ForagerSim: Evaluating Embodied Map-Based Reasoning in Large-Scale Dynamic Worlds
Organizations: Dept. of Cybernetics, FEE, Czech Technical University in Prague · CIIRC, Czech Technical University in Prague · Robotics Institute, Carnegie Mellon University
Abstract
Animals build cognitive maps of vast environments, use them to perform map-based navigation, and might even be reusing the same circuitry used in spatial reasoning for creating and using maps of arbitrary task-spaces. In contrast, current embodied AI systems either rely on hand-engineered mapping pipelines, which break in the presence of unmodeled dynamics and are restricted to metric space, or on learned policies that rarely form map-like representations at all. Developing architectures that could learn to build and use map-like representations as flexibly as animals is, however, difficult because few embodied AI benchmarks actually require map-based reasoning. To address this, we present ForagerSim --- an interdisciplinary research platform and simulation environment focused on embodied tasks that require map-based reasoning, with scenarios ranging from mobile-robot search and rescue to animal foraging in both complex mazes and vast, potentially infinite open areas. ForagerSim is highly modular and allows modifying independent axes of difficulty related to perception (abstract 2D sensing to full RGB or LiDAR), scale (room-scale to multi-km scale), topology (open-fields to complex mazes), dynamics (smoke, debris, sensorimotor failures and others) and tasks (from simple 2D coverage to foraging-inspired well-alternation tasks). We compare reinforcement learning baselines with a simple engineered robotics stack and a human player on 8 example worlds which show how different difficulty axes affect existing methods. Our results show that, when sensing is simplified to 2D, learned policies can perform multi-object search and well-alternation tasks surprisingly well in simple topologies, but they fall short of human performance in larger or more complex-topology environments where map-based baselines perform well, suggesting that map-based reasoning is the bottleneck in these scenarios.
Figures & tables
| World | PPO | Dreamer | Frontier-Explorer | Human |
| memorymaze15x15 | ||||
| 10houses-fenced | ||||
| 4arm-submazes | ||||
| 5houses-dynamic | ||||
| 5houses-sar | ||||
| ratmaze-foraging | – |
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
| World | Method | Score | OBJ | Coverage [ m 2 ] |
|---|---|---|---|---|
| memorymaze15x15 | PPO | |||
| Dreamer | ||||
| Frontier-Explorer | ||||
| Human | ||||
| 10houses-fenced | PPO | |||
| Dreamer |
| Parameter | Value (default) |
|---|---|
| Model size | size12m : RSSM deter 2048, hidden 256, 16 classes, MLP units 256 ( size200m ) |
| Batch size | 8 (16) |
| Sequence length | 48 (64) |
| Replay context | 16 (1) |
| Replay buffer | steps ( ) |
| Parallel envs | 4 (16) |
Embodied Navigation
Embodied navigation studies how robots perceive, map, and move through environments to reach goals and follow instructions.
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