Abstract:Visual policy design is crucial for aerial navigation. However, state-of-the-art visual policies often overfit to a single track and their performance degrades when track geometry changes. We develop FalconGym 2.0, a photorealistic simulation framework built on Gaussian Splatting (GSplat) with an Edit API that programmatically generates diverse static and dynamic tracks in milliseconds. Leveraging FalconGym 2.0's editability, we propose a Performance-Guided Refinement (PGR) algorithm, which concentrates visual policy's training on challenging tracks while iteratively improving its performance. Across two case studies (fixed-wing UAVs and quadrotors) with distinct dynamics and environments, we show that a single visual policy trained with PGR in FalconGym 2.0 outperforms state-of-the-art baselines in generalization and robustness: it generalizes to three unseen tracks with 100% success without per-track retraining and maintains higher success rates under gate-pose perturbations. Finally, we demonstrate that the visual policy trained with PGR in FalconGym 2.0 can be zero-shot sim-to-real transferred to a quadrotor hardware, achieving a 98.6% success rate (69 / 70 gates) over 30 trials spanning two three-gate tracks and a moving-gate track.
Abstract:In this paper, we explore the susceptibility of the Q-learning algorithm (a classical and widely used reinforcement learning method) to strategic manipulation of sophisticated opponents in games. We quantify how much a strategically sophisticated agent can exploit a naive Q-learner if she knows the opponent's Q-learning algorithm. To this end, we formulate the strategic actor's problem as a Markov decision process (with a continuum state space encompassing all possible Q-values) as if the Q-learning algorithm is the underlying dynamical system. We also present a quantization-based approximation scheme to tackle the continuum state space and analyze its performance both analytically and numerically.