Episodic RRT

Stop Sampling. Start Exploring. The Episodic RRT (ERRT) revolutionizes motion planning by replacing the inefficient, random sampling of classical planners with learned, multi-step "episodes." Our deep reinforcement learning agent proactively generates coherent, branch-like paths, resulting in a planner that is dramatically faster, more robust, and finds higher-quality solutions from the start, especially in complex,high-dimensional spaces.

Tired of Planners That Wander Aimlessly?

Classical motion planners like RRT explore by scattering thousands of random points, like a mist cloud slowly filling a room. This approach is inefficient, scales poorly in complex, high-dimensional spaces, and wastes immense computational power checking irrelevant or dead-end paths. As environments get harder, random exploration simply breaks down.

Introducing ERRT: Motion Planning with an AI Co-Pilot

The Episodic RRT (ERRT) flips the script. We replace the primitive of a random point with a learned exploratory episode. Our framework embeds a Deep Reinforcement Learning agent that acts as an expert explorer. Instead of sampling blindly, the agent proactively generates coherent, multi-step path segments that intelligently navigate around obstacles. ERRT transforms the search from a random process into a directed, organic growth, like a real tree extending its branches toward the light.

Key Advantages: Why ERRT is Better

Beats the Curse of Dimensionality

ERRT's focused, near-linear growth is vastly more efficient than the volumetric expansion of random sampling, allowing it to succeed where others fail in high-dimensional spaces.

Slashes Computational Cost

By learning to avoid obstacles, our agent proposes locally valid paths from the start. This inverts the costly "sample-first, check-later" paradigm, reducing collision checks by over 99.6% in complex scenes.

Provides Better Connectivity

An episode is an ordered sequence of states, providing its own via-points. This makes integration into the search tree trivial compared to the difficult and often unsuccessful task of connecting to a single, isolated random point.

Pushed to the Limit in Diverse Scenarios

2D 3D 6D

Superior Initial Solution

Collision Checks
0.4%
ERRT vs RRT 6D
Speed Up
107x
ERRT vs RRT 6D
Solution Length
50%
ERRT vs RRT 6D

Superior Optimization Performance

Speed Up
3.8x
5% tolerance
Speed Up
29x
10% tolerance
Speed Up
1.7x
3% tolerance

Full Path Demonstration

How ERRT Works: The Four-Step Exploration Loop

1. Initialize Episode:

An episode ends when it hits its max length or is blocked by an obstacle. A new one then begins from eriodic randomized restart. To ensure full coverage, the algorithm episodically samples a random point and finds the nearest node in the tree to start a new exploration "episode." It prevents the agent from getting stuck and ensures probabilistic completeness.

2. Generate Path:

The DRL agent generates a multi-step, locally optimal path segment starting from the current node on the tree. The action path generated by the neural network serves as control points for the construction of a cubic B-spline. Subsequently, the arc length along this B-spline is computed, and the curve is re-parameterized to achieve equidistant knot points with respect to this arc length. This re-sampling methodology facili- tates a uniform distribution of knot points, renders the point density independent of the neural network's direct output and contributes to a smoother path.

3. Validate & Extend:

An efficient Dynamic Bisection method quickly finds the furthest valid point along the proposed path and adds it to the tree. It minimizes expensive collision checks while robustly extending the search tree.

4. Update & Jump:

The algorithm checks if the episode is complete. If the tree is near the goal, it attempts a direct "One Step Jump" to connect and find a solution. It provides a final, robust connection mechanism to overcome the precision limits of the neural network.