Reinforcement Learning – Deep Q Networks
Just Imagine teaching your pet new tricks without direct commands but by rewarding its good attempts and gently discouraging the not-so-great ones. This process, based on Feedback and rewards, is at the heart of Reinforcement Learning (RL), a captivating field in machine learning. Does it not seem interesting? Imagine an algorithm that not only learns from its experiences but does so by emulating the way humans make decisions – by weighing the potential outcomes and choosing the most promising path. Picture a computer program that learns to play complex video games. This is the magic of DQNs, which are a type of neural network architecture used in reinforcement learning. Welcome to the world of Deep Q-Networks, where neural networks play the game and play it exceedingly well. Want to know more? Let us dive deep into this in this blog. What is Deep Q Networks? Deep Q-Networks (DQNs) are a type of neural network architecture used in reinforcement learning. A DQN is a neural network that takes in the state of an environment as input and outputs an estimate of the expected future rewards for each possible action that can be taken in that state. Difficult to understand, right? Let me clear you with a simple example. Imagine you have a computer program that’s learning to play a video game. It is not being told exactly what to do, but it’s figuring things out on its own. Now, instead of just knowing what is happening on the screen, this program is trying to predict which actions will give it the best score. This is where Deep Q Networks (DQNs) come in. They are like the brains of this program. They are really good at learning patterns, so they try to figure out the best actions to take based on what the program is seeing. But here’s the cool part: this brain (DQN) doesn’t just memorize what to do in every single situation. It learns and gets better over time by making mistakes and learning from them. I hope you got some idea about this very interesting topic. Now let us check some interesting facts about this Concept. This word, Deep Q Networks, has been searched 80 times on average every month for the last two years worldwide. China comes in first place when it comes to game development, and undoubtedly, China stands 1st in using this Concept on an average of 80 times per month. The above images are the facts to know about this interesting topic. Let us now understand the concepts behind Deep Q Networks. The concepts behind Deep Q-Networks (DQNs) involve a combination of deep learning and reinforcement learning. Here is a breakdown of the key concepts: 1. Reinforcement Learning (RL): 2. Q-Learning: 3. Action-Value Function (Q-Function): 4. Deep Neural Networks: 5. Approximation of Q-Function: 6. Experience Replay: 7. Target Network: 8. Loss Function and Training Process: Let us now understand the architecture of Deep Q Networks: 1. Input Layer: 2. Deep Neural Network Layers: 3. Activation Functions: 4. Output Layer: 5. Output Activation Function: 6. Experience Replay Buffer: 7. Target Network: 8. Loss Function: 9. Optimizer: Deep Q Networks in the Gaming World: Deep Q-Networks (DQNs) are powerful algorithms in reinforcement learning that have shown exceptional performance in playing video games. Here’s how DQNs work in the context of gaming: 1. State Representation: 2. Action Selection: 3. Exploration and Exploitation: 4. Taking an Action: 5. Receiving Feedback: 6. Experience Replay: 7. Training the DQN: 8. Target Network: 9. Iterative Learning: 10. Convergence: Now, we will see a sample code of Cart-Pole. Before that, let us understand what this Cart-Pole is: The CartPole environment is a classic benchmark problem in the field of reinforcement learning. It is provided by the OpenAI Gym, which is a widely used toolkit for developing and comparing reinforcement learning algorithms. In the CartPole environment, there is a pole standing upright on top of a cart. The goal of the agent is to keep the pole balanced by applying forces to the left or right, causing the cart to move. The agent receives a positive reward for each time step that the pole remains upright. The episode ends if: Let us see the code: 1. Importing Libraries: Here, we import the necessary libraries, the OpenAI Gym library, for accessing the CartPole environment. 2. Defining the Q-Network: This defines a simple feedforward neural network. It takes input_size as input (the number of features in the state space) and produces output_size outputs (the Q-values for each action). In this case, input_size is 4 (CartPole has 4 state features) and output_size is 2 (two possible actions: left or right). 3. Defining the DQN Agent: The DQNAgent class is initialized with the size of the state space (state_size), the number of possible actions (action_size), the learning rate for the optimizer (learning_rate), and the discount factor (gamma). 4. Selecting Actions: The select_action method implements an epsilon-greedy strategy. With probability epsilon, a random action is selected. Otherwise, the action with the highest Q-value from the Q-network is chosen. 5. Training the Agent: The train method performs a single step of training. It computes the Q-value for the chosen action, computes the target Q-value using the Bellman equation, and minimizes the loss using a Huber loss function (smooth L1 loss). 6. Hyperparameters: These are the hyperparameters for the DQN agent and training process. 7. Initializing Environment and Agent: This creates the CartPole environment and initializes the DQN agent. 8. Training Loop: This is the main training loop. It iterates over episodes, where each episode is a run of the environment. Within each episode, the agent interacts with the environment, selects actions, and updates the Q-network. When you see “total reward: 10”, it means that in that particular episode, the agent managed to keep the pole upright for 10 time steps before the episode terminated. Conclusion Now we have got a fair idea of this Concept. We have seen what Deep Q Networks means, the logic behind it, its application