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16 June 2025

Comparative Evaluation of Reinforcement Learning Algorithms for Multi-Agent Unmanned Aerial Vehicle Path Planning in 2D and 3D Environments

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School of Interdisciplinary Engineering and Sciences, National University of Sciences and Technology, Islamabad 44000, Pakistan
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Abstract

Path planning in multi-agent UAV swarms is a crucial issue that involves avoiding collisions in dynamic, obstacle-filled environments while consuming the least amount of time and energy possible. This work comprehensively evaluates reinforcement learning (RL) algorithms for multi-agent UAV path planning in 2D and 3D simulated environments. First, we develop a 2D simulation setup using Python in which UAVs (quadcopters), represented as points in space, navigate toward their respective targets while avoiding static obstacles and inter-agent collisions. In the second phase, we transition this comparison to a physics-based 3D simulation, incorporating realistic UAV (fixed wing) dynamics and checkpoint-based navigation. We compared five algorithms, namely, Proximal Policy Optimization (PPO), Soft Actor–Critic (SAC), Deep Deterministic Policy Gradient (DDPG), Trust Region Policy Optimization (TRPO), and Multi–Agent DDPG (MADDPG), in various scenarios. Our findings reveal significant performance differences between the algorithms across multiple dimensions. DDPG consistently demonstrated superior reward optimization and collision avoidance performance, while PPO and MADDPG excelled in the execution time required to reach the goal. Furthermore, our findings reveal how algorithms perform while transitioning from a simplistic 2D setup to a realistic 3D physics-based environment, which is essential for performing sim-to-real transfer. This work provides valuable insights into the suitability of several reinforcement learning (RL) algorithms for developing autonomous systems and UAV swarm navigation.

1. Introduction

The use of unmanned aerial vehicles (UAVs) in swarm configurations has received significant attention in recent years due to their vast potential in diverse applications such as disaster management [1], rescue operations [2], surveillance [3], environmental mapping [4], logistics [5], and military operations [6]. With their ability to collaborate and perform complex tasks autonomously, UAV swarms present a scalable and cost-effective solution to address large-scale challenges. However, their deployment in real-world scenarios introduces complex problems such as communication constraints and environmental uncertainty, particularly in path planning [7].
Path planning in UAV swarms involves navigating multiple UAVs through dynamic and obstacle-rich environments to efficiently reach designated targets. Key challenges include obstacle avoidance and inter-agent collisions [8], optimizing flight time vis-à-vis energy consumption [9], and making sure that the performance of the entire swarm remains generalizable under uncertain and unknown conditions [10]. Traditional algorithmic approaches often fall short in handling such high-dimensional and dynamic problems, especially when scaling to large swarms or transitioning to real-world scenarios, even for high-fidelity simulations.
RL has emerged as a promising solution for autonomous path planning [11], enabling UAVs to learn optimal navigation policies through repeated environmental interactions. Using RL, UAVs can adapt to unforeseen challenges, dynamically optimize their paths, and achieve effective collision avoidance, even in previously unobserved environments [12]. Despite significant progress, a systematic evaluation of RL algorithms is needed to understand their strengths and limitations across various scenarios.
This paper addresses the gap by conducting a comprehensive comparative analysis of RL algorithms for multi-agent UAV path planning in 2D and 3D simulated environments. Our work hypothesizes that no single RL algorithm is universally optimal across all multi-agent UAV path planning scenarios. Instead, we posit that context-specific factors (environmental dimensionality, obstacle density, swarm size, etc.) can influence the relative effectiveness of different approaches. Therefore, our primary objective is to evaluate and contrast the performance of five widely used RL algorithms (DDPG, SAC, PPO, TRPO, and MADDPG) across both 2D and 3D simulated environments. By doing so, we aim to uncover the suitability and tradeoffs of each algorithm under varying operational conditions. Specifically, our work realizes the following:
  • Compares the performance of five RL algorithms—Proximal Policy Optimization (PPO), Soft Actor–Critic (SAC), Trust Region Policy Optimization (TRPO), Deep Deterministic Policy Gradient (DDPG), and Multi–Agent DDPG (MADDPG)—in a 2D Python-based environment.
  • Transitions to a physics-based Unity 3D simulator to incorporate realistic UAV dynamics and evaluate all five algorithms in a more complex, checkpoint-based navigation scenario.
  • Introduces novel evaluation metrics, including obstacle-hitting probability (OHP), average completion time (ACT), distance to goal (DTG), total distance covered (TDC), and average velocity (AV), to provide detailed information into algorithmic performance.
  • Highlights the impact of transitioning from simplified 2D to realistic 3D environments, emphasizing the role of algorithmic adaptability.
While addressing the gap between abstract simulations and realistic modeling, our study provides preliminary guidance to researchers and practitioners developing autonomous UAV swarm systems. Table 1 highlights the strengths and weaknesses of all the algorithms as well as their performance characteristics based on qualitative observations and quantitative metrics.
Table 1. Comparative summary of the pros and cons of studied RL algorithms evaluated in both two-dimensional Python and three-dimensional Unity environments.

3. Problem Formulation

3.1. Path Planning Based on RL

The problem of path planning in UAV swarms can be effectively formulated as a reinforcement learning (RL) problem, where each UAV acts as an autonomous agent navigating itself in a dynamic environment with obstacles. The RL framework includes the following components discussed below.

3.1.1. States Space

The state s t (at time t) represents the current environment status as perceived by the UAV. For a UAV i, the state s t i is defined as
s t i = { p t i , v t i , d t i , o t i }
where p t i R n is the UAV’s position in n-dimensional space (2D or 3D), v t i R n is the velocity vector, d t i represents the distance to the target, and o t i encodes obstacle proximity information, such as distances to nearby obstacles and other agents in the swarm. The joint state for an N UAV swarm is defined as
S t = { s t 1 , s t 2 , , s t N }

3.1.2. Actions Space

The action a t i for UAV i specifies its movement decision at time t. In a 2D environment, a t i could correspond to changes in direction or velocity, which are defined as follows:
a t i = { Δ θ t i , Δ v t i }
where Δ θ t i is the change in heading direction, and Δ v t i is the change in velocity. For 3D environments, an additional dimension for altitude adjustment Δ h t i is included:
a t i = { Δ θ t i , Δ v t i , Δ h t i }
Depending on the RL algorithm used, the action spaces can either be discrete (predefined movement directions) or continuous (smooth velocity changes).

3.1.3. Reward Function

The reward function R t i guides the behavior of the UAV toward achieving the final goal as efficiently as possible while avoiding collisions. For each UAV i, the reward (at time t) is defined as
R t i = r target i r collision i r effort i
where r target i is a positive reward for reducing the distance to the target, proportional to p t i p target i , r collision i is a penalty for collisions with obstacles or other UAVs, and r effort i penalizes unnecessary energy expenditure, like excessive velocity or direction changes. The cumulative reward for a UAV i during an episode is given by
G t i = t = t T γ t t R t i
where T is the duration of an episode, and γ [ 0 , 1 ] is the discount factor.

3.1.4. Policy and Objective

The primary objective of an RL agent is to learn a particular policy π ( a t i | s t i ) that optimizes the total anticipated reward.
J ( π ) = E π t = 0 T γ t R t i
The policy π can be represented by neural networks in deep RL methods, enabling the UAV to generalize to complex environments. Algorithms like SAC and PPO optimize the objective using policy gradients and entropy regularization to encourage exploration.

3.2. Multi-Agent Extension

In case of a multi-UAV swarm, the RL problem extends to multi-agent settings. Each UAV i optimizes its policy π i ( a t i | s t i ) while considering interactions with other UAVs. Coordination is achieved through decentralized policies, where each agent independently learns to avoid collisions and achieve its objective or through centralized training with shared reward structures.
Path planning for multi-agent UAV swarms introduces additional complexities beyond single-agent scenarios due to swarm dynamics, coordination, and collision avoidance. Each UAV operates within a shared environment, necessitating strategies that enable efficient goal achievement while maintaining safety and cooperation among agents. This subsection elaborates on the multi-agent extensions of the RL framework, incorporating mathematical formulations for swarm behavior and interactions.

3.2.1. Joint State and Action Spaces

In a multi-agent system comprising N UAVs, the joint state (at time t) is defined as S t = { s t 1 , s t 2 , , s t N } , where s t i depicts the state of i-th UAV, as defined in a single-agent setting. Similarly, the joint action space is A t = { a t 1 , a t 2 , , a t N } , where a t i denotes UAV action i at time t. The dimensionality, along with the complexity of the action space, increases with the number of agents, making the path planning problem inherently more challenging.

3.2.2. Inter-Agent Dependencies

In practical multi-agent scenarios, UAVs may not access global state S t but instead rely on partial observations. For UAV i, the observation o t i is a subset of S t containing o t i = { s t i , relative velocities and positions of nearby agents } . The neighborhood of UAV i is defined using a sensing radius r, and the inter-agent dependencies are modeled as
N t i = { j p t i p t j r , j i }
where N t i represents the set of agents within r of UAV i.

3.2.3. Reward Sharing and Conflict Resolution

Multi-agent path planning introduces conflicts between agents, like competing trajectories or shared resource constraints. To address this, reward functions are designed to include inter-agent considerations like R t i = r individual i + r coordination i , where r individual i encourages UAV i to achieve its specific target while avoiding collisions, and r coordination i incentivizes behaviors that benefit the swarm, such as preventing congestion. A coordination mechanism based on priority scheduling is implemented to resolve conflicts dynamically.

3.2.4. Swarm Dynamics

Swarm behavior emerges from the close coordination of individual agents following decentralized policies. To ensure coordinated motion, consensus dynamics are introduced:
p t + 1 i = p t i + Δ t α ( p target i p t i ) + β j N t i ( p t j p t i )
where α and β are weights controlling the influence of target attraction and inter-agent alignment, respectively, and Δ t is the time step. This formulation strikes a balance between individual goal achievement and swarm cohesion.

3.2.5. Collision Avoidance

Collision avoidance is crucial in multi-agent systems, necessitating real-time adjustments to dynamic environments. For UAV i, the collision avoidance constraint ensures p t i p t j   d min , j i , where d min is the minimum safe distance between UAVs. To incorporate this constraint into the RL framework, the reward function is equipped with a penalty for violating d min :
r collision i = λ j N t i max ( 0 , d min p t i p t j )
where λ > 0 is the penalty weight.

3.2.6. Training Paradigms

Multi-agent RL can follow two paradigms, out of which the first one is Decentralized Training and Execution (DTE), where each UAV trains an independent policy π i ( a t i | o t i ) , relying solely on local observations and rewards. The second training paradigm is Centralized Training with Decentralized Execution (CTDE), where a centralized critic evaluates the global state ( S t ) along with joint actions ( A t ) during training. At the same time, the policies π i remain decentralized during execution. CTDE is particularly effective in addressing non-stationarity and coordination challenges, as it enables agents to learn from global information without requiring centralized control during deployment. The scalability of multi-agent RL methods to large swarms is a critical consideration. Our approach utilizes shared policy architectures to enhance generalization across varying swarm sizes and environmental complexities.
The transition from 2D to 3D modeling significantly alters the problem formulation for UAV path planning, introducing additional complexities and considerations. In 2D modeling, the state of a UAV is defined in a planar coordinate system s t 2 D = { x t , y t , θ t , v t } , where ( x t , y t ) represents the UAV’s position, θ t is its orientation, and v t is its velocity. In contrast, 3D modeling introduces an additional degree of freedom, expanding the state to s t 3 D = { x t , y t , z t , ϕ t , ψ t , θ t , v t } , where z t denotes altitude, and ϕ t and ψ t represent the pitch and yaw angles, respectively. This richer state space increases the problem’s dimensionality and the complexity of the policy search.
In 2D environments, actions are typically defined as changes in velocity or heading a t 2 D = { Δ v , Δ θ } . For 3D environments, the action space expands to include changes in altitude and additional rotational controls a t 3 D = { Δ v , Δ θ , Δ z , Δ ϕ , Δ ψ } . This expanded action space requires algorithms to learn more complex control policies, as UAVs must navigate three-dimensional obstacles while maintaining stability and adhering to dynamic constraints. In 2D, obstacles and targets are confined to a planar space, allowing for simplified collision detection and path planning. UAVs are modeled as points, and 2D geometric constraints govern the dynamics of the environment. On the other hand, in 3D, obstacles occupy volumetric space. Collision avoidance requires accounting for spatial relationships in all three dimensions, and path planning must optimize routes that navigate through both horizontal and vertical constraints—the dimensional change from 2D to 3D increases the computational complexity of simulation and policy training. In 3D, the search space for optimal policies is significantly larger, requiring more sophisticated exploration strategies and substantial computational resources. Additionally, 3D modeling often involves the use of physics engines for realistic simulation, which introduces higher fidelity but also more significant computational overhead. The shift to 3D modeling more accurately approximates real-world UAV operations, providing more realistic evaluations of RL algorithms. However, advanced techniques are required to manage increased complexity. Our study evaluates RL algorithms across 2D and 3D setups, highlighting their adaptability and performance in these differing contexts.

4. Experiments and Simulation Environments

We trained and tested 5 different reinforcement learning algorithms, namely, SAC, PPO, DDPG, TRPO, and MADDPG, using the same training setup for a scenario involving multiple autonomous UAVs navigating through unknown environments with obstacles. The goal of every UAV is to reach its respective destination in as little time and as few steps as possible. Hyperparameters used for all five algorithms are detailed in Table 2.
Table 2. Hyperparameters used for SAC, PPO, DDPG, TRPO, and MADDPG algorithms.

4.1. Training Environments

Two types of environments were used to evaluate all five algorithms: a two-dimensional Python environment representing agents as points in space and a three-dimensional Unity environment containing fixed-wing UAVs incorporating realistic physics.

4.1.1. Two-Dimensional Python Environment (P2D)

P2D provides a simplified yet dynamic simulation framework for training RL agents to perform autonomous multi-agent UAV path planning in a 2D space having obstacles (as depicted in Figure 3). The objective is to enable UAVs to navigate from their initial positions to designated targets in the shortest time possible and with efficient resource utilization while avoiding collisions with other agents and static obstacles. The environment is implemented as a modular Python-based simulation with the following components:
Figure 3. Base map in two-dimensional Python environment (P2D).
  • main.py: Manages the training loop, hyperparameters, and simulation control.
  • environment.py: Defines the environment class and the reward mechanism, including observation and action spaces.
  • buffer_class.py: Implements experience replay for training RL agents.
  • agent_functions.py: Constructs the actor and critic networks and the policy function.
The observation space is represented as a 2D grid of size 75 × 75 centered around the UAV’s current position. Each cell value o i j [ 1 , 1 ] depicts the normalized distance to the nearest obstacle within the UAV’s field of view. The grid captures the local environment, allowing the UAV to make informed navigation decisions. O = { o i j i , j [ 1 , observation _ size ] } , where observation _ size = 75 . Action space for each UAV is continuous and represented by the angle θ [ min _ angle , max _ angle ] in radians, specifying the UAV’s turn direction. The angular range is discretized for computational efficiency, with the minimum and maximum angles defined as min _ angle = 0 , max _ angle = 359 . 99 . Key components of the reward function in this case are
r t = r obstacle + r goal + r time + r potential + r angle
where
r obstacle = 10 if the UAV collides with an obstacle;
r goal = + 20 if the UAV reaches its target;
r time = 0.2 penalty per time step;
r potential = Δ potential change in distance to nearest obstacle;
r angle = | Δ θ | penalty for excessive angle changes.
Each UAV has a maximum speed of 0.14 units per step and maintains a safe distance of 2.5 units from other UAVs and 1.2 units from static obstacles. While all UAVs operate independently with decentralized policies, the shared environment and observation setup inherently introduce an implicit form of cooperative behavior. Each UAV is aware of the positions of other agents through its observation space and learns to treat them as dynamic obstacles, adjusting its trajectory to maintain safe distances and avoid collisions. This results in emergent coordination patterns, where agents dynamically adapt their paths in relation to others. The UAVs operate within a field of view of 180 ° , with an angular resolution of 0.9 ° . Moreover, they rely on their local observation grid and individual reward structure to make actions, emulating a decentralized navigation strategy.
Hyperparameter values for P2D are selected based on a combination of empirical studies and practical considerations specific to path planning in continuous action spaces. A lower actor learning rate ( 0.0001 ) is preferred for smoother policy updates, while a slightly higher critic learning rate ( 0.001 ) helps stabilize value estimation. Discount factor ( γ ) = 0.95 provides a balance between short-term reactivity and long-term goal optimization. Batch size and episode length are empirically selected after preliminary experiments for stable convergence. The exploration noise standard deviation ( 0.3 ) is set to encourage sufficient policy exploration during early training while remaining within safe bounds of maneuverability.
P2D environment provides a lightweight platform for evaluating RL algorithms for multi-agent path planning. The grid-based observation space and reward structure facilitate rapid prototyping and comparative analysis, laying the groundwork for transitioning to more complex, physics-based 3D simulations.

4.1.2. Three-Dimensional Unity Environment (U3D)

This setup is for training autonomous fixed-wing UAVs in 3D environments (as seen in Figure 4). The main objective of UAVs in this case is to reach their final target while passing through a series of checkpoints (intermediate targets) in as little time as possible while avoiding collisions with fixed obstacles and other UAVs. The environment is simulated using Unity 3D, and the training setup is based on the ML-Agents framework. The observation space for each UAV consists of multiple components to capture its state within the 3D environment. The key features of the observation space are the following:
Figure 4. Base map in three-dimensional Unity environment (U3D) [59].
  • Velocity of the UAV in the 3D space is represented by a 3-dimensional vector v = [ v x , v y , v z ] , where v x , v y , and v z represent the velocity components along x, y, and z axes, respectively.
  • The relative distance to the next checkpoint is represented by the vector d = [ d x , d y , d z ] , where d x , d y , and d z represent the relative position of the UAV relative to the next checkpoint in the 3D space.
  • Orientation of the UAV concerning the next checkpoint is represented by a 3-dimensional vector o = [ o x , o y , o z ] , where o x , o y , and o z describe the directional vector pointing towards the next checkpoint.
  • Environment includes 15 perception rays cast from the front of the UAV. Each ray provides information about the distance to the nearest obstacle in its path. Each ray provides a vector r i = [ r i x , r i y , r i z ] , where i { 1 , 2 , , 15 } represents the index of the ray, and r i x , r i y , and r i z are the components of the distance vector. The rays are cast to a maximum distance of 250 units in front of the UAV and are limited to a 70-degree field of view.
Observation space’s total size is computed as Total Observation Space = ( 3 for velocity ) + ( 3 for relative distance ) + ( 3 for orientation ) + ( 15 × 3 for perception rays ) = 3 + 3 + 3 + 45 = 54 dimensions . Action space consists of controls that modify the orientation and movement of the UAV within the 3D environment. Specifically, the UAV has control over its pitch and yaw. Yaw control refers to the rotation of the UAV around the z axis. The directional commands for yaw can be as follows: turning left (−1), maintaining the current orientation (0), or turning right (+1). Pitch control refers to the rotation of the UAV around the y axis. Similarly, the directional commands for pitch can be as follows: pitching down (−1), maintaining the current pitch (0), or pitching up (+1). Upon receiving a yaw and pitch command, the UAV applies forward thrust and adjusts its rotation accordingly, with corresponding actions in the 3D environment. Here, although the agent issues high-level directional commands, the actual execution of these commands in the U3D physics environment results in continuous actions. A command to turn left is translated into a gradual change in orientation through the UAV’s rigid body dynamics, respecting the constraints of angular velocity and inertia. The following parameters govern the UAV’s movement:
  • Forward thrust is controlled by a value of 100,000 units. This value controls the UAV’s speed and propulsion.
  • UAV’s maximum angular velocity for pitch, yaw, and roll is capped at 100 degrees per second.
  • Roll angle is adjusted between −180 and +180 degrees based on yaw and pitch commands.
  • Maximum pitch and yaw angles are constrained to be between −45 and +45 degrees.
If the UAV collides with an obstacle, it incurs a penalty proportional to the inverse of the distance to the obstacle. This is modeled as r obstacle = 1 distance to obstacle for collision or −1 for direct hit. When a UAV reaches a checkpoint, it earns a reward of +0.5. A time penalty is applied after every step to encourage the agent to minimize its steps. This is given by r time = 1 MaxSteps per step . If the UAV takes too long (i.e., the step count exceeds the next checkpoint timeout), an additional penalty of −0.5 is applied. In total, 54 dimensions represent the environment’s total observation space, and the action space is formed by the yaw and pitch directional commands as described earlier.

4.1.3. Simulation Setup and Parameters

For consistency and reproducibility of experiments, we provide a summary of the simulation setup and parameters used throughout this study. Table 3 presents the key settings for path planning tasks in both the P2D and U3D environments. These include observation space, action space, physics engine, and the hardware/software stack employed. The experiments were implemented using Python frameworks with compatible environments for both 2D and 3D simulations.
Table 3. Summary of simulation setup and parameters.
Multiple metrics were extracted to compare all five RL algorithms across the two environments. The definitions and methods to compute these metrics are presented in the following sections.

4.2. Obstacle-Hitting Probability

In UAV swarming, the “obstacle-hitting probability” statistic calculates the chance that UAVs may collide with obstacles. A more negligible probability denotes improved navigation, safety, and obstacle awareness, whereas a greater probability suggests inadequate path planning, insufficient collision avoidance, or inefficient algorithms. It is essential for assessing swarm dependability in intricate settings.
The obstacle-hitting probability is calculated using observations (distance) returned from raycasting. In this case, a ray is the part of the line that starts from the tip of the UAV/agent and goes off in a particular direction. Raycasting is the process of sending invisible rays, similar to lidar rays, out in a specific direction and watching to see if they strike anything. Assume that we create a ray from point O to point P, if an object interrupts this ray, the distance of that object can be easily extracted. To cast rays in a Unity3D environment, we used the static method Physics.Raycast( ), which belongs to the Physics class. We can either explicitly provide parameters like the start location, direction, and magnitude of the ray that will be cast, or we can generate a ray in advance and utilize it as a parameter for the procedure.
In this case, we cast 15 rays in total (see Figure 5). In total, five rays were cast in the same plane: five in the upwards direction and five in the downwards direction. The viewing angle of these rays was from −70 degrees to +70 degrees with respect to the centerline drawn straight outwards from the tip of the UAV. All 15 rays’ intensity values were adjusted according to the distance/proximity value they are returning.
Figure 5. All 15 rays cast out of the agent, returning proximity values in the entire frontal field.
The obstacle-hitting probability (OHP) quantifies the likelihood of UAVs colliding with obstacles while navigating through our environment. This probability is computed using raycast distances to obstacles averaged over time and space within the environment. Let n r = 15 represent a total number of rays cast by the UAV. At any time step t, the distances recorded by the i t h ray are denoted by d i ( t ) , where i = 1 , 2 , , n r . The proximity p i ( t ) for the i t h ray at time t is computed as the inverse of the distance.
p i ( t ) = 1 d i ( t ) , if d i ( t ) > 0 , 0 , if d i ( t ) = 0 ( no obstacle detected )
Average proximity across all rays at a single time step t is
P ( t ) = 1 n r i = 1 n r p i ( t )
For a segment between two checkpoints (e.g., t 1 to t 2 ), the segment-level OHP is calculated by averaging the proximities over all steps in the segment.
O H P segment = 1 t 2 t 1 + 1 t = t 1 t 2 P ( t )
Our entire course was divided into m ( 15 ) segments (between multiple checkpoints), and the overall course-level OHP was calculated as the average of all segment-level OHPs.
O H P course = 1 m j = 1 m O H P segment , j

4.3. Distance to Goal

In UAV swarming, the “distance to goal” statistic shows algorithm performance, mission success, and navigation efficiency. A shorter distance indicates the best possible path planning, whereas a longer distance indicates inefficiencies or avoiding obstacles. It is a crucial component in assessing the efficacy of UAV swarms, as it affects energy consumption and reflects the flexibility in changing conditions.
Let n denote the total UAVs in the environment. The state of the i-th UAV (at any time t) can be depicted by its position in a 2D space as p i ( t ) = ( x i ( t ) , y i ( t ) ) . Similarly, target location for the i-th UAV is given by g i = ( x g , i , y g , i ) . The Euclidean distance between the UAV’s position p i ( t ) and its target g i is given by
d i ( t ) = ( x i ( t ) x g , i ) 2 + ( y i ( t ) y g , i ) 2
At the end of an episode (denoted by T), the final distance to the goal for the i-th UAV is
d i ( T ) = ( x i ( T ) x g , i ) 2 + ( y i ( T ) y g , i ) 2
For n UAVs, the individual distances to the goal at the end of the episode are d 1 ( T ) , d 2 ( T ) , , d n ( T ) . The average distance to the goal across all UAVs is computed as Distance to Goal = 1 n i = 1 n d i ( T ) . Substituting the expression for d i ( T ) , the final average distance to the goal is
Distance to Goal = 1 n i = 1 n ( x i ( T ) x g , i ) 2 + ( y i ( T ) y g , i ) 2
For the calculation of the distance to goal metric, we assume that all UAVs complete the episode (whether by reaching their target or ending due to other conditions like timeout or collision). The positions p i ( T ) are the final states of the UAVs at the end of each episode.

4.4. Total Distance Covered

In UAV swarming, the “total distance covered” metric shows how far the UAVs have gone. While a larger distance implies less-than-ideal routes or substantial obstacle avoidance, a shorter distance indicates effective path planning and lower energy use.
Let n denote the total UAVs in the environment. The state of the i-th UAV (at any time t) can be depicted by its position in a 2D space as p i ( t ) = ( x i ( t ) , y i ( t ) ) . The total duration of the episode for all UAVs is T, where T is a total number of time steps in an episode. The distance covered by the i-th UAV between two consecutive time steps t and t + 1 is given by the Euclidean distance.
Δ d i ( t ) = ( x i ( t + 1 ) x i ( t ) ) 2 + ( y i ( t + 1 ) y i ( t ) ) 2
To calculate the total distance covered by the i-th UAV during the entire episode, sum up the distances Δ d i ( t ) over all time steps:
D i = t = 1 T 1 Δ d i ( t ) = t = 1 T 1 ( x i ( t + 1 ) x i ( t ) ) 2 + ( y i ( t + 1 ) y i ( t ) ) 2
For n UAVs, the total distances covered by each UAV are D 1 , D 2 , , D n . The average total distance covered across all UAVs is given by Total Distance Covered = 1 n i = 1 n D i . Substituting the expression for D i , the final formulation becomes
Total Distance Covered = 1 n i = 1 n t = 1 T 1 ( x i ( t + 1 ) x i ( t ) ) 2 + ( y i ( t + 1 ) y i ( t ) ) 2 .
The time series data p i ( t ) for each UAV are available for all time steps t = 1 , 2 , , T and all UAVs remain operational throughout the episode (or the distance computation stops when the UAV reaches its goal or ends its episode through either a collision or time runout).

4.5. Average Velocity

The “average velocity” metric in UAV swarming indicates the overall speed of UAVs during a mission. Higher average velocity reflects faster navigation and efficiency, while lower velocity may indicate obstacles, frequent stops, or inefficient path planning.
Let n denote total UAVs in an environment. For each UAV, we calculate its average velocity as the ratio of the total distance covered by the UAV during the episode to the total time it took to complete its episode. The total distance covered by the i-th UAV during the episode is given by
D i = t = 1 T i 1 ( x i ( t + 1 ) x i ( t ) ) 2 + ( y i ( t + 1 ) y i ( t ) ) 2
where T i is a total number of time steps for the i-th UAV until the episode ends for that UAV. The average velocity for the i-th UAV is defined as the ratio of the total distance covered ( D i ) to the total time ( T i ) it took for the episode and is mathematically expressed as v i = D i T i . For n UAVs, the individual average velocities are v 1 , v 2 , , v n . The overall average velocity across all UAVs is given by Average Velocity = 1 n i = 1 n v i . Substituting the expression for v i , we get Average Velocity = 1 n i = 1 n D i T i . Substituting D i into the equation, the final average velocity comes out to be
Average Velocity = 1 n i = 1 n t = 1 T i 1 ( x i ( t + 1 ) x i ( t ) ) 2 + ( y i ( t + 1 ) y i ( t ) ) 2 T i
The time series data p i ( t ) are available for all UAVs, and the episode length T i is known for each UAV. A UAV’s episode ends due to one of the following reasons: (1) reaching its target, (2) colliding with an obstacle or another UAV, (3) episode timeout.

5. Results and Discussion

To assess how well reinforcement learning (RL) algorithms perform in autonomous UAV swarm navigation, we conducted experiments both in 2D and 3D simulated environments. The scenarios were designed to test the algorithms under varying levels of complexity. Each environment included multiple UAVs, targets, and obstacles, ensuring that different navigation challenges arise during an episode. The experiments were conducted with consistent initial conditions across all algorithms to ensure a fair comparison, and each algorithm was trained for 2 million episodes.
Qualitative and quantitative information is gathered in both scenarios to perform the comparison. The results are broadly divided into two sections, i.e., P2D for 2D map results and U3D for 3D map results.

5.1. P2D Map Results

To compare UAV performances on 2D maps, qualitative information was gathered by analyzing screenshots and trajectories of the UAVs during navigation (as seen in Figure 6). DDPG exhibited smooth and efficient paths, successfully avoiding obstacles and optimizing the traversal between checkpoints. In contrast, SAC displayed slightly more exploratory behavior, resulting in occasional deviations from optimal paths, whereas PPO exhibited frequent abrupt policy changes, leading to a higher probability of obstacle hits. TRPO demonstrated stable and conservative policy updates, producing generally safe trajectories but with slightly longer path lengths due to its cautious step sizes. MADDPG, which benefited from centralized training with decentralized execution, demonstrated improved step efficiency in cooperative navigation. In dynamic environments (with moving obstacles or other agents), DDPG’s deterministic policy enables precise and adaptive actions, resulting in better navigation performance. SAC’s entropy-driven exploration is beneficial for discovering alternative paths, but it occasionally leads to unnecessary deviations. While ensuring stability, PPO’s clipped objective struggles with the fine-tuning required for complex and quick actions. TRPO remains robust in maintaining safe policies but at the expense of responsiveness, whereas MADDPG shows promising coordinated behavior, resulting in a slightly lower obstacle hitting probability than DDPG.
Figure 6. UAV trajectories for a six-agent swarm in P2D environment along with softly shaded reference A* trajectories. (a) DDPG (b) SAC (c) PPO (d) TRPO (e) MADDPG.
For analyzing results quantitatively, the comparison was performed on various metrics, including the average time to complete all checkpoints, the probability of hitting obstacles, and the cumulative reward achieved during training. The performance metrics for a 6-UAV swarm in P2D, along with respective standard deviations, are presented in Table 4, showcasing the average time to complete an episode, the average number of steps taken, and the average obstacle-hitting probability for each algorithm. The same metrics for a 10-UAV swarm and a 20-UAV swarm are presented in Table A3 and Table A4, respectively.
Table 4. Performance metrics across algorithms in two-dimensional Python environment for a 6-agent UAV swarm. For each UAV, time taken (in seconds) and steps taken are reported as mean ± standard deviation over 6 independent runs.
The comparison of all five algorithms across 10 different maps with varying obstacle densities was also carried out in a 2D environment (see Figure 7, Table A5—Distance To Goal, Table A6—Total Distance Covered, Table A7—Average Velocity). The base maps used in this comparison are provided in Figure A1. The distance to the goal remained consistent for all five algorithms across most maps, reflecting their ability to effectively guide agents toward their respective targets. This consistency was expected, as all algorithms were trained with the same goal-oriented reward functions. However, a notable exception occurred in Map 7, where one of the PPO agents got stuck in a local minimum before reaching the target. This resulted in a higher distance to the goal for that specific scenario. This failure suggests that PPO may occasionally struggle with obstacle avoidance in high-complexity environments, potentially due to its on-policy learning mechanism, which relies on fresh data and may not generalize well to unexpected scenarios. When evaluating the total distance covered, significant differences emerged among the algorithms. PPO consistently showed the highest total distance covered, followed by TRPO and SAC, with DDPG and MADDPG demonstrating the least total distance covered in almost all maps. A lower total distance covered indicates more efficient navigation, suggesting that DDPG and MADDPG excel in planning and executing shorter and smoother paths to the targets. While lower than DDPG, SAC’s performance was not as bad as PPO’s. It relies on stochastic policies that may prioritize exploration over strict path optimization. PPO’s relatively higher total distance covered is attributed to its exploration-heavy approach, which, while beneficial for learning diverse policies, may lead to inefficient trajectories in well-trained scenarios. In terms of average velocity, all five algorithms performed comparably, with PPO showing slightly higher average velocity in most cases. This result aligns with its tendency to take longer paths, as a higher velocity might compensate for increased travel distances to complete the navigation within the episode’s time constraints. TRPO, DDPG, MADDPG, and SAC showed similar velocities, indicating a balance between their trajectory planning and movement efficiency. However, in the case of DDPG and MADDPG, a combination of shorter paths and moderate velocity reinforces their overall superiority. It is also important to note here that the results across these metrics remained largely consistent across both 2D and 3D environments.
Figure 7. Comparison of SAC, PPO, DDPG, TRPO, and MADDPG across 10 maps with varying obstacle coverage based on distance to the goal, total distance covered, and average velocity in a 2D environment. (a) distance to goal, (b) total distance covered, (c) average velocity.

5.2. U3D Map Results

To evaluate and verify the performance of all three algorithms in a 3D environment, a physics-based simulator was used, where a scenario of UAV racing was planned with the UAVs passing through multiple checkpoints (as depicted in Figure 8 and Figure 9). The transition from 2D to 3D environments introduced significant challenges for all algorithms, including the need to account for height variations and the physical engine. DDPG and MADDPG retained their performance advantage, effectively using their continuous action space representation to navigate in three dimensions. SAC showed moderate adaptability but required more training iterations to achieve comparable performance. PPO and TRPO faced difficulties in maintaining stability under 3D dynamics, resulting in reduced efficiency and higher collision rates. These findings highlight the significance of algorithm design choices, such as deterministic versus stochastic policies and on-policy versus off-policy learning, in addressing the complexities of multidimensional environments. Overall, the deterministic policy and replay buffer for DDPG and MADDPG made them particularly well suited for high-dimensional, physics-based environments, aligning with the requirements of UAV swarm navigation tasks.
Figure 8. Top down projections of the 3D trajectories of DDPG, PPO, SAC, TRPO, and MADDPG in U3D environment [59], along with the reference A* trajectory and 14 checkpoints.
Figure 9. Side view of the 3D trajectories of DDPG, PPO, SAC, TRPO, and MADDPG in U3D environment [59], along with the reference A* trajectory and 14 checkpoints.
Table 5 compares all five algorithms in terms of average task completion time, obstacles hitting probability, and average rewards, along with their standard deviations. These results demonstrate that DDPG and MADDPG outperformed the other three algorithms in average time to completed all checkpoints (with the checkpoint-wise performance shown in Table A1) and obstacle-hitting probability. MADDPG also achieved the highest average reward, indicating its superior ability to learn efficient and safe navigation strategies.
Table 5. Performance metrics (mean ± standard deviation) across algorithms in three-dimensional Unity environment.
Table 6 contains the results for three key metrics: total distance covered (TDC), distance to coal (DTG), and average velocity (AV) in the 3D environment, along with their respective standard deviations. Each metric reflects a unique aspect of the algorithms’ effectiveness in a multi-agent UAV path planning under realistic conditions. DDPG and MADDPG showed the least total distance covered, indicating that they are the most efficient algorithms for path optimization (see Table A2). This suggests that they effectively balance exploration and exploitation to find shorter, more direct routes. SAC and PPO covered significantly longer distances, with PPO having the highest total distance. This implies less efficient pathfinding due to higher exploration tendencies and suboptimal policy convergence in the complex dynamics of a 3D environment. All five algorithms achieved similar final distances to the goal, with PPO performing slightly better than the other four algorithms. This indicates that PPO is better at honing in on the exact goal location by the end of each episode. PPO also achieved the highest average velocity, followed by SAC, TRPO, MADDPG, and DDPG (as seen in Table 6). This indicates that PPO prioritizes higher speeds and is also more efficient, likely contributing to its slightly better goal precision but at the expense of longer paths and potentially higher energy consumption. DDPG, with the lowest velocity, maintained a more conservative and calculated pace. This aligns with its optimized path and lower total distance, resulting in improved energy efficiency. The tradeoff between velocity and efficiency is evident here. PPO’s higher velocity led to more energy consumption and overshooting checkpoints, whereas controlled velocities for DDPG and MADDPG resulted in smoother navigation and lower energy costs. These two appear to be the most suitable algorithms for scenarios prioritizing energy efficiency and path optimization. They remain ideal for missions where resource constraints are critical, such as long-term surveillance or search-and-rescue operations.
Table 6. Total distance covered, final distance to goal, and average velocity for each algorithm in 3D environment. Values are reported as mean ± standard deviation over six independent runs to reflect performance variability.

5.3. Training Processes

We conducted a comparative analysis for the training behavior of all RL algorithms in both P2D and U3D environments. This comparison includes convergence rates, average training time in hours, total number of steps to convergence, reward per 10,000 steps, and reward standard deviation. These metrics for both environments are detailed in Table 7.
Table 7. Training process comparison for all five algorithms in both P2D and U3D environments.
SAC demonstrated faster convergence across both environments due to its entropy-regularized objective, which balanced exploration and exploitation more effectively. This aligns with the findings of Haarnoja et al. [60], empirically demonstrating that entropy regularization in SAC leads to improved sample efficiency and faster convergence compared to other SOTA methods across multiple continuous control tasks. PPO and TRPO, being on-policy methods, required significantly more samples to converge. DDPG and MADDPG converged faster than PPO and TRPO in both environments, but were more sensitive to hyperparameter tuning. The reward stability, reflected by the standard deviation across six independent training runs, was highest (lowest deviation) for SAC in both environments. TRPO in P2D converged faster than PPO but was unable to surpass the general performance of both SAC and DDPG.
Through empirical experimentation, we observed that DDPG and TRPO were specifically sensitive to the learning rate and noise parameters. A slight increase in the actor learning rate from 0.001 to 0.01 in DDPG led to training divergence in over 60% of runs. Similarly, for TRPO, improper tuning of the KL-divergence constraint led to poor convergence, particularly in the U3D environment, where spatial dynamics are more complex. SAC and PPO required tuning for the temperature (entropy coefficient) and clipping ratio, respectively. Increasing PPO’s clipping parameter from 0.2 to 0.3 led to a 9% reduction in the final target-reaching accuracy in P2D. On the other hand, MADDPG, being a multi-agent extension, required fine-tuning of not just the learning rates but also the exploration noise for each agent. Improper noise scheduling in MADDPG resulted in frequent inter-agent collisions during early training epochs.
We observed that PPO exhibited a relatively higher standard deviation across both environments and most performance metrics. This variability can be attributed to the nature of PPO’s clipped surrogate objective, which attempts to balance exploration and exploitation through conservative updates. In highly dynamic and cluttered multi-agent scenarios, conservative updates occasionally fail to converge to stable policies, particularly when reward gradients fluctuate due to frequent obstacle interactions or sudden changes in spatial constraints. PPO’s reliance on mini-batch training can introduce further performance fluctuations when the training data distribution is not representative of the full state space. This results in a higher degree of performance variance across independent runs. In contrast, SAC utilizes entropy regularization for consistent exploration, whereas DDPG uses soft target updates and a separate target network (for both actor and critic). This helps stabilize learning by smoothing out fluctuations in both cases. These findings highlight that while PPO can perform competitively in terms of mean performance, its variance profile needs to be carefully considered in real-world deployments.

5.4. Discussion

Across all experiments conducted in both P2D and U3D environments, consistent trends emerged regarding the strengths and limitations of each algorithm. DDPG and MADDPG consistently outperformed other approaches in terms of path efficiency and obstacle avoidance. Their deterministic policies enabled smoother trajectories and minimal deviation, making them particularly effective in scenarios demanding precise navigation.
SAC, while not as optimal as DDPG and MADDPG in trajectory planning, offered a strong balance between exploration and performance. Its stochastic nature facilitated better adaptability in unfamiliar or changing environments, although it occasionally resulted in inefficient detours. PPO and TRPO, on the other hand, tended to struggle in highly complex or dynamic scenarios. The clipped surrogate objective of PPO stabilized training but restricted fine-tuning capabilities, often leading to suboptimal paths and higher obstacle collision probability, especially in tightly packed environments. DDPG’s lower total distance covered, coupled with moderate and consistent average velocities, highlights its superior planning abilities. SAC exhibited a competitive yet slightly more exploratory behavior, whereas PPO’s high velocity and longer trajectories suggest a reactive, rather than predictive, pattern. DDPG and MADDPG demonstrated consistent and reliable performance across different swarm sizes, environments, and maps, making them suitable choices for real-time autonomous swarm navigation in structured and semi-structured scenarios. SAC and TRPO may serve as strong alternatives in situations requiring adaptive exploration and sample efficiency, respectively. On the contrary, PPO may need further tuning or hybrid integration to improve its performance in complex, obstacle-rich domains.
Our results underline the significant potential of RL algorithms in enabling autonomous UAV swarm navigation under complex scenarios. The performance advantages of policy-gradient methods stem from their ability to learn precise and efficient policies, particularly in dynamic and high-dimensional environments. While SAC and PPO do provide robustness and stability, their performance in scenarios requiring rapid decision making and adaptability is limited compared to DDPG or MADDPG.

6. Conclusions

In this study, we investigated the applications of RL algorithms for navigating UAV swarms in complex environments. We focused on evaluating the performance of five RL algorithms—SAC, PPO, TRPO, DDPG, and MADDPG—in a scenario where multiple autonomous UAVs must navigate through unknown environments with obstacles and reach designated targets as efficiently as possible. Our findings indicate that each algorithm demonstrates unique strengths and limitations in terms of stability, sample efficiency, and adaptability to the dynamic nature of the environment. With its maximum entropy approach, SAC and TRPO proved effective in promoting exploration and maintaining stability, although they exhibited slower convergence in scenarios that required precise and rapid decisions. PPO, known for its simplicity and stability, faced challenges in environments that required rapid adaptation. DDPG and MADDPG, having an off-policy nature and deterministic policies, excelled in continuous action spaces and became the best-performing algorithms across multiple metrics.
The results highlight the potential of RL-based solutions in UAV swarm navigation, offering a promising approach to autonomously navigating complex environments with obstacles. Using RL-based solutions, UAV swarms can continuously improve their decision-making processes, adapt to new situations, and enhance their overall performance. These capabilities are crucial in search and rescue, environmental monitoring, and disaster response, where rapid, accurate, and coordinated actions are essential. While there are still challenges to overcome, such as the computational demands of specific algorithms and the need for real-time decision making, the success of RL in these applications underscores its significant potential in advancing autonomous UAV swarm technologies.
Future work should focus on refining these algorithms for improved real-time performance, exploring hybrid approaches, investigating how these algorithms scale in various training paradigms, and expanding the applicability of RL to more complex and dynamic environments. Our findings suggest that algorithm selection should be tailored to the specific demands of the application. However, one of the key limitations of the current study is the simulation-driven nature of the experiments; transferring these models to real-world UAV hardware presents challenges related to sensor noise, communication delays, and physical dynamics mismatches. Addressing these issues through sim-to-real transfer techniques and hardware-in-the-loop testing will be important. Additionally, further research is needed to explore the effects of training approaches and swarm size on coordination complexity and performance bottlenecks, as well as to incorporate the combination of centralized, decentralized, and federated training and learning paradigms to improve swarm performance.

Author Contributions

Conceptualization, M.A.A., A.M. and H.R.K.; Methodology, M.A.A., A.M. and U.A.; Software, M.A.A. and U.A.; Validation, U.A.; Formal analysis, M.A.A. and U.A.; Investigation, M.A.A. and H.R.K.; Writing—original draft, M.A.A. and U.A.; Writing—review & editing, A.M. and H.R.K.; Supervision, A.M.; Project administration, A.M. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Data Availability Statement

The original contributions presented in this study are included in the article. Further inquiries can be directed to the corresponding author.

Conflicts of Interest

The authors declare no conflict of interest.

Abbreviations

The following abbreviations are used in this manuscript:
ACTAverage Completion Time
AVAverage Velocity
CTDECentralized Training with Decentralized Execution
DDPGDeep Deterministic Policy Gradient
DDQNDouble Deep Q-Network
DTEDecentralized Training and Execution
DTGDistance To Goal
GAEGeneralized Advantage Estimation
MADDPGMulti-Agent Deep Deterministic Policy Gradient
OHPObstacle-Hitting Probability
P2DPython Two-Dimensional
PPOProximal Policy Optimization
RLReinforcement Learning
SACSoft Actor–Critic
SOTAState of the Art
TDCTotal Distance Covered
U3DUnity Three-Dimensional
UAVUnmanned Aerial Vehicle

Appendix A. U3D Detailed Results

Appendix A.1. Time Taken to Reach Checkpoints

Table A1. Time taken to reach respective checkpoints in the 3D environment for all 5 algorithms.

Appendix A.2. Total Distance Covered

Table A2. Distance covered while traversing from one checkpoint to the next for each section of the 3D course for all five algorithms.

Appendix B. P2D Detailed Results

Appendix B.1. 10-UAV Swarm Results

Table A3. Total time (in seconds), number of steps, and obstacle-hitting probabilities for a 10-UAV swarm in a two-dimensional Python environment. ‘X’ indicates a crash (with an obstacle or another UAV), while ‘∞’ indicates a UAV stuck hovering until the episode ends.

Appendix B.2. 20-UAV Swarm Results

Table A4. Total time (in seconds), number of steps, and obstacle-hitting probabilities for a 20-UAV swarm in a two-dimensional Python environment. ‘X’ indicates a crash (with an obstacle or another UAV), while ‘∞’ indicates a UAV stuck hovering until the episode ends.

Appendix B.3. Distance to Goal

Table A5. Final distance to the goal for each algorithm in the 2D environment across 10 different maps with varying obstacle coverage.

Appendix B.4. Total Distance Covered

Table A6. Total distance covered for each algorithm in the 2D environment across 10 different maps with varying obstacle coverage.

Appendix B.5. Average Velocity

Table A7. Average velocity for each algorithm in the 2D environment across 10 different maps with varying obstacle coverage.

Appendix C. P2D Base Maps

P2D Base Maps with Varying Obstacle Coverage

Figure A1. Presentation of 10 base maps in P2D environment with varying obstacle coverage.

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