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Bipedal Walker Evo
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Philip Maas
Bipedal Walker Evo
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3 years ago
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Philip Maas
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This project tries to solve OpenAI's bipedal walker using three different ways: Q-Learning, Mutation of Actions and Evolution Strategies.
# Q-Learning
Coming soon
❌ Will get a reward of -64. But instead of spreading it's legs the walker tries to fall on its head in a slow motion.
\
At least the walker learns to fall slower of time.
## How it works
1.
Choose action based on Q-Function
2.
Execute chosen action or explore
3.
Save state, action, reward, next state to memory
4.
Create batch with random memories
5.
Update Q-Function
## Hyperparameters
| Parameter | Description | Interval | Our Choice |
|-----------------------|-------------------------------------------------------------|-----------|------------|
|
`activation funtion`
| Activation function of input and hidden layers. | | ReLU |
|
`gamma`
| Importance of future rewards. | [0;1] | 0.99 |
|
`alpha`
| Learning rate of Q-Function. | [0;1] | 0.1 |
|
`epsilon_init`
| Percentage of random actions for exploration at the start. | [0;1] | 1 |
|
`epsilon_low`
| Percentage of random actions for exploration at the end. | [0;1] | 0.05 |
|
`epsilon_decrease`
| Decrease of exploration rate per epoch. | [0;1] | 0.999 |
|
`bins`
| Discretization bins of action space. | [0;∞[ | 7 |
|
`episodes`
| Episodes per epoch. | [0;∞[ | 1 |
|
`epochs_max`
| Maximum amount of epochs. | [0;∞[ | 10,000 |
|
`batchsize`
| Batchsize for learning. | [0;∞[ | 16 |
|
`memorysize`
| Size of the memory. It's a ring buffer. | [0;∞[ | 25,000 |
|
`network architecture`
| Architecture of hidden layers. | [0;∞[² | [24, 24] |
|
`optimizer`
| Optimizer of the neural net. | | Adam |
|
`learning rate`
| Learning rate of the neural net. | [0;1] | 0.001 |
|
`loss`
| Loss function of the neural net. | | mse |
# Action Mutation
❌ Will get 0 reward, which is basically learning to prevent falling on it's head. The more actions the walker can use, the worse the reward.
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@@ -29,8 +57,13 @@ This is because the walker tries to generate movement by trembling with it's leg
# Evolution Strategies
After 1000 episodes, which is about 1h of learning, it will reach ~250 reward.\
✅ Best score until now: 304/300 in under 7000 episodes with a decaying learning rate and mutation factor. \

\
Learning curve:\

\
\
Rewards of fully learned agent in 50 episodes:
\

## How it works
1.
Generate a randomly weighted neural net
2.
Create a population of neural nets with mutated weights
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