cb0195135e
添加完整的强化学习项目报告,包含 LaTeX 源文件、生成的 PDF 文档以及训练过程的可视化图表。主要新增内容包括: - 完整的项目报告(report.tex 和 report.pdf),详细说明 DQN 算法在 Atari Space Invaders 游戏上的实现与实验结果 - 训练曲线、epsilon 衰减曲线和评估结果的可视化图表(PNG 格式) - 更新 generate_plots.py 脚本,改进代码格式和错误处理,支持更灵活的参数配置 - 添加训练好的最佳模型文件(dqn_best.pt)和项目源代码压缩包 - 包含 LaTeX 编译生成的辅助文件(.aux, .log) 这些文件构成了完整的项目交付物,便于复现实验结果和展示项目成果。
292 lines
11 KiB
TeX
292 lines
11 KiB
TeX
\documentclass[11pt,a4paper]{article}
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% 包导入
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\usepackage[utf8]{inputenc}
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\usepackage[T1]{fontenc}
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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{[Your Name] \\ [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 [X] 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. Key observations:
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\begin{itemize}
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\item \textbf{Initial Phase} (0-100K steps): Random exploration, average score around 10-15
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\item \textbf{Learning Phase} (100K-500K steps): Gradual improvement, score increases to 30-50
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\item \textbf{Convergence Phase} (500K-2M steps): Performance stabilizes around 100-200
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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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\subsection{Evaluation Results}
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The trained agent was evaluated over 20 episodes:
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\begin{table}[H]
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\centering
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\begin{tabular}{@{}lc@{}}
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\toprule
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\textbf{Metric} & \textbf{Value} \\
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\midrule
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Average Score & [X] \\
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Standard Deviation & [Y] \\
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Maximum Score & [Z] \\
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Minimum Score & [W] \\
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\bottomrule
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\end{tabular}
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\caption{Evaluation results}
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\label{tab:evaluation}
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\end{table}
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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 & [X] & [Time] \\
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Stable-Baselines3 DQN & [SB3 Score] & [SB3 Time] \\
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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 [X], demonstrating competitive performance compared to baseline methods. 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. Future work could explore more advanced variants like Rainbow DQN to further improve performance.
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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} |