Lab 7: Deep Q-Learning
Due November 15 by midnight

cart pole problemreward by episode on cart pole

Starting point code

Use Teammaker to form your team. You can log in to that site to indicate your partner preference. Once you and your partner have specified each other, a GitHub repository will be created for your team.

Introduction

In this lab we will apply deep Q-Learning to two reinforcement learning problems. We will use problems provided by Open AI gym. To start, we will focus on a classic control problem known as the Cart Pole. In this problem, we have a pole attached to a cart and the goal is the keep the pole as close to vertical as possible for as long as possible. The state for this problem consists of four continuous variables (the cart position, the cart velocity, the pole angle in radians, and the pole velocity). The actions are discrete: either push the cart left or right. The reward is +1 for every step the pole is within 12 degrees of vertical and the cart's position is within 2.4 of the starting position.

Once you've successfully been able to learn the Cart Pole problem, you will attempt another problem from Open AI Gym to explore, and write up a summary of your results.

Testing the Cart Pole Problem

Open the file testOpenAIGym.py and review how to create an open AI gym environment, run multiple episodes, execute steps given a particular action, and receive rewards.

In order to use open AI gym, you'll need to activate the CS63 virtual environment. Then you can execute this file and watch the cart move and see example state information:

    source /usr/swat/bin/CS63env
    python3 testOpenAIGym.py
  

Using Deep Q-Learning to find a successful policy

Recall that in Deep Q-Learning we represent the Q-table using a deep neural network. The input to this network represents a state and the output from the network represents the current Q values for every possible action.

Open the file deepQAgent.py. Much of the code has been written for you. There is a class called DeepQAgent that builds the deep neural network model of the Q-learning table and allows you to train and to use this model to choose actions. You should read carefully through the methods in this class to be sure you understand how it functions.

To run this program do (remember you'll first need to activate the CS63env):

    python3 deepQAgent.py
  
If you experience a long delay before the program starts running, keras may be hung up searching for CPU and GPU devices. You can kill the program and try running it like this instead:
    CUDA_VISIBLE_DEVICES="" python3 deepQAgent.py
  

There are two functions that you need to write train and test. The main program, which calls both of these functions, is written for you.

Here is pseudocode for the train function:

create a list to maintain a summary of total rewards per episode
loop over episodes
  state = reset the environment
  state = np.reshape(state, [1, state size]) #reshape for net
  initialize total_reward to 0
  loop over steps
    choose an action using the epsilon-greedy policy
    take the action
    observe next_state, reward, and whether the episode is done
    update total_reward based on current reward
    reshape the next_state (similar to above)
    remember this experience
    state = next_state
    if episode is done
       print a message that episode has ended with total_reward
       add total_reward to summary list
       break
  if length of agent's memory > 32
     agent replay's 32 experiences
return summary of total rewards

The test function is similar in structure to the train function, but you should choose greedy actions and also render the environment to observe the final behavior. You should also not remember experiences nor replay them during testing.

Assessing the Policy for Cart Pole

Prior to training, the neural network will be initialized with small random weights, so the Q-learner will start with some random policy. The scatter plot above left shows one such random starting policy. The scatter plot above right shows how the policy changed as a result of training. In these scatter plots the color of a point represents the action that would be taken for a particular pole angle and velocity. Blue indicates a left action and green indicates a right action.

Applying Deep Q-Learning to a new problem

Once you have been able to successfully learn the Cart Pole problem, you should choose another problem to try. Look through the open AI gym documentation and pick a different environment to play with. Remember that reinforcement learning is difficult! We started with one of the easier classic problems. Don't get discouraged if your attempts at a new problem are not as successful.

You should use the testOpenAIGym.py file to test out different domains and to figure out how the states, actions, and rewards are represented.

You may want to make a copy of the file deepQAgent.py, and rename it for your new task. Depending on the state space for the problem you choose, you may need to change the neural network model. For example, if you choose a video game as the domain, you'll likely need to change the input layer to a 2d convolutional layer.

Write up a summary or your exploration in the file writeup.tex

Submitting

You should use git to add, commit, and push any files that you modify.

Acknowledgements

The analysis of the policy is based on code provided at Solving Mountain Car with Q-Learning

The structure of the Q-learning algorithm is based on code provided at Deep Q-Learning with Keras and Gym