[Paper] A Reinforcement Learning-Based Model for Mapping and Goal-Directed Navigation Using Multiscale Place Fields
Source: arXiv - 2601.03520v1
Overview
The paper presents a reinforcement‑learning (RL) framework that mimics the brain’s place‑cell system to let robots build and use maps at several spatial resolutions at once. By combining coarse‑grained and fine‑grained “place fields” and a replay‑driven reward signal, the authors show faster learning and shorter navigation paths in simulated, partially observable environments.
Key Contributions
- Multiscale place‑field architecture – parallel layers of place cells operating at different spatial scales, enabling both global guidance and local precision.
- Replay‑based reward propagation – a biologically inspired mechanism that replays high‑value trajectories to update value estimates without extra environment interaction.
- Dynamic scale‑fusion module – an online weighting scheme that blends information from all scales based on current uncertainty and task demands.
- Empirical validation – extensive simulations demonstrate up to 30 % reduction in path length and 2‑3× faster convergence compared with single‑scale baselines.
- Open‑source implementation – the authors release the codebase (Python + PyTorch) and a set of benchmark mazes for reproducibility.
Methodology
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Environment & Observation Model
- The robot operates in a 2‑D grid world with obstacles and limited sensor range (simulating partial observability).
- At each step it receives a binary occupancy vector and its current (noisy) pose.
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Multiscale Place Fields
- Three layers of place cells are instantiated: fine (≈0.5 m), medium (≈2 m), coarse (≈5 m).
- Each cell’s activation follows a Gaussian bump centered on its preferred location; the width matches the layer’s scale.
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RL Core (Actor‑Critic)
- The critic estimates a state‑value function using the concatenated activations from all layers.
- The actor outputs a probability distribution over discrete motion primitives (forward, turn left/right).
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Replay‑Based Reward Mechanism
- After reaching a goal, the system performs offline “replay” of the successful trajectory, propagating the received reward backward through the value network.
- Replay is weighted by the confidence of each place‑field layer, giving more influence to reliable (coarse) representations early in learning.
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Dynamic Scale Fusion
- A learned gating network computes a per‑step weighting vector w = (w_fine, w_med, w_coarse).
- The final value estimate (V(s) = \sum_i w_i , V_i(s)), where (V_i) comes from the i‑th scale’s critic head.
- The gate adapts as the robot explores, gradually shifting emphasis toward finer scales as uncertainty drops.
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Training Loop
- Standard RL loop (collect experience → update actor/critic via policy gradient) interleaved with replay updates after each episode.
Results & Findings
| Metric | Single‑Scale (Fine) | Multiscale (Proposed) |
|---|---|---|
| Avg. steps to goal (episodes 1‑100) | 45 | 31 |
| Path optimality (ratio to shortest) | 1.28 | 1.09 |
| Convergence episodes (≤5 % of optimal) | 210 | 78 |
| Computation overhead (ms/step) | 1.2 | 2.1 |
- Faster learning: The replay mechanism alone cuts convergence time by ~30 %, but the biggest boost comes from multiscale fusion.
- Robustness to sensor noise: When observation noise is increased 3×, the multiscale model’s performance degrades only ~5 % versus ~20 % for the fine‑only baseline.
- Ablation studies: Removing replay or dynamic fusion each hurts performance, confirming that both components are essential.
Practical Implications
- Scalable SLAM alternatives: Developers can replace heavyweight SLAM pipelines with a lightweight, RL‑based map that automatically balances global planning and local obstacle avoidance.
- Fast adaptation in changing environments: Because replay updates value estimates without re‑exploring, a robot can quickly re‑plan after a layout change (e.g., a newly blocked corridor).
- Edge‑friendly deployment: The model runs on a single CPU core (~2 ms per decision) and fits in <10 MB of RAM, making it suitable for embedded platforms (e.g., TurtleBot, DJI RoboMaster).
- Transfer to real‑world robots: The multiscale representation mirrors how mammals navigate, suggesting smoother sim‑to‑real transfer when combined with domain randomization.
- Potential for hierarchical RL: The scale‑fusion gating can be repurposed as a high‑level policy selector, opening doors to more complex tasks like multi‑room delivery or warehouse picking.
Limitations & Future Work
- Simulation‑only validation: Experiments are confined to 2‑D grid worlds; real‑world sensor noise, dynamics, and 3‑D terrain may expose new challenges.
- Fixed number of scales: The current architecture uses three pre‑defined scales; an adaptive mechanism that adds/removes scales on the fly could improve memory efficiency.
- Replay cost: While replay accelerates learning, it adds a computational burst after each episode, which may be problematic for real‑time continuous operation.
- Future directions suggested by the authors include:
- Extending the model to continuous action spaces.
- Integrating visual landmarks as additional place‑field cues.
- Testing on physical robots in dynamic indoor environments.
Authors
- Bekarys Dukenbaev
- Andrew Gerstenslager
- Alexander Johnson
- Ali A. Minai
Paper Information
- arXiv ID: 2601.03520v1
- Categories: cs.NE, cs.AI, cs.RO
- Published: January 7, 2026
- PDF: Download PDF