A state-of-the-art Deep Reinforcement Learning agent that learns to play Super Mario Bros using Rainbow DQN with advanced techniques including Spatial Transformer Networks and multi-branch architecture.
This implementation includes state-of-the-art RL techniques that address common DQN problems:
All 6 Rainbow DQN components implemented:
| Component | Purpose | Benefit |
|---|---|---|
| Double DQN | Separate action selection/evaluation | Reduces overestimation bias |
| Dueling Architecture | Separate value & advantage streams | Better state value estimation |
| Distributional RL (C51) | Model full value distribution | More stable learning |
| Noisy Networks | Learnable exploration noise | Better exploration than ฮต-greedy |
| Prioritized Replay | Sample important transitions | Improved sample efficiency |
| Multi-step Returns | n-step bootstrapping (n=3) | Faster credit assignment |
- ๐ฏ Spatial Transformer Network (STN): Learns to focus on relevant screen regions (enemies, gaps, power-ups)
- ๐ Multi-Branch Architecture: Combines visual features (CNN) with action history (MLP)
- ๐ง Attention Mechanism: Adaptive spatial transformations for better feature extraction
Input: 4 stacked frames (84ร84) + 8 action history
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โ VISUAL BRANCH โ
โ STN โ CNN (Nature DQN) โ Features โ
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โ ACTION HISTORY BRANCH โ
โ Embedding โ MLP โ Features โ
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Fusion (Concatenate)
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โ DUELING HEADS (Noisy Layers) โ
โ Value Stream โ V(s) โ
โ Advantage Stream โ A(s,a) โ
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Output: Q-value distribution (7 actions ร 51 atoms)
Visual Branch:
- Spatial Transformer Network: 2D affine transformations
- CNN Backbone: Nature DQN architecture
- Conv2d(4โ32, kernel=8, stride=4)
- Conv2d(32โ64, kernel=4, stride=2)
- Conv2d(64โ64, kernel=3, stride=1)
Action History Branch:
- Embedding layer (7 actions โ 32 dims)
- MLP (256โ128โ128)
Dueling Heads with Noisy Layers:
- Value Stream: NoisyLinear(512) โ NoisyLinear(51)
- Advantage Stream: NoisyLinear(512) โ NoisyLinear(7ร51)
- Combine: Q(s,a) = V(s) + (A(s,a) - mean(A))
# Clone the repository
git clone https://github.com/pronzzz/super-mario-agent.git
cd super-mario-agent
# Create virtual environment (recommended)
python3 -m venv venv
source venv/bin/activate # On Windows: venv\Scripts\activate
# Install dependencies
pip install -r requirements.txtpython -m src.trainThis will:
- Train the agent on Super Mario Bros World 1-1
- Save checkpoints every 500 episodes to
./mario_runs/<timestamp>/checkpoints/ - Log metrics to TensorBoard
tensorboard --logdir=mario_runsOpen http://localhost:6006 to view:
- Episode rewards (cumulative and moving average)
- Loss curves
- Q-value estimates
- Episode lengths
python play.py --checkpoint mario_runs/<timestamp>/checkpoints/mario_net_final.pthWatch the agent play in real-time with visualization!
python verify.pyRuns unit tests for all components.
Edit src/train.py to modify training parameters:
config = {
'num_episodes': 10000, # Total episodes
'save_interval': 500, # Checkpoint frequency
'log_interval': 10, # Console log frequency
'device': 'cuda', # 'cuda' or 'cpu'
'save_dir': './mario_runs' # Save directory
}Key hyperparameters (in src/agent.py):
| Parameter | Value | Description |
|---|---|---|
| Learning Rate | 2.5e-4 | Adam optimizer learning rate |
| Discount Factor (ฮณ) | 0.99 | Future reward discount |
| Batch Size | 32 | Samples per training step |
| Replay Buffer | 100,000 | Maximum stored transitions |
| Target Update | 10,000 steps | Sync frequency for target network |
| Learning Starts | 50,000 steps | Initial exploration period |
| Multi-step (n) | 3 | N-step return horizon |
| C51 Atoms | 51 | Distributional RL bins |
| Value Range | [-10, 10] | Distribution support |
| PER Alpha | 0.6 | Prioritization exponent |
| PER Beta | 0.4โ1.0 | Importance sampling annealing |
Training progression on World 1-1:
| Episodes | Behavior | Avg Reward |
|---|---|---|
| 0-100 | Random exploration | ~100-200 |
| 100-500 | Learning to run right | ~300-600 |
| 500-1000 | Jumping over gaps | ~800-1500 |
| 1000-2000 | Consistent progress | ~1500-2500 |
| 2000-5000 | Level completion | ~2500-3000 |
Convergence: Reliable World 1-1 completion around 3000-5000 episodes (~12-20 hours on CPU, ~3-6 hours on GPU).
super-mario-agent/
โโโ src/
โ โโโ __init__.py # Package init
โ โโโ wrappers.py # Environment preprocessing
โ โโโ model.py # Rainbow DQN architecture
โ โโโ replay.py # Prioritized replay buffer
โ โโโ agent.py # Agent logic and learning
โ โโโ train.py # Training loop
โโโ requirements.txt # Dependencies
โโโ verify.py # Verification script
โโโ play.py # Play with trained agent
โโโ visualize.py # Training visualization GUI
โโโ README.md # This file
- SkipFrame: Repeat action for 4 frames (reduces computation by 4ร)
- GrayScaleResize: RGB โ Grayscale + resize to 84ร84
- FrameStack: Stack last 4 frames (captures motion)
- ActionHistoryWrapper: Track last 8 actions (custom wrapper)
Action Space: 7 simple movements
- NOOP, Right, Right+A, Right+B, Right+A+B, A, Left
Uses categorical cross-entropy instead of MSE:
# Project target distribution onto 51-atom support
for each atom j:
Tz = r + ฮณโฟ * atom[j]
Tz = clamp(Tz, v_min, v_max)
# Linear interpolation to neighboring atoms
b = (Tz - v_min) / ฮz
l, u = floor(b), ceil(b)
# Distribute probability mass
target_dist[l] += next_dist[j] * (u - b)
target_dist[u] += next_dist[j] * (b - l)
loss = -ฮฃ target_dist * log(current_dist)- SumTree data structure for O(log N) sampling
- Priorities = |TD error| + ฮต
- Importance sampling weights: w = (N * P(i))^(-ฮฒ)
- Beta annealing from 0.4 to 1.0 over 100k frames
Factorized Gaussian noise (Fortunato et al.):
weight = weight_ฮผ + weight_ฯ โ ฮต
ฮต = sign(x) * โ|x|, where x ~ N(0,1)- Training: noisy weights (exploration)
- Evaluation: mean weights (deterministic)
The project includes two visualization tools:
tensorboard --logdir=mario_runspython visualize.py --checkpoint <path_to_checkpoint>Features:
- Live gameplay rendering
- Real-time Q-value distribution visualization
- Action history timeline
- Performance metrics dashboard
- Sample Inefficiency โ Rainbow components + n-step + PER
- Overestimation Bias โ Double DQN + distributional RL
- Poor Exploration โ Noisy networks (no ฮต-greedy)
- Training Instability โ Target network + gradient clipping + dueling
- Limited Attention โ Spatial Transformer Network
- โ Comprehensive documentation
- โ Type hints and docstrings
- โ Modular design
- โ TensorBoard integration
- โ Checkpoint management
- โ Verification tests
Potential extensions:
- Curiosity-Driven Exploration: Intrinsic rewards (RND, ICM)
- Data Augmentation: Random crop, color jitter (RAD)
- Distributed Training: IMPALA/Ape-X for parallel actors
- Generalization: Multi-level training and transfer learning
- Recurrent Networks: LSTM/GRU for partial observability
- Imitation Learning: Pretrain on human demonstrations
This implementation is based on:
- Rainbow DQN: Hessel et al., 2018
- Spatial Transformer Networks: Jaderberg et al., 2015
- Human-level control through deep RL: Mnih et al., 2015
- Prioritized Experience Replay: Schaul et al., 2016
- Noisy Networks: Fortunato et al., 2018
MIT License - see LICENSE file for details
Contributions are welcome! Please feel free to submit a Pull Request.
- OpenAI Gym and gym-super-mario-bros for the environment
- PyTorch team for the deep learning framework
- DeepMind for Rainbow DQN research
Built with โค๏ธ using PyTorch and reinforcement learning