AI Learns to Escape (deep reinforcement learning)
TLDRAlbert, an AI with a neural network brain, must escape a series of rooms by learning from rewards and punishments. Starting with random movements, he learns to navigate obstacles, jump over walls, and hit pressure plates. Each room introduces new challenges like level 2 spinners and wall spinners. After an upgrade to his vision, Albert must relearn skills but ultimately finds a way to escape, only to face a new challenge.
Takeaways
- 🤖 Albert is an AI with a 5-layer neural network designed to learn escape strategies.
- 🎮 Albert's initial movements are random, but he learns through rewards and punishments.
- 👀 Albert perceives his environment through a limited 'vision' of raycasts.
- 🚀 Albert learns to move towards pressure plates as he progresses through rooms.
- 💥 He struggles with obstacles and learns to jump over them to reach targets.
- 🕹️ Timing is crucial for Albert to successfully navigate through rooms.
- 🔄 Albert experiences setbacks and must retry to master each room's challenges.
- 📈 In Room 3, Albert faces faster level 2 spinners, requiring quicker reactions.
- 🆙 In Room 4, Albert learns to jump on platforms and deal with wall spinners.
- 🤔 Albert sometimes overfits to previous rooms, causing issues in new environments.
- 🧠 Albert's brain is upgraded in Room 6, doubling his raycasts for better perception.
- 🔄 Despite the upgrade, Albert has to relearn escape strategies from scratch.
Q & A
What is the goal of Albert, the AI in the script?
-Albert's goal is to escape from the rooms before the time runs out.
What is the initial behavior of Albert's movements?
-Albert's movements start off random.
What is the reward system for Albert's actions?
-Albert is rewarded for hitting pressure plates and punished for hitting anything but the ground.
What does Albert's 'vision' consist of?
-Albert's vision consists of raycasts that can detect targets, obstacles, walls, and the ground.
How many rooms are there in the script?
-There are 7 rooms in total.
What does Albert learn in Room 1?
-Albert learns to move towards pressure plates and to jump over obstacles.
What new challenge does Albert face in Room 2?
-In Room 2, Albert faces spinners that he can't jump over and must learn when to walk and when to jump.
What is the difficulty level of the spinners in Room 3?
-The spinners in Room 3 are level 2, which are faster than those in previous rooms.
What new skill does Albert need to learn in Room 4?
-Albert needs to learn to jump on top of platforms and deal with the wall spinner.
What is the new obstacle introduced in Room 5?
-Room 5 introduces a new obstacle and a level 2 wall spinner.
Why does Albert's brain need an upgrade in Room 6?
-Albert's brain needs an upgrade in Room 6 because the challenge is so hard that his current vision is insufficient.
What happens after Albert's brain is upgraded in Room 6?
-After Albert's brain is upgraded, he has more raycasts and needs to start learning from scratch.
What is the surprise at the end of the script?
-The surprise at the end is that there's a next challenge with appliances waiting for Albert.
Outlines
🤖 Albert's Learning Journey Begins
Albert, an AI with a 5-layer neural network, is tasked with escaping a series of rooms before time runs out. His movement starts randomly, but he's rewarded for hitting pressure plates and punished for hitting anything but the ground. Albert only perceives his surroundings through raycasts that detect targets, obstacles, walls, and the ground. In Room 1, he begins to learn about pressure plates and obstacles. Despite early setbacks, he eventually navigates through and proceeds to the next challenge.
🔄 Mastering Spinners and Jumps
In Room 2, Albert encounters spinners he can't jump over but must jump over a wall. He struggles to balance when to walk and when to jump, often failing the timing. Albert gradually improves but runs out of time at first. By persevering, he eventually clears the room, only to face faster level 2 spinners in Room 3. He learns to either walk around them or jump over them, successfully getting through with faster jumps and better timing.
🌀 Advanced Obstacles and Upgrades
Room 4 introduces platforms and a wall spinner. Albert must jump on top of platforms while avoiding spinners, a challenge he initially faces with random jumps. Although he hits the target by luck, he struggles with learning from these successes. Albert faces difficulty dismounting safely but slowly improves, albeit with occasional front flips. He eventually passes the room but still has much to learn. In Room 5, the challenge escalates with a new obstacle and a level 2 wall spinner, which confuses him due to a slightly different platform layout. Albert hesitates but finally regains his momentum, continuing on.
🧠 Albert's Brain Upgrade
Room 6 appears simple but poses a serious challenge, prompting an upgrade to Albert’s neural network. He gains more than twice the raycasts in his 'vision,' improving his perception of obstacles and targets. However, this upgrade resets his learned behaviors, forcing him to relearn everything. Despite initial struggles, Albert begins to show improvement, especially with timing jumps. However, consistency remains an issue. He eventually learns to navigate the wall spinner, but just as he thinks he's succeeded, it’s revealed that he was never truly able to escape. Instead, he's presented with new appliances for his next challenge.
Mindmap
Keywords
💡Artificial Intelligence
💡Neural Network
💡Deep Reinforcement Learning
💡Raycasts
💡Pressure Plates
💡Obstacles
💡Jump
💡Spinners
💡Overfitting
💡Brain Upgrade
💡Escape
Highlights
Albert is an AI with a 5-layer neural network learning to escape before time runs out.
He starts with random movements but is rewarded for hitting pressure plates and punished for hitting anything but the ground.
Albert can only see through raycasts that detect targets, obstacles, walls, and the ground.
He learns to move toward pressure plates but struggles with avoiding obstacles.
In Room 2, Albert must learn to jump over a wall and avoid spinners.
Albert makes progress but frequently runs out of time.
Room 3 introduces faster level 2 spinners that Albert can either jump over or walk around.
Albert finds it challenging to consistently navigate spinners and doors.
In Room 4, Albert must learn to jump onto platforms and navigate a wall spinner.
He struggles with dismounting safely after reaching targets.
Albert randomly succeeds in Room 4 but fails to consistently apply his learning.
Room 5 introduces a new obstacle and requires careful movement around a level 2 wall spinner.
Albert struggles with overfitting to the previous room’s strategy but finds a more consistent method.
In Room 6, Albert’s vision is upgraded with more raycasts, but he must relearn from scratch.
Despite upgrades, Albert never truly escapes but is presented with a new challenge at the end.