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# DeepRL
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Highly modularized implementation of popular deep RL algorithms by PyTorch. My principal here is to
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reuse as much components as I can through different algorithms and use as less tricks as I can.
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* Deep Q-Learning
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reuse as much components as I can through different algorithms, use as less tricks as I can and switch
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easily between classical control tasks like CartPole and Atari games with raw pixel inputs.
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* Deep Q-Learning (DQN)
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* Asynchronous One-Step Q-Learning
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* Asynchronous One-Step Sarsa
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* Asynchronous N-Step Q-Learning
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* Asynchronous Advantage Actor Critic (A3C)
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>Tested with both classical control tasks (CartPole) and Atari games.
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# Curves
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> Curves for CartPole is trivial so I didn't place it here.
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## Deep Q-Learning (DQN)
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The network and parameters here are exactly same as the DeepMind Nature paper.
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Training curve is smoothed by window of size 100. Test is triggered every 1000 episodes.
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In total it took about 16M frames. Training time is 4 days and 10 hours in a server with
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Xeon E5-2620 v3 and Titan X.
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## Asynchronous Advantage Actor Critic (A3C)
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@@ -24,6 +32,13 @@ Another important thing is I didn't use lock for syncing up networks. Although I
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should be a lock, locking can hurt the performance heavily (about 50%).
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The first 15 million frames took about 5 hours (16 processes) in a server with two Xeon E5-2620 v3.
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This is the test curve. Test is triggered in a separate deterministic test process every 50K frames.
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# Dependency
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* Open AI gym
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* PyTorch
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* PIL (pip install Pillow)
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* Python 2.7 (I didn't test with Python 3)
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# Usage
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Detailed usage and all training details can be found in ```main.py```
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