DeepLearningFlappyBird Project Overview
Introduction
The DeepLearningFlappyBird project demonstrates how Deep Q-Networks (DQNs), a type of deep reinforcement learning algorithm, can be used to teach an artificial agent to play the popular game Flappy Bird. It extends the applicability of the learning algorithm initially proposed in "Playing Atari with Deep Reinforcement Learning" to this addictive game.
Installation and Dependencies
To participate in this project, a few software dependencies are required:
- Python version 2.7 or 3
- TensorFlow version 0.7
- pygame
- OpenCV-Python
Running the Project
The project is straightforward to set up and run. The following steps outline how to start the Flappy Bird learning agent:
git clone https://github.com/yenchenlin1994/DeepLearningFlappyBird.git
cd DeepLearningFlappyBird
python deep_q_network.py
Understanding Deep Q-Networks
A Deep Q-Network is a powerful convolutional neural network trained using a variant of Q-learning. It takes raw pixel data as input and outputs a value function that estimates the potential future rewards of actions within the game environment. To dive deeper into this technology, the article "Demystifying Deep Reinforcement Learning" is recommended.
The Deep Q-Network Algorithm
This project uses a well-outlined algorithm involving:
- Initializing replay memory and the action-value function with random weights.
- Progressing through game episodes, wherein actions are chosen based on probability or maximum predicted rewards.
- Learning from game outcomes by storing transitions and training the neural network through optimizing its performance on past experiences.
Experimental Setup
Environment Simplification
For efficient training, the game environment is simplified by removing complex backgrounds from the original game, allowing the algorithm to focus on essential gameplay elements and learn faster.
Network Architecture
The neural network processes game screens through several layers:
- Convert screen images to grayscale.
- Resize them to 80x80 pixels.
- Use convolutional layers with increasing complexity and apply max-pooling to reduce dimensionality.
- Output a final layer that matches the number of possible actions, with each action's value indicating its potential reward.
Training Process
Training begins by randomly selecting actions to populate the replay memory. This is followed by a systematic approach where the probability of choosing random actions decreases over time, allowing the agent to explore the game more effectively while minimizing errors. The training process employs a steadied approach with a learning rate optimized through the Adam algorithm.
Frequent Concerns
Missing Checkpoints
One common issue faced is a missing checkpoint file, which can be resolved by updating the path in the checkpoint file to a specific saved model.
Reproducing Results
To reproduce past results, adjustments in the amount of observation, exploration phases, and epsilon values are suggested within the deep_q_network.py
file.
References and Inspirations
The project builds on the foundational work presented in the nature article "Human-level Control through Deep Reinforcement Learning" and other resources, adapting their methodologies to fit the requirements of teaching an agent to play Flappy Bird.
Additionally, this work is significantly inspired by projects and codebases such as sourabhv's FlapPyBird and asrivat1's DeepLearningVideoGames.
By following this approach, the DeepLearningFlappyBird project showcases the versatile application of Deep Q-Networks for creating intelligent agents capable of mastering video games, thus pushing forward the possibilities of AI and machine learning in gaming environments.