Strategic Learner
Exploring Game Automation through Reinforcement Learning
Focus Area: Exploring Reinforcement Learning for Autonomous Play in Classic Games
In the evolving landscape of video game technology, the application of reinforcement learning (RL) to automate gameplay in classic games represents a novel approach to understanding and enhancing artificial intelligence capabilities. Reinforcement learning, a type of machine learning where an agent learns to make decisions by performing actions and receiving feedback, is particularly suited for the structured yet dynamic environment of classic games. This model aims to explore the potential of RL algorithms in mastering the intricacies of the iconic 'Snake' game.
By training an RL model to play Snake, the project aims to demonstrate the ability of these algorithms to learn and adapt to the game's constraints and objectives. The model, through continuous interaction with the game environment, learns to navigate and make strategic decisions to maximize its score, essentially learning the game from scratch. This approach offers insights into the learning process of AI and its application in game development.
Advantages of this approach:
Using reinforcement learning for automating gameplay, like in this model, offers a practical exploration into how AI can learn and adapt within a game environment. This approach helps in understanding the fundamentals of AI behavior in situations that require decision-making and strategy. It's a straightforward application that showcases the capability of AI to navigate and respond to dynamic challenges, providing basic insights into the learning process of AI algorithms in controlled settings.
The implementation of reinforcement learning in gaming also has practical benefits. It can be a useful tool for game testing, allowing developers to automate gameplay to identify issues and gather data on game balance and design. While this application is just a basic starting point for delving into the notion of reinforcement learning, it hints at the broader potential of AI in enhancing gaming experiences and educational tools, suggesting a future where AI could contribute to more interactive and adaptive applications.
OBJECTIVE
The primary objective of this model is to employ reinforcement learning techniques to achieve autonomous gameplay in the classic Snake game. By focusing on this approach, the model aims to learn and navigate the game's challenges independently, providing insights into how AI can adapt and respond within a structured gaming environment.
What is Reinforcement Learning?
Reinforcement Learning (RL) is a type of machine learning where an agent learns to make decisions by interacting with its environment. In RL, the agent is not told which actions to take, but instead must discover which actions yield the most reward by trying them out. This process involves observing the current state of the environment, selecting and performing actions, and then receiving rewards or penalties based on the outcome of those actions.
The fundamental goal of reinforcement learning is for the agent to learn the best strategy, known as a policy, that maximizes the cumulative reward it receives over time. This is achieved through a balance of exploration (trying out new actions to discover their effects) and exploitation (using known actions that yield high rewards). RL is particularly effective in situations where the solution is not straightforward and requires a sequence of decisions, such as in games, navigation, or robotic control. Over time, the agent learns to predict the outcomes of actions in different states and optimizes its behavior to achieve the most favorable results.
Reinforcement Learning algorithms:
Several reinforcement learning algorithms have gained popularity due to their effectiveness in various applications, from gaming to robotics. Some of the most well-known include:
Q-Learning: This is a value-based algorithm that learns the value of an action in a particular state. It doesn't require a model of the environment and can handle problems with stochastic transitions and rewards without needing adaptations.
Deep Q-Network (DQN): An extension of Q-learning, DQN uses deep neural networks to approximate the Q-value function. It gained fame for its ability to play Atari games at a superhuman level.
Policy Gradients: Unlike value-based methods, policy gradient methods learn a parameterized policy that can select actions without consulting a value function. This approach is effective in high-dimensional or continuous action spaces.
Actor-Critic Methods: These combine the benefits of policy optimization and value-based methods. The 'actor' updates the policy distribution in the direction suggested by the 'critic' (which evaluates the action taken by the actor).
Each of these algorithms has its own strengths and is suited to different types of problems. The choice of algorithm often depends on the specific requirements of the task, such as the size of the state and action space, the nature of the environment (deterministic or stochastic), and the available computational resources.
Q-Learning:
Q-learning determines the optimal action for an agent's current state through experimentation and reinforcement. Actions are initially chosen at random, but successful outcomes are noted and repeated in future scenarios.
Q Value = Quality of action
Taking the snake game as an example, when the agent (snake) consistently crashes into walls, it eventually learns to change course in advance, turning away to avoid collision.
Q-learning employs a Q-table rather than a neural network to track the expected rewards for actions in each state. The table records the rewards for actions (ways the agent interacts with its environment) and states (the agent's current conditions). The agent then selects the action with the highest expected reward from this table. Below is a simplified illustration of how a Q-table might look for the snake game.
Q-learning uses the Bellman Equation to create values to make decisions.
Deep Q-Learning:
It uses a deep neural network to approximate the Q-value function.
Loss Function:
A simple Mean Squared Error is used for optimization.
Summary of the Linear Q-Network Model
The Approach & The Model
The architecture on the right, is a high-level representation of a reinforcement learning system using a Deep Q Learning Network for decision-making in the Snake game environment.
The architecture employs a simple feed-forward neural network with an input layer of 11 nodes indicating the state, a single hidden layer of 256 nodes, and an output layer of 3 nodes, representing the 3 possible actions the agent can take (right, left, straight).
The key components are:
Linear Q-Network: This is where the state is processed, and the Q-values for all possible actions are generated.
State & Rewards: This represents the information flow from the game environment to the Q-Network.
Actions: These are the decisions made by the Q-Network that are sent to the game environment.
Game Environment: The setting where actions are taken, and feedback (rewards and new state information) is provided.
Weight Update: This indicates the learning process where the Q-Network updates its weights based on the feedback from the environment to improve future action predictions.
Reward System:
The reward system for the model is pretty straightforward.
When the agent (e.g., the snake in a game of Snake) eats food, it receives a reward of +10.
If the game ends (game over), the agent receives a penalty of -10.
For all other actions or states, the reward is 0.
Actions:
The actions are relative to the current direction of the agent within the game environment. They are defined in a way that takes into account the current orientation or heading of the agent:
[1, 0, 0] - Go Straight: The agent continues moving in the direction it is currently facing. There is no change in direction.
[0, 1, 0] - Right Turn: The agent makes a 90-degree turn to its right relative to its current heading. For example, if the agent is moving upwards on the screen, a right turn would make it face right.
[0, 0, 1] - Left Turn: The agent makes a 90-degree turn to its left relative to its current heading. If the agent is moving upwards, a left turn would now make it face left.
This relative action space simplifies the decision-making for the reinforcement learning model, as it only needs to consider three possibilities at each step, regardless of the absolute direction of movement on the game board. The model learns to associate these actions with the outcomes they produce (like receiving a reward for eating food or a penalty for game over), which is crucial for developing an effective strategy to play the game.
State:
The state describes the information that the agent perceives about its environment, which it uses to decide its next move. In the case of our Snake game environment, there are a total of 11 possible values for the State. These 11 values correspond to binary features (true or false) that the agent considers:
Danger Straight: Indicates whether there is a threat directly in front of the agent if it continues moving straight.
Danger Right: Represents a potential hazard if the agent turns right.
Danger Left: Signals a possible danger if the agent turns left.
These 'danger' signals help the agent avoid collisions with walls or itself by making decisions that prevent moving into a dangerous tile.
Direction Left: The agent is currently moving left.
Direction Right: The agent is currently moving right.
Direction Up: The agent is moving upwards.
Direction Down: The agent is moving downwards.
These direction states indicate the current direction of the agent, which is crucial for deciding how the 'right' and 'left' turns will affect its trajectory.
Food Left: Food is located to the left of the agent relative to its current direction.
Food Right: Food is situated to the right of the agent.
Food Up: Food is positioned above the agent.
Food Down: Food is located below the agent.
The food positions guide the agent towards the food by providing a relative location to aim for, which is the main objective in games like Snake.
By processing these state features, the agent can make informed decisions to navigate the game environment effectively, avoid dangers, and seek rewards. This state design facilitates the use of reinforcement learning by translating the complex visual and spatial environment into a simplified format that the agent can easily interpret and learn from.
Training & Model Performance
The training process for the model playing the Snake game can be visualized by analyzing its performance over several games. In the initial phase, as depicted in the bottom right plot, the model's score fluctuates quite a bit but remains relatively low, indicating that it is still learning the basics of the game and has not yet mastered the strategy to increase its score consistently. This is a typical pattern in early reinforcement learning, where the agent explores the environment and learns from its interactions. The average score attained over 70 odd games is just 0.7 which shows that the model is still developing its strategy.
Initial Stages
As training progresses, the plot below shows a notable improvement in the model's performance. The increase in the score's moving average suggests that the model is beginning to understand the game mechanics better and is learning from its previous mistakes. The spikes in the score indicate that the model has managed to achieve higher scores on some games, which is a sign of learning and adapting. The average score attained over 150 odd games is a little over 14 which shows that the model is able to effectively navigate the environment to a certain degree. However, the variability in scores also implies that the model is still refining its strategy, trying to find the optimal set of actions that will consistently yield the highest rewards.
Over time and with more training, we can expect the model's performance to further improve as it converges towards an optimal policy.
After a decent level of training

A sample automated run
Model Inference
The application of Deep Q-learning to the classic Snake game has demonstrated the potential for reinforcement learning models to grasp and excel in complex tasks. Throughout the training process, the model's ability to navigate the game environment and maximize its score has shown a clear upward trend. Initially, the agent's performance was inconsistent, with a low average score per game. This early stage was characterized by significant trial and error, where the agent was learning the consequences of its actions within the game's rules and objectives. Over time, as the model experienced different game states and learned from the rewards and penalties received, its decision-making process improved, evidenced by the increasing frequency of higher scores.
With continued training, the model's strategy became more refined, leading to a more stable and higher-scoring performance. The peaks in the score throughout the training sessions indicate moments when the model's choices aligned well with the game's objective of growing the snake without collision. Despite the presence of occasional declines in performance, likely due to the exploration of new strategies, the overall trend remained positive. This demonstrates the model's ability to balance exploration with exploitation of the learned policy. The progression in learning captured in the plots reflects the model's increasing competence at the game, an encouraging sign for the application of Deep Q-learning.
Beyond the scope of this Snake game, the principles and successes of reinforcement learning have broad implications for the gaming industry. Reinforcement learning algorithms like Deep Q-learning enable game AI to adapt dynamically to player actions, creating more challenging and engaging gameplay experiences. They can also be used for automated game testing, level design, and in developing non-player characters (NPCs) that react more naturally to the player. Moreover, reinforcement learning can be applied to personalize game difficulty, maintaining an optimal challenge level for players, which can enhance player retention and satisfaction. Overall, the flexibility and adaptability of reinforcement learning make it a powerful tool for elevating the complexity and enjoyment of interactive entertainment.