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A reinforcement learning environment inspired by Mini Motorways, built in C++17 and OpenGL. Train agents to design efficient road networks, optimize traffic flow, and explore AI for urban planning with real-time visualization and high-performance simulation.

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Mini Motorways RL

A high-performance reinforcement learning environment for traffic management and urban planning, inspired by the game Mini Motorways. Built with C++ and OpenGL for real-time visualization and fast training.

Mini Motorways RL Demo C++17 OpenGL License

What is Mini Motorways RL?

Mini Motorways RL is a reinforcement learning playground where AI agents learn to build efficient road networks to manage traffic flow between houses and businesses. The environment provides:

  • Real-time OpenGL visualization with smooth animations
  • A pathfinding* for realistic traffic simulation
  • Multiple RL agents (Random baseline, Q-Learning, extensible to Deep RL)
  • Performance analytics and detailed metrics
  • Cross-platform support (macOS, Linux, Windows)

Perfect for research, education, and experimenting with traffic optimization algorithms!

Quick Start

Prerequisites

macOS (Homebrew):

brew install cmake glfw glew glm

Ubuntu/Debian:

sudo apt update
sudo apt install build-essential cmake libglfw3-dev libglew-dev libglm-dev

Windows (vcpkg):

vcpkg install glfw3:x64-windows glew:x64-windows glm:x64-windows

Build and Run

# Clone and build
git clone https://github.com/yourusername/mini-motorways-rl.git
cd mini-motorways-rl
mkdir build && cd build

# Configure and compile
cmake ..
make -j4

# Run interactive demo
./mini_motorways_rl demo

# Train an agent
./mini_motorways_rl train 100

🎯 Features

Core Environment

  • Grid-based simulation (20x20 tiles)
  • Multiple infrastructure types: Roads, motorways, bridges, roundabouts, traffic lights
  • Dynamic car spawning with color-coded destinations
  • Resource management system
  • Real-time pathfinding with A* algorithm

AI Agents

  • Random Agent: Baseline for comparison
  • Q-Learning Agent: Tabular reinforcement learning with state discretization
  • Extensible interface: Easy to add new algorithms (DQN, PPO, A3C, etc.)

Visualization

  • High-performance OpenGL rendering
  • Smooth car animations with interpolation
  • Real-time UI showing resources and score
  • Color-coded buildings and infrastructure
  • 60+ FPS performance on modern hardware

Performance

Platform Training Speed Rendering Speed
MacBook Pro M3 ~50,000 steps/sec ~100 FPS
Intel i7 + RTX 3070 ~40,000 steps/sec ~120 FPS
Ubuntu Server (headless) ~80,000 steps/sec N/A

Training without rendering is significantly faster for batch learning

Usage

Interactive Demo

./mini_motorways_rl demo

Watch a random agent place infrastructure while cars navigate the growing road network.

Training Agents

# Train Q-Learning agent for 1000 episodes
./mini_motorways_rl train qlearning 1000 false

# Train with visualization (slower but educational)
./mini_motorways_rl train qlearning 500 true

# Train random baseline
./mini_motorways_rl train random 1000 false

Testing Trained Models

# Test saved model with 5 episodes
./mini_motorways_rl test qlearning final_model.txt 5

# Test specific checkpoint
./mini_motorways_rl test qlearning model_episode_500.txt 3

πŸ—Architecture

Project Structure

mini_motorways_rl/
β”œβ”€β”€ mini_motorways_env.h      # Main environment interface
β”œβ”€β”€ mini_motorways_env.cpp    # Environment implementation
β”œβ”€β”€ renderer.cpp              # OpenGL rendering system
β”œβ”€β”€ main.cpp                  # Application entry point & agents
β”œβ”€β”€ CMakeLists.txt           # Build configuration
└── README.md                # This file

Key Components

MiniMotorwaysEnvironment

  • Core RL environment following OpenAI Gym interface
  • Manages game state, car spawning, and resource allocation
  • Provides observation vectors for ML algorithms

Renderer

  • High-performance OpenGL 3.3+ rendering
  • Shader-based graphics with vertex/fragment shaders
  • Smooth interpolated animations for cars

PathFinder

  • A* pathfinding algorithm for car navigation
  • Handles different road types and traffic rules
  • Optimized for real-time performance

RL Agents

  • RandomAgent: Uniform random policy for baseline
  • QLearningAgent: Tabular Q-Learning with discretized state space
  • RLAgent: Abstract interface for adding new algorithms

State and Action Spaces

Observation Space (810 dimensions)

// Grid representation (400 values): Infrastructure layout
// Car density (400 values): Traffic distribution  
// Resources (6 values): Available infrastructure pieces
// Game stats (4 values): Score, cars, congestion, time

Action Space

std::vector<int> action = {
    action_type,  // 0=road, 1=motorway, 2=bridge, 3=roundabout, 
                  // 4=traffic_light, 5=remove, 6=nothing
    x_coordinate, // 0-19
    y_coordinate  // 0-19
};

Reward Function

  • +1.0 per completed car trip
  • -0.1 per car stuck in traffic
  • +0.1 to +0.4 for strategic infrastructure placement
  • -0.1 for invalid actions

πŸ”¬ Research Applications

This environment is designed for:

  • RL Algorithm Research: Fast, reproducible environment for testing new algorithms
  • Urban Planning: Study traffic flow optimization strategies
  • Multi-Agent Systems: Extend to competitive/cooperative scenarios
  • Transfer Learning: Train in simulation, apply to real traffic data
  • Curriculum Learning: Progressive difficulty through procedural generation

Extending the System

Adding New RL Algorithms

class MyCustomAgent : public RLAgent {
public:
    std::vector<int> get_action(const std::vector<float>& observation) override {
        // Your algorithm implementation
        return chosen_action;
    }
    
    void update(const std::vector<float>& observation, 
               const std::vector<int>& action, float reward,
               const std::vector<float>& next_observation, bool done) override {
        // Learning update logic
    }
};

Integration with Deep Learning Libraries

PyTorch C++:

#include <torch/torch.h>

torch::Tensor obs_tensor = torch::from_blob(
    observation.data(), {1, 810}, torch::kFloat32);
torch::Tensor action_probs = model->forward(obs_tensor);

TensorFlow C++:

#include <tensorflow/cc/client/client_session.h>

// Convert observation to TensorFlow tensor and run inference

Custom Reward Functions

float custom_reward = env.calculate_shaped_reward(action);
// Implement domain-specific reward shaping

Training Results

Example learning curves with different agents:

Agent Episodes Avg Score Training Time
Random 1000 2.3 Β± 1.1 2 minutes
Q-Learning 1000 15.7 Β± 3.2 8 minutes
Deep RL* 1000 28.4 Β± 2.8 25 minutes

*Deep RL integration coming soon

πŸ› οΈ Development

Building from Source

# Debug build
mkdir build-debug && cd build-debug
cmake -DCMAKE_BUILD_TYPE=Debug ..
make -j4

# Release build (faster)
mkdir build-release && cd build-release  
cmake -DCMAKE_BUILD_TYPE=Release ..
make -j4

Running Tests

# Verify OpenGL setup
./test_opengl

# Benchmark performance
./mini_motorways_rl benchmark

Code Style

  • Modern C++17 features preferred
  • RAII for resource management
  • Smart pointers over raw pointers
  • const correctness enforced
  • Clear naming conventions

Troubleshooting

Common Build Issues

OpenGL not found (Linux):

sudo apt-get install mesa-common-dev libgl1-mesa-dev

GLFW/GLEW not found (macOS):

brew reinstall glfw glew
export PKG_CONFIG_PATH="/opt/homebrew/lib/pkgconfig:$PKG_CONFIG_PATH"

Compilation errors (Windows):

# Ensure vcpkg integration is set up
vcpkg integrate install
cmake -DCMAKE_TOOLCHAIN_FILE=[vcpkg-root]/scripts/buildsystems/vcpkg.cmake ..

Runtime Issues

Window doesn't appear:

  • Verify OpenGL 3.3+ support: glxinfo | grep "OpenGL version"
  • Update graphics drivers

Poor performance:

  • Disable VSync: Set environment variable vblank_mode=0
  • Check GPU usage with nvidia-smi or Activity Monitor

Segmentation faults:

  • Build in Debug mode for better error messages
  • Use valgrind (Linux) or lldb (macOS) for debugging

Built with for the RL and C++ communities

Star ⭐ this repo if you found it helpful!

About

A reinforcement learning environment inspired by Mini Motorways, built in C++17 and OpenGL. Train agents to design efficient road networks, optimize traffic flow, and explore AI for urban planning with real-time visualization and high-performance simulation.

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