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Attempt to resolve Hanabi game with neural network

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Hanabi

This project fails to find optimal strategy for Hanabi using a neural network and a Deep-Q-Learning approach.

Experiments

The notebooks in this repo highlight some problems in this implementation.

  • LearningRate shows how high learning rate prevents convergence
  • Inizialization shows how too big initialization values (i.e. greater than 1e-3 in absolute value) prevent convergence
  • QUnlimited shows how, without a compensation inside the code, for high gamma (i.e. > 0.5) Q grows exponentially
  • QFeedback shows how introducing a cutting for very high value predicted Q values saturate
  • despite the name GradientDeath shows how this algorithm is unable to learn. In a previous version the output layer had dimension 1 and, if the last hidden layer was small and with relu activation, gradient saturated very fast

Logic

The logic of the implementation is in the Game*.py files.

  • Game.py is the last version, used in all the notebooks except QUnlimited
  • GameUnlimited.py doesn't cut the returned values of Q function and is used for QUnlimited
  • GameDummy.py has lower dimensionality

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