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Machine Learning project using Q-Learning without any ML library

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Snake AI - Machine Learning

This project aims for an AI that can play Snake using Machine Learning.

Game Example

Machine Learning used for this project

To create this AI I used Tabular Q Learning.
To implement this, we need states and actions. Which means in which state the snake currently is, and which action is the best in this state.

Here the state consists of 12 booleans:

  • 4 for the orientation of the food from the snake's head (on left? up? on right? down?)
  • 4 for the surrounding obstacles (an obstacle on its head's left? above? on its right? below?)
  • 4 for its orientation (is the snake's facing left? upwards? right? downwards?)

Then for each state, we can either go straight ahead, to the left, or to the right.

The algorithm gives the snake a reward or penalty depending on how beneficial was the action he chose:

  • +1 if he got closer to the apple
  • -1 if he got further from the apple
  • +10 if he ate an apple
  • -200 if he died

The formula used at each iteration (after each move) is the Bellman equation:
Bellman equation (Source: Wikipedia)

It determines the new value of the action taken in what is called the Q-table, which is just the two-way table with the states and the action for each state.

Epsilon-greedy (ε) algorithm

Another concept used in this project is the epsilon greedy algorithm.

At each action decision, the ε value indicates the probability that the snake picks a completely random action.

This case is called exploration because it explores one of the possibilities that is not labelled as the best. It can lead to learning new moves that could be better.

The other case in which he picks the best moves is exploitation.

How to use

Install PyGame with pip install pygame --pre and then numpy with pip install numpy
Then, execute the main.py file to run the game.

It can also be played by any user by setting the play_with_ai boolean to False in the main.py file.

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