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Training AI to Play Snake Game

Sep 11, 2024

Lecture Notes: Training AI to Play Snake Using Reinforcement Learning

Introduction

  • Instructor: Patrick Lober, popular Python instructor.
  • Project: Build an AI to teach itself how to play the Snake game.
  • Tools Used:
    • Pygame for game development.
    • PyTorch for deep learning.
  • Learning Topic: Basics of Reinforcement Learning.

Final Project Demonstration

  1. Starting the Script: Run python agents.py to begin training the agent.
  2. Game Environment: A visual representation of the game with scores displayed.
  3. Training Process:
    • The snake starts with no knowledge and makes random moves.
    • Improvement is gradual; expect around 80 to 100 games for a solid strategy (approximately 10 minutes).
    • Initial performance is poor but improves over time (demonstration of learning).

Course Structure

  • Part 1: Theory of Reinforcement Learning.
  • Part 2: Implementing the Snake game using Pygame.
  • Part 3: Creating the AI agent.
  • Part 4: Implementing the model using PyTorch.

Theory of Reinforcement Learning

  • Definition: Reinforcement Learning (RL) involves teaching software agents to take actions in an environment to maximize cumulative rewards.
  • Main Components:
    • Agent: The player (AI).
    • Environment: The game (Snake).
    • Rewards: Feedback that informs the agent of its performance (e.g., +10 for eating food, -10 for dying).
  • Approaches: Various strategies; this course uses Deep Q-Learning, which implements a deep neural network to predict actions.

Code Overview

  1. Game Implementation:
    • Create game loop that handles actions and updates the game state.
    • Calculate rewards and check for game over conditions.
  2. Agent:
    • Integrates with the environment and contains the training loop.
  3. Model:
    • A feedforward neural network for action prediction.

Important Variables and Functions

  • Rewards:
    • +10 when food is eaten,
    • -10 on game over,
    • 0 for neutral actions.
  • Actions: Represented as arrays to avoid immediate 180-degree turns.
  • States: The agent needs to know about dangers around (e.g., boundaries, food position, direction).

Model and Training

  • Deep Q-Learning: Update Q-values based on rewards and maximum future rewards (Bellman Equation).
  • Training Functions:
    • train_short_memory: Updates based on recent actions.
    • train_long_memory: Uses past actions to enhance learning.

Setting Up the Environment

  • Use Conda to manage dependencies for the project.
  • Install required packages: Pygame, PyTorch, Matplotlib, IPython.

Conclusion

  • The AI improves over time through iterative training.
  • Final model can be saved for future use.
  • Homework: Improve AI performance and handle edge cases better (e.g., preventing the snake from trapping itself).
  • Encouragement to engage with the content and contribute feedback.