1. Introduction
Maritime transport constitutes a fundamental pillar of global economic development, accounting for more than 80% of international trade by volume [
1,
2]. With the rapid development of the global shipping industry, increasingly, traffic density and the growing number of ships have rendered the navigation environment progressively more congested and complex [
3]. Ship collisions remain one of the most critical safety concerns in maritime traffic, which sometimes result in catastrophic consequences, including severe loss of life, substantial economic damage, and irreversible marine environmental pollution [
4,
5,
6].
Statistical analyses indicate that human factors, such as misjudgement situations, inadequate communication, and the limited decision-making capability of watchkeeping officers, contribute to approximately 60.6% of maritime accidents [
7,
8]. Advances in artificial intelligence and automation technologies have accelerated the development of unmanned surface vehicles (USVs). By leveraging high-precision perception, cognition, and autonomous decision-making, USVs offer the potential to significantly reduce human-induced errors and enhance navigational safety [
9]. However, in complex multi-ship encounter scenarios, conventional collision avoidance methods often struggle to adapt to dynamically evolving conditions [
10,
11]. Consequently, the development of collision avoidance algorithms with a high autonomy and strong coordination capability is essential for next-generation intelligent waterborne transport systems [
12].
Despite the substantial progress in ship collision avoidance, significant challenges remain in addressing complex multi-ship encounters. First, many conventional approaches rely on non-cooperative game assumptions, treating surrounding ships as dynamic obstacles moving at constant speeds with fixed trajectories. Such simplifications fail to capture the coupled and interactive nature of multi-ship decision-making [
13]. Second, although deep-reinforcement-learning (DRL)-based methods have demonstrated good performance, many existing studies employ simplified kinematic models that neglect ship inertia and hydrodynamic effects, thereby limiting the practical applicability of the generated strategies to real ships [
14]. Furthermore, a lot of research assumes ideal cooperative behaviour among ships and does not adequately consider high-risk scenarios involving non-compliant or rule-violating ships [
15]. In real-world operations, the absence of appropriate avoidance actions may compromise navigational safety, highlighting the need for decision-making frameworks that can consider realistic ship dynamics and non-cooperative behaviours.
To address these limitations, this study develops a multi-ship collision avoidance decision-making framework for open-water navigation by integrating a high-fidelity ship dynamic model with an MATD3-based decision-making module. A three-degree-of-freedom (3-DOF) MMG model is incorporated to represent hull forces, propeller thrust, and rudder forces, enabling physically feasible manoeuvre generation. Meanwhile, the MATD3-based framework provides decentralised decision-making under a Centralised Training and Distributed Execution (CTDE) paradigm, while the reward design incorporates COLREGs-oriented guidance and considers non-cooperative target behaviours. The primary objective of this study is to assess the effectiveness and robustness of the proposed approach in the presence of non-cooperative disturbances under open-water navigation conditions.
The remainder of this paper is organised as follows.
Section 2 reviews the relevant literature on ship collision avoidance and identifies key research gaps.
Section 3 presents the proposed multi-ship collision avoidance framework, including MMG-based dynamic modelling, collision avoidance decision-making, and the implementation of the MATD3 algorithm.
Section 4 validates the proposed method through a series of case studies. Finally,
Section 5 concludes this study and outlines future research.
2. Literature Review
Autonomous ship collision avoidance decision-making has always been a hot topic in intelligent maritime navigation. Extensive efforts have been devoted to this field, leading to the development of a wide range of collision avoidance algorithms. Among the traditional approaches, Artificial Potential Field (APF), Velocity Obstacle (VO), and Model Predictive Control (MPC) are widely adopted. APF is commonly applied in unmanned ship path planning due to its clear mathematical formulation and low computational cost, which enables real-time implementation [
16,
17]. However, as a local planning method, APF is prone to becoming trapped in local minima, particularly in complex environments with multiple obstacles or dynamic encounter scenarios [
18]. To overcome these limitations, VO and its variants have been introduced into ship collision avoidance. By constructing collision cones in the velocity space, VO can effectively address dynamic obstacles and has been successfully applied in USV navigation tasks [
19,
20]. Nevertheless, VO-based methods typically rely on linear motion assumptions, where obstacles are considered to move at constant speeds along straight trajectories [
21]. This simplification neglects the substantial inertia and complex hydrodynamic characteristics of ships. In addition, VO methods often exhibit limited robustness under sensor noise and environmental disturbances, restricting their applicability in realistic maritime conditions [
22]. Beyond geometric and potential-field-based methods, MPC has attracted considerable attention due to its capability to explicitly incorporate system constraints and nonlinear dynamics [
23]. By solving online optimisation problems over a finite horizon, MPC can generate trajectories that comply with COLREGs while satisfying ship kinematic constraints [
24]. However, its performance is highly dependent on the accuracy of the underlying model, and parameter uncertainties can significantly degrade control accuracy [
25]. Moreover, solving optimisation problems for nonlinear ship dynamics imposes substantial computational demands [
26]. In dense multi-ship encounter scenarios, the increasing dimensionality of the state space makes it challenging for MPC to guarantee millisecond-level real-time decision-making, thereby limiting its applicability in highly dynamic environments [
27].
To alleviate the dependence of traditional methods on accurate mathematical models and to reduce computational burden, Deep Reinforcement Learning (DRL) has emerged as a promising data-driven paradigm in recent years [
28]. Unlike optimisation-based approaches, DRL adopts a model-free framework and learns collision avoidance strategies through interaction with the environment [
29]. Once trained, the resulting policy enables an end-to-end mapping from sensory inputs to control actions, thereby supporting real-time decision-making [
30]. Early applications of DRL in ship collision avoidance primarily relied on value-based methods, such as Deep Q-Network (DQN) and its variants [
31,
32]. However, these approaches require the discretisation of the inherently continuous action space (e.g., heading and speed), which often leads to oscillatory control behaviour and unnatural zigzag trajectories, reducing the manoeuvring smoothness and potentially increasing the mechanical wear [
33].
To address these issues, policy gradient methods have been introduced to enable the continuous control of ship motion. Among them, Proximal Policy Optimisation (PPO) and Deep Deterministic Policy Gradient (DDPG) have become the dominant approaches. PPO, as an on-policy algorithm, improves the training stability by constraining policy updates and has been widely applied in multi-ship interaction tasks [
34,
35,
36]. In contrast, DDPG adopts an off-policy framework with experience replay, enabling the more efficient utilisation of historical data [
37]. Given that ship simulation environments often involve computationally intensive hydrodynamic calculations, data sampling is costly. Consequently, PPO suffers from a relatively low sample efficiency, whereas off-policy methods such as DDPG and its variants are better suited to ship control applications due to their superior data efficiency [
38,
39,
40].
Despite their advantages, DDPG-based approaches are inherently designed for single-agent settings. In multi-ship collision avoidance scenarios, all ships update their policies simultaneously, leading to a continuously changing environment from the perspective of each agent. This phenomenon, known as environmental non-stationarity, violates the Markov assumption and makes convergence difficult, often resulting in policy oscillation or even training failure [
41,
42]. To address this issue, value-based methods have been extended to multi-agent systems, leading to the development of Multi-Agent DQN (MADQN) [
43]. Based on this framework, Chen et al. [
44] incorporated a profit-and-loss distribution mechanism into the reward function to encourage cooperative and rule-compliant behaviour among ships. Additionally, Niu et al. [
30] proposed a PER-DDQN-based method that introduces a non-collaborative factor to model the behaviour of other ships, thereby improving robustness. For continuous action spaces, Lowe et al. [
41] proposed the Multi-Agent Deep Deterministic Policy Gradient (MADDPG) algorithm within an Actor–Critic framework, incorporating the Centralised Training and Distributed Execution (CTDE) paradigm. This approach leverages the global information during training to stabilise the value function estimation while enabling decentralised decision-making based on local observations during execution. Building upon this, Wang and Zhao [
42] further introduced an inter-agent communication mechanism into the MADDPG framework, allowing ships to exchange information explicitly and thereby improving the decision-making performance in scenarios with limited visibility or incomplete information.
Although MADDPG and its extensions have significantly improved multi-agent coordination, they inherit the Q-value overestimation issue of DDPG [
45]. This bias arises from the maximisation operation in value updates and may accumulate during training, leading to suboptimal or overly aggressive policies. To address this limitation, Ackermann et al. [
46] extended the Twin Delayed Deep Deterministic Policy Gradient (TD3) algorithm to multi-agent systems, resulting in the MATD3 algorithm. By employing twin critic networks and delayed policy updates, MATD3 effectively mitigates the overestimation bias and enhances the training stability in complex interaction scenarios.
Despite its advantages, the application of MATD3 to multi-ship collision avoidance remains constrained by several simplifying assumptions in existing studies. First, ship dynamic models are often oversimplified, neglecting inertia and physical constraints, which limits the feasibility of the generated strategies in real-world manoeuvring. Second, control inputs are frequently restricted to heading adjustments, ignoring speed variations and the strong coupling between these variables. Third, most studies assume fully cooperative environments and fail to consider non-compliant ships that do not adhere to COLREGs, which is a critical factor in practical operations.
To address these gaps, this study proposes a multi-ship collaborative collision avoidance framework integrating an MATD3-based decision-making module with high-fidelity ship dynamics modelling. The main contributions are summarised as follows:
High-fidelity dynamic modelling: A 3-DOF MMG model is incorporated to explicitly represent ship forces and inertia, ensuring that collision avoidance actions remain consistent with realistic manoeuvring constraints.
Coupled speed–heading control: Both speed and heading are jointly optimised, with their physical coupling explicitly modelled, thereby enabling physically feasible and flexible manoeuvring decisions during multi-ship encounter scenarios.
Robustness to non-cooperative behaviour: The proposed framework demonstrates an effective collision avoidance capability in the investigated scenarios involving rule-violating ships, improving safety under non-cooperative encounter conditions.
3. Methodology and Modelling
3.1. Research Framework
This study develops a multi-ship collaborative collision avoidance framework based on a high-fidelity dynamic model and multi-agent deep reinforcement learning. The overall architecture is illustrated in
Figure 1.
To accurately characterise ship motion under complex sea conditions, Earth-fixed and body-fixed coordinate systems are first established to represent the kinematic and dynamic states of ships. A 3-DOF MMG model is then incorporated to construct high-fidelity dynamic equations, in which the nonlinear hydrodynamic coupling effects of the hull, propeller, and rudder are explicitly modelled (
Section 3.2).
Based on the dynamic environment, multi-ship encounter problem is formulated as a Partially Observable Markov Decision Process (POMDP), with a continuous action space and a physically interpretable state space defined in terms of own-ship motion states and relative parameters of target ships (
Section 3.3). To ensure rule-compliant and goal-oriented collision avoidance, a composite reward function is designed by integrating COLREGs requirements, safety constraints, and task-completion objectives (
Section 3.4).
Finally, the Multi-Agent Twin Delayed Deep Deterministic Policy Gradient (MATD3) framework is employed to address the non-stationarity inherent in multi-agent learning. By incorporating twin critic networks and a delayed policy update mechanism, the proposed method achieves stable training and robust collaborative collision avoidance performance (
Section 3.5).
3.2. Ship Motion Model
To realistically simulate the dynamic response of ships during navigation, a 3-DOF MMG approach is adopted. The simulated ship is based on the standard KVLCC2 tanker model, and the principal particulars and hydrodynamic coefficients follow the MMG standard method proposed by Yasukawa and Yoshimura [
47]. Although a 6-DOF model offers a more comprehensive description of ship motion, the present study employs a 3-DOF formulation, as collision avoidance manoeuvres are predominantly confined to horizontal plane motions, namely, surge, sway, and yaw. In addition, the reduced model complexity significantly alleviates the computational burden associated with deep-reinforcement-learning training, which typically requires a large number of environment interactions to achieve convergence. Within the MMG framework, the hydrodynamic forces acting on the hull, propeller thrust, and rudder forces are modelled separately. This modular formulation enables an accurate representation of ship manoeuvring behaviour, particularly the nonlinear dynamic characteristics observed during large-angle steering.
To describe ship motion, two coordinate systems are defined: an Earth-fixed coordinate system (
x0,
y0), attached to the Earth, and a body-fixed coordinate system (
x,
y), located at the ship’s centre of gravity. The Earth-fixed coordinate system is used to describe the ship position and heading angle
ψ, whereas the body-fixed coordinate system is employed to represent the surge velocity
u, sway velocity
v, and yaw rate
r. The transformation between these two coordinate systems is given as follows:
Based on rigid-body dynamics, the 3-DOF equations of motion, incorporating the effects of added mass, can be expressed as follows:
where
m represents the ship mass,
mx and
my denote the added mass in the longitudinal and transverse directions,
Izz is the moment of inertia,
Jzz denotes the added moment of inertia, and
xG represents the longitudinal coordinate of the centre of gravity.
X,
Y, and
N represent the total forces and moment acting on the ship hull, which are modularly decomposed into three primary contributions: the ship hull (
H), the propeller (
P), and the rudder (
R).
In the present study, the environmental disturbances caused by wind, waves, and ocean currents are not considered, and all simulations are conducted under calm-water conditions. Accordingly, the external environmental forces and moments are omitted from the current MMG formulation. The hull hydrodynamic forces are represented by nondimensional hydrodynamic derivatives as follows:
where
ρ denotes the seawater density,
L is the ship length,
d represents the draft, and
U denotes the resultant velocity. The variables
u′,
v′, and
r′ represent the non-dimensional surge velocity, sway velocity, and yaw rate, respectively.
,
, and
are non-linear functions composed of first-order and higher-order hydrodynamic derivatives.
The longitudinal thrust generated by the propeller, denoted as
XP, is treated as a control input to the system. The corresponding physical thrust
Tthrust is obtained by mapping the normalised action output of the learning agent, and the relationship is defined as follows:
The forces and moments generated by the rudder depend on the effective inflow velocity and the effective angle of attack. The normal rudder force
FN is calculated as follows:
where
AR is the rudder area and
αR is the effective rudder angle.
The contributions of the rudder forces to ship motion (
,
,
) are determined by the thrust deduction coefficient
, the hull transverse force coefficient
induced by the rudder force, and the longitudinal position of the rudder
, as follows:
For clarity and reproducibility, the main physical parameters of the simulated ship are summarised in
Table 1. The nondimensional hydrodynamic derivatives and MMG interaction coefficients are adopted from the standard KVLCC2 model reported in Ref. [
47]. The actuator constraints, including the maximum propeller thrust and rudder moment, are determined according to the physical limitations implemented in the simulation environment.
3.3. Ship Decision, Action, and State Space
To enable ships to effectively perceive their surrounding environment and make accurate decisions, a high-dimensional state space is constructed, comprising both the own-ship state and the states of target ships. In addition, a continuous action space is defined to facilitate fine-grained control of ship manoeuvring behaviour.
3.3.1. Ship Decision Action Space
To achieve fine-grained control of ships, a continuous action space is adopted. The policy network outputs a normalised action vector constrained within the interval [−1,1], which is subsequently mapped to the rudder moment and propeller thrust, respectively, as follows:
To map the outputs of the policy network to the actual control inputs of the physical environment, two linear mapping functions are adopted. The rudder and thrust control are expressed in Equations (9) and (10):
where
Nrudder is the turning moment applied to the ship hull, and
Nmax is the maximum rudder moment.
Tprop represents the longitudinal thrust generated by the propeller, and
Tmax is the maximum thrust. Furthermore, the actual inputs are subject to physical rate limits, specifically restricted to a maximum steering rate of 2.3°/s for the rudder angle and a maximum thrust variation rate of 83.33 kN/s for the propeller acceleration.
3.3.2. Ship State Space
The system state St consists of the own ship state vector Sown and the state matrix Starget. To enhance the convergence rate and training stability, all state variables are normalised prior to being input into the policy network.
The own ship state vector
Sown ∈
8 includes navigation information, kinematic parameters, and action feedback from the previous time step:
where
xg and
yg represent the longitudinal and transverse distances of the destination relative to the ship’s centre of gravity, respectively.
ψo denotes the current heading angle of the ship, while
uo,
vo, and
ro are the longitudinal velocity, transverse velocity, and yaw rate in the body-fixed coordinate system.
and
refer to the normalised rudder and thrust actions executed by the ship in the previous time step. For each target ship
i in the environment, the state vector
observed by the own ship includes relative position, relative motion, and collision risk indicator:
where
and
represent the relative position coordinates of the target ship relative to the own ship.
is the relative heading angle,
are the relative velocity of the target ship in the Earth-fixed coordinate system. DCPA
i and TCPA
i represent the distance to the closest point of approach and the time to the closest point of approach. In this study, all ships involved in the simulation are assumed to be standard power-driven ships underway with equivalent navigational status. Therefore, the COLREGs-related decision-making mainly focuses on the encounter situations among power-driven ships, including head-on, crossing, and overtaking scenarios. The influence of special ship categories defined in COLREGs Rule 18, such as ships engaged in fishing, ships restricted in their ability to manoeuvre, and towing ships, is beyond the scope of this study.
3.4. Ship Decision Reward Function
The reward function is crucial for guiding deep-reinforcement-learning ships toward learning desired behaviours. In this study, a multi-objective composite reward function is formulated to balance goal-reaching performance, safety, and compliance with COLREGs.
The destination proximity reward
Rdes is introduced to encourage the ship to minimise its distance to the target position at each time step. Specifically, a higher reward is assigned as the ship moves closer to the destination over successive time steps. Let
dt denote the Euclidean distance between the own ship and the destination at time step
t.
Rdes is defined as shown below:
As shown in Equation (14),
Rhead represents the heading reward.
ψo denotes the current heading angle of the own ship, while
ψg is the heading angle required to point directly toward the destination. To prevent the ship from making unnecessary detours, a larger reward is granted as the difference between
ψo and
ψg decreases:
As shown in Equations (15)–(17),
Rcri denotes the reward function for collision risk. The collision risk is characterised by DCPA and TCPA. A larger negative reward is imposed as the collision risk increases when the ship and the target ship approach the CPA:
Rrule represents the reward associated with COLREGs-consistent behaviours among power-driven ships. In this study, COLREGs consistency among power-driven ships is treated as a soft constraint in the reward design. Therefore, in normal encounter situations, a small positive reward is assigned when the ship adopts a manoeuvre consistent with the corresponding COLREGs requirements. This encourages the learned policy to generate standard, predictable, and rule-compliant collision avoidance behaviours while maintaining reasonable progress toward the destination. Nevertheless, navigational safety is regarded as a hard constraint. Therefore, if the ship takes a dangerous action during navigation, such as manoeuvring toward the target ship, reducing the predicted passing distance, crossing ahead at insufficient clearance, or failing to take necessary avoidance action, a large negative reward is imposed. Similarly, behaviours that violate COLREGs and increase collision risk are strongly penalised. In this way, the reward design distinguishes between the soft guidance effect of COLREGs compliance and the hard safety requirement of collision avoidance. In the current framework, the basic responsibility assignment between give-way and stand-on vessels is considered according to the identified encounter situations. However, some detailed COLREGs requirements, such as the temporal requirement of early action under Rule 8 and different vessel-status hierarchies, are simplified into a general compliance guidance term. Accordingly,
Rrule is defined as follows:
As shown in Equation (19),
Rspeed is the speed reward function, where
Veco denotes the economic speed and
U represents the current resultant speed of the ship. To maintain the ship at the economic speed and avoid unnecessary acceleration or deceleration, a larger negative reward is imposed as the difference between
Veco and
U increases:
The goal reward
Rgoal is designed to encourage the ship to reach the destination, as shown in Equation (20).
dog represents the distance between the ship and the destination, while
dgoal is the distance threshold used to determine whether the ship has arrived at the destination. If
dog is less than
dgoal, the ship is considered to have reached the destination and is granted a positive reward
rg; otherwise, the reward is 0:
The collision reward
Rcoll is designed to keep the ship away from target ships, as expressed in Equation (21).
dot denotes the distance between the own ship and the target ship, while
dc is the distance threshold used to determine whether a collision has occurred. If
dot is less than
dc, a negative reward
kc is imposed to penalise the collision event:
Based on the above reward functions, the total reward
Ri for each ship
i at each time step can be expressed as follows:
The total system reward
Rtot at each time step is obtained by summing the total rewards
Ri for each ship
i, as defined in Equation (23):
3.5. Implementation of the Deep-Reinforcement-Learning Algorithm
To ensure the stability and convergence of the MATD3 algorithm in multi-ship encounter scenarios, the hyperparameters should be systematically tuned. The configuration is designed to balance the trade-off between exploration and exploitation, while effectively addressing the inherent non-stationarity of multi-ship environments. Key parameters, including the network architecture, learning rates of the Actor and Critic networks, batch size, and the capacity of the experience replay buffer, were carefully selected to enhance training efficiency and overall performance. The detailed hyperparameter settings adopted in the experiments are summarised in
Table 2.
The parameter values in the reward function are shown in
Table 3.
The reward coefficients listed in
Table 3 were determined through a manual tuning procedure based on the physical meaning of each reward component and preliminary training observations. The relative magnitudes of the coefficients were adjusted to establish an appropriate priority among competing objectives. Specifically, safety-related objectives, including collision avoidance and COLREGs compliance, were assigned higher priority, while speed maintenance and destination reaching were considered secondary objectives to ensure that the generated manoeuvres remain both safe and operationally reasonable. No automatic hyperparameter optimisation or grid search was applied in this study.
The algorithmic process of MATD3 is presented in Algorithm 1, which comprises the following three stages.
| Algorithm 1: MATD3 for Collaborative Collision Avoidance |
| Initialise actor network , twin critic networks , with random parameters , , . |
| Initialise target networks , , with weights equal to main networks. |
| Initialise replay buffer D and exploration noise . |
| for episode = 1 to M do |
| Initialise environment and receive initial state S1. |
| for t = 1 to Tmax do |
| Select joint action with exploration noise: , where . |
| Execute in simulation environment. |
| Observe next state and calculate total reward . |
| Store transition in replay buffer D. |
| if then |
| Sample a random minibatch of B transitions from D. |
| Sample noise: . |
| Compute smoothed target action: . |
| Compute target value:
|
| Update critics
, by minimising loss: |
| if then |
| Update policy by maximising: |
| Soft update targets: , . |
| end if |
| end if |
| if is True break |
| end for |
| end for |
Stage 1 (Steps 1–5): The Actor network πϕ and twin Critic networks are randomly initialized to establish the policy and value estimation functions. Simultaneously, the target networks (, , ) are initialised with weights identical to those of the main networks. An experience replay buffer D is created to store transition data, and exploration noise parameters σexp are set to facilitate action exploration. At the beginning of each episode, the simulation environment is reset, and the initial state S1 is observed based on own ship motion and target ship information.
Stage 2 (Steps 6–10): Ships make decisions and interact with the maritime environment driven by MMG model. At each time step t, the ships select a joint action At based on the current policy πϕ (St) and overlay exploration noise to prevent falling into local optima. After executing the action, the system transitions to the next state St+1 and receives a reward Rt. The transition tuple is subsequently stored in the replay buffer D to accumulate experience for subsequent learning.
Stage 3 (Steps 11–25): When the experience replay buffer has accumulated sufficient data, a mini-batch B of transition data is randomly sampled from D. To overcome the problem of value overestimation, the algorithm introduces a target-policy-smoothing mechanism and utilises the minimum value of the twin target critics to compute the target value yi. Subsequently, the online Critic networks are updated by minimising the loss function. Following this, the online Actor network is updated using the policy gradient only when the delayed update condition is satisfied. Finally, a soft update is performed on all target networks to ensure the stability of the training process.