01 — Environment & Agent
A forest, grown by code in the simulation—
trained using reinforcement learning with PPO algorithm.
The world is built in Unreal Engine on top of AirSim: large and medium redwoods, saplings, and tree ferns, spawned procedurally so every episode is a forest the agent has never seen before. Density ramps with a curriculum — sparse glades at first, tight canopies later — so the policy has somewhere to start.
The agent is a PPO policy (Stable-Baselines3) with a custom CNN feature extractor. Observation is a stack of monocular RGB frames fused with privileged state (position, velocity, heading, recent actions). Action space is continuous body-frame velocity commands — no waypoints, no map, just see and move.
Reward shaping is the heart of it: forward progress + clearance bonus, minus collision penalty, minus jitter, minus drift from the desired heading. Tuned across hundreds of runs until the agent stopped flying straight into the nearest trunk.