(转) Deep Reinforcement Learning: Playing a Racing Game
Byte Tank
Deep Reinforcement Learning: Playing a Racing Game
OCT 6TH, 2016
Agent playing Out Run, session 201609171218_175eps
No time limit, no traffic, 2X time lapse
Above is the built deep Q-network (DQN) agent playing Out Run, trained for a total of 1.8 million frames on a Amazon Web Services g2.2xlarge (GPU enabled) instance. The agent was built using python and tensorflow. The Out Run game emulator is a modified version of Cannonball. All source code for this project is available on GitHub.
The agent learnt how to play by being rewarded for high speeds and penalized for crashing or going off road. It fetched the game’s screens, car speed, number of off-road wheels and collision state from the emulator and issued actions to it such as pressing the left, right, accelerate or brake virtual button.
Agent trainer implements the deep Q-learning algorithm used by Google’s DeepMind Team to play various Atari 2600 games. It uses a reward function and hyperparameters that fit best for Out Run, but could potentially be used to play other games or solve other problems.
There is a wealth of good information about this reinforcement learning algorithm, but I found some topics difficult to grasp or contextualize solely from the information available online. I will attempt to add my humble contribution by tackling these and also provide details about the project’s implementation, results and how it can be used/modified/deployed.
Let’s start by one of its main gears: Q-learning
Concepts
Q-learning
At the heart of deep Q-learning lies Q-learning, a popular and effective model-free algorithm for learning from delayed reinforcement.
Jacob Schrum has made available a terse and accessible explanation which takes around 45 minutes to watch and serves as a great starting point for the paragraphs below. Let’s take the canonical reinforcement learning example presented by Jacob (grid world):
To implement this algorithm, we need to build the Q-function (one of the forms of the Bell-Equation) by using the Q-value iteration update:
In the above grid, there are 9 actionable states, 2 terminal states and 4 possible actions (left, right, up, down), resulting in 36 (9 actionable states x 4 possible actions) Q-values.
This project aims to train an agent to play Out Run via its game screens, so for the sake of argument, let´s consider that each game screen is transformed into a 80x80 greyscale image (each pixel value ranging from 0 to 255), and that each transformed image represents a state. 6400 pixels (80x80) and 256 possible values per pixel translate to 2566400 possible states. This value alone is a good indicator of how inflated the number of possible Q-values will be.
Multiplying 9 possible actions by 2566400 possible states results in 2566400 x 9 possible Q-values. If we use multiple and/or colored images for state representation, then this value will be even higher. Quite unwieldy if we want to store these values in a table or similar structure.
Enter neural networks
Artificial neural networks work quite well for inferring the mapping implied by data, giving them the ability to predict an approximated output from an input that they never saw before. No longer do we need to store all state/action pair’s q-values, we can now model these mappings in a more general, less redundant way.
This is perfect. We can now use a neural network to model the Q-function: the network would accept a state/action combination as input and would output the corresponding Q-value. Training-wise, we can feed in the state/action combo to get the network’s Q-value output, and calculate the expected Q-value using the formula above. With these two values, we can perform a gradient step on the (for example) squared difference between the expected value and the network’s output.
This is perfect, but there is still room for improvement. Imagine we have 5 possible actions for any given state: to get the optimal future value estimate (consequent state’s maximum Q-value) we need to ask (forward pass) our neural network for a Q-value 5 times per learning step.
Another approach (used in DeepMind’s network) would be to feed in the game’s screens and have the network output the Q-value for each possible action. This way, a single forward pass would output all the Q-values for a given state, translating to one forward pass per optimal future value estimate.
Image courtesy of Tambet Matiisen’s Demystifying Deep Reinforcement Learning - Left: Naive formulation of deep Q-network. Right: More optimized architecture of deep Q-network, used in DeepMind papers.
Q-learning and neural networks are the center pieces of a deep Q-network reinforcement learning agent and I think that by understanding them and how they fit together, it can be easier to picture how the algorithm works as a whole.
Implementation
Above is an overall representation of how the different components relate during a play evaluation, centered around the deep Q-network for playing
1, the main decision component.
Each game screen is resized to a desaturated 80x80 pixels image (opposed to 84x84 on DeepMind’s papers), and if you might be wondering why each state is a sequence of four game screens instead of one, that is because the agent’s history is used for better motion perception. Achieving this requires a sequence of preprocessed images to be stacked in channels (like you would stack RGB channels on a colored image) and fed to the network. Note that RGB channels and agent history could be used simultaneously for state representation. For example, with three channels per (RGB) image and an agent history length of four, the network would be fed twelve channels per input state.
The network’s architecture is essentially the same used by DeepMind, except for the first convolutional neural network’s input (80x80x4 instead of 84x84x4, to account for the different input sizes) and the linear layer’s output (9 instead of 18, to account for the different number of actions available)
The algorithm used to train this network is well described here (page 7) and here, but I would like to present it graphically, to hopefully provide some further intuition.
Below is agent trainer´s implementation of the aforementioned algorithm. It adds some new concepts which were not approached by this article:
- Experience replay mechanism sported by replay memories: randomly samples previous transitions, thereby smoothing the training distribution over many past behaviors
- Separate training network, cloned at fixed intervals to the target playing network, making the algorithm more stable when compared with standard online Q-learning
- ε-greedy policy to balance exploitation/exploration
Reward function
The reward function’s definition is crucial for good learning performance and determines the goal in a reinforcement learning problem. April Yu et al. have an interesting paper on simulated autonomous vehicle control which details a DQN agent used to drive a game that strongly resembles Out Run (JavaScript Racer). Based on their reward function experiments, I’ve built a function which rewards logarithmically based on speed and penalizes when the car is off-road, crashed or stopped.
Reward values for when the car is not crashed or off-road
Deployment
Run the trainer and emulator on your local machine by following the guide available on agent-trainer’s readme.
It is also possible to deploy the agent to an AWS EC2 instance or generic Linux remote machine by using a set of bash scripts offered by agent-trainer-deployer.
AWS EC2
Amazon allows you to bid on spare EC2 computing capacity via spot instances. These can cost a fraction of on-demand ones, and for this reason were chosen as the prime method for training in this project, leading to the need for mid-training instance termination resilience.
To accommodate this scenario, the deployment scripts and agent-trainer are designed to support train session resumes. To persist results and decrease boot up time between sessions, a long-lived EBS volume is attached to the live instance. The volume contains the training results, agent-trainer´s source code, cannonball’s source code, dockerfiles and their respective docker images.
Relationship between components when deploying agent-trainer to an AWS EC2 instance
Results
The hyperparameters used on all sessions mimic the ones used on DeepMind’s Human-Level Control through Deep Reinforcement Learning paper, except for the number of frames skipped between actions, which are spaced apart by 450ms (equivalent to 13 frames) on agent-trainer.
The Out Run game, as you would play it in an arcade, clutters the road with various cars in order to make the game more challenging. In-game traffic was disabled for both training and evaluation plays, rendering a more achievable starting point for these experiments. Training with random traffic could be an interesting posterior experiment.
Some experiments were made by increasing the discount factor up its final value during training, as proposed on “How to Discount Deep Reinforcement Learning: Towards New Dynamic Strategies”, but did not achieve better stability or rewards when compared to a fixed 0.99 discount factor. The aforementioned paper also proposes decaying the learning rate during training, which increased stability and performance significantly. Decaying the learning rate without minimum value clipping yielded the best results.
Another improvement was to train the game without a time limit, meaning that the training episode would only finish when the car reached the last stage’s end. This allowed for a broader replay memory training set, since the agent traversed a wide range of different tracks and settings.
Play evaluation was the same between all experiments, this is, the agent was evaluated by playing on the default 80 second, easy mode.
Here is a summary of the most relevant training sessions (you can find their models, metrics and visualizations on agent-trainer-results):
Session | M | Training game mode |
Learning rate decay |
---|---|---|---|
201609040550_5010eps | a) | timed; easy | without learning rate decay |
201609111241_2700eps | b) | timed; easy | unclipped learning rate decay |
201609111241_7300eps | b) | timed; easy | unclipped learning rate decay |
201609160922_54eps | b) | unlimited time | without learning rate decay |
201609171218_175eps | b) | unlimited time | unclipped learning rate decay |
Training sessions summary: session names are formed by <session ID>_<number of episodes trained>
(M)achine used: a) AMD Athlon(tm) II X2 250 Processor @ 3GHz; 2GB RAM DDR3-1333 SDRAM; SSD 500 GB: Samsung 850 EVO (CPU only training); b) AWS EC2 g2.2xlarge (GPU enabled instance), 200 GB General Purpose SSD (GP2)
Agent playing Out Run (timed easy mode, no traffic)
Session 201609111241_2700eps
Agent playing Out Run (timed easy mode, no traffic)
Session 201609171218_175eps
Notice on the videos above how the timed mode trained session 201609111241_2700eps
reaches the first checkpoint about five seconds earlier than the unlimited time mode trained session 201609171218_175eps
, but proceeds to drive off-road two turns after. Its stability gets increasingly compromised as more episodes are trained, which can be observed by the rampant loss increase before 7300 episodes are reached (201609111241_7300eps
):
Training metrics for session 201609111241_7300epsPlay evaluation metrics for session 201609111241_7300eps: using ε=0.0; evaluation made at the end of every 20 training episodesTraining metrics for session 201609171218_175epsPlay evaluation metrics 201609171218_175eps: using ε=0.0; evaluation made at the end of every training episode
Both 201609111241_2700eps
and 201609111241_7300eps
timed trained sessions mostly drive off-road and stall after the first stage, whereas the unlimited time mode trained session 201609171218_175eps
can race through all the stages crashing only three times (as shown on the article’s first video) and is able to match the performance of a timed trained session when evaluated on the default easy timed mode.
Below is the loss plot for 201609160922_54eps
and 201609171218_175eps
, both trained using the game’s unlimited time mode, difference being that 201609160922_54eps
keeps a fixed learning rate and 201609171218_175eps
decays it every 50100 steps:
Loss comparison between sessions ■ 201609160922_54eps and ■ 201609171218_175eps, as viewed on tensorboard
Other representative visualizations:
t-SNE visualization, generated by letting the agent play one game on timed easy mode. Agent is using the network trained on session 201609171218_175epst-SNE visualization, generated by letting the agent play one game on unlimited time mode. Agent is using the network trained on session 201609171218_175epsVisualization of the first convolutional network layer’s filters. These can be viewed via tensorboard
Final Notes
Plugging other problems and games
Agent-trainer was not built from the get-go to train games or problems other than Out Run, but I think it would be interesting to perform a thought exercise on what would be necessary to do so.
There are three main areas in which agent-trainer has domain knowledge about Out Run:
game
package, which containsAction
enumeration: describes all the possible actions in the game.cannonball_wrapper
module: only this module has access to the cannonball emulator. It translates the aforementioned actions into game actions and is accessed by methods such asstart_game()
,reset()
andspeed()
.
RewardCalculator
class: contains the reward function. Instead of using a generic reward function like DeepMind, it was chosen to have a tailor-made reward function for Out Run, which takes into account the car’s speed and its off-road and crash status.metrics
module: aware of thespeed
metric, which is Out Run specific, andscore
, which is game specific domain knowledge.
Training another game would require the creation of a new wrapper with the same interface as cannonball_wrapper
, a new Action
enumerator specific to the game, a new RewardCalculator
with a different reward function and the removal/replacement of the speed
metric.
Apart from the previously mentioned steps, solving generic problems would require the preprocessor to be changed/replaced if images were not to be used for state representation. An option would be to create a new preprocessor class with a process(input)
method, tweak the hyperparameters as required (so that the network knows which dimensions to expect on its input), and finally inject the newly created class in EpisodeRunner
, replacing the old preprocessor class.
Further references
I am not a machine learning expert, but from my learner’s point of view, if you are interested in getting your feet wet, Andrew Ng’s Machine Learning Course is as a great starting point. It is freely available on the Coursera online learning platform. This was my first solid contact with the subject and served as a major stepping stone for related topics such as Reinforcement Learning.
Udacity Google Deep Learning: this free course tackles some of the popular deep learning techniques, all the while using tensorflow. I did this right after Andrew Ng’s course and found it to leave the student with less support during lessons - less hand-holding if you will - and as result I spent a good amount of time dabbling to reach a solution for the assignments.
As a side note, I started building this project by the end of the Deep Learning course, mostly because I wanted to apply and consolidate the concepts I learnt into something more practical and to share this knowledge further, so it could hopefully help more people who are interested in this.
Other useful resources:
- DeepMind’s Human-Level Control through Deep Reinforcement Learning paper and its respective source code
- Playing Atari with Deep Reinforcement Learning
- Deep Reinforcement Learning for Simulated Autonomous Vehicle Control
- Demystifying Deep Reinforcement Learning
- Udacity Reinforcement Learning by Georgia Tech
- Deep learning lecture by Nando de Freitas
- Learning reinforcement learning (with code, exercises and solutions)
- OpenAI Gym: quoting the project’s page: ”a toolkit for developing and comparing reinforcement learning algorithms. It supports teaching agents everything from walking to playing games like Pong or Go”
- Tensorflow implementation of Human-Level Control through Deep Reinforcement Learning, by Devsisters corp.
Source code
All source code is available on GitHub:
- Agent Trainer: the core python+tensorflow application
- Cannonball: custom Cannonball (Out Run game emulator) fork which contains the changes needed to access the emulator externally
- Agent Trainer Deployer: bash scripts to deploy agent-trainer to a generic remote machine or AWS EC2 instance
- Agent Trainer Docker: Dockerfiles used when deploying agent-trainer to a remote machine
- Agent Trainer Results: Collection of training sessions, each containing their resulting network, metrics and visualizations
“Deep Q-network for playing” in this project is equivalent to DeepMind’s “target network Q^Q^” and “Deep Q-network for training” is equivalent to DeepMind’s “network Q”↩
Posted by Pedro Lopes Oct 6th, 2016 machine_learning
Comments
Copyright © 2016 - Pedro Lopes - Powered by Octopress. Theme based on Whitespace. Subscribe via RSS Feed
(转) Deep Reinforcement Learning: Playing a Racing Game的更多相关文章
- (转) Playing FPS games with deep reinforcement learning
Playing FPS games with deep reinforcement learning 博文转自:https://blog.acolyer.org/2016/11/23/playing- ...
- 论文笔记之:Playing Atari with Deep Reinforcement Learning
Playing Atari with Deep Reinforcement Learning <Computer Science>, 2013 Abstract: 本文提出了一种深度学习方 ...
- Paper Reading 1 - Playing Atari with Deep Reinforcement Learning
来源:NIPS 2013 作者:DeepMind 理解基础: 增强学习基本知识 深度学习 特别是卷积神经网络的基本知识 创新点:第一个将深度学习模型与增强学习结合在一起从而成功地直接从高维的输入学习控 ...
- 论文笔记之:Asynchronous Methods for Deep Reinforcement Learning
Asynchronous Methods for Deep Reinforcement Learning ICML 2016 深度强化学习最近被人发现貌似不太稳定,有人提出很多改善的方法,这些方法有很 ...
- (zhuan) Deep Reinforcement Learning Papers
Deep Reinforcement Learning Papers A list of recent papers regarding deep reinforcement learning. Th ...
- Learning Roadmap of Deep Reinforcement Learning
1. 知乎上关于DQN入门的系列文章 1.1 DQN 从入门到放弃 DQN 从入门到放弃1 DQN与增强学习 DQN 从入门到放弃2 增强学习与MDP DQN 从入门到放弃3 价值函数与Bellman ...
- (转) Deep Reinforcement Learning: Pong from Pixels
Andrej Karpathy blog About Hacker's guide to Neural Networks Deep Reinforcement Learning: Pong from ...
- 【资料总结】| Deep Reinforcement Learning 深度强化学习
在机器学习中,我们经常会分类为有监督学习和无监督学习,但是尝尝会忽略一个重要的分支,强化学习.有监督学习和无监督学习非常好去区分,学习的目标,有无标签等都是区分标准.如果说监督学习的目标是预测,那么强 ...
- [DQN] What is Deep Reinforcement Learning
已经成为DL中专门的一派,高大上的样子 Intro: MIT 6.S191 Lecture 6: Deep Reinforcement Learning Course: CS 294: Deep Re ...
随机推荐
- laravel多国语言包
https://packagist.org/packages/caouecs/laravel-lang 例如安装中文语言包 则下载 zh-CN 拷贝文件到 resouces/lang 下 然后修改co ...
- spring+mybatis
---恢复内容开始--- 使用SSM(Spring.SpringMVC和Mybatis)已经有三个多月了,项目在技术上已经没有什么难点了,基于现有的技术就可以实现想要的功能,当然肯定有很多可以改进的地 ...
- git: windows git ssh keys生成
http://blog.csdn.net/lsyz0021/article/details/52064829 当我们使用github或者bitbucket等仓库时我们有可能需要ssh认证,所以需要生成 ...
- Linux系统下Apache2.4.17的安装过程
Linux系统下安装Apache Server2.4.17.还是先声明一下,Linux命令我不进行讲解,因为我不是讲Linux命令的.有需要注意的地方,我会上图,没什么值得的注意的地方,我就不上图了. ...
- Linux跨用户copy文件
foo用户home目录下有一文件file.txt,要将其copy至bar用户的home目录.Linux对用户home目录有严格的权限限制,非owner用户或者同group用户无权限读写,除非是root ...
- MySQL默认数据库
欢迎和大家交流技术相关问题: 邮箱: jiangxinnju@163.com 博客园地址: http://www.cnblogs.com/jiangxinnju GitHub地址: https://g ...
- python语言技巧
一 在写之前 最好指定python的路径: #!/usr/bin/python python 在linux中需要添加编码方式:以免出现中文乱码 # -*- coding: UTF-8 –*- 二 ...
- setInterval和setTimeout的区别
setInterval会每隔指定的毫秒数后反复执行指定代码. setTimeout只会在指定的毫秒数后执行一次指定代码. setInterval的用法: // 创建(创建后即开始计时) var int ...
- PHP 扩展开发小结
1. 变量操作(常量) 设置变量 ZVAL_*系列函数; 例: zval t; ZVAL_STRING(t,"10",2); 获取变量 Z_* 系列函数 获取变量指针 Z_*_P ...
- 并发编程 19—— 显式的Conditon 对象
Java并发编程实践 目录 并发编程 01—— ThreadLocal 并发编程 02—— ConcurrentHashMap 并发编程 03—— 阻塞队列和生产者-消费者模式 并发编程 04—— 闭 ...