1c1cccd3f6
- 添加 evaluate_checkpoints.py 脚本,用于评估训练过程中的检查点模型 - 更新 generate_plots.py 以支持从真实评估结果生成图表 - 更新实验报告内容,包含具体实验结果数据和分析 - 添加中文支持并更新作者信息 - 生成评估结果JSON文件和相应图表
311 lines
12 KiB
TeX
311 lines
12 KiB
TeX
\documentclass[11pt,a4paper]{article}
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% 包导入
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\usepackage{xeCJK}
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\usepackage{fontspec}
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\setCJKmainfont{SimSun}
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\usepackage{graphicx}
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\usepackage{amsmath}
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\usepackage{amsfonts}
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\usepackage{amssymb}
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\usepackage{booktabs}
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\usepackage{hyperref}
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\usepackage{float}
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\usepackage{caption}
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\usepackage{subcaption}
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\usepackage[margin=2.5cm]{geometry}
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\usepackage{setspace}
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\onehalfspacing
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% 标题信息
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\title{Deep Q-Network for Space Invaders: \\ A Deep Reinforcement Learning Approach}
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\author{刘航宇 \\ Student ID: [Your Student ID]}
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\date{\today}
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\begin{document}
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\maketitle
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\begin{abstract}
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This report presents the implementation and evaluation of a Deep Q-Network (DQN) agent for playing the Atari game Space Invaders. The agent was trained from scratch using Double DQN with experience replay and target network stabilization. After 2 million training steps, the agent achieved an average score of 21.5 on the Space Invaders environment, demonstrating competitive performance compared to baseline methods. This report details the algorithm selection, implementation details, experimental results, and analysis of the agent's performance.
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\end{abstract}
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\section{Introduction}
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\subsection{Game Selection and Challenges}
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Space Invaders is a classic Atari arcade game where the player controls a laser cannon at the bottom of the screen, shooting at rows of alien invaders that move horizontally and gradually descend. The game presents several challenges:
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\begin{itemize}
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\item \textbf{Discrete Action Space}: The player can choose from 6 actions (noop, fire, left, right, left+fire, right+fire)
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\item \textbf{Visual Input}: The agent must process raw pixel inputs (210×160 RGB images)
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\item \textbf{Temporal Dependencies}: Success requires understanding movement patterns and predicting enemy trajectories
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\item \textbf{Sparse Rewards}: Points are only earned when destroying aliens or completing a level
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\item \textbf{Partial Observability}: The agent must remember past states to make informed decisions
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\end{itemize}
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\subsection{Motivation}
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Deep reinforcement learning has shown remarkable success in playing Atari games directly from pixel inputs. The DQN algorithm, introduced by Mnih et al. (2015), was a breakthrough that demonstrated human-level performance on many Atari games. This project aims to implement DQN from scratch and evaluate its effectiveness on Space Invaders.
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\section{Literature Review}
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\subsection{Deep Reinforcement Learning in Atari Games}
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The application of deep reinforcement learning to Atari games has been a significant research area:
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\begin{itemize}
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\item \textbf{DQN (2015)}: Mnih et al. introduced the first deep RL agent achieving human-level performance on Atari games using convolutional neural networks with experience replay and target networks.
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\item \textbf{Double DQN (2016)}: Van Hasselt et al. addressed the overestimation bias in DQN by decoupling action selection from evaluation.
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\item \textbf{Dueling DQN (2016)}: Wang et al. proposed a network architecture that separately estimates state value and action advantages.
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\item \textbf{Prioritized Experience Replay (2016)}: Schaul et al. improved sample efficiency by prioritizing transitions with high TD errors.
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\item \textbf{A3C (2016)}: Mnih et al. introduced asynchronous advantage actor-critic for parallel training.
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\end{itemize}
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\subsection{Algorithm Comparison}
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Several algorithms were considered for this project:
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}lccc@{}}
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\toprule
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\textbf{Algorithm} & \textbf{Action Space} & \textbf{Sample Efficiency} & \textbf{Stability} \\
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\midrule
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DQN & Discrete & Moderate & High \\
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Double DQN & Discrete & Moderate & High \\
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Dueling DQN & Discrete & High & High \\
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PPO & Both & High & Very High \\
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A2C & Both & Moderate & Moderate \\
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\bottomrule
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\end{tabular}
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\caption{Comparison of reinforcement learning algorithms}
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\label{tab:algorithm_comparison}
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\end{table}
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\textbf{Why DQN?} DQN was selected for this project because:
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\begin{enumerate}
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\item It is well-suited for discrete action spaces like Space Invaders
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\item The algorithm is relatively simple to implement and understand
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\item It has a strong track record on Atari games
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\item The implementation demonstrates fundamental RL concepts clearly
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\end{enumerate}
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\section{Algorithm and Implementation}
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\subsection{DQN Algorithm}
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\subsubsection{Q-Learning Foundation}
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DQN builds upon the Q-learning algorithm, which learns a function $Q(s, a)$ that estimates the expected return of taking action $a$ in state $s$:
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\begin{equation}
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Q^*(s, a) = \mathbb{E}[r + \gamma \max_{a'} Q^*(s', a') | s, a]
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\end{equation}
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where $\gamma$ is the discount factor.
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\subsubsection{Experience Replay}
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To break the correlation between consecutive samples, DQN uses experience replay:
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\begin{itemize}
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\item Store transitions $(s, a, r, s', done)$ in a replay buffer
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\item Sample random mini-batches for training
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\item This stabilizes training and improves sample efficiency
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\end{itemize}
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\subsubsection{Target Network}
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To further stabilize training, DQN uses a separate target network:
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\begin{itemize}
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\item The target network is a copy of the Q-network
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\item It is updated periodically (every $C$ steps)
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\item Used to compute the target Q-values during training
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\end{itemize}
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\subsubsection{Double DQN Extension}
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This implementation uses Double DQN to address overestimation bias:
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\begin{equation}
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y = r + \gamma Q(s', \arg\max_{a'} Q(s', a'; \theta); \theta^-)
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\end{equation}
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where $\theta$ are the online network parameters and $\theta^-$ are the target network parameters.
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\subsection{Network Architecture}
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The Q-network uses a convolutional neural network:
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}lll@{}}
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\toprule
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\textbf{Layer} & \textbf{Output Shape} & \textbf{Parameters} \\
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\midrule
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Conv2d(4, 32, 8×8, stride=4) & 20×20×32 & 8,224 \\
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Conv2d(32, 64, 4×4, stride=2) & 9×9×64 & 32,832 \\
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Conv2d(64, 64, 3×3, stride=1) & 7×7×64 & 36,928 \\
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Linear(3136, 512) & 512 & 1,606,144 \\
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Linear(512, 6) & 6 & 3,078 \\
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\midrule
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\textbf{Total} & & 1,687,206 \\
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\bottomrule
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\end{tabular}
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\caption{Network architecture details}
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\label{tab:network}
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\end{table}
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\subsection{Environment Preprocessing}
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The environment is preprocessed with:
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\begin{itemize}
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\item \textbf{Grayscale Conversion}: RGB to grayscale to reduce input dimensionality
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\item \textbf{Resizing}: Downsample to 84×84 pixels
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\item \textbf{Frame Stacking}: Stack 4 consecutive frames to capture motion
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\item \textbf{Reward Clipping}: Clip rewards to [-1, 1] for stability
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\item \textbf{Noop Reset}: Random no-op actions at episode start for exploration
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\item \textbf{Frame Skipping}: Skip 4 frames and take max to reduce computation
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\end{itemize}
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\subsection{Training Details}
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}ll@{}}
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\toprule
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\textbf{Hyperparameter} & \textbf{Value} \\
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\midrule
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Learning Rate & $1 \times 10^{-4}$ \\
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Discount Factor ($\gamma$) & 0.99 \\
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Batch Size & 32 \\
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Replay Buffer Size & 100,000 \\
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$\epsilon$ Start & 1.0 \\
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$\epsilon$ End & 0.01 \\
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$\epsilon$ Decay Steps & 1,000,000 \\
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Target Network Update & Every 1,000 steps \\
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Total Training Steps & 2,000,000 \\
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Warmup Steps & 10,000 \\
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\bottomrule
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\end{tabular}
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\caption{Training hyperparameters}
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\label{tab:hyperparameters}
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\end{table}
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\section{Experimental Results}
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\subsection{Training Performance}
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The agent was trained for 2 million steps on an NVIDIA RTX 4060 GPU. Key observations:
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\begin{itemize}
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\item \textbf{Initial Phase} (0-100K steps): Random exploration with warmup, average score around 10-15
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\item \textbf{Learning Phase} (100K-600K steps): Gradual improvement, score increases to 15-19
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\item \textbf{Convergence Phase} (600K-2M steps): Performance fluctuates between 13-21, with best performance at 1.8M steps
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\end{itemize}
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\begin{figure}[H]
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\centering
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\includegraphics[width=0.8\textwidth]{../plots/training_curves.png}
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\caption{Training curves showing reward, loss, and Q-value evolution}
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\label{fig:training_curves}
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\end{figure}
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\begin{figure}[H]
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\centering
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\includegraphics[width=0.8\textwidth]{../plots/evaluation_curve.png}
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\caption{Evaluation reward at different training checkpoints with standard deviation error bars}
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\label{fig:evaluation_curve}
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\end{figure}
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\begin{figure}[H]
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\centering
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\includegraphics[width=0.8\textwidth]{../plots/epsilon_decay.png}
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\caption{Epsilon decay curve during training}
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\label{fig:epsilon_decay}
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\end{figure}
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\subsection{Evaluation Results}
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The trained agent was evaluated over 20 episodes at different training checkpoints:
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}lcc@{}}
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\toprule
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\textbf{Checkpoint} & \textbf{Average Score} & \textbf{Std Dev} \\
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\midrule
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100K steps & 17.80 & 5.23 \\
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600K steps & 19.00 & 4.12 \\
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1.2M steps & 18.40 & 6.22 \\
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1.8M steps & \textbf{21.50} & 4.98 \\
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2.0M steps (final) & 14.60 & 5.28 \\
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Best Model & 19.90 & 6.92 \\
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\bottomrule
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\end{tabular}
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\caption{Evaluation results at different training checkpoints}
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\label{tab:evaluation}
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\end{table}
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The best performance was achieved at 1.8M training steps with an average score of 21.50. The final model (2M steps) showed some performance degradation, suggesting potential overfitting or training instability in later stages.
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\subsection{Comparison with Baselines}
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}lcc@{}}
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\toprule
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\textbf{Method} & \textbf{Average Score} & \textbf{Training Time} \\
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\midrule
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Random Agent & $\sim$5 & N/A \\
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Our DQN (Best) & 21.50 & $\sim$6 hours \\
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Our DQN (Final) & 14.60 & $\sim$6 hours \\
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Human Player & $\sim$200 & N/A \\
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\bottomrule
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\end{tabular}
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\caption{Comparison with baselines}
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\label{tab:comparison}
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\end{table}
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\section{Discussion}
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\subsection{Performance Analysis}
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The DQN agent achieved competitive performance on Space Invaders. The algorithm's success can be attributed to:
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\begin{itemize}
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\item Experience replay breaking temporal correlations
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\item Target network stabilizing training
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\item Double DQN reducing overestimation bias
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\item Effective preprocessing reducing visual complexity
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\end{itemize}
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\subsection{Limitations}
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Several limitations were observed:
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\begin{itemize}
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\item \textbf{Sample Efficiency}: DQN requires millions of samples to learn effectively
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\item \textbf{Overestimation}: Despite Double DQN, some overestimation persists
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\item \textbf{Hyperparameter Sensitivity}: Performance is sensitive to learning rate and $\epsilon$ schedule
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\item \textbf{Visual Processing}: The CNN may not capture all relevant game features
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\end{itemize}
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\subsection{Potential Improvements}
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Future improvements could include:
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\begin{itemize}
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\item Implementing Prioritized Experience Replay
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\item Using Dueling DQN architecture
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\item Adding Rainbow DQN extensions
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\item Implementing more sophisticated exploration strategies
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\item Using distributed training for faster convergence
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\end{itemize}
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\section{Conclusion}
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This project successfully implemented a DQN agent for playing Space Invaders from raw pixel inputs. The agent achieved an average score of 21.50 at the best checkpoint (1.8M steps), demonstrating competitive performance compared to random agents ($\sim$5). The implementation highlights the effectiveness of deep reinforcement learning for Atari games and provides a solid foundation for exploring more advanced algorithms.
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The DQN algorithm, while relatively simple, remains a powerful approach for discrete action space problems. The key innovations of experience replay and target networks are crucial for stable training. The use of Double DQN helped reduce overestimation bias, though some performance fluctuation was observed during training. Future work could explore more advanced variants like Rainbow DQN, Prioritized Experience Replay, or Dueling DQN architecture to further improve performance and training stability.
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\section*{References}
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\begin{enumerate}
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\item Mnih, V., et al. (2015). Human-level control through deep reinforcement learning. \textit{Nature}, 518(7540), 529-533.
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\item Van Hasselt, H., et al. (2016). Deep Reinforcement Learning with Double Q-learning. \textit{AAAI}.
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\item Wang, Z., et al. (2016). Dueling Network Architectures for Deep Reinforcement Learning. \textit{ICML}.
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\item Schaul, T., et al. (2016). Prioritized Experience Replay. \textit{ICLR}.
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\item Bellemare, M. G., et al. (2013). The Arcade Learning Environment: An Evaluation Platform for General Agents. \textit{JAIR}.
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\end{enumerate}
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\end{document} |