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Chapter 4 5 Formatted RL Report Kiran

The document details the application of the Deep Q-Network (DQN) algorithm to the CartPole-v1 task, highlighting successful training and evaluation results, including a perfect mean reward of 500 across test episodes. Observations indicate the agent learned an optimal policy with stable performance, supported by visual evidence of effective action selection. The project aligns with reinforcement learning objectives and suggests future work to explore more complex environments and methods.

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0% found this document useful (0 votes)
15 views3 pages

Chapter 4 5 Formatted RL Report Kiran

The document details the application of the Deep Q-Network (DQN) algorithm to the CartPole-v1 task, highlighting successful training and evaluation results, including a perfect mean reward of 500 across test episodes. Observations indicate the agent learned an optimal policy with stable performance, supported by visual evidence of effective action selection. The project aligns with reinforcement learning objectives and suggests future work to explore more complex environments and methods.

Uploaded by

tkirangowda15
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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4.

Results / Interpretation

4.1 Training Performance


The agent was trained using the Deep Q-Network (DQN) algorithm on the CartPole-v1
environment for 100,000 timesteps. Throughout training, the performance was monitored
using TensorBoard. The reward curve began with low returns during early exploration
and gradually improved as the Q-network approximated optimal action values. This
progression is evidence of the policy learning meaningful control behavior through value
updates and exploitation of improved estimates.

📸 ← Insert reward curve from TensorBoard here

Figure 1: Reward per episode plotted during training. The increase in average reward
indicates effective learning and convergence of the agent toward a stable policy.

4.2 Quantitative Evaluation


Post-training, the model was evaluated using 10 separate test episodes with deterministic
policy execution. The evaluation was conducted using the `evaluate_policy()` function
provided by Stable Baselines3. The resulting mean reward was 500.00 with a standard
deviation of 0.00, demonstrating flawless performance across all trials.

📸 ← Insert screenshot of evaluation result here

Figure 2: Evaluation result showing the agent achieving the maximum possible reward
consistently across all 10 test episodes.

4.3 Visual Observation of Policy


To further verify the agent's performance qualitatively, an episode was rendered and a
snapshot was captured mid-execution. The rendered frame shows the cart in a centered
position with the pole upright, demonstrating that the agent is correctly selecting actions
to maintain balance.

📸 ← Insert frame of rendered agent gameplay here

Figure 3: Snapshot of the CartPole agent during execution. The agent maintains balance
and avoids episode termination by executing a stable policy.

4.4 Observations
Based on the training logs, evaluation metrics, and rendered gameplay, the following
observations were made:
- The agent successfully learned a near-optimal policy to solve the CartPole-v1 task.
- The reward curve shows consistent convergence with minimal oscillations or instability.
- The evaluation score confirms 100% episode success rate, with maximum allowable
reward in each test run.
- The visual inspection validates the effectiveness of the learned policy from a behavior
standpoint.
- The training setup, though relatively lightweight, was sufficient to yield a high-
performing RL agent in a constrained control setting.

These results collectively demonstrate that Deep Q-Networks, when applied correctly
with tuned hyperparameters, are effective at solving classic control problems like
CartPole.

5. Conclusion
This project applied the Deep Q-Network (DQN) algorithm to the CartPole-v1 control
task using a structured reinforcement learning approach. The problem was framed as a
Markov Decision Process (MDP), and the agent's objective was to learn an optimal
control policy for balancing the pole through trial and error using Q-learning with
function approximation.

The training phase involved a neural network that predicted Q-values for state-action
pairs and was optimized using experience replay and a separate target network.
Throughout 100,000 training steps, the agent progressively improved its performance, as
evidenced by the TensorBoard reward graphs and evaluation metrics.

The final model consistently achieved the maximum reward of 500 in every test episode
with zero standard deviation, confirming both convergence and stability. Visual rendering
further supported the effectiveness of the learned policy, showing the agent keeping the
pole balanced throughout its motion.

This work successfully aligns with the objectives of the Reinforcement Learning course.
It demonstrates:
- The transition from theoretical understanding to hands-on application,
- Familiarity with popular libraries like Gymnasium and Stable Baselines3,
- Mastery in monitoring, debugging, and evaluating RL models using tools such as
TensorBoard.

In future work, this baseline could be extended in several ways:


- Experimenting with different architectures or policy gradient methods like PPO and
A2C,
- Applying the agent to more complex environments such as LunarLander or
BipedalWalker,
- Introducing noise and stochasticity to test policy robustness,
- Deploying the agent in a real-time control system using a simulated or physical robot.

The CartPole project ultimately served as an excellent platform to implement and


interpret foundational RL concepts and deep Q-learning in practice.

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