Hierarchical Control for Cooperative Teams in Competitive Autonomous Racing
Rishabh Saumil Thakkar, Aryaman Singh Samyal, David Fridovich-Keil, Zhe Xu, Ufuk Topcu
TL;DR
This paper addresses cooperative team-based autonomous racing under realistic rules by proposing a two-level hierarchical controller that combines a high-level tactical planner with a low-level path planner. The high-level component builds a discrete game that encodes the rules and outputs waypoint targets, while the low-level component tracks these waypoints using either a multi-agent reinforcement learning (MARL) policy or a linear-quadratic Nash game (LQNG) approximation. The main contributions are a generalized team-based racing game formulation, a discrete high-level planning approach via Monte Carlo Tree Search, and two complementary low-level controllers that enable scalable, rule-compliant teamwork in multi-agent racing. The results demonstrate improved raceWins, team performance, and rule adherence across basic and complex tracks, with behaviors resembling expert human strategies such as coordinated overtakes and defensive positioning, highlighting the practical potential of hierarchical game-theoretic planning in adversarial, cooperative settings.
Abstract
We investigate the problem of autonomous racing among teams of cooperative agents that are subject to realistic racing rules. Our work extends previous research on hierarchical control in head-to-head autonomous racing by considering a generalized version of the problem while maintaining the two-level hierarchical control structure. A high-level tactical planner constructs a discrete game that encodes the complex rules using simplified dynamics to produce a sequence of target waypoints. The low-level path planner uses these waypoints as a reference trajectory and computes high-resolution control inputs by solving a simplified formulation of a racing game with a simplified representation of the realistic racing rules. We explore two approaches for the low-level path planner: training a multi-agent reinforcement learning (MARL) policy and solving a linear-quadratic Nash game (LQNG) approximation. We evaluate our controllers on simple and complex tracks against three baselines: an end-to-end MARL controller, a MARL controller tracking a fixed racing line, and an LQNG controller tracking a fixed racing line. Quantitative results show our hierarchical methods outperform the baselines in terms of race wins, overall team performance, and compliance with the rules. Qualitatively, we observe the hierarchical controllers mimic actions performed by expert human drivers such as coordinated overtaking, defending against multiple opponents, and long-term planning for delayed advantages.
