AI Notes
Implement RL projects. Game AI, robot control. Hands-on 2024.
Why Build RL Projects?
Reinforcement learning theory is elegant but abstract. Building actual projects transforms mathematical concepts—MDPs, policies, value functions, temporal difference learning—into intuitive understanding. Each project below introduces new RL concepts through progressively complex environments, from simple grid worlds to real-world applications.
These projects follow a natural curriculum: start with tabular methods (small state spaces, exact Q-tables), graduate to function approximation (neural networks), then tackle partial observability, multi-agent settings, and continuous control. Each project builds on skills from the previous one.
Project 1: Grid World Navigation (Tabular Q-Learning)
Objective
Train an agent to navigate a 5×5 grid from start to goal while avoiding obstacles.
Environment Design
Implementation Steps
Learning Outcomes
- Q-table convergence visualization
- Exploration vs. exploitation trade-off
- Effect of hyperparameters (α, γ, ε)
Project 2: CartPole Balancing (DQN)
Objective
Balance a pole on a cart using Deep Q-Network with experience replay.
Key Components
| State | [cart_position, cart_velocity, pole_angle, pole_angular_velocity] |
| Actions | {Push Left, Push Right} |
| Reward | +1 for each timestep pole remains balanced |
| Terminal | Pole angle > 12° or cart off screen |
| Input(4) | Dense(128, ReLU) → Dense(128, ReLU) → Output(2) |
| Replay buffer | 10,000 transitions |
| Batch size | 64 |
| Target update | every 100 episodes |
| ε decay: 1.0 | 0.01 over 500 episodes |
Expected Results
| Episode 0-50 | Random behavior, survives ~20 steps |
| Episode 50-200 | Learning begins, survives ~100 steps |
| Episode 200-400 | Rapid improvement, 200+ steps |
| Episode 400+ | Solved! Consistently 500 steps (maximum) |
Project 3: Atari Game Agent (Advanced DQN)
Objective
Play Atari games directly from pixel input using convolutional DQN.
Architecture Details
| Input | 84×84×4 (4 stacked grayscale frames) |
| Conv2D(32, 8×8, stride=4) | ReLU |
| Conv2D(64, 4×4, stride=2) | ReLU |
| Conv2D(64, 3×3, stride=1) | ReLU |
| Flatten | Dense(512) → ReLU |
| Output | Q-values for each game action |
| RGB | Grayscale → Resize 84×84 → Stack 4 frames |
Training Schedule
| Total frames | 10 million |
| Replay buffer | 100,000 frames |
| Learning starts | After 10,000 frames collected |
| Epsilon schedule: 1.0 | 0.1 over 1M frames |
| Target network update | Every 1,000 updates |
| Optimizer | Adam, lr=0.0001 |
Project 4: Multi-Agent Cooperation (MARL)
Objective
Train multiple agents to cooperate in a shared environment.
Scenario: Predator-Prey
| Approach | Independent Q-Learning with shared reward |
| Challenge | Non-stationarity |
| Solution | Centralized training, decentralized execution (CTDE) |
Project 5: Stock Trading Agent
Objective
Build an RL agent that learns profitable trading strategies.
Environment Design
| State | [price_history(30_days), portfolio_value, position, |
| Actions | {Buy, Sell, Hold} (or continuous: fraction to trade) |
| Reward | Daily portfolio return (or Sharpe ratio) |
| Algorithm | PPO or SAC (handles continuous actions) |
Project 6: Robotic Arm Control (Continuous Control)
Objective
Train a simulated robotic arm to reach target positions.
Setup
| Environment | MuJoCo or PyBullet physics simulation |
| State | Joint angles + velocities + target position (continuous) |
| Actions | Joint torques (continuous, multi-dimensional) |
| Reward | -distance_to_target - energy_penalty |
| Algorithm | SAC (Soft Actor-Critic) |
| Training | ~500,000 timesteps to converge |
| Evaluation | Success rate reaching within 2cm of target |
Project Progression Guide
| # | Project | Algorithm | State Space | Difficulty |
|---|---|---|---|---|
| 1 | Grid World | Q-Learning | Discrete, small | Beginner |
| 2 | CartPole | DQN | Continuous, small | Intermediate |
| 3 | Atari | CNN-DQN | Visual, large | Advanced |
| 4 | Multi-Agent | MARL | Multi-agent | Advanced |
| 5 | Trading | PPO/SAC | Continuous | Advanced |
| 6 | Robotics | SAC | Continuous, high-dim | Expert |
Common Implementation Pitfalls
| Solution | Careful reward design, monitor qualitative behavior |
| Solution | Gradient clipping, target networks, lower learning rate |
| Solution | Slower ε decay, curiosity bonuses, entropy regularization |
| Solution | Domain randomization, procedural environments |
| Solution | Curriculum learning, hindsight experience replay |
Tools and Frameworks
| Environments | OpenAI Gymnasium, MuJoCo, Unity ML-Agents |
| Algorithms | Stable-Baselines3, RLlib, CleanRL |
| Visualization | TensorBoard, Weights & Biases |
| Simulation | PyBullet (free), Isaac Gym (NVIDIA) |
Interview Questions
Q: How would you choose an RL algorithm for a new problem? A: Consider: (1) Discrete or continuous actions? DQN for discrete, SAC/PPO for continuous. (2) Sample efficiency needed? Off-policy (SAC, DQN) reuses data; on-policy (PPO) is simpler but needs more samples. (3) Stability priority? PPO is most stable. (4) Environment interaction cost? If expensive (robotics), prioritize sample efficiency.
Q: What's the hardest part of applying RL to real-world problems? A: Reward design (specifying what you actually want), sample efficiency (real-world interaction is expensive/dangerous), sim-to-real transfer (simulators are imperfect), safety constraints (can't let an agent damage a real robot while exploring), and non-stationarity (real environments change over time).
Exam Focus
Revise definitions, diagrams, examples, and short-answer points for RL Projects - Game AI to Robotics.
Interview Use
Prepare one clear explanation, one practical example, and one common mistake for this Artificial Intelligence topic.
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