Deep Learning PyTorch Course, Implementation of Tic-Tac-Toe Game using Monte Carlo Tree Search

This article explains the process of implementing a Tic-Tac-Toe game using the Monte Carlo Tree Search (MCTS) algorithm with deep learning and PyTorch. We will primarily understand how MCTS works and how AI can play the Tic-Tac-Toe game using it.

Tic-Tac-Toe Game Overview

Tic-Tac-Toe is a game played on a 3×3 square grid where two players take turns placing X or O. The player who manages to place three of their marks in a row, column, or diagonal wins the game.

Step 1: Environment Setup

To follow this tutorial, you need to install the necessary packages. Here are the main libraries required.

pip install torch numpy matplotlib

Step 2: Game Environment Implementation

First, we implement the Tic-Tac-Toe game environment. We must define the game’s rules and create a class to represent the state.


import numpy as np

class TicTacToe:
    def __init__(self):
        self.board = np.zeros((3, 3), dtype=int)  # 0: empty, 1: X, -1: O
        self.current_player = 1  # 1: X's turn, -1: O's turn

    def reset(self):
        self.board = np.zeros((3, 3), dtype=int)
        self.current_player = 1

    def make_move(self, row, col):
        if self.board[row, col] == 0:
            self.board[row, col] = self.current_player
            self.current_player *= -1

    def check_winner(self):
        for player in [1, -1]:
            for row in range(3):
                if np.all(self.board[row, :] == player):  # Check rows
                    return player
            for col in range(3):
                if np.all(self.board[:, col] == player):  # Check columns
                    return player
            if np.all(np.diag(self.board) == player) or np.all(np.diag(np.fliplr(self.board)) == player):
                return player
        return None if np.any(self.board == 0) else 0  # Game is ongoing
        
    def display(self):
        symbols = {1: 'X', -1: 'O', 0: ' '}
        for row in self.board:
            print("|".join(symbols[x] for x in row))
            print("-" * 5)
        print("\n")

# Game Test
game = TicTacToe()
game.make_move(0, 0)
game.display()
game.make_move(1, 1)
game.display()
        

Step 3: Monte Carlo Tree Search (MCTS) Algorithm

MCTS is a method to solve decision-making problems in uncertain situations. Essentially, this algorithm consists of the following four steps:

  1. Selection: Select a node from the current tree.
  2. Expansion: Expand possible actions from the selected node.
  3. Simulation: Play the game from the expanded node to obtain the result.
  4. Backpropagation: Update the information for the parent node with the result.

MCTS Class Implementation


import random
from collections import defaultdict

class MCTSNode:
    def __init__(self, state, parent=None):
        self.state = state  # Current game state
        self.parent = parent
        self.children = []  # Child nodes
        self.wins = 0  # Number of wins
        self.visits = 0  # Number of visits

    def ucb1(self):
        if self.visits == 0:
            return float('inf')  # Select nodes that have not been visited before
        return self.wins / self.visits + np.sqrt(2 * np.log(self.parent.visits) / self.visits)

class MCTS:
    def __init__(self, iterations):
        self.iterations = iterations

    def search(self, game):
        root = MCTSNode(state=game)

        for _ in range(self.iterations):
            node = self.select(root)
            winner = self.simulate(node.state)
            self.backpropagate(node, winner)

        return max(root.children, key=lambda child: child.visits).state

    def select(self, node):
        while node.children:
            node = max(node.children, key=lambda child: child.ucb1())
        if node.visits > 0:
            for action in self.get_valid_moves(node.state):
                child_state = node.state.copy()
                child_state.make_move(action[0], action[1])
                child_node = MCTSNode(state=child_state, parent=node)
                node.children.append(child_node)
        return random.choice(node.children) if node.children else node

    def simulate(self, state):
        current_player = state.current_player
        while True:
            winner = state.check_winner()
            if winner is not None:
                return winner
            valid_moves = self.get_valid_moves(state)
            move = random.choice(valid_moves)
            state.make_move(move[0], move[1])

    def backpropagate(self, node, winner):
        while node is not None:
            node.visits += 1
            if winner == 1:  # X wins
                node.wins += 1
            node = node.parent

    def get_valid_moves(self, state):
        return [(row, col) for row in range(3) for col in range(3) if state.board[row, col] == 0]

# MCTS Usage Example
mcts = MCTS(iterations=1000)
move = mcts.search(game)
print("AI's choice:", move)
        

Step 4: Implementing the Game Between AI and User

Now, let’s implement a game between the user and the AI using the completed MCTS.


def play_game():
    game = TicTacToe()
    while True:
        game.display()
        if game.current_player == 1:  # User's turn
            row, col = map(int, input("Enter the row and column numbers (0, 1, or 2): ").split())
            game.make_move(row, col)
        else:  # AI's turn
            print("AI is choosing...")
            move = mcts.search(game)
            game.make_move(move[0], move[1])
            print(f"AI chose the position: {move}")

        winner = game.check_winner()
        if winner is not None:
            game.display()
            if winner == 1:
                print("Congratulations! You won!")
            elif winner == -1:
                print("AI won!")
            else:
                print("It's a draw!")
            break

play_game()
        

Conclusion

In this tutorial, we explored the basic guidelines of deep learning and PyTorch. The process of implementing a simple Tic-Tac-Toe AI using Monte Carlo Tree Search can be technically challenging, but it was an extremely interesting experience in the end. We hope to move forward and develop a more complete AI using various algorithms and techniques.

Deep Learning PyTorch Course, Markov Processes

This course will provide a detailed explanation of the concept of Markov processes and how to implement them using PyTorch. Markov processes are very important concepts in statistics and machine learning, used to describe the probability distribution of future states based on the current state. Understanding this concept is crucial as it is frequently applied in various fields of deep learning.

1. What is a Markov Process?

A Markov process has two main characteristics:

  • Markov property: The next state can be predicted based only on the current state, and no information about previous states is needed.
  • State transition: Transitions from one state to another occur according to given probabilities.

Markov processes are widely used both theoretically and practically in various fields. For example, they are utilized in stock price prediction, natural language processing (NLP), reinforcement learning, etc.

2. Mathematical Definition of Markov Process

A Markov process is usually defined in discrete time with discrete state spaces. The state space is defined as S = {s_1, s_2, ..., s_n}, and the transition probabilities between each state can be expressed as P(s_i|s_j). These transition probabilities follow the property of Markov order as follows:

P(s_{t+1} = s_i | s_t = s_j, s_{t-1} = s_k, ..., s_0 = s_m) = P(s_{t+1} = s_i | s_t = s_j)

This means that given the current state, information about past states is unnecessary.

3. Types of Markov Processes

Markov processes are generally divided into two main types:

  • Discrete Markov chain: Both time and states are discrete.
  • Continuous-time Markov process: Time is continuous while states are discrete.

This course will focus on implementing discrete Markov chains.

4. Implementing Markov Process with PyTorch

Now, let’s implement a simple Markov chain using PyTorch. This chain has a simple state transition probability matrix. The code below shows an example with 3 states {0, 1, 2} and their transition probabilities.

4.1 Defining the Transition Probability Matrix

The transition probability matrix P is defined as follows:


    P = [[0.1, 0.6, 0.3],
         [0.4, 0.2, 0.4],
         [0.3, 0.4, 0.3]]
    

4.2 Implementing the Markov Chain

I will show how state transitions occur through the following code.


import numpy as np
import torch

# Transition probability matrix
P = torch.tensor([[0.1, 0.6, 0.3],
                  [0.4, 0.2, 0.4],
                  [0.3, 0.4, 0.3]])

# Initial state
state = 0

# Number of steps to simulate
steps = 10
states = [state]

for _ in range(steps):
    state = torch.multinomial(P[state], 1).item()
    states.append(state)

print("State Change Sequence:", states)
    

This code demonstrates how the next state transitions based on the current state. It uses the torch.multinomial function to select the next state based on the transition probabilities relevant to the current state.

5. Applications of Markov Processes

Markov processes are useful in various fields:

  • Natural language processing: Used for predicting and generating word sequences in sentences.
  • Reinforcement learning: Plays a critical role in determining how agents behave within environments.
  • Financial modeling: Utilized in stock price predictions or risk analysis.

6. Summary

Markov processes are powerful probabilistic models that forecast future states based on the current state. By implementing this with PyTorch, one can experience its utility when dealing with real data or problems. This course covered the basic concepts through simple Markov chain examples and the potential for applying them in various fields.

7. Conclusion

Markov processes play a crucial role in deep learning and generative modeling, and understanding them is always beneficial. The concepts of Markov processes will be essential even in more complex models that utilize deep learning in the future. I hope through further practice, you can internalize this concept.

This course will continuously be updated alongside advancements in the fields of AI and deep learning. I hope you will accumulate skills by learning more content in the future.

Deep Learning PyTorch Course, Markov Decision Process

Markov Decision Process (MDP) is an important mathematical framework that underlies reinforcement learning. MDP is a model used by agents to determine the optimal actions in a specific environment. In this post, we will delve into the concept of MDP and how to implement it using PyTorch.

1. Overview of Markov Decision Process (MDP)

MDP consists of the following components:

  • State space (S): A set of all possible states the agent can be in.
  • Action space (A): A set of all possible actions the agent can take in a specific state.
  • Transition probabilities (P): Defines the probability of transitioning to the next state based on the current state and action.
  • Reward function (R): The reward given when the agent takes a specific action in a specific state.
  • Discount factor (γ): A value that adjusts the impact of future rewards on the present value, assuming that future rewards are considered less than present rewards.

2. Mathematical Modeling of MDP

MDP is mathematically defined using the state space, action space, transition probabilities, reward function, and discount factor. MDP can be expressed as:

  • MDP = (S, A, P, R, γ).

Now, let’s explain each component in more detail:

State Space (S)

The state space is the set of all states the agent can be in. For example, in a game of Go, the state space could consist of all possible board configurations.

Action Space (A)

The action space includes all actions the agent can take based on its state. For instance, in a Go game, the agent can place a stone at a specific position.

Transition Probabilities (P)

Transition probabilities represent the likelihood of transitioning to the next state based on the current state and the chosen action. This is mathematically expressed as:

P(s', r | s, a)

Here, s' is the next state, r is the reward, s is the current state, and a is the chosen action.

Reward Function (R)

The reward function represents the reward given when the agent takes a specific action in a specific state. Rewards are a critical factor defining the agent’s goals.

Discount Factor (γ)

The discount factor γ (0 ≤ γ < 1) reflects the impact of future rewards on the present value. The closer γ is to 0, the more the agent focuses on immediate rewards, and the closer it is to 1, the more the agent focuses on long-term rewards.

3. Examples of MDP

Now that we understand the concept of MDP, let’s explore how to apply it to reinforcement learning problems through examples. Next, we will create a trained reinforcement learning agent using a simple MDP example.

3.1 Simple Grid World Example

The grid world models a world composed of a 4×4 grid. The agent is located in each grid cell and can move through specific actions (up, down, left, right). The agent’s goal is to reach the bottom right area (goal position).

Definition of States and Actions

In this grid world:

  • State: Represented by numbers from 0 to 15 for each grid cell (4×4 grid)
  • Actions: Up (0), Down (1), Left (2), Right (3)

Definition of Rewards

The agent receives a reward of +1 for reaching the goal state and 0 for any other state.

4. Implementing MDP with PyTorch

Now let’s implement the reinforcement learning agent using PyTorch. We will primarily use the Q-learning algorithm.

4.1 Environment Initialization

First, let’s define a class for creating the grid world:

import numpy as np

class GridWorld:
    def __init__(self, grid_size=4):
        self.grid_size = grid_size
        self.state = 0
        self.goal_state = grid_size * grid_size - 1
        self.actions = [0, 1, 2, 3]  # Up, Down, Left, Right
        self.rewards = np.zeros((grid_size * grid_size,))
        self.rewards[self.goal_state] = 1  # Reward for reaching the goal

    def reset(self):
        self.state = 0  # Starting state
        return self.state

    def step(self, action):
        x, y = divmod(self.state, self.grid_size)
        if action == 0 and x > 0:   # Up
            x -= 1
        elif action == 1 and x < self.grid_size - 1:  # Down
            x += 1
        elif action == 2 and y > 0:  # Left
            y -= 1
        elif action == 3 and y < self.grid_size - 1:  # Right
            y += 1
        self.state = x * self.grid_size + y
        return self.state, self.rewards[self.state]

4.2 Implementing the Q-learning Algorithm

We will train the agent using Q-learning. Here is the code to implement the Q-learning algorithm:

import torch
import torch.nn as nn
import torch.optim as optim

class QNetwork(nn.Module):
    def __init__(self, state_size, action_size):
        super(QNetwork, self).__init__()
        self.fc1 = nn.Linear(state_size, 24)
        self.fc2 = nn.Linear(24, 24)
        self.fc3 = nn.Linear(24, action_size)

    def forward(self, x):
        x = torch.relu(self.fc1(x))
        x = torch.relu(self.fc2(x))
        return self.fc3(x)

def train_agent(episodes, max_steps):
    env = GridWorld()
    state_size = env.grid_size * env.grid_size
    action_size = len(env.actions)
    
    q_network = QNetwork(state_size, action_size)
    optimizer = optim.Adam(q_network.parameters(), lr=0.001)
    criterion = nn.MSELoss()

    for episode in range(episodes):
        state = env.reset()
        total_reward = 0
        for step in range(max_steps):
            state_tensor = torch.eye(state_size)[state]
            q_values = q_network(state_tensor)
            
            action = np.argmax(q_values.detach().numpy())  # epsilon-greedy policy
            next_state, reward = env.step(action)
            total_reward += reward
            
            next_state_tensor = torch.eye(state_size)[next_state]
            target = reward + 0.99 * torch.max(q_network(next_state_tensor)).detach()
            loss = criterion(q_values[action], target)
            
            optimizer.zero_grad()
            loss.backward()
            optimizer.step()

            if next_state == env.goal_state:
                break
            
            state = next_state
        print(f"Episode {episode+1}: Total Reward = {total_reward}")

5. Conclusion

In this post, we explored the concept of Markov Decision Process (MDP) and how to implement it using PyTorch. MDP is a critical framework foundational to reinforcement learning, and it is essential to understand this concept to solve real reinforcement learning problems. I hope you gain deeper insights into MDP and reinforcement learning through practice.

Additionally, I encourage you to explore more complex MDP problems and learning algorithms. Using tools like PyTorch, try implementing various environments, training agents, and building your own reinforcement learning models.

I hope this post was helpful. If you have any questions, please leave a comment!

Deep Learning PyTorch Course, Markov Reward Process

This course will cover the basics of deep learning and introduce the Markov Decision Process (MDP),
explaining how to implement it using PyTorch. MDP is a crucial concept in the field of reinforcement
learning and serves as an important mathematical model for finding optimal actions to achieve goals.

1. What is a Markov Decision Process?

A Markov Decision Process (MDP) is a mathematical framework that defines the elements an agent (the acting entity)
should consider in order to make optimal decisions in a given environment. An MDP consists of the following five
key elements:

  • State Set (S): A set that represents all possible states of the environment.
  • Action Set (A): A set of all possible actions that the agent can take in each state.
  • Transition Probability (P): Represents the probability of transitioning to the next state after taking a specific action in the current state.
  • Reward Function (R): Defines the reward obtained through a specific action in a specific state.
  • Discount Factor (γ): A value that determines how important future rewards are compared to current rewards.

2. Mathematical Definition of MDP

An MDP is generally defined as a tuple (S, A, P, R, γ), and agents learn policies (rules for selecting better actions) based on this information. The goal of an MDP is to find the optimal policy that maximizes long-term rewards.

Relationship Between States and Actions

When taking action a ∈ A in state s ∈ S, the probability of transitioning to the next state s’ ∈ S is represented as P(s’|s, a). The reward function is expressed as R(s, a), which signifies the immediate reward received by the agent for taking action a in state s.

Policy π

The policy π defines the probability of taking action a in state s. This allows the agent to choose the optimal action for a given state.

3. Implementing MDP with PyTorch

Now, let’s implement the Markov Decision Process using PyTorch. The code below defines the MDP and shows the process
in which the agent learns the optimal policy. In this example, we simulate the agent’s journey to reach the goal
point in a simple grid environment.

Installing Required Libraries

                
                pip install torch numpy matplotlib
                
            

Code Example

                
import numpy as np
import torch
import torch.nn as nn
import torch.optim as optim
import matplotlib.pyplot as plt

# Environment Definition
class GridWorld:
    def __init__(self, grid_size):
        self.grid_size = grid_size
        self.state = (0, 0)  # Initial state
        self.goal = (grid_size - 1, grid_size - 1)  # Goal state
        self.actions = [(0, 1), (0, -1), (1, 0), (-1, 0)]  # Right, Left, Down, Up

    def step(self, action):
        next_state = (self.state[0] + action[0], self.state[1] + action[1])
        # If exceeding boundaries, state remains unchanged
        if 0 <= next_state[0] < self.grid_size and 0 <= next_state[1] < self.grid_size:
            self.state = next_state
        
        # Reward and completion condition
        if self.state == self.goal:
            return self.state, 1, True  # Goal reached
        return self.state, 0, False

    def reset(self):
        self.state = (0, 0)
        return self.state

# Q-Network Definition
class QNetwork(nn.Module):
    def __init__(self, input_dim, output_dim):
        super(QNetwork, self).__init__()
        self.fc1 = nn.Linear(input_dim, 24)  # First hidden layer
        self.fc2 = nn.Linear(24, 24)  # Second hidden layer
        self.fc3 = nn.Linear(24, output_dim)  # Output layer

    def forward(self, x):
        x = nn.functional.relu(self.fc1(x))
        x = nn.functional.relu(self.fc2(x))
        return self.fc3(x)

# Q-learning Learner
class QLearningAgent:
    def __init__(self, state_space, action_space):
        self.q_network = QNetwork(state_space, action_space)
        self.optimizer = optim.Adam(self.q_network.parameters(), lr=0.001)
        self.criterion = nn.MSELoss()
        self.gamma = 0.99  # Discount factor
        self.epsilon = 1.0  # Exploration rate
        self.epsilon_min = 0.01
        self.epsilon_decay = 0.995

    def choose_action(self, state):
        if np.random.rand() <= self.epsilon:
            return np.random.randint(0, 4)  # Random action
        q_values = self.q_network(torch.FloatTensor(state)).detach().numpy()
        return np.argmax(q_values)  # Return optimal action

    def train(self, state, action, reward, next_state, done):
        target = reward
        if not done:
            target = reward + self.gamma * np.max(self.q_network(torch.FloatTensor(next_state)).detach().numpy())
        
        target_f = self.q_network(torch.FloatTensor(state)).detach().numpy()
        target_f[action] = target

        # Learning
        self.optimizer.zero_grad()
        output = self.q_network(torch.FloatTensor(state))
        loss = self.criterion(output, torch.FloatTensor(target_f))
        loss.backward()
        self.optimizer.step()

        # Decay exploration rate
        if self.epsilon > self.epsilon_min:
            self.epsilon *= self.epsilon_decay

# Main Loop
def main():
    env = GridWorld(grid_size=5)
    agent = QLearningAgent(state_space=2, action_space=4)
    episodes = 1000
    rewards = []

    for episode in range(episodes):
        state = env.reset()
        done = False
        total_reward = 0
        
        while not done:
            action = agent.choose_action(state)
            next_state, reward, done = env.step(env.actions[action])
            agent.train(state, action, reward, next_state, done)
            state = next_state
            total_reward += reward
        
        rewards.append(total_reward)

    # Visualization of results
    plt.plot(rewards)
    plt.xlabel('Episode')
    plt.ylabel('Reward')
    plt.title('Training Rewards over Episodes')
    plt.show()

if __name__ == "__main__":
    main()
                
            

4. Code Explanation

The above code is an example of implementing MDP in a 5×5 grid environment.
The GridWorld class defines the grid environment in which the agent can move. The agent moves
based on the provided action set and receives rewards when reaching the goal point.

QNetwork class defines a deep neural network model used in Q-learning.
It takes the state dimension as input and returns the Q-values for each action as output.
The QLearningAgent class represents the agent that performs the learning process in reinforcement learning.
This agent uses policies to choose actions and updates Q-values.

The main function initializes the environment and contains the main loop executing the episodes.
In each episode, the agent selects actions based on the given state, receives rewards through the next state of the environment,
and learns accordingly. Upon completion of training, the rewards can be visualized to assess the agent’s performance.

5. Analysis of Learning Results

Observing the learning process, we find that the agent effectively navigates the map by exploring the environment
to reach the goal. The trend of rewards visualized through graphs shows how rewards change as training progresses.
Ideally, the agent learns to achieve higher rewards over time.

6. Conclusion and Future Directions

In this course, we have explained the basic concepts of deep learning, PyTorch,
and the Markov Decision Process. Through practical implementation of MDP using PyTorch,
participants could gain a deeper understanding of the related concepts.
Reinforcement learning is an extensive field with various algorithms and applicable environments.
Future courses will cover more complex environments and diverse policy learning algorithms (e.g., DQN, Policy Gradients).

Deep Learning PyTorch Course, Deep Q-Learning

1. Introduction

Deep Q-Learning is one of the most important algorithms in the field of Reinforcement Learning.
It uses deep neural networks to teach agents to select optimal actions. In this tutorial, we will explore the fundamental concepts necessary to implement and understand the deep Q-learning algorithm using the PyTorch library.

2. Basics of Reinforcement Learning

Reinforcement Learning is a method by which an agent learns to maximize rewards by interacting with an environment.
The agent observes the state, selects possible actions, and experiences changes in the environment as a result.
This process consists of the following components.

  • State (s): The current situation of the environment where the agent exists.
  • Action (a): The actions that the agent can choose from.
  • Reward (r): The evaluation the agent receives after taking an action.
  • Policy (π): The strategy for selecting actions in a given state.

3. Q-Learning Algorithm

Q-Learning is a form of reinforcement learning where the agent learns the expected rewards for taking specific actions in certain states.
The key to Q-Learning is updating the Q-value. The Q-value represents the long-term reward for a state-action pair and is updated using the following Bellman equation.

Q(s, a) ← Q(s, a) + α[r + γ max Q(s’, a’) – Q(s, a)]

Here, α is the learning rate, γ is the discount factor, s is the current state, and s’ is the next state.
Q-Learning typically stores Q-values in a tabular format; however, when the state space is large or continuous,
we need to approximate Q-values using deep learning.

4. Deep Q-Learning (DQN)

Deep Q-Learning is a method that uses deep neural networks to approximate Q-values.
DQN has the following key components.

  • Experience Replay: Stores the agent’s experiences and samples randomly for learning.
  • Target Network: A network updated periodically to improve stability.

DQN utilizes these two techniques to enhance the stability and performance of the learning process.

5. Setting Up the Environment

Now, let’s install the necessary packages to implement DQN using Python and PyTorch.
We will install the required libraries using pip as shown below.

        
            pip install torch torchvision numpy matplotlib gym
        
    

6. Implementing DQN

Below is the basic skeleton of the DQN class and the environment setup code. We will use the CartPole environment provided by OpenAI’s Gym as a simple example.

6.1 Defining the DQN Class

        
            import torch
            import torch.nn as nn
            import torch.optim as optim
            import numpy as np
            import random
            
            class DQN(nn.Module):
                def __init__(self, state_size, action_size):
                    super(DQN, self).__init__()
                    self.fc1 = nn.Linear(state_size, 128)
                    self.fc2 = nn.Linear(128, 128)
                    self.fc3 = nn.Linear(128, action_size)

                def forward(self, x):
                    x = torch.relu(self.fc1(x))
                    x = torch.relu(self.fc2(x))
                    return self.fc3(x)
        
    

6.2 Setting Up the Environment and Hyperparameters

        
            import gym
            
            # Setting up the environment and hyperparameters
            env = gym.make('CartPole-v1')
            state_size = env.observation_space.shape[0]
            action_size = env.action_space.n
            learning_rate = 0.001
            gamma = 0.99
            epsilon = 1.0
            epsilon_decay = 0.995
            epsilon_min = 0.01
            num_episodes = 1000
            replay_memory = []
            replay_memory_size = 2000
        
    

6.3 Training Loop

        
            def train_dqn():
                model = DQN(state_size, action_size)
                optimizer = optim.Adam(model.parameters(), lr=learning_rate)
                criterion = nn.MSELoss()
                
                for episode in range(num_episodes):
                    state = env.reset()
                    state = np.reshape(state, [1, state_size])
                    done = False
                    total_reward = 0
                    
                    while not done:
                        if np.random.rand() <= epsilon:
                            action = np.random.randint(action_size)
                        else:
                            q_values = model(torch.FloatTensor(state))
                            action = torch.argmax(q_values).item()

                        next_state, reward, done, _ = env.step(action)
                        total_reward += reward
                        next_state = np.reshape(next_state, [1, state_size])
                        
                        if done:
                            reward = -1

                        replay_memory.append((state, action, reward, next_state, done))
                        if len(replay_memory) > replay_memory_size:
                            replay_memory.pop(0)

                        if len(replay_memory) > 32:
                            minibatch = random.sample(replay_memory, 32)
                            for m_state, m_action, m_reward, m_next_state, m_done in minibatch:
                                target = m_reward
                                if not m_done:
                                    target += gamma * torch.max(model(torch.FloatTensor(m_next_state))).item()
                                target_f = model(torch.FloatTensor(m_state))
                                target_f[m_action] = target
                                optimizer.zero_grad()
                                loss = criterion(model(torch.FloatTensor(m_state)), target_f)
                                loss.backward()
                                optimizer.step()

                        state = next_state

                    global epsilon
                    if epsilon > epsilon_min:
                        epsilon *= epsilon_decay
                    
                    print(f"Episode: {episode}/{num_episodes}, Total Reward: {total_reward}")
        
            train_dqn()
        
    

7. Results and Conclusion

The DQN algorithm can operate effectively on problems with complex state spaces.
In this code example, we trained DQN using the CartPole environment.
As training progresses, the agent will exhibit better performance.

Future improvements may include experiments in more complex environments, tuning various hyperparameters,
and combining techniques for various strategic approaches.
We hope that the content covered in this tutorial helps enhance your understanding of deep learning and reinforcement learning!

8. References

  • Mnih, V. et al. (2013). Playing Atari with Deep Reinforcement Learning.
  • Lillicrap, T. P., Hunt, J. J., Pritzel, A., et al. (2015). Continuous Control with Deep Reinforcement Learning.