16], [17]. This adaptability
positions RL as a key enabler for MR navigation in scenarios where environmental conditions are unpredictable or
continuously evolving. This study explores Q-learning as a foundational RL algorithm for structured environment and
transitions to its advanced extensions such as DQN and DDQN for unstructured environment. Q-learning is designed to enable
agents to learn optimal policies for decision-making through interaction with their environment. Figure 1 shows the Q-learning
and deep Q-learning network architectures, respectively. The DQN represents a significant advancement over Q-learning by
utilizing deep neural networks to approximate Q-values, enabling the algorithm to handle high-dimensional state spaces
effectively, hence allows robots to learn from raw sensor data without requiring manual feature engineering [18]. Meanwhile,
DDQN addresses the limitations of DQN by decoupling action selection and value estimation. This separation reduces
overestimation bias, resulting in more stable and reliable training [22].
Three essential components need to be considered to ensure effectiveness of the operational strategies and the RL
algorithm of the MR navigational framework including state space, action space and reward function.

2.2.1 State Space


The state space in Q-learning represents the robot's interpretation of its environment at any given time. In this study, the state
space was designed by discretizing the continuous sensor data obtained from the TurtleBot3 Waffle's LiDAR sensor. The
LiDAR provides a 360-degree scan of the environment, delivering precise distance measurements to nearby obstacles [17],
[19]. To optimize computational efficiency, only a subset of this data, specifically a 150-degree arc in front of the robot was
utilized. This arc was divided into five equal sectors, with the minimum distance measurement within each sector being
selected as a feature. Hence, the state space was condensed into a 5-dimensional vector, where each dimension represented the
minimum distance to an obstacle in a corresponding sector [24]. Additionally, the robot's orientation relative to its goal was
included in the state representation. The angular difference between the robot's heading and the direction to the goal was
discretized into a finite number of bins, further refining the state space [14]. The state space is denoted by s.

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A. SALLAM ET AL., APPLICATIONS OF MODELLING AND SIMULATION, 9, 2025, 389-403.

(a)

(b)
Figure 1. Reinforcement learning network architectures: (a) Q-Learning; (b) Deep Q-Network.

The choice of a 150-degree forward-facing arc represents an engineering trade-off between comprehensive environmental
awareness and computational efficiency. This configuration was selected based on pilot studies showing that obstacles outside
this frontal region have minimal impact on immediate navigation decisions for goal-directed tasks, while the 5-sector
discretization provides sufficient spatial resolution to distinguish between left, center, and right obstacle configurations without
overwhelming the Q-table size. Alternative approaches using full 360-degree scans with finer discretization were tested but
resulted in state-space explosion (over 106 states) that prevented Q-learning convergence within reasonable training times.
The 5-dimensional representation maintains the state space at approximately 104 states, enabling Q-learning to converge
within 300 episodes while still capturing essential obstacle proximity information. This design aligns with recommendations
from [9] for balancing state-space complexity with learning efficiency.

2.2.2 Action Space


The action space in Q-learning defines the set of possible movements the robot can execute at each time step. There are mainly
three types of actions in the RL-based MR navigation, including discrete moving actions, motor speed commands and
continuous velocity commands (angular and linear velocities of the MR). The discrete actions of turning left, turning right and
moving forward are implemented. The action space was intentionally kept discrete and simple, with constant linear velocity
and fixed angular velocities to facilitate efficient learning and decision-making. The action space is denoted by a.
The discrete action space with constant linear velocity (0.1 m/s) and fixed angular velocities (±0.5 rad/s) was designed to
facilitate initial learning while maintaining realistic robot dynamics. More granular control with variable velocities was
intentionally avoided in this study for two reasons: (1) it exponentially increases the action space dimensionality, slowing
convergence for comparative analysis purposes, and (2) it introduces additional complexity that obscures the fundamental
differences between Q-learning, DQN, and DDQN that this study aims to highlight. The chosen velocities were validated
through preliminary tests to ensure the TurtleBot3 Waffle Pi could execute turns safely without overshooting or instability.
This simplified action space represents a standard approach in RL navigation research [14], [19], [20], allowing our results to
be directly comparable with existing literature while maintaining practical relevance. Future work will explore continuous
action spaces using actor-critic methods to optimize velocity control for real-world deployment.

2.2.3 Reward Function


The reward function is a critical component of the Q-learning algorithm, as it provides feedback to the robot about the
desirability of its actions at different states. The reward function is designed to incentivize the robot to reach its goal while
avoiding obstacles. This reward function encourages the robot to move forward and increase its distance from obstacles while
penalizing collisions and unnecessary turns. The reward for moving away from obstacles is proportional to the change in

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distance, providing a stronger incentive for the robot to move towards open spaces. The large negative reward for collisions
serves as a strong deterrent, ensuring that the robot prioritizes safety. The reward function is denoted by r and is formulated as
given in Table 1.

Table 1. Reward function of the Q-learning algorithm.


Condition Reward Description
crash is True -100 The robot collided with an obstacle. This is a significant penalty to
discourage collisions.
action is 0 (move forward) +1.0 The robot successfully moved forward without a collision. This encourages
the robot to explore the environment and move towards its goal.
action is 1 or 2 (turn left or right) -0.7 The robot turned, which is penalized to encourage straight movement when
possible.
weighted sum of distance +0.5 The robot is moving away from obstacles, which is a desirable behavior for
changes obstacle avoidance.
weighted sum of distance -0.5 The robot is moving closer to obstacles, which is undesirable and should
changes be avoided.
prev_action and action represent -1 This penalizes sudden changes in direction, encouraging smoother
opposite turns (e.g., left followed trajectories and preventing the robot from getting stuck in oscillating
by right or vice-versa) movements.

2.3 Simulation Environment


Simulation environments enable RL agents to interact with realistic virtual worlds, facilitating the development of navigation
policies under various scenarios. The system architecture developed in this study integrates the Robot Operating System (ROS)
and the Gazebo simulator to facilitate seamless interaction between the simulation environment, the RL algorithms, and the
TurtleBot3 Waffle robot. The architecture is designed to accommodate the training and testing of RL algorithms: Q-learning,
DQN, and DDQN, with adjustments made for each stage of training. In this simulation, the RL agent implements Q-learning,
DQN, and DDQN as ROS nodes, processing data from the robot’s 360° LiDAR sensor and odometry to compute state-action
pairs. The reward mechanism is designed with custom functions to encourage adaptive navigation behaviors, such as reaching
goals and avoiding collisions.

2.3.1 Q-learning Environment Setup


A predefined 5 m × 5 m hexagonal Gazebo world shown in Figure 2 serves as the testbed for Q-learning. The environment
consists of five static cubic landmarks and nine smaller cylindrical obstacles placed in semi-random configurations. This setup
allows the Q-learning algorithm to navigate around static obstacles and reach randomly generated goals.

2.3.2 Deep Q-Network and Double Deep Q-Network Environment Setup


Three progressively training stages were designed to evaluate the DQN and DDQN algorithms including static obstacles with
predefined goals, and randomized goals with static obstacles, and dynamic obstacles with moving goals, as shown in Figure 3
(a-c). The final stage (Stage 3) presents a dynamic environment combining static and moving obstacles following predefined
trajectories. Goals move continuously within a predefined range during episodes, requiring real-time navigation policy
adjustments to simulate real-world scenarios.

3. METHODOLOGY
This section describes the methodology for implementing and evaluating the RL-based MR navigation. The simulation
environment of Q-learning, DQN, and DDQN are carried out using the open-source ROS system and Gazebo physics
simulator. The RL agent selects actions from a predefined discrete action space consisting of turning left, turning right and
moving forward. The moving forward action allows the robot to move forward at a constant speed, while turning left and
turning right enable the robot to rotate left and right by a fixed angle, respectively. All experiments are run on a virtual machine
with Intel Core i7 7th Gen, Ubuntu 20.04 LTS, Python 3.8.10 and 16 G RAM. Turtlebot3 Waffle Pi model in simulated Gazebo
environment is used in our experiments. The simulations demonstrate the capabilities of DRL algorithms, guiding the future
development of safer, more efficient robots.

3.1 Q-Learning Algorithm


Q-learning is a model-free RL algorithm that updates a Q-table based on state-action pairs. The Q-learning algorithm operates
by iteratively updating the Q-values according to the Bellman equation in Equation (1).

𝑄𝑄(𝑠𝑠, 𝑎𝑎) ← 𝑄𝑄(𝑠𝑠, 𝑎𝑎) + 𝛼𝛼 �𝑟𝑟 + 𝛾𝛾𝑚𝑚𝑚𝑚𝑚𝑚 𝑄𝑄(𝑠𝑠′, 𝑎𝑎′) − 𝑄𝑄(𝑠𝑠, 𝑎𝑎)� (1)
𝑎𝑎′
where 𝑄𝑄(𝑠𝑠, 𝑎𝑎) is the Q-value for state-action pair (𝑠𝑠, 𝑎𝑎), 𝛼𝛼 is the learning rate, 𝛾𝛾 is the discount factor, 𝑟𝑟 is the reward, and
max𝑎𝑎′ 𝑄𝑄(𝑠𝑠́ , 𝑎𝑎́ ) represents the best possible Q-value in the next state 𝑠𝑠′. The reward structure for Q-learning, which outlines the
rewards and penalties for various conditions given in Table 2. The Q-learning algorithm is given in Algorithm 1.

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(a) (b)
Figure 2. Pre-built Gazebo World for Q-learning: (a) Pre-built Gazebo World for Q-learning; (b) TurtleBot 3 waffle placed
in the Gazebo world.

(a) (b) (c)


Figure 3. Simulation environment of DQN/DDQN training stages: (a) Stage 1 - static obstacles with predefined goals; (b)
Stage 2 - randomized goals with static obstacles; (c) Stage 3 - dynamic obstacles with moving goals.

Table 2. Q-learning reward system.


Condition Reward Explanation
Goal reached +100 Task completion incentive
Distance reduction Proportional Encourages efficient navigation
Collision -100 Penalizes unsafe behavior
Timeout -50 Discourages prolonged tasks
Oscillation -1.0 Discourages abrupt changes

Algorithm 1 Q-learning
Require:
Q-Learning algorithm
Reward function r : S × A → ℝ
Initialize Q-table Q(s,a) with zeros
Initialize learning rate α, discount factor γ, exploration rate ε
Initialize max episodes M and max steps T
Ensure: Trained navigation policy
for e = 1 to M do
Reset environment
Place robot at initial position
for t = 1 to T do
Observe state st (LiDAR scan + goal orientation)
Select action at using ε-greedy policy:
at ← random action with probability ε
at ← argmax_a Q(st, a) with probability 1-ε
Execute action at and observe reward rt, next state st+1
Update Q-table using Q(st, at)
if st ← st+1 then
Decay exploration rate: ε ← max(εmin, ε × εdecay)

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Table 3. DQN and DDQN reward system.


Condition Reward Explanation
Goal reached +200 Strong incentive for task
completion
Reducing distance to goal Proportional Encourages progress
Collisions -150 Strong penalty to prioritize safety
Timeout -50 Penalizes inefficiency
Time efficiency bonus +50 Rewards faster task completion
Oscillation penalty -2.0 Discourages erratic movements

3.2 DQN and DDQN Algorithms


DQN enhances Q-learning by using a deep neural network to approximate Q-values, allowing it to handle large state spaces.
The DQN loss function is computed as:
2
𝐿𝐿(𝜃𝜃) = 𝔼𝔼 ��𝑟𝑟 + 𝛾𝛾𝑚𝑚𝑚𝑚𝑚𝑚 𝑄𝑄(𝑠𝑠′, 𝑎𝑎′; 𝜃𝜃 − ) − 𝑄𝑄(𝑠𝑠, 𝑎𝑎; 𝜃𝜃)� � (2)
𝑎𝑎′

where 𝜃𝜃 represents the neural network weights and 𝜃𝜃 − are the target network weights, updated periodically to stabilize training.
The DDQN further refines DQN by decoupling action selection and value estimation, reducing overestimation bias. The
DDQN target update is:
𝑦𝑦 = 𝑟𝑟 + 𝛾𝛾𝛾𝛾(𝑠𝑠′, 𝑎𝑎𝑎𝑎𝑎𝑎𝑚𝑚𝑚𝑚𝑚𝑚 𝑄𝑄(𝑠𝑠′, 𝑎𝑎′; 𝜃𝜃); 𝜃𝜃 − ) (3)
𝑎𝑎′

The reward structure for DQN and DDQN, which includes rewards and penalties for various conditions is given in Table 3.
The algorithm is given in Algorithm 2.

3.3 Goal Representation and Distance Calculation


The goal is represented as a 2D coordinate (𝑥𝑥𝑔𝑔 , 𝑦𝑦𝑔𝑔 ) in the simulation environment. The robot’s state consists of its current
position (𝑥𝑥𝑟𝑟 , 𝑦𝑦𝑟𝑟 ) and orientation 𝜃𝜃𝑟𝑟 . The Euclidean distance to the goal is computed as:

𝑑𝑑𝑔𝑔 = �(𝑥𝑥𝑔𝑔 − 𝑥𝑥𝑟𝑟 )2 + (𝑦𝑦𝑔𝑔 − 𝑦𝑦𝑟𝑟 )2 (4)


The heading angle to the goal is:
𝑦𝑦𝑔𝑔 −𝑦𝑦𝑟𝑟
𝜃𝜃𝑔𝑔 = arctan � � (5)
𝑥𝑥𝑔𝑔 −𝑥𝑥𝑟𝑟
The relative orientation error is:
𝜃𝜃error = 𝜃𝜃𝑔𝑔 − 𝜃𝜃𝑟𝑟 (6)

where 𝜃𝜃error guides the agent in selecting appropriate turning actions.

Algorithm 2 DQN/DDQN
Require:
Deep Q-Learning algorithm DQN/DDQN
Reward function r : S × A → ℝ
Initialize Q-network Q(s,a;θ) and target network Q̂(s,a;θ⁻)
Initialize replay buffer D, max episodes M, max steps T
Initialize ε₀ = 1.0, εₘᵢₙ = 0.05, batch size B = 64
Ensure: Trained navigation policy
for e = 1 to M do
Reset environment
ε = max(εₘᵢₙ, ε₀ × decay^e)
for t = 1 to T do
Observe state sₜ (LiDAR + goal orientation)
Select action aₜ using ε-greedy policy from Q(sₜ, a; θ)
Execute aₜ and observe reward rₜ, next state sₜ₊₁
Store transition (sₜ, aₜ, rₜ, sₜ₊₁) in D
for each transition (sⱼ, aⱼ, rⱼ, sⱼ₊₁) do
Update θ using loss L = (1/B) Σ(yⱼ - Q(sⱼ, aⱼ; θ))²
if e mod 100 = 0 then
Update target network: θ⁻ ← θ

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3.4 Training and Evaluation


Training involves three key phases: initialization, episode iteration, and termination. During initialization, the simulation is
loaded, and hyperparameters such as the learning rate (αα), discount factor (γγ), and exploration rate (ϵϵ) are defined. In the
episode iteration phase, the agent executes actions, receives rewards, and updates the Q-table or neural network. Training
terminates upon goal achievement, collision, or reaching the maximum step limit. Algorithm-specific training strategies
include:
• Q-learning: Uses a tabular approach with an epsilon-greedy strategy.
• DQN/DDQN: Uses a replay buffer of size 10,000 and mini-batch updates with 64 samples.
• DDQN: Employs a dual-network approach to mitigate Q-value overestimation.

Performance is assessed using metrics such as success rate, time to goal, collision rate, and cumulative reward. These metrics
provide a comprehensive evaluation of the algorithms’ effectiveness in different stages of the simulation environment.

4. SIMULATION AND EXPERIMENTAL ANALYSIS


This section presents a comprehensive analysis of the performance of the RL-based MR navigation design environments. The
experiment designs were conducted in Gazebo, utilizing the TurtleBot3 Waffle Pi platform. Three progressively environment
configurations were implemented to evaluate the RL algorithms: (1) Q-Learning environment (Phases 1 - 2) - A hexagonal
arena with static obstacles, focusing on collision avoidance and discrete state space based on LiDAR data; (2) Intermediate
DQN/DDQN environment (Stages 1 - 2) - A rectangular arena with increased complexity, featuring static obstacles with
random positioning and goal-oriented navigation tasks; (3) Advanced DQN/DDQN Environment (Stage 3) - A dynamic
environment with moving obstacles and adaptive goal positions, simulating more advanced navigation scenarios. The results
are organized into three main parts: simulation setup and parameters, performance analysis of each algorithm, and a
comparative analysis of their effectiveness in different environments.

4.1 Training and Evaluation


The algorithms were configured with specific hyperparameters to optimize their performance. Table 4 and Table 5 illustrate
the list of parameters and their values for Q-learning and DQN/DDQN respectively, which are used in this experiment.

Table 4. Q-Learning parameters


Parameter Value Parameter Value
Initial Position Random Min Epsilon 0.05
Max Episodes 300 Max LiDAR Distance 1.20 m
Max Steps per Episode 500 Collision Distance 0.20 m
Learning Rate (𝛼𝛼) 0.5 Zone 0 Length 0.60 m
Discount Factor (𝛾𝛾) 0.9 Zone 1 Length 1.00 m
Initial Epsilon 0.9 Linear Speed 0.100 m/s
Epsilon Decay Rate 0.96 Angular Speed 0.500 rad/s

Table 5. DQN/DDQN parameters.


Parameter Stage 1 Stage 2 Stage 3 Parameter Stage 1 Stage 2 Stage 3
Max Episodes 1300 2500 1300 Epsilon Decay Rate 0.995 0.998 0.997
Max Steps per Episode 500 500 600 Minimum Epsilon 0.05 0.02 0.05
Batch Size 64 64 64 Memory Size 100,000 100,000 200,000
Learning Rate 0.0001 0.00005 0.00002 Target Network Update 5 5 10
Discount Factor (𝛾𝛾) 0.99 0.99 0.99 State Size 28 28 28
Initial Epsilon (𝜀𝜀) 1.0 0.2 0.15 Action Size 5 5 5

4.2 Performance Analysis


4.2.1 Q-Learning
The Q-learning algorithm was evaluated in two phases within a simulated Gazebo environment: an initial training Phase 1
(100 episodes) and an extended training Phase 2 (300 episodes). In the initial training phase, the environment was designed to
present a moderate level of difficulty, with a fixed number of obstacles strategically placed to challenge the robot's navigation
capabilities. The primary goal of this phase was to allow the Q-learning algorithm to learn the fundamental principles of
obstacle avoidance and develop a basic understanding of the environment's spatial layout. The hyperparameters shown in Table
4 were chosen to encourage exploration and initial learning.
Figures 4(a) and 4(b) show the average reward per episode for Phase 1 and Phase 2, respectively. The agent initially
struggled with consistently negative rewards ranging from -6 to -8 during the first 60 episodes in Phase 1. This reflects the
robot's exploratory behavior as it learned to navigate the environment through trial and error. A notable improvement occurred
around episode 60, where the average reward dramatically increased to approximately 0, indicating a breakthrough in the
agent's learning process as it began to exploit more effective policies. However, this improvement was not sustained, and the
rewards fluctuated back to negative values in the final episodes, suggesting the need for extended training. Following the initial

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training phase, the robot underwent an extended training period of 300 episodes in Phase 2. The environment remained the
same, but the hyperparameters were adjusted to promote exploitation of the knowledge gained in the previous phase and fine-
tune the robot's obstacle avoidance behavior. Figure 4(b) demonstrates that Phase 2 rewards showed significantly different
characteristics compared to Phase 1. The average rewards exhibited much higher variability, fluctuating between
approximately -14 and -2 throughout the 300 episodes. While the rewards remained predominantly negative, the increased
exploration range suggests the agent was actively learning and adapting to more complex scenarios or exploring different
strategies for obstacle avoidance.
Figures 5(a) and 5(b) illustrate the steps per episode for Phase 1 and Phase 2, respectively. The step per episode in Phase
1 showed highly variable performance with most episodes requiring fewer than 100 steps. However, critical spikes occurred
around episodes 60-70, where the number of steps reached up to 500 steps per episode, coinciding with the period of reward
improvement. This indicates that while the agent was learning better policies, it was still taking longer paths to reach goals
during this learning phase. Figure 5(b) shows the steps per episode in Phase 2 remained highly variable throughout the training
period, with episodes ranging from fewer than 50 steps to over 400 steps. The persistent variability indicates that the agent
continued to encounter diverse navigation challenges and had not yet converged to a consistently optimal policy. The frequent
spikes in step count suggest the agent was still learning to handle complex obstacle configurations and required extended
training to achieve stable performance.

4.2.2 DQN and DDQN


The performance of DQN and DDQN algorithms was evaluated across three progressive stages of increasing complexity
(Stages 1 - 3), revealing distinct learning characteristics for each algorithm.

Stage1 Performance - Static obstacles with predefined goal. Analysis of Figure 6(a) showed that the average steps per episode
decreased consistently throughout training for both algorithms, reflecting improved navigation efficiency as the agents learned
more optimal paths to the goal, as depicted in Figures 6(b). By the end of training, DQN's average steps per episode stabilized
at 125, while DDQN achieved superior efficiency with 84 steps per episode, demonstrating DDQN's enhanced pathfinding
capabilities and representing a 33% improvement in navigation efficiency compared to DQN.

(a) (b)
Figure 4. Experiments study of Q-learning training in simulation environment: (a) Average rewards obtained during 100
episodes; (b) Average rewards obtained during 300 episodes.

(a) (b)
Figure 5. Experiments study of Q-learning training in simulation environment: (a) Step per episode during 100 episodes; (b)
Step per episode during 300 episodes.

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(a) (b)
Figure 6. Simulation environment Stage 1: (a) Step per episode; (b) Learning efficiency.

(a) (b)

Figure 7. Simulation Environment Stage 1: (a) Success rate; (b) Collision rate.

As shown in Figure 7(a), DQN's success rate started at 32.0% while DDQN began at 8.0%, both demonstrating steady
improvement throughout the training process and reaching identical 98.0% success rates by the final episodes. This indicates
that both agents effectively learned to navigate towards static goals with high consistency. Figure 7(b) shows the collision rates
for both algorithms dropped significantly during the early stages of training, with DQN falling below 10% within the first 200
episodes and DDQN achieving this milestone within 300 episodes, both stabilizing at 2.0% by the end of training. Over the
course of training, DQN completed 1,148 successful episodes while experiencing 140 collisions, whereas DDQN achieved
959 successful episodes with 328 collisions, highlighting DQN's superior safety record during the learning process.
The Stage 1 results reveal an important nuance in algorithm performance: DQN achieved a higher best reward (13,273.6)
compared to DDQN (11,170.0), yet DDQN demonstrated superior overall efficiency with 33% fewer steps per episode (84 vs.
125 steps). This apparent contradiction reflects fundamental differences in the algorithms' learning strategies. DQN's higher
peak reward stems from occasional episodes where the agent discovered particularly efficient paths early in training and
exploited them aggressively, accumulating rewards rapidly. However, this aggressive exploitation came at the cost of
consistency - DQN's reward variance remained higher throughout training, indicating less stable policy convergence.
In contrast, DDQN's lower peak reward but higher consistency reflects its bias-correction mechanism, which prevents
overestimation and promotes more conservative policy updates. DDQN sacrifices occasional high-reward episodes for long-
term stability, resulting in policies that are more reliable across diverse scenarios. This trade-off becomes critical in later stages:
DDQN's conservative learning in Stage 1 translates to superior generalization in Stages 2 and 3, where environmental
complexity increases. The 33% improvement in navigation efficiency (fewer steps) despite lower peak rewards demonstrates
that DDQN learns more optimal long-term policies, even if individual episodes occasionally yield lower immediate rewards.
This finding has important implications for algorithm selection: environments requiring consistent performance (e.g.,
industrial applications) should favor DDQN despite its lower peak rewards, while applications tolerating higher variance for
occasional optimal performance might benefit from DQN's aggressive exploration.

Stage 2 Performance - Randomized goals with static obstacles. The comparative performance of DQN and DDQN in this
stage introduce more complexity compared to Stage1, where agents must navigate to randomized goal locations. Analysis of
Figure 8(a) showed that the average number of steps per episode decreases gradually as training progresses for both algorithms,
reflecting improvements in navigation efficiency, as depicted in Figure 8(b). DQN's average steps per episode stabilize at
approximately 118 by the end of Stage 2, with occasional spikes in step count suggesting suboptimal navigation in certain
randomized goal configurations, indicating that the agent sometimes struggles to generalize its learned policies across diverse
scenarios. DDQN demonstrates superior efficiency with average steps per episode stabilizing quickly at approximately 103
steps, showing not only consistent goal-reaching behavior but also more efficient navigation compared to DQN. The absence
of large spikes in step counts further underscores DDQN's optimized and stable navigation behavior across various randomized
goal configurations, highlighting its ability to adapt seamlessly to dynamic environments while maintaining efficiency.

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(a) (b)
Figure 8. Simulation environment Stage 2: (a) Step per episode; (b) Learning efficiency.

(a) (b)
Figure 9. Simulation environment Stage 2: (a) Success rate; (b) Collision rate.

(a) (b)
Figure 10. Simulation environment Stage 3: (a) Step per episode; (b) Learning efficiency.

As shown in Figure 9(a), DQN's success rate improves steadily throughout the training process, reaching a final value of
96%, demonstrating effective learning to navigate towards randomized goals and avoid obstacles. However, the agent struggles
to achieve perfect consistency in goal-reaching due to the variability in goal positions. DDQN achieves superior performance
with a consistent 100% success rate by 600 episodes, reflecting its superior ability to generalize learned policies to new and
diverse goal locations while maintaining effective obstacle avoidance. Both algorithms maintain consistently low collision
rates after the initial learning phase, with DDQN's collision rate remaining near zero for most of the training processes
presented in Figure 9(b), confirming that both learned policies prioritize collision-free navigation even in dynamic and
challenging scenarios.

Stage 3 Performance - Dynamic obstacles with moving goals. The comparative performance of DQN and DDQN in this stage
presents the most challenging scenario where agents must navigate to randomized goals while avoiding dynamic obstacles.
The average number of steps per episode decreases gradually as training progresses for both algorithms, reflecting
improvements in navigation efficiency as shown in Figures 10(a) and 10(b). The DQN's average steps per episode stabilize at
138 by the end of training, with occasional spikes in step count indicating difficulties in navigating around dynamic obstacles
efficiently. The relatively high step count suggests that DQN prioritizes safety and collision avoidance over path length
optimization, particularly in complex goal configurations. DDQN's average steps per episode stabilized at 148 by the end of
training, reflecting efficient navigation strategies, although the higher step count compared to Stage 2 suggests a prioritization
of safety and thorough obstacle avoidance over minimizing path length. The absence of significant spikes in step counts further
indicates DDQN's ability to maintain consistent and optimized navigation behavior, even under complex conditions.

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(a) (b)
Figure 11. Simulation Environment Stage 3: (a) Success rate; (b) Collision rate.

From Figure 11(a), DQN's success rate starts at 18.0% and gradually improves throughout the training process, stabilizing
at 88.0%. This 12% performance gap compared to DDQN directly demonstrates the impact of Q-value over-estimation bias in
dynamic environments. Analysis of failure cases revealed that DQN's over-estimation caused the agent to select paths that
appeared optimal based on inflated Q-values but actually led to collisions with moving obstacles. The theoretical foundation
of this behavior lies in DQN's use of the max operator for both action selection and evaluation, which amplifies estimation
errors in states with high uncertainty precisely the conditions present in dynamic environments where obstacle positions change
unpredictably [22]. DDQN achieves superior performance with a starting success rate of 30.0%, which steadily improved over
the course of training, ultimately reaching 100.0% by the final episodes. This superior performance stems from DDQN's
decoupled architecture: by using the online network to select actions and the target network to evaluate them, DDQN prevents
the positive feedback loop that causes over-estimation [22]. In dynamic navigation scenarios, this architectural difference
translates to more accurate risk assessment, DDQN correctly identifies high-risk states and selects conservative actions, while
DQN's over-estimation causes it to underestimate collision probabilities. DDQN's zero collision rate versus DQN's 8% rate in
Stage 3 provides empirical validation of the theoretical advantages of decoupled action selection and evaluation.
Following Tables 6 to 8 summarize a detailed numerical analysis of the experimental results presented in Figures 6 to 11
for three progressive stages of simulation environment. Analysis in Table 6 showed that the DDQN achieved the highest
progressive performance in stages 2 and 3, maintaining a 100% success rate including the most challenging dynamic
environment of Stage 3. The DQN showed declining performance in complex scenarios, with a success rate of 96% in Stage
2 and 88% in Stage 3. The Q-learning, while effective in static environments with a 98% success rate, struggled in dynamic
scenarios, achieving only an 88% success rate in Stage 3. This highlights DDQN’s superior adaptability to complex and
dynamic environments compared to DQN and Q-learning. Table 7 presents the time required for agents and the time step
required for each agent to reach an average success rate of training in all environments.
Regarding learning efficiency, the DDQN demonstrated faster convergence across all stages, stabilizing after
approximately 400 episodes in Stage 1 and 800 episodes in Stage 3. Meanwhile, DQN required longer training periods, with
convergence achieved after ∼600 episodes in Stage 1 and ∼1000 episodes in Stage 3 as shown in Table 8. It can be observed
that the Q-learning showed the slowest convergence, requiring extensive exploration phases and exhibiting high variance in
performance metrics. This indicates that DDQN not only performs better but also learns more efficiently than DQN and Q-
learning. In terms of stability, DDQN demonstrated the highest reward stability, with consistent performance across all stages.
DQN showed moderate stability with fluctuations, particularly in dynamic environments, while Q-learning exhibited high
variance, reflecting its limitations in handling complex and dynamic scenarios. This underscores DDQN’s robustness and
reliability in diverse environments. Finally, in terms of computational efficiency, Q-learning required minimal computational
resources, making it suitable for simple environments with limited hardware capabilities. DQN had moderate computational
requirements, with CPU usage of 43.30% in Stage 1. DDQN, while more computationally demanding with CPU usage of
57.40% in Stage 3, justified its higher resource requirements with superior performance in complex environments. This trade-
off between computational cost and performance must be considered in future.

Table 6. Average success rate of DQN/DDQN for all environments.


Algorithms Stage 1 Stage 2 Stage 3
DQN 98% 96% 88%
DDQN 98% 100% 100%

Table 7. Time to reach average success rate of training in all environments.


Algorithms Stage 1 Stage 2 Stage 3
Time (h) Time Step Time (h) Time Step Time (h) Time Step
DQN 7.18 125 7.50 118 6.36 138
DDQN 5.20 84 7.15 103 7.13 148

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Table 8. Other performance metrics.


Metric Stage1 Stage 2 Stage 3
DQN DDQN DQN DDQN DQN DDQN
Convergence Speed ∼600 ∼400 ∼1000 ∼600 ~1000 ~800
episodes episodes episodes episodes episodes episodes
Reward Stability Moderate High Moderate High Moderate High
Collision Rate 2% 2% Low Near Zero 8% Near Zero
Avg. CPU Usage 43.30% 41.90% 47.65% 49.65% 52.00% 57.40%
Avg. Memory Usage 5.60% 5.40% 4.20% 4.05% 2.80% 2.70%

(a) (b)

(c)
Figure 12. Rewards obtained during three different simulation environments of every 50 episodes for DQN and DDQN
algorithms: (a) Stage 1; (b) Stage 2; (c) Stage 3.

Analysis of Figures 12(a) to 12(c) reveals that the Q-learning utilizing deeper networks like DQN/DDQN demonstrates
significant enhancement in the average reward metric. In Stage 1 simulation environment, the performance of DQN and DDQN
exhibited significant variability during the initial training phase, particularly within the first 300 episodes as shown in Figure
12(a). This variability is attributed to the exploration-heavy epsilon-greedy strategy employed during the early stages of
training. DQN's 50-episode moving average reward began to stabilize after approximately 600 episodes, while DDQN
demonstrated faster convergence, stabilizing after approximately 400 episodes, reflecting improved learning stability. By the
end of training, DQN achieved a higher best reward of 13,273.6 compared to DDQN's 11,170.0, indicating that both algorithms
successfully learned efficient navigation strategies with DQN showing superior peak performance.
To provide a more comprehensive evaluation beyond success and collision rates, the following complementary metrics
and trade-offs are considered in the analysis:
a) Path Efficiency: Defined as the ratio of the shortest possible path (Euclidean distance) to the actual distance traveled
by the agent. This metric is closely related to the time steps per episode recorded in Table 7. For instance, in Stage 3,
DDQN takes slightly more steps (148) than DQN (138), indicating that DDQN may sacrifice minimal path efficiency
to prioritize safety and collision avoidance, especially when navigating complex dynamic obstacles.
b) Energy Consumption: In mobile robotics, energy consumption is proportional to the total distance traveled and the
frequency of angular changes (turning actions). Given the proportional relationship between travel time and path
length, the step count (Table 7) serves as a robust proxy for energy consumption. The trade-off observed is that while
DDQN is safer and more stable, its preference for conservative paths in complex dynamic environments suggests a
potentially higher energy consumption per successful episode compared to an aggressive, less reliable path.
c) Response Latency: This metric represents the time delay between the robot sensing a change (e.g., an obstacle
appearing) and the execution of the corrected action. While not explicitly measured in the current time metrics (Table

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7), it is a critical factor for real-time applications. The computational overhead introduced by DRL algorithms,
especially DDQN's dual-network architecture, inherently increases response latency compared to simpler, classical
control loops. Although DDQN provides stability, future deployment would require minimizing this latency through
hardware acceleration or optimized network pruning to ensure effective real-time control.

In Stage 2 simulation environment as shown in Figure 12(b), DQN exhibits substantial variability throughout the training
process, particularly during the first 800 episodes. This variability suggests that DQN struggles to maintain consistent policy
updates, likely due to Q-value overestimations in the more complex randomized environment. While the 50-episode moving
average reward shows a gradual upward trend, it stabilizes after approximately 1000 episodes. In contrast, DDQN demonstrates
significantly less variability and more stable learning, with the 50-episode moving average reward increasing rapidly during
the initial training phase and stabilizing after approximately 600 episodes. This early stabilization demonstrates DDQN's ability
to mitigate Q-value overestimations using a target network and dual-network updates, reflecting superior efficiency in learning
optimal navigation strategies under randomized goal conditions.
Finally, in Stage 3 simulation environment as shown in Figure 12(c), DQN exhibits significant variability particularly
during the initial 500 episodes, reflecting the challenges of learning optimal navigation strategies in dynamic environments.
The 50-episode moving average reward shows a slow but steady upward trend, stabilizing after approximately 1000 episodes,
achieving a best reward of 851.3. In contrast, DDQN demonstrates smooth and steady improvement throughout training, with
the 50-episode moving average reward increasing consistently during the initial episodes and stabilizing after approximately
800 episodes, achieving a best reward of 846.4. The absence of significant reward variability in DDQN underscores the
algorithm's robustness and its ability to mitigate Q-value overestimations, while DQN's overall reward trends highlight the
difficulties it faces in consistently handling the added complexity of dynamic obstacles.

5. CONCLUSION
This paper presented the RL for autonomous navigation that can adapt to changing environments. Through three progressive
training stages, the work addressed fundamental and advanced challenges in robot navigation, including static obstacle
avoidance, randomized goal-reaching, and dynamic obstacle handling. The DDQN demonstrated superior performance,
achieving a 100% success rate in dynamic environments with near-zero collisions, while DQN and Q-learning showed
limitations in handling complex scenarios. The empirical analyses underscore the efficacy of the proposed algorithm.
Q-Learning demonstrated effective learning in basic navigation tasks, with clear state-action mapping through the Q-table
and stable performance in static environments. Its low computational requirements make it suitable for simple applications.
However, Q-learning struggles with scalability and dynamic scenarios, as it is limited to discrete state-action spaces and cannot
handle continuous state representations effectively. Additionally, it requires extensive exploration phases, exhibits high
variance in performance metrics, and converges slower compared to deep learning approaches. The DQN has successfully
handled continuous state spaces, achieving 96-98% success rates in static environments and demonstrating effective goal-
directed navigation. Its moderate computational requirements make it a balanced choice for moderately complex environments.
However, DQN exhibits moderate reward variability and slower convergence, particularly in dynamic environments. It
struggles with moving obstacles, achieving an 88% success rate in Stage 3, and requires longer training periods for stability.
The DDQN outperformed both Q-learning and DQN, achieving a 100% success rate in all stages, including the most
challenging dynamic environments. Its near-zero collision rates, faster convergence, and consistent performance across all
environmental conditions highlight its robustness and adaptability. However, DDQN has higher computational demands, with
longer training times and increased memory requirements for its dual-network architecture. Additionally, it prioritizes safety
over path length optimization, resulting in higher average steps per episode (148 in Stage 3). Despite these limitations, DDQN’s
superior performance in complex environments makes it the most suitable algorithm for real-world applications requiring
dynamic obstacle avoidance and goal-directed navigation.
The novel contributions of this work extend beyond algorithm comparison to provide actionable engineering insights: (1)
Progressive Complexity Framework: The three-stage training methodology reveals that DDQN's architectural advantages only
manifest under dynamic conditions (Stage 3), while simpler algorithms suffice for static environments, enabling cost-effective
algorithm selection; (2) Quantified Breaking Points: We establish that Q-learning's discrete state representation fails beyond
basic scenarios (achieving only 88% success in dynamic environments), DQN encounters stability issues with moving
obstacles (88% success, 8% collision), while DDQN maintains 100% success with zero collisions; (3) Deployment Guidelines:
The computational trade-off analysis (Table 8) provides practitioners with concrete metrics DDQN's 10% higher CPU usage
is justified only when navigation scenarios involve dynamic obstacles and require zero-collision guarantees.

ACKNOWLEDGEMENT AND FUNDING


The authors would like to acknowledge the financial support from the Ministry of Higher Education (MOHE) Malaysia and
Universiti Teknologi Malaysia under Matching Grant: Safe and Flexible Manufacturing System between Universiti Teknologi
Malaysia and Telkom University, Indonesia (Q.J130000.3023.04M12 and R.J130000.7623.4B796).

DECLARATION OF CONFLICTING INTERESTS


The authors declare no potential conflicts of interest with respect to the research and publication of this article.

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Common questions

Powered by AI

Q-learning performs effectively in simple static environments but struggles as complexity increases due to its inability to handle continuous state spaces. DQN shows improved performance but still suffers from variability in complex scenarios due to its over-estimation tendency. DDQN provides robust performance across all complexity levels, showing superior generalization and consistent success rates due to its better handling of Q-value assessment across dynamic scenarios .

DDQN is preferable in industrial environments where consistent performance is crucial despite lower peak rewards compared to DQN. DDQN provides stable navigation with a 100% success rate and near-zero collisions by better handling dynamic obstacles and maintaining efficient goal-reaching despite potential increased response latency and energy consumption. This makes it more reliable for industries where safety and reliability take precedence over speed and aggressive exploration that DQN offers .

The performance metrics used include success rates, collision avoidance, reward stability, path efficiency, and energy consumption. DDQN achieved a 100% success rate in all stages, reflecting its adaptation ability to dynamic environments with zero collision rates. It emphasizes efficient but slightly conservative navigation paths, indicating a trade-off for safety and stability over minimal step counts .

Q-learning struggles with continuous state spaces and performs poorly in dynamic environments, often unable to generalize its policies across varying scenarios. DQN performs better than Q-learning in terms of success rates but its use of the max operator leads to over-estimation of Q-values, causing failures in highly dynamic environments. DDQN, however, addresses this by employing a decoupled architecture for action evaluation and selection, which significantly reduces Q-value overestimation, resulting in superior performance in dynamic settings where it maintains a consistent 100% success rate compared to DQN's 88% .

Learning efficiency, measured by the stability of steps per episode, generally improves for both DQN and DDQN as training progresses across stages with increasing complexity. DDQN consistently stabilizes faster and at lower step counts than DQN across all stages, indicating its better optimization for both simple and complex navigation tasks. DQN exhibits more variability, especially in scenarios with randomized goals and dynamic obstacles, where it struggles to maintain consistent policy updates .

DDQN's architecture decouples action selection and evaluation, using separate networks for each. This approach mitigates the over-estimation bias seen in DQN by preventing the positive feedback loop that inflates Q-values in uncertain states. This decoupled architecture allows DDQN to more accurately assess risk and select conservative actions, enhancing its success rate and reducing collision probabilities in dynamic navigation scenarios .

DQN uses the same Q-network for both action selection and evaluation, which causes over-estimation of Q-values, especially under conditions of high uncertainty such as dynamic environments with moving obstacles. This overestimation bias leads to suboptimal navigation paths and higher collision rates. DDQN's architecture, in contrast, avoids this bias by employing separate networks for action selection and evaluation, leading to more accurate Q-value assessments and better performance .

The exploration-heavy epsilon-greedy strategy significantly contributes to the initial performance variability of both DQN and DDQN. This strategy causes initial high variability in the reward metrics as the algorithms explore the environment to find optimal policies. DQN stabilizes after 600 episodes while DDQN shows faster convergence, stabilizing around 400 episodes, indicating improved learning stability due to its architecture .

DDQN's navigation strategy prioritizes safety and stability over path length minimization, seen in its slightly higher average steps per episode. This results in a potential increase in energy consumption due to longer travel and more frequent direction changes. However, this trade-off ensures collision avoidance and effective obstacle negotiation in complex environments, which is critical for applications needing reliable operations .

Real-time deployment of DDQN may face challenges such as increased response latency due to its complex dual-network architecture, impacting the timeliness of actions in fast-paced environments. Mitigation strategies could include hardware acceleration, such as GPUs or TPUs, and optimized network prunings, such as reducing the network size and complexity to decrease computational overhead, ensuring timely response in critical applications .

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