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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.