racingmania-pqn-seed1

PQN, seed 1: PQN baseline

Status: evaluated (evaluated; scores available); physics version v1; card generated 2026-11-15 from the result files.

RacingMania is an original 3D time-attack racing game for the browser (three.js + cannon-es RaycastVehicle) with reinforcement-learning drivers trained on a batched PyTorch port of the same car physics. Code, paper and full results: https://github.com/BurnyCoder/reinforcement-learning-in-trackmania-like-racing-game.

Videos

Official evaluation runs of this model replayed in the browser game ("Watch replay"): the car states the evaluator recorded while scoring the run, so each clip is exactly the run its caption describes. More clips, including the controls: https://github.com/BurnyCoder/reinforcement-learning-in-trackmania-like-racing-game#videos.

Best lap of the PQN baseline

  • What you see: The baseline algorithm, PQN (parallelised Q-learning), trained with the same inputs, actions, reward and step budget as the PPO generalist on generated tracks. The track was never part of its training.
  • Model: pqn/seed1: PQN, trained by reinforcement learning for 1 billion agent steps on 48,949 generated training tracks (seed 1, 1.1 h on one GPU).
  • Map: Technical (campaign-04), a hand-made campaign track, 666 m long with no jumps and up to 5° of banking; this model never saw it during training.
  • Evaluation: official evaluation in results/pqn/seed1/eval_campaign.csv (standing start, most probable action, final checkpoint): finished in 26.04 s; the scripted driver needs 42.52 s, so this is 1.63× its speed. The clip replays this run.
  • Why this clip: chosen by a fixed rule as the highest-scoring finished track of the 5 campaign tracks it finished in its official evaluation.

Model

Item Value
Algorithm PQN
Architecture Q-network 2x256, LayerNorm, one 9-way head
Objective centreline progress
Observation car state + 20 look-ahead points
Training data 48,949 generated tracks
Start states standing + random centreline (p=0.5)
Agent steps trained 1,000,341,504
Wall-clock hours 1.10
Git commit 70a35809b494c89e7fa074064a9c8dc961ef0360

Evaluation

Success-weighted speed (SWS): mean over tracks of finished x (scripted driver's time / agent's time); 1.0 means finishing every track as fast as the scripted reference driver. One deterministic run per track from a standing start with the most probable action; intervals are 95 % percentile bootstrap intervals over tracks (one seed).

Track set Tracks SWS [95 % CI] Finished
Campaign (hand-made) 5 1.391 [1.270, 1.517] 100.0 %
Out-of-range test 187 0.725 [0.631, 0.820] 55.1 %
Test (unseen generated) 971 1.054 [1.020, 1.086] 79.8 %
Unfiltered test 200 1.105 [1.035, 1.173] 83.0 %
Own training tracks 1000 1.052 [1.019, 1.085] 79.7 %
Training sample 1000 1.052 [1.019, 1.085] 79.7 %
Validation 197 1.034 [0.956, 1.109] 78.2 %

How to use

Files: final.pt (PyTorch checkpoint: agent and norm state dicts, ppo and env_cfg settings, obs_dim), policy.onnx (observation function + frozen normaliser + actor in one graph, as run by the browser game), run.json, training and validation curves, and per-track evaluation CSVs under eval/.

PyTorch, inside a clone of the repository (uv sync):

PQN checkpoints hold a Q-network; load them with racingmania.rl.pqn (see the repository).

ONNX (inputs and outputs are specified in docs/formats.md, section "Policy model"):

import numpy as np, onnxruntime as ort
sess = ort.InferenceSession("policy.onnx")
inputs = {i.name: np.zeros([d if isinstance(d, int) else 1 for d in i.shape], np.float32) for i in sess.get_inputs()}
steer_logits, pedal_logits = sess.run(None, inputs)
steer, pedal = int(steer_logits.argmax()), int(pedal_logits.argmax())  # 0/1/2 = left/none/right, gas/coast/brake

To watch it drive, open the game (web/index.html, or the GitHub Pages site), choose it in a track's AI drivers table and press "Watch AI" (live in the browser) or "Watch replay" (its official evaluation run).

Training configuration (from run.json)

Setting Value
total_steps 1000000000
num_envs 16384
num_steps 32
lr 0.00025
adaptive_lr False
desired_kl 0.01
lr_min 1e-05
lr_max 0.01
gamma 0.99
gae_lambda 0.95
num_minibatches 4
update_epochs 4
clip_coef 0.2
ent_coef 0.01
vf_coef 1.0
max_grad_norm 10.0
weight_decay 0.0
hidden [256, 256]
action_mode factored
eval_every_minutes 10.0
checkpoint_every_minutes 10.0
rotate_tracks_every 20
loaded_tracks 4096
seed 1
compile True
q_lambda 0.65
start_e 1.0
end_e 0.05
exploration_fraction 0.5
env.random_start_prob 0.5
env.random_start_speed [0.0, 30.0]
env.random_start_lateral 0.5
env.max_steps 1500
env.reward_scale 0.1
env.window_k 20
env.window_stride 3
env.blind False
env.time_cost 0.0
env.fall_penalty 0.0
env.hint_weight 0.0
env.scripted_starts False

Licence and citation

MIT. Author: Libor "Burny" Burian. Repository: https://github.com/BurnyCoder/reinforcement-learning-in-trackmania-like-racing-game.

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Evaluation results

  • SWS on RacingMania test (unseen generated) tracks
    self-reported
    1.054
  • Finish rate on RacingMania test (unseen generated) tracks
    self-reported
    0.798
  • SWS on RacingMania validation tracks
    self-reported
    1.034
  • Finish rate on RacingMania validation tracks
    self-reported
    0.782
  • SWS on RacingMania training sample tracks
    self-reported
    1.052
  • Finish rate on RacingMania training sample tracks
    self-reported
    0.797
  • SWS on RacingMania own training tracks tracks
    self-reported
    1.052
  • Finish rate on RacingMania own training tracks tracks
    self-reported
    0.797