Yes, there were some hallucinations, e.g: in breakout hitting a corner would destroy more blocks than expected, in doom-lite it could shoot from miles away and get a kill. The fixed was add some noise to the input frame and keep the target clean.
Yes, there were some hallucinations, e.g: in breakout hitting a corner would destroy more blocks than expected, in doom-lite it could shoot from miles away and get a kill. The fixed was add some noise to the input frame and keep the target clean.
Not the poster you responded to... Your Singleton hack was clever. In some ways it brings game design back into the equation, in that it mirrors the special cases that most game code has to deal with. You alluded to something in the docs that I was curious about, which is state. From reading it, I gathered that both agents interpret the direction of the Pac Man based on the position of its mouth in the previous frame. And one of your graphics seems to imply that the Doom state of where you are and which direction you're facing is magically grokked by the agent reading the map in the corner. Is that so? In that case, I wanted to ask, in pong or breakout, what is it using to figure out the direction and velocity of the ball? Faded prior shadows in other cells, maybe?
No, not shadows. I use the heading as a token, in Doom the minimap has a player token and the facing (the current 3D view), I tried using only the frame but it was harder to learn only from the wall patterns. So the agent isn't magically grokking position, its using the map. As for the Pac Man, it's based on mouth and has tokens for "keep going" or N/E/S/W direction. For breakout it uses 4 ball tokens, one per diagonal and it moves one cell per step in that diagonal, and for pong the ball has 6 tokens (combiantion between [up, level, down] with [left, right], e.g up right, level down)