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Spodbujevalno učenje na problemu igre Pacman
ID CEROVAC, DENI (Author), ID Sadikov, Aleksander (Mentor) More about this mentor... This link opens in a new window

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Abstract
Diplomsko delo Spodbujevalno učenje na problemu igre Pacman prikazuje mojo motivacijo, ki me je pritegnila k izbiri takšnega projekta. V diplomskem delu smo opravili teoretičen pregled delovanja algoritmov na principu spodbujevalnega učenja, kjer smo tudi pregledali teoretično ozadje algoritmov Q-učenje in globoko Q-učenje, katera smo tudi implementirali in uporabili na igri Pacman. Naš pristop je bil poseben zaradi primerjave uspešnosti algoritmov v okolju, kjer imata algoritma zelo omejeno gibanje in vpliv na delovanje samega akterja. Glede na pridobljeno znanje smo v celoti projekta implementirali oba algoritma, ki sta se učila na dani igri in nam vrnila zanimive rezultate. Med implementacijo smo doživeli veliko izzivov, nekatere zabavne, nekatere pa ne, katere smo uspešno premagali. Na podlagi pridobljenih rezultatov smo ugotovili, da sta se kljub omejenem gibanju in vplivanju na karakterjevo obnašanje algoritma odrezala podobno in v nekaterih primerih bistveno boljše kot amaterski igralci igre Pacman.

Language:Slovenian
Keywords:nevronske mreže, Q-učenje, globoko Q-učenje, strojno učenje, spodbujevalno učenje.
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2020
PID:20.500.12556/RUL-119830 This link opens in a new window
COBISS.SI-ID:30969091 This link opens in a new window
Publication date in RUL:11.09.2020
Views:951
Downloads:169
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Secondary language

Language:English
Title:Pacman implementation using reinforcement learning
Abstract:
Bachelors project Pacman implementation using reinforcement learning, shows the reason and motivation that made me choose this project. In bachelors project we went over theoretical principals of Reinforcement learning algorithms, where we explained theoretical background of Q-learning and Deep Q-learning which we implemented and used on a game Pacman. Our approach was special because of our comparison of success between these two algorithms which were implemented on a game with restricted ability to impact on the movement and decision of our agent. Based on the accumulated knowledge in the course of our project we implemented both algorithms, that when finished returned some interesting results. Throughout our implementation we experienced a lot of challenges, some more fun than others, but in the end we successfully resolved all of them. Based on gathered results we found out that despite restricted movement of our agent, the algorithms were in average approximately as good or in some cases drastically better than average amateur Pacman players.

Keywords:neural networks, Q-learning, deep Q-learning, machine learning, reinforcement learning.

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