Research map / Multi-agent systems and games / Cooperative multi-agent RL
GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS
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Introduces GPUDrive, a GPU-accelerated, data-driven multi-agent driving simulator built on Madrona that reaches over a million agent steps per second and trains goal-reaching RL agents on Waymo Open Motion Dataset scenarios.
Problem
Multi-agent RL for driving planning needs billions of environment samples, but existing driving simulators are too slow (CPU-bound) or lack multi-agent, sensor, and real-data support.
Approach
A C++/CUDA multi-agent driving simulator built on the Madrona ECS engine, with BVH-based collision checking, polyline decimation, per-world memory allocation, and Python (torch/jax Gymnasium) interfaces, using WOMD logs with goal-reaching rewards.
Key results
- GPUDrive achieves a peak of 2.3 million agent steps per second, 2 to 3 orders of magnitude faster than Nocturne (peak ~15,000 ASPS).
- Solving 10 scenarios to 95% goal-reaching takes under 3 minutes versus about 10 hours in Nocturne, a 200-300x training speedup.
- Agents reach 95% goal-reaching on 1000 training scenes in about 15 hours; per-scene cost drops to about 15 seconds at 1024 scenes.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GPUDrive instead of Nocturne | multi-agent simulation on WOMD scenarios · Waymo Open Motion Dataset scenarios | ASPS: 15,000 to 2.3 million steps | Helped |
| Use GPUDrive instead of Nocturne | IPPO training · 10 WOMD scenarios | training speed: 200 - 300x | Helped |
| Train GPUDrive RL agents | GPUDrive RL agents · 1000 training scenes | goal-reaching rate: 95% | Helped |
| Use LiDAR observation instead of radial filter observation (ablation) | GPUDrive · Waymo Open Motion Dataset scenarios | simulation speed: approximately 3x | Helped |
| Increase training set from 32 to 1024 scenarios | IPPO in GPUDrive · WOMD training scenarios | average completion time per scenario: 2 minutes per scenario to only 15 seconds per scenario | Helped |
| Apply polyline decimation to reduce road geometry points (ablation) | GPUDrive · simulation performance | step time: 10-15 times | Helped |
Surprising findings
- Amortized time per scene decreases as the number of training scenes grows (sub-linear time-to-completion), with 1024 scenes costing about 15 seconds per additional scene.
- Controllable agent steps per second on randomly sampled WOMD scenes (~200K) is much lower than the peak raw ASPS because most agents are parked or already at goal.
Limitations
- Agents reach roughly 95% goal-reaching and still crash or leave the road, far from human-level performance.
- No lane or map connectivity; collision checking only for convex objects.
- Around 2% of goals are unreachable due to mislabeled road edges in WOMD, capping the goal-reaching rate near 98%.
Experimental setup
Datasets: Waymo Open Motion Dataset
Benchmarks: Waymo Open Motion Dataset scenarios
Metrics: agent steps per second (ASPS) controlled agent steps per second (CASPS) goal-reaching rate time to solve scenes collision rate road-edge crossing
Baselines: Nocturne Waymax Stable Baselines 3 IPPO
Builds on: Madrona Independent PPO Waymax Nocturne PufferLib
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