Verlagslink: https://nbn-resolving.org/urn:nbn:de:gbv:8:3-2026-01080-6
Verlagslink DOI: 10.38071/2026-01080-6
Titel: Experimental platform for deep reinforcement learning using 3D simulation and a physical demonstrator of rolling mazes
Sprache: Englisch
Autorenschaft: Hensel, Marc  
Lassahn, Sandra Verena 
Rastagar, Shabir 
Herausgeber*In: Heute, Felix 
Meißer, Michael 
Herausgeber: Christian-Albrechts-Universität zu Kiel. Technische Fakultät 
Schlagwörter: Deep reinforcement learning; Artificial intelligence; Rolling maze; Image processing
Erscheinungsdatum: 2026
Verlag: Kiel University, Faculty of Engineering, Department of Electrical and Information Engineering (ET&IT)
Teil der Schriftenreihe: StuFoTech : conference for student research in the field of electrical engineering in relation to environment and society 
Konferenz: Konferenz für Studentische Forschung im Spannungsfeld Elektrotechnik 2025 
Zusammenfassung: 
A primary objective in the education of engineers is to develop students to be valuable employees for their future companies or competent founders of own businesses. To meet the objective students must build up and strengthen skills and competencies required for their future profession. There is nothing wrong, though, with doing so by working on creative or even playful tasks. A focus on educational aspects is a chance to offer students challenging and highly motivating tasks, while our personal experience shows that high intrinsic motivation and creative working environments typically result in very good learning effects.

In this context, we create systems or "platforms" that serve students as working environments for their bachelor's and master's theses. These platforms should combine technologies and methods from different fields such as deep learning, image processing, software development, electronics, and mechatronics, to name a few. This puts us in the position to offer tasks from various technological fields, and it requires students to take interdisciplinary aspects into account.

The system subject to this paper is motivated by a famous traditional maze game. It consists of a wooden box which contains a board with start location, walls, holes, and finish. Players use two knobs to tilt the board in x and y direction, respectively, and must maneuver a ball along a given path from start to finish. A player loses when the ball drops into a hole and wins when the ball reaches the finish.

The overall objective of our activities is to develop deep reinforcement agents, being a specific branch of artificial intelligence, that learn to play the game in a software simulation as well as by controlling the original physical maze. In this paper we report on intermediate results on modelling and solving the game in a software environment and on the analysis of the physical game by image processing methods.
URI: https://hdl.handle.net/20.500.12738/19926
Begutachtungsstatus: Diese Version hat ein Peer-Review-Verfahren durchlaufen (Peer Review)
Einrichtung: Fakultät für Elektro-, Medien- und Informationstechnik 
Dokumenttyp: Konferenzveröffentlichung
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