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captains.log
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captains.log
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Sept 18, 2016
Small steps - first was able to predict screens based on previous screens + action (learning rate was 0.001 on the dense piece prediction model)
Feb 21, 2016
Was using the following:
Conv 32x2x2
Conv 64x4x4
Dense 64 relu
Dense 64 relu
Dense 6 linear (output)
First of all, there are only 16 possible 2x2 filters so that was wasteful
Second, I'm goig to simplify things and add pooling. I'm worried about pooling since the final product needs to have a high resolution view of the pieces, being off by 1 will not work.
But, I want to see some convergence, and build from there.
New model:
Conv 16x2x2
MaxPool 3x2
Dense 64 relu
Dense 64 relu
Dense 6 linear (ouput)
Feb 20, 2016
Still no success. Today I ran some baseline measurements. None of the trained apps have come close to a "randomly choose [LEFT, RIGHT]" strategy (~140 pts per game). Currently the net is running at approximately -70 pts per game. This is better than all single action strategies ("always left", "always rotate", etc), but worse than "randomly choose from all possible moves."
Current state:
* Convolutional nerual net, no pooling, with two dense layers to the output
* Negative reward for placing tetronimos in a way that increases the max height
* Positive reward for placing tetronimos in a way that does not increase the max height
* Very positive reward for clearing lines, but this happens 1 in 10000 times, if even
* Prioritized sweeping to replay positive experiences and apply the reward back 3 steps
* Prioritized sweeping to replay negative experiences and apply the reward back 3 steps
* Start of with 60% exploration, after 250,000 actions (~4000 games), move to 80% eploitation.
Ideas:
* Need to investigate neural net architecture, may be the weak spot
Feb 17-19, 2016
Played with reward and punishments to lead the agent to water. No luck.
Feb 16, 2016
No success so far. I spent two nights training nets and then realized they were outputting NaN's for every action choice...