hsuRush / DeepDoodleJump

Playing DoodeJump with DQN and DRQN.

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Using Reinforcement Learning to Learn How To Play Doodle Jump

demo gif

Overview

This project follows the description of the Deep Q Learning algorithm described in Playing Atari with Deep Reinforcement Learning [1] and shows that this learning algorithm can be further generalized to the doodle jump.

Furthermore, I implement Deep Recurrent Q Learning [2] and outperform the original DQN a lot.

Installation Dependencies:

  • Python 3
  • TensorFlow
  • pygame
  • OpenCV-Python

Experiment

  • Since deep Q-network is trained on the raw pixel values observed from the game screen at each time step. I remove the background appeared in the original game to make it converge faster.
  • Also, To make the network train faster, I close off the red and blue platforms with only green platforms remain.

Preprocessing

preprocessing

Terminated Problem (Non-stop)

problem

  • Solution: The game will be terminated if there's no veritcal camera movement in over 5 seconds.

DQN Architecture

  • I Stack 4 input images as a input tensor DQN network

DRQN Architecture

  • I Stack only 1 input images as a input tensor DQN network
  • replace a Dense layer as a LSTM layer.

args

  • --actions 2: actions contains [LEFT, RIGHT] 3: actions contains [LEFT, RIGHT, DO_NOTHING]

  • -- exp_dir the folder that contains model weights.

args only for TESTING

  • --iterations
    testing in iterations and it count by death.
  • --fps for visualizing the testing process, it will slow down the inferencing so not recommend for recoding benchmark.

Training DQN

python train_with_dqn.py --actions 2 --exp_dir exp_dqn_1

Training DRQN

python train_with_drqn.py --actions 2 --exp_dir exp_drqn_1

Testing DQN

  • --fps 60 if you want to visualize the process, else remove --fps 60.
python test_with_dqn.py --actions 2 --exp_dir exp_drqn --fps 60

Testing DRQN

  • --fps 60 if you want to visualize the process, else remove --fps 60.
python test_with_drqn.py --actions 2 --exp_dir exp_drqn --fps 60

Result

  • DRQN: trained 1285,0000 iterations
  • DQN : trained 1605,0000 iterations
  • test until 100 death.
_ DQN DRQN
Survived time per death(s) 0.77 10.3
top score per death 17 430
avg score in 100 death 3 96

Updated (6/18)

  • DRQN: trained 1960,0000 iterations
  • DQN : trained 1605,0000 iterations
  • test until 100 death.
_ DQN DRQN
Survived time per death(s) 0.77 22.79
top score per death 17 1464
avg score in 100 death 3 256

Conclusion

reward

  • The hidden reward platform (①,②) to the real reward(③) can be seen as a time sequence reward, the RNN is great at solving time sequence issues.

References

[1] Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Alex Graves, Ioannis Antonoglou, Daan Wierstra, and Martin Riedmiller. Playing Atari with Deep Reinforcement Learning. NIPS, Deep Learning workshop

[2] Matthew Hausknecht and Peter Stone. Deep Recurrent Q-Learning for Partially Observable MDPs. AAAI 2015

[3] https://github.com/f-prime/DoodleJump

[4] https://github.com/yenchenlin/DeepLearningFlappyBird

About

Playing DoodeJump with DQN and DRQN.

License:MIT License


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Language:Python 100.0%