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Reinforcement_Learning_Mario_bros

To play super mario bros version 2 Deep Reinforcement Learning (DRL) has been used to train agents to play. The agents are trained using different state representations and learning algorithms and their performances are evaluated using metrics such as Avg. Reward, Avg. Q-Value, Avg. Game Score, Avg. Steps Per Episode, and Training and Test Times. The main goal of solving reinforcement learning problems is to choose the best course of action to take in each situation in order to maximise the reward. However, unlike other forms of machine learning, the learning system is not given instructions on what to do.

Reinforcement learning method was used to solve task 2. This algorithm will train agents to make decisions in an environment by learning through feedback mechanisms in the form of rewards or punishments. The agent take action in the environment and gets feedback in the form of a rewards which indicates how well it is performing. Learning a policy that maximises the expected cumulative reward over time is what the agent aims to do. A. Proximal Policy Optimization (PPO) PPO algorithm uses objective function and an advantage function to identify how good an action in a given state. Ratio of the probabilities of selecting an action under the new and old policies is determined by objective function whereas advantage function measures how much better an action compared to average action in a given state. It helps in preventing policy collapse and improve stability by limiting the changes in policy during optimization using clipping mechanism. B. Deep Q-Network (DQN) Based on maximum Q-value DQN agent selects actions ob- tained from a neural network with weights θ, where Q-values represent the expected future rewards. By minimising the loss function while using the replay memory buffer, the agent learns the ideal Q-values, where θ - i denotes the target weights and θi is the online weights. The loss function is the mean squared error between the predicted Q-value and the target Q- value. DQN agents use exploration/exploitation policies such as e-greedy, Softmax, Boltzmann and hyperparameters such as learning rate, discount factor, batch size, and network architecture which significantly impact the performance of DQN. C. Advantage Actor-Critic (A2C) The Actor-Critic (A2C) algorithm is a reinforcement learn- ing algorithm which uses two neural networks such as the Actor and the Critic, It is used to learn an optimal policy for a given environment. The Actor and Critic networks are trained simultaneously to maximize the expected total reward. Based on the current policy Actor is responsible for selecting actions by generating a probability distribution over actions in each state and updates Advantage function whereas the Critic is responsible for estimating the value of each state updates Tem- poral difference error. The A2C method outperforms previous reinforcement learning algorithms in terms of performance and convergence speed by combining the benefits of the Actor and Critic techniques.

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