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A revisit of the classic Super Mario Bros (1985) for the NES, this project explores the possibilities of embodied artificial intelligence through reinforcement learning (RL), by training Double Q-Network (DQN) and Dueling Q-Network (DDQN) agents.

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Super Mario Reinforcement Learning with Double Q-Learning and Dueling DQN

Introduction

This university project, created for the course "Bildverarbeitung, Maschinelles Lernen und Computer Vision," presents a comparative study on Reinforcement Learning (RL) applied to Super Mario Bros, utilizing Double Q-Network (DQN) and Dueling Q-Network (DDQN) agents. Inspired by Richard E. Bellman’s principle of decomposing complex problems into manageable subproblems, our approach leverages Q-learning techniques to assess each agent's performance on levels 1-1 and 1-4, using the nes-py emulator.

  • Level 1-1 provides the standard vanilla environment.
  • Level 1-4, on the other hand, introduces more challenging dynamics, demanding more intricate skills, but shorter episodes.

A key feature of this work is the use of a large replay buffer of 300,000 experiences, combined with an epsilon-greedy strategy (decaying epsilon from 1 to 0.02) to retain diverse game states and capture long-term dependencies.


Training Progress:

Double QN - Level [1,1]

After Episode 4000: After Episode 8000: After Episode 13500:

Dueling DQN - Level [1,1]

After Episode 12500:

Double QN - Level [1,4]

After Episode 26500: After Episode 28500: After Episode 29500:

Dueling DQN - Level [1,4]

After Episode 20000: After Episode 26000: After Episode 33500: After Episode 40000:

About

A revisit of the classic Super Mario Bros (1985) for the NES, this project explores the possibilities of embodied artificial intelligence through reinforcement learning (RL), by training Double Q-Network (DQN) and Dueling Q-Network (DDQN) agents.

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