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IQN

This example trains an IQN agent, from the following paper: Implicit Quantile Networks for Distributional Reinforcement Learning.

Requirements

  • atari_py>=0.1.1
  • opencv-python

Running the Example

To run the training example:

python train_iqn.py [options]

Useful Options

  • --gpu. Specifies the GPU. If you do not have a GPU on your machine, run the example with the option --gpu -1. E.g. python train_dqn.py --gpu -1.
  • --env. Specifies the environment.
  • --render. Add this option to render the states in a GUI window.
  • --seed. This option specifies the random seed used.
  • --outdir This option specifies the output directory to which the results are written.
  • --demo. Runs an evaluation, instead of training the agent.
  • (Currently unsupported) --load-pretrained Loads the pretrained model. Both --load and --load-pretrained cannot be used together.
  • --pretrained-type. Either best (the best intermediate network during training) or final (the final network after training).

To view the full list of options, either view the code or run the example with the --help option.

Results

These results reflect PFRL commit hash: a0ad6a7. We use the same evaluation protocol used in the IQN paper.

Results Summary
Reporting Protocol The highest mean intermediate evaluation score
Number of seeds 3
Number of common domains 55
Number of domains where paper scores higher 23
Number of domains where PFRL scores higher 26
Number of ties between paper and PFRL 6
Game PFRL Score Original Reported Scores
AirRaid 10124.5 N/A
Alien 11625.6 7022
Amidar 1984.1 2946
Assault 23126.2 29091
Asterix 485221.5 342016
Asteroids 3662.0 2898
Atlantis 939633.3 978200
BankHeist 1338.2 1416
BattleZone 61428.6 42244
BeamRider 35294.8 42776
Berzerk 2295.6 1053
Bowling 94.5 86.5
Boxing 99.9 99.8
Breakout 708.0 734
Carnival 5836.8 N/A
Centipede 10702.5 11561
ChopperCommand 23182.5 16836
CrazyClimber 172486.1 179082
DemonAttack 132576.7 128580
DoubleDunk -0.1 5.6
Enduro 2359.0 2359
FishingDerby 43.8 33.8
Freeway 34.0 34.0
Frostbite 7820.7 4342
Gopher 112949.3 118365
Gravitar 1045.9 911
Hero 25299.7 28386
IceHockey 2.5 0.2
Jamesbond 26284.1 35108
JourneyEscape -640.8 N/A
Kangaroo 15014.8 15487
Krull 9625.8 10707
KungFuMaster 85625.3 73512
MontezumaRevenge 0.0 0.0
MsPacman 4818.8 6349
NameThisGame 22553.7 22682
Phoenix 138020.8 56599
Pitfall 0.0 0.0
Pong 21.0 21.0
Pooyan 18799.4 N/A
PrivateEye 1685.7 200
Qbert 26133.3 25750
Riverraid 21663.9 17765
RoadRunner 66602.9 57900
Robotank 76.2 62.5
Seaquest 27528.7 30140
Skiing -9256.7 -9289
Solaris 7606.3 8007
SpaceInvaders 30784.6 28888
StarGunner 172230.3 74677
Tennis 23.6 23.6
TimePilot 11648.8 12236
Tutankham 345.1 293
UpNDown 84747.0 88148
Venture 1027.1 1318
VideoPinball 714777.3 698045
WizardOfWor 24954.3 31190
YarsRevenge 29202.1 28379
Zaxxon 17905.8 21772

Evaluation Protocol

Our evaluation protocol is designed to mirror the evaluation protocol of the original paper as closely as possible, in order to offer a fair comparison of the quality of our example implementation. Specifically, the details of our evaluation (also can be found in the code) are the following:

  • Evaluation Frequency: The agent is evaluated after every 1 million frames (250K timesteps). This results in a total of 200 "intermediate" evaluations.
  • Evaluation Phase: The agent is evaluated for 500K frames (125K timesteps) in each intermediate evaluation.
    • Output: The output of an intermediate evaluation phase is a score representing the mean score of all completed evaluation episodes within the 125K timesteps. If there is any unfinished episode by the time the 125K timestep evaluation phase is finished, that episode is discarded.
  • Intermediate Evaluation Episode:
    • Capped at 30 mins of play, or 108K frames/ 27K timesteps.
    • Each evaluation episode begins with a random number of no-ops (up to 30), where this number is chosen uniformly at random.
  • Reporting: For each run of our IQN example, we take the best outputted score of the intermediate evaluations to be the evaluation for that agent. We then average this over all runs (i.e. seeds) to produce the output reported in the table.

Training times

Training time (in days) across all runs (# domains x # seeds)
Mean 4.866
Standard deviation 0.152
Fastest run 4.472
Slowest run 5.295