Implementation of deep reinforcement learning algorithm on the Doom environment
The features that were implemented are:
trained models are also supplied
DDQN runs:
State prediction:
actual:
predicted:
actual:
predicted:
Exploration policies:
Tested on health gathering level for 1000 episodes
red - softmax, green - shifted multinomial, blue - e-greedy
Deep Q-Network implementation
Reference: https://www.cs.toronto.edu/~vmnih/docs/dqn.pdf
Double Deep Q-Network implementation
Details: Reduces value overestimation in DQN
Reference: https://arxiv.org/pdf/1509.06461.pdf
Chooses the most influencing states from the experience replay by using the TD-error as the priority
Reference: http://www0.cs.ucl.ac.uk/staff/d.silver/web/Publications_files/prioritized-replay.pdf
Action-conditional video prediction implementation
Details: Predicts the next state given the current state and an action to simulate the value function of actions not actually taken uses an Autoencoder integrated into a Generative Adverserial Network
Partial reference: https://sites.google.com/a/umich.edu/junhyuk-oh/action-conditional-video-prediction
e-Greedy - Choose an epsilon and choose a random number. If the number is greater than epsilon, choose the max value action. Otherwise, choose a random action.
Softmax - Choose a random number and select the action by a multinomial probability ordered by prob(a) = e^(Q(a)/temp)/sum(e^(Q(a)/temp)).
Shifted Multinomial - Similiar to softmax but chooses the action by the order shifted_Q(a) = Q(a)-min(avg(min(Q(a)), min(Q(a))). prob(a) = shifted_Q(a)/sum(shifted_Q(a)).
Estimates the state-value function V and the action advantage function A and combines them to produce the state-action value Q as part of the deep network.
Reference: https://arxiv.org/pdf/1511.06581.pdf
Average return over 10000 episodes
Average return over 10000 episodes
Average return over 500 episodes
Itai Caspi