1. Introduction and Research Motivation
Autonomous decision-making in complex and uncertain environments has become a key challenge in modern engineering systems. This is particularly evident in the domain of unmanned aerial vehicles (UAVs), which are increasingly expected to operate with minimal human supervision while performing tasks such as navigation, target reaching, and obstacle avoidance in dynamic three-dimensional environments. Traditional decision systems, typically based on predefined rules and control laws, become increasingly difficult to design, scale, and maintain as environmental complexity and the number of possible system states increase. While such rule-based approaches can be effective in well-defined and static scenarios, they struggle to adapt to uncertainty, nonlinearity, and unforeseen situations [
1,
2,
3,
4].
In contested and infrastructure-poor environments, autonomous UAV operation is further complicated by degradation or denial of external navigation and communication. Recent literature on GNSS-denied UAV navigation shows that reliable positioning and control remain difficult when satellite signals are obstructed, unavailable, or intentionally disrupted, and that robust operation increasingly depends on alternative sensing, sensor fusion, and adaptive decision mechanisms rather than on a single navigation source alone [
5]. In parallel, security-oriented reviews on UAV navigation emphasize that spoofing and jamming of GNSS and communication links remain serious threats that may lead to loss of positioning, unstable control, or mission failure [
6]. Therefore, the practical problem addressed in this paper is not jammer detection itself, but autonomous mission-level decision-making after external navigation and communication reliability has been degraded. Under such conditions, predefined control logic may prove insufficient because the UAV must react to incomplete observations, evolving threats, and degraded external support in real time. This motivates the use of adaptive learning-based decision mechanisms that can generalize beyond fixed rule sets and maintain mission effectiveness under operational uncertainty.
To address these limitations, learning-based decision systems have gained significant attention in recent years. Deep reinforcement learning (DRL) offers a principled framework for autonomous decision-making by enabling an agent to interact with its environment, learn control policies through reward feedback, and improve behavior without explicit programming of control rules [
7]. The learned policy can be viewed as the agent’s “brain,” which makes decisions and is implemented as a deep neural network [
8,
9]. DRL has been applied to various UAV control tasks, including stable flight control, path planning, obstacle avoidance, and navigation in continuous action spaces [
10,
11,
12]. For example, deep reinforcement learning based on Proximal Policy Optimization (PPO) has been explored to guide unmanned aircraft systems in continuous control environments, demonstrating high success rates in obstacle-avoidance tasks [
13,
14]. Furthermore, RL agents have been compared across multiple state-of-the-art algorithms, including PPO, Soft Actor–Critic (SAC), and Deep Deterministic Policy Gradient (DDPG), showing that policy-gradient and actor-critic methods often outperform traditional control techniques in uncertain environments [
15,
16].
Simulation environments and serious games play a crucial role in the development and evaluation of such learning-based decision systems [
17,
18]. They provide a safe, cost-effective, and fully controllable testbed in which complex scenarios can be reproduced without risking damage to real hardware. This is especially important for UAV systems, where real-world experimentation can be expensive, time-consuming, and potentially dangerous. Modern game engines, such as Unity, support the creation of realistic, physics-based environments and seamless integration with reinforcement learning frameworks via toolkits such as Unity ML-Agents, thereby enabling the study of continuous control policies in sophisticated 3D environments [
19,
20].
Although reinforcement learning has been widely studied for UAV control, the literature remains fragmented in its task definitions, learning setups, and evaluation metrics. Many studies focus on isolated subtasks such as attitude stabilization, obstacle avoidance, or path planning, often in simplified environments or with limited mission realism [
2,
13,
21,
22]. Recent reviews also note persistent gaps related to reward design, generalization, benchmark comparability, and deployment readiness, especially in GPS- or communication-denied settings [
21,
22]. At the same time, actor–critic methods, particularly PPO, are frequently favored in continuous-control settings because of their update stability and robustness. In contrast, simpler policy-gradient methods such as REINFORCE provide a useful baseline but often suffer from higher variance [
2,
13,
21,
22]. Consequently, there is still value in comparative studies that evaluate different policy-gradient strategies under the same sensing model, environment, mission constraints, and staged-training regime, because such a unified setup makes the effect of algorithmic differences easier to interpret.
This paper addresses the above gap by presenting an artificial intelligence-based decision system for autonomous control of a quadrotor UAV in a three-dimensional Unity/ML-Agents environment. The task under consideration is mission-oriented rather than narrowly low-level: the UAV must approach a designated target, avoid terrain obstacles, remain within operational boundaries, respect mission-time constraints, and maintain safe flight behavior. The proposed system is specifically motivated by GPS-denied and communication-constrained scenarios, in which the UAV should continue to act based on onboard observations and learned policy adaptation rather than on predefined trajectories or continuous operator guidance. Accordingly, the central research problem considered in this work is how to design and evaluate a UAV decision-making mechanism that remains effective when navigation support, communication reliability, and environmental predictability are all reduced. Two policy-gradient reinforcement learning configurations are implemented and compared: REINFORCE with a single policy network and PPO with separate actor and critic networks, clipped updates, and Generalized Advantage Estimation.
Two policy-gradient-based reinforcement learning configurations are implemented and evaluated: the REINFORCE algorithm using a single deep neural network, and the Proximal Policy Optimization (PPO) algorithm employing an Actor–Critic architecture with separate policy and value networks. The training process is conducted in multiple stages, with gradually increasing task complexity and a range of scenarios, enabling the emergence of increasingly sophisticated behaviors.
The main contributions of this work are as follows:
Design and implementation of a realistic 3D UAV simulation environment for mission-oriented UAV control using Unity and ML-Agents, which is appropriate for reinforcement learning experiments requiring continuous control and physics-based interaction [
8].
Formulation of state representation, continuous action space, and reward function that jointly encode target approach, flight safety, obstacle avoidance, mission duration, and operational boundaries.
Provide a controlled comparison between REINFORCE and PPO under the same sensing model, environment, mission constraints, and staged-training procedure, thereby isolating the effect of algorithmic differences under matched experimental conditions.
Validate the final trained policies in a previously unseen scenario and show that, within the considered experimental setting, the PPO-based Actor–Critic configuration yields higher mission-level effectiveness than the REINFORCE baseline.
Introduction of a staged training procedure in which task difficulty is increased progressively, and, at each stage, several candidate policies are trained under the current scenario setting. The best-performing policy from a given stage is then used to initialize training in the next, more demanding stage. This procedure was intended to improve learning stability and facilitate the gradual acquisition of mission-relevant behavior in a complex environment.
It should be emphasized that the contribution of this study is not the invention of a new reinforcement learning algorithm. Unlike many prior studies that focus on isolated subtasks such as obstacle avoidance, attitude stabilization, or waypoint following, the present work formulates a mission-oriented UAV control problem under degraded-navigation and communication-constrained conditions and evaluates two policy-gradient solutions within the same sensing, action, reward, and staged-training framework. The contribution, therefore, lies in the construction and experimental assessment of a coherent decision-support setup rather than in proposing a new RL optimizer.
The remainder of this paper is organized as follows.
Section 2 presents the system concept and architecture, including the simulation environment, state and action representation, reward formulation, and reinforcement learning algorithms.
Section 3 describes the staged training procedure and discusses the experimental results obtained for the REINFORCE and PPO configurations.
Section 4 outlines directions for future work. Finally,
Section 5 summarizes the main findings and conclusions of the study.
3. Results and Discussion
To clarify the evaluation procedure, the experimental study was organized into three consecutive training stages. The purpose of this design was not only to compare REINFORCE and PPO but also to examine how both algorithms behave under increasingly demanding learning conditions. In Stage 1, the agents were trained in a relatively simple setting to establish an initial policy and identify promising hyperparameter configurations. In Stage 2, training continued using the experience gathered in Stage 1 and a more demanding task configuration, enabling assessment of learning stability, adaptation, and convergence under increased complexity. In Stage 3, the selected configurations were further trained in the most difficult scenario, with denser obstacle arrangements and more challenging navigation conditions, to evaluate the robustness of the learned behavior and select the final models for the validation experiment. It should be emphasized that the purpose of this staged experimental design was model selection and comparative assessment of candidate configurations, rather than repeated-seed statistical estimation for a single fixed final setting. Multiple training runs were therefore used to identify the most promising configurations at each stage. In addition, the staged workflow was designed so that the best-performing policy obtained at one difficulty level served as the starting point for the next stage, rather than forcing the agent to learn the full mission complexity from scratch. Although this procedure improves the reliability of configuration selection, it is not equivalent to a formal variability analysis that relies on repeated executions of the same final configuration with different random seeds. This staged procedure was intended to reduce the difficulty of learning in the initial phase and then progressively test whether the algorithms could transfer earlier experience to more complex mission conditions. The comparison between PPO and REINFORCE was designed as a controlled experimental comparison under identical task conditions. Both algorithms were trained in the same virtual environment, with the same mission objective, observation space, reward formulation, operational constraints, and staged-training logic. Therefore, the comparison isolates the effect of the learning algorithm under matched experimental conditions. At the same time, due to stochastic network-weight initialization and stochastic exploration during training, the obtained results should be interpreted as evidence from a controlled algorithmic comparison rather than as a statistically exhaustive repeated-seed benchmark. However, it should be emphasized that the primary goal of this study was not to establish statistically rigorous performance bounds, but to compare algorithmic behavior under identical and controlled mission conditions. Therefore, the presented results should be interpreted as indicative comparative evidence rather than as a statistically complete benchmark. A more rigorous repeated-seed evaluation with confidence intervals and formal significance testing is an important direction for future work.
All experiments were conducted on a fixed hardware platform equipped with an NVIDIA RTX 4070 Ti Super GPU (16 GB VRAM, 8448 CUDA cores, memory bandwidth of 672 GB/s), an Intel i7-14700KF CPU, and 64 GB of system memory. The reported CPU, GPU, and RAM utilization values represent relative resource usage measured on this platform and are provided primarily to compare the computational demands of the evaluated algorithms under identical conditions. These values should not be interpreted as absolute performance indicators, as they depend on the specific hardware configuration used during the experiments.
The reported evaluation measures should be interpreted into two groups. The first group consists of learning-process metrics, which describe how the optimization proceeds during training. These include policy loss, cumulative reward or success-related reward indicator, entropy/exploration, explained variance, episode length, computation time, and hardware-resource usage. The second group consists of mission-level performance metrics that describe the final practical effectiveness of the trained agent, most notably the success rate in the independent validation scenario. This distinction is important because good optimization behavior during training does not automatically imply strong final mission performance.
In the training plots (
Figure 5,
Figure 6 and
Figure 7), the term “AI Performance” is used as a general indicator of the agent’s learning progress and corresponds to the reward-based performance measure recorded during training, i.e., the cumulative reward (or mean episodic reward, depending on the specific plot). The values shown on the vertical axis therefore reflect the scale of the defined reward function rather than normalized performance scores. As a result, the range of values includes both negative and positive values, which correspond, respectively to penalty-dominated and reward-dominated agent behavior. Therefore, “AI Performance” should be interpreted as an internal training metric reflecting policy quality under the designed reward function, rather than an absolute or directly comparable performance measure.
Policy loss reflects the magnitude and direction of policy updates during optimization. It is useful mainly as an internal learning indicator and should not be interpreted alone as a direct measure of mission quality. Cumulative reward indicates how consistently the agent performs behaviors encouraged by the reward function, such as moving toward the target, avoiding penalties, and maintaining safe flight conditions. Entropy, reported for PPO, quantifies the degree of action randomness and thus the level of exploration: higher entropy indicates more exploratory behavior, whereas lower entropy indicates a more deterministic policy. Explained variance is used only for PPO because PPO employs a critic network; this metric indicates how well the critic predicts returns, with higher values indicating a better fit of the value function. Episode length indicates how many simulation steps are required before the episode terminates; shorter episodes may indicate either faster task completion or faster failure, so this metric must always be interpreted alongside reward and success indicators. CPU, RAM, and GPU utilization, together with computation time, describe the computational cost of training.
The observed advantage of PPO over REINFORCE in the present study can be linked not only to the general properties of the algorithm, but also to the specific requirements of the UAV control task considered here. The mission requires simultaneous continuous control, obstacle avoidance, target-oriented navigation, altitude maintenance, and reaction under partial observability. In such a setting, policy updates based only on Monte Carlo returns, as in REINFORCE, are more sensitive to reward variance and delayed task feedback. By contrast, PPO benefits from the actor–critic structure, which provides a value-based baseline for advantage estimation, and from clipped policy updates, which reduce destructive parameter changes during learning. These mechanisms are especially relevant in the present UAV setup, where the agent must maintain stable multi-axis control while also making sequential navigation decisions under sparse success signals and multiple penalty terms. This task-specific interpretation helps explain why PPO achieved better reward progression, shorter effective episode lengths in the later stages, and higher final mission success under the same observation space, reward structure, and staged-training procedure. In particular, PPO was better suited to this problem because unstable policy updates in a multi-axis UAV-control task can immediately translate into loss of altitude control, collision, or mission failure. By reducing gradient variance through value-based advantage estimation and limiting abrupt policy shifts through clipping, PPO provided a more reliable mechanism for improving control behavior in this safety-constrained and partially observable environment.
The tested hyperparameters also require explicit interpretation. The learning rate determines the magnitude of updates to network parameters: lower values usually improve stability but slow learning, whereas higher values accelerate learning at the risk of instability. The discount factor controls the importance of future rewards; higher values encourage long-term planning, whereas lower values emphasize immediate outcomes. In PPO, the number of rollout steps (num_steps) determines how much interaction data is collected before each optimization update, and total_timesteps specifies the overall training budget. The number of minibatches (num_minibatches) determines how the collected data is split during optimization, affecting the granularity of gradient updates. The parameter gae_lambda controls the bias–variance trade-off in Generalized Advantage Estimation: higher values typically provide smoother long-horizon estimates but may increase variance. The clipping coefficient (clip_coef) limits the size of policy updates in PPO and therefore directly affects training stability. The entropy coefficient (ent_coef) controls how strongly exploration is encouraged; larger values promote more exploratory policies. The value-function coefficient (vf_coef) sets the relative importance of critic loss in PPO, and max_grad_norm limits gradient magnitude to prevent unstable updates. In REINFORCE, the parameter std controls the spread of the stochastic action distribution and therefore influences exploration intensity. Finally, max_steps defines the maximum episode length and num_episodes determines the number of episodes used in training.
For this reason, the tables in the following subsections should be read in a structured way. The parameter tables explain the configuration used in each test, while the result tables summarize the observed training behavior under that configuration. Figures showing the training process illustrate the dynamics of reward and episode length over time and are intended to complement the tables by revealing convergence patterns rather than replacing the final mission-level validation.
For methodological consistency, all candidate tests within a given training stage were conducted under the same environment configuration, observation model, action space, reward formulation, and mission constraints. Only algorithm-specific and training hyperparameters were varied between runs. Hyperparameter selection was supported by Optuna-based optimization and complemented by iterative analysis of learning dynamics, convergence stability, and task-level performance. After each stage, the configuration selected for further training was the one that provided the best overall balance between achieved performance and stability under the fixed scenario conditions of that stage.
In each of the four tests listed in
Table 2, the agent was allowed to take up to 200 steps per episode and was trained for 250 episodes. The differences between the tests concerned three parameters. The learning_rate, which determines how quickly the network weights are updated. A higher learning_rate means the agent updates its weights more aggressively, so it can learn faster but is also more likely to become unstable or “overshoot” good solutions. A learning_rate rate leads to slower, more cautious learning, which is usually more stable but may require more training steps. The discount factor gamma determines how strongly the agent weights future rewards. A higher gamma (closer to 1) indicates that the agent places greater weight on long-term rewards and plans further into the future. A lower gamma indicates that the agent places greater emphasis on short-term, immediate rewards and is less sensitive to future outcomes. The standard deviation controls the level of randomness in action selection and thus the degree of exploration. A higher standard deviation (Std) makes the policy more stochastic, so the agent explores more and tries a wider range of actions, which can help discover better strategies but also increases variability in performance. A lower standard deviation makes the policy more deterministic, so the agent exploits what it has already learned, explores less, and may become stuck in suboptimal behavior.
Results listed in
Table 3 show that test no. 2 has the highest average reward per episode. It can be safely stated that test no. 2, with its parameter settings, is the best among those considered. The only drawback is that it did not manage to reduce the number of steps required to complete an episode and, consequently, the total training time. Resource usage in all test cases for the REINFORCE algorithm is very similar. Test no. 2 is selected for further training.
As shown in
Table 4, the experiments used the same rollout length of 150 environment steps per update and a total training budget of 50,000 timesteps across all four tests. The learning_rate varies significantly between the tests: Test 1 uses a very small learning_rate, leading to slow and conservative updates, while Test 4 applies the highest learning_rate, enabling faster but more aggressive learning. The discount gamma factor γ ranges from 0.891 to 0.985, with Test 2 placing greater emphasis on long-term rewards, whereas Test 1 focuses more on immediate rewards. The number of minibatches, num_minibatches is fixed at 5 in all experiments, ensuring that the collected data is split in the same way during optimization. The GAE parameter λ varies slightly across tests, controlling the bias–variance trade-off in advantage estimation, where higher values reduce bias but increase variance. The clipping coefficient clip_coef remains relatively small across all tests, thereby helping to maintain stable policy updates. Entropy (ent_coef) is lower in Tests 2 and 3, resulting in more deterministic policies, whereas it is higher in Test 4, encouraging greater exploration. The value-function loss coefficient vf_coef is higher in Tests 1 and 4, indicating a stronger focus on accurate value estimation, whereas tests 2 and 3 maintain a more balanced emphasis between policy and value learning. The max_gradient_norm further controls training stability by limiting the magnitude of gradients, with lower values enforcing stricter clipping and higher values allowing larger updates.
As we can see in
Table 5, Test 4, which uses the highest learning_rate, also features a slightly lower discount factor than Test 2 but a higher GAE lambda, placing greater emphasis on long-term reward estimation. Entropy remains high and continues to increase during training, and the value-function coefficient vf_coef is the largest among all experiments, meaning that the critic strongly influences the learning process. In addition, a large max_grad_norm allows for larger parameter updates. As a result, Test 4 achieves the highest cumulative reward and the highest explained variance, indicating strong critic performance. However, despite reaching high rewards in the shortest time with stable resource usage, Test 2 is selected for further training due to its greater overall stability and higher training efficiency.
As shown in
Table 6, the two algorithms exhibit similar policy losses, so their updates are of comparable magnitude. However, the PPO algorithm achieved nearly twice the reward and required substantially less time to achieve this performance. The main difference is that the REINFORCE algorithm uses a cumulative reward over 200 steps and does not use an additional critic to stabilize learning. As a result, its hardware usage is significantly higher. PPO performs significantly better in terms of effectiveness, hardware requirements, and time efficiency. From
Figure 6, it is evident that after approximately 25,000 steps, PPO exhibits a clear trade-off between reward and episode length, whereas with REINFORCE, the episode length remains constant and the reward improves only slightly.
For Stage 2 of the REINFORCE algorithm, as shown in
Table 7, the agent was allowed to take up to 250 steps per episode and was trained for 260 episodes per test. As in Stage 1, the tests differed in three key hyperparameters: the learning_rate, the discount factor gamma, and the standard deviation Std.
The results in
Table 8 show that, despite differences in hyperparameters across tests, the average episode length remained approximately constant at approximately 250 steps across all four configurations. This indicates that the agent did not learn to complete episodes more efficiently and consistently used the maximum allowed number of steps. At the same time, the success rates are negative across all tests, indicating that the agent’s overall performance with respect to the adopted reward metric deteriorated or remained unsatisfactory in this training stage. The exploration level closely tracks the selected standard deviation values in
Table 7, confirming that this parameter effectively controls the policy’s stochasticity. Test 4 exhibits the lowest exploration and the highest learning_rate. The reward does not increase dynamically due to the reduced exploration. Unfortunately, this cannot be considered an advantage in this case, because the cumulative reward is very low, and a stable but poor policy is not an optimal solution. Therefore, Test 2 is selected for further training.
Table 9 shows that the learning_rate values vary significantly: Test 2 uses the lowest value, which favors stable, conservative updates, whereas Test 4 uses the highest value, which accelerates learning but increases the risk of instability. Tests 1 and 3 occupy intermediate positions. The discount factor gamma is highest in Tests 1 and 2, which increases the emphasis on long-term rewards, whereas in Test 3 it is the lowest, causing the agent to focus more on short-term rewards. The gae_lambda parameter is close to 1 across all tests, with the highest value in Test 3, which extends the advantage estimation horizon and increases variance. All configurations use relatively small clip_coef values, with the smallest in Test 4, which strongly constrains policy updates. The entropy coefficient ent_coef is lowest in Test 2 (more deterministic policy), highest in Tests 3 and 4 (strong exploration), and moderate in Test 1. The vf_coef values are highest in Tests 1 and 3, indicating a stronger focus on accurate value-function fitting, whereas in Tests 2 and 4, they are lower, balancing value and policy learning. The max_grad_norm parameter is highest in Test 1, allowing larger parameter updates, and lowest in Test 4, resulting in more constrained parameter updates per optimization step.
Table 10 shows that Test 2 achieves the best trade-off between policy quality and training stability: it has the highest explained variance, a relatively high cumulative reward, and shorter training time than Test 1, while maintaining a more deterministic policy. Test 1 yields decent results but is slower and less efficient. Test 3 performs the worst—despite high entropy, it achieves the lowest reward and the lowest explained variance, indicating poor critic fit. Test 4 is the most unstable: an aggressive learning_rate combined with a very small clip_coef and high entropy leads to large policy instability, negative explained variance, and short, unsuccessful episodes, despite a moderate average reward. Test no. 2 is selected for further training due to its best achieved results and its stability, which is key for continued learning.
Both algorithms exhibit very similar policy losses, as shown in
Table 11. However, the PPO algorithm performs better, which was expected in such a complex environment. PPO uses more resources but has a much shorter training time. Its efficiency is high, and episode duration decreases over time, unlike REINFORCE. In the case of PPO in
Figure 6, the AI’s success steadily improves during training, while the episode duration gradually decreases. This indicates that the agent learns to solve the task more efficiently, achieving its goals in fewer steps as training progresses. In contrast, the REINFORCE algorithm exhibits much slower improvement in AI performance, and episode duration remains nearly constant throughout training, suggesting limited learning progress.
Looking at
Table 12 and
Table 13 the following conclusions can be drawn. The policy loss for both tests is very similar in the initial phase of training. However, the policy in Test 2 converges to zero more quickly and then stabilizes, whereas in Test 1 it remains at high values with frequent increases, indicating large fluctuations in the policy. Test 2 yields higher rewards and greater efficiency than Test 1. This may be because Test 2 involves less exploration and relies more on prior experience. Test 1 is characterized by high variability in decisions and by episodes that often terminate quickly with failure. As a result, it achieved the shortest training time so far. Nevertheless, Test 2 achieved better results across all categories and is therefore selected as the final trained model for the REINFORCE algorithm.
In both cases,
Table 14 and
Table 15 indicate that rewards are lower and more variable due to numerous obstacles. In such situations, the agent may sometimes have to take a longer route or identify a gap to reach the goal. In the early training phases, the models explore different obstacle-avoidance strategies. Test 2 substantially outperforms Test 1 in predicting the Critic’s estimate. The random placement and high number of obstacles hinder the model in this task, so it continues to predict values with uncertainty. Test 2 has significant difficulty with this. A possible cause is an excessively high vf_coef value, set close to the upper limit. In both tests, the models eventually stabilized toward the end of training but exhibited considerable fluctuations during training, still attempting to respond in various ways to changing conditions. Test 2 had a shorter training period but achieved lower rewards for most of the training. Test 1 is therefore selected as the final PPO model.
According to
Table 16, the PPO algorithm makes decisions more quickly and produces less chaotic actions. The REINFORCE algorithm, despite lacking additional mechanisms, performs relatively well in such a complex environment, which is a positive surprise. It consumes fewer resources, but the rewards are still lower than in the case of PPO, and the episode duration increases throughout training. PPO, as shown in
Figure 7, eventually “bounces back” and plays the game more efficiently. One could consider extending the training time in the final learning phase, at the cost of reduced generalization. To further assess the final mission-level effectiveness of both approaches, selected Stage 3 policies of each algorithm were evaluated in a previously unseen mission scenario over 100 mission attempts.
Selected Stage 3 policies of each algorithm were evaluated in a previously unseen mission scenario over 100 mission attempts. In this scenario, the UAV was required to maintain a prescribed flight altitude, detect a designated ground target location, and perform the target-approach task while avoiding obstacles such as trees. The results summarized in
Table 17 show that, within the considered validation scenario, the PPO configuration with an Actor–Critic architecture outperformed REINFORCE in terms of mission success, flight stability, collision avoidance, and time-to-target. The large difference in success rates suggests that PPO provided a more robust control policy under the operating conditions considered in this study.
5. Conclusions
This work presented a complete reinforcement learning-based decision system for autonomous control of a multirotor UAV in a three-dimensional simulation environment, designed specifically for operation under degraded navigation (GPS-denied) and limited communication. Instead of relying on classical, pre-programmed trajectories and control rules, the drone learned a control policy through interaction with its environment, receiving feedback in the form of rewards and penalties. This enabled the gradual acquisition of stable flight, obstacle-avoidance, and mission-execution skills under uncertainty and partial observability.
Compared with many prior studies, the main contribution of this work lies not in proposing a new learning algorithm but in integrating a mission-oriented UAV control problem, a realistic Unity/ML-Agents simulation setup, a tailored observation and reward design, and a staged training-and-selection workflow into a single coherent experimental framework. Second, the work provided a systematic comparison of two policy-gradient configurations: classical REINFORCE with a single actor network and PPO with an Actor–Critic architecture. In the PPO setup, Generalized Advantage Estimation and policy update clipping were employed, significantly improving training stability and data efficiency. A dedicated neural network architecture (separate actor and critic models) was implemented and tailored to UAV sensing and continuous control, rather than relying on generic default models.
An important contribution was also the multi-stage training strategy, in which task complexity was gradually increased: from simple navigation scenarios through environments with obstacles to final missions requiring precise approach to a ground target location in a previously unknown environment. This curriculum-style progression reduced the complexity of training samples and stabilized learning, fostering the emergence of complex behaviors. In addition, a staged model-selection procedure was used, in which multiple policy instances with different hyperparameters and initializations were trained and compared across successive difficulty levels, and the best-performing policy was selected for further refinement.
Although the final validation was conducted in a single previously unseen environment configuration with a fixed obstacle layout and target location, the UAV started each mission from different initial positions. As a result, the trained policy had to generate different approach trajectories and decision sequences across attempts. Therefore, the reported results provided evidence of robustness to varying initial conditions within an unseen scenario, rather than comprehensive generalization across multiple randomized environments. These results suggest that properly designed DRL-based decision systems may provide a viable alternative to classical controllers in complex and uncertain operating conditions, particularly when GPS and communication links are limited or denied.
The presented solution had both scientific and practical significance. From a research perspective, it provided a coherent case study of applying policy-gradient methods (REINFORCE vs. PPO) in a realistic UAV scenario, integrating a continuous action space, an advanced reward function, GAE, and curriculum training. On the practical side, the proposed architecture and training methodology represented a step toward fully autonomous, disruption-resilient UAV systems applicable to civilian and safety-critical environments in which traditional GPS- and operator-dependent navigation systems may fail.