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grid-X

Grid game using the Microchip PIC18F87K22 microprocessor.

Demonstration of Q-learning using the microprocessor on three different levels

One can observe that the algorithm converges to a steady state after a few iterations - the agent repeatedly takes the same path. These gifs were converted from screen recordings on the oscilloscope.

Level 1 Level 2 Level 3
Q-learning Level 1 Q-learning Level 2 Q-learning Level 3

Initialisation instructions

$ git clone https://github.com/ricktjwong/grid-X.git

MPLAB X IDE is recommended for viewing and building the project.

Linux
$ wget https://www.microchip.com/mplabx-ide-linux-installer

Windows
$ wget https://www.microchip.com/mplabx-ide-windows-installer

Mac
$ wget https://www.microchip.com/mplabx-ide-osx-installer

Repository branches

There are three branches - master, helper-modules_python and q-learning_python.

  1. master contains the main assembly code
  2. q-learning_python handles the Grid-X implementation in python
  3. helper-modules_python has the Python scripts to handle map generation and png to hexadecimal voltage convertion

Top-level directory layout

The folders represent logical folders, which will only be organised in MPLAB's IDE.

.
└── main.asm                   # Main program which handles setup and the display of screens depending on game state
└── constants.inc              # Contains the constant values such as item reward, movement penalty etc.
└── Graphics                   # Contains the graphics files for output onto an oscilloscope in x-y mode
    ├── digits                 # Graphics files for displaying digits 0-9 for game scores
    ├── grid_sprites           # Graphics the grid sprites (wall, player, item, fire, goal)
    ├── splash_screens         # Graphics for start screen and end screen
    ├── graphics.asm           # Logic to handle the checks and rendering of graphics
    ├── score_display.asm      # Decomposition of a two's complement number to the digits for display
└── Keypad
    ├── actions.asm            # Handles checks of map element interaction with player movement, update scores accordingly
    ├── keypad.asm             # Handles key being pressed and lifted and do checks
    ├── keypad_editor.asm      # Handles keypad checks for the map builder mode which has different controls
    ├── keypad_input.asm       # Abstracted subroutine which handles recording of keypad bytes
└── Qlearning
    ├── agent.asm              # Reinforcement learning agent, handles the updating of Q-table based on Q-learning algorithm
    ├── findmax.asm            # Subroutine to find maximum number in a list, returns number and its index in list
    ├── q_table.asm            # Initialises a 49x4 table of Q-values which is used by the agent to make decisions
    ├── q_learning_mode.asm    # Checks the various game states to activate Q-learning mode for different levels
└── Tables                     # Initialises tables for different levels and the mapmatrix for 7x7 or 9x9 map size
└── Utils
    ├── delay.asm              # Subroutines to introduce small or large delays
    └── interrupt.asm          # Initialises interrupts for graphics rendering and keypad checks

Game play

Grid-X has three different levels. The aim of the game is to move the player from the start position to the goal, accumulating the maximum number of points possible.

Level 1
Score: ___

  1 2 3 4 5 6 7
1 W W W W W W W
2 W - I - - G W
3 W - - - - W W
4 W W W W - - W
5 W - I - W - W
6 W X - - - - W
7 W W W W W W W

Legend:
W - wall
I - item
G - goal
X - character
F - fire

Goal:
Move the character X from the start point to the goal (G), accumulating as many points as possible.

Rules:

  1. Each movement incurs a penalty of 3 points
  2. Each item (I) collected will gain you 9 points
  3. Walking into the fire (F) will lose you 10 points

Features

Grid-X has a normal game play mode, a map builder mode, and a Q-learning mode where the agent uses Q-learning to find the optimal path to reach the goal.

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Q-learning using the Microchip PIC18F87K22 microprocessor

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