基于深度强化学习的俄罗斯方块模拟训练器
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基于深度强化学习的俄罗斯方块模拟训练器
1. 游戏机制介绍
gym-tetris 是一个将经典游戏《俄罗斯方块》(Tetris)集成到 OpenAI Gym 强化学习框架中的环境。它允许研究人员和开发者使用强化学习算法训练智能体来玩 Tetris,主要基于 NES(任天堂娱乐系统)版本的游戏。
gym-tetris 的核心特点
- 平台基础:基于 nes-py 模拟器,模拟 NES 上的 Tetris 游戏。
- OpenAI Gym 接口:通过标准的 env.step() 和 env.reset() 接口与环境交互。
动作空间:
- 默认使用 NES 的 256 个离散动作。
- 可使用简化动作列表(如 MOVEMENT 或 SIMPLE_MOVEMENT)来减少训练复杂度。
游戏模式:
- A-type:标准耐力模式,持续游戏直到失败。
- B-type:街机模式,目标是清除特定行数。
奖励机制:
- 按得分变化奖励
- 按清除行数奖励
- 对堆叠高度增加进行惩罚

2. DQN模拟玩家控制游戏
import pdb
from nes_py.wrappers import JoypadSpace
from gym_tetris.actions import MOVEMENT
import gym_tetris
import torch
device = torch.device('cuda' if torch.cuda.is_available() else 'cpu')
import torch.nn as nn
import torch.optim as optim
import numpy as np
import random
from collections import deque
class DQN(nn.Module):
def __init__(self, state_dim, action_dim):
super(DQN, self).__init__()
self.net = nn.Sequential(
nn.Linear(state_dim, 256),
nn.ReLU(),
nn.Linear(256, 128),
nn.ReLU(),
nn.Linear(128, action_dim)
)
def forward(self, x):
return self.net(x)
def preprocess_state(state):
# 假设 state 是 Box 类型,需展平成一维
return np.array(state).flatten()
def select_action(state, policy_net, epsilon, action_dim):
if random.random() < epsilon:
return random.randrange(action_dim)
with torch.no_grad():
state = torch.FloatTensor(state)
q_values = policy_net(state)
return q_values.argmax().item()
def train():
env = gym_tetris.make('TetrisA-v3')
env = JoypadSpace(env, MOVEMENT)
state = preprocess_state(env.reset())
state_dim = state.shape[0]
action_dim = env.action_space.n
policy_net = DQN(state_dim, action_dim).to(device)
target_net = DQN(state_dim, action_dim).to(device)
target_net.load_state_dict(policy_net.state_dict())
optimizer = optim.Adam(policy_net.parameters(), lr=1e-3)
memory = deque(maxlen=10000)
batch_size = 64
gamma = 0.99
epsilon = 1.0
epsilon_min = 0.05
epsilon_decay = 0.995
update_target = 100
for episode in range(300):
state = preprocess_state(env.reset())
total_reward = 0
done = False
while not done:
action = select_action(state, policy_net, epsilon, action_dim)
next_state, reward, done, info = env.step(action)
next_state = preprocess_state(next_state)
memory.append((state, action, reward, next_state, done))
state = next_state
total_reward += reward
if len(memory) >= batch_size:
batch = random.sample(memory, batch_size)
states, actions, rewards, next_states, dones = zip(*batch)
states = torch.from_numpy(np.array(states)).float().to(device)
actions = torch.from_numpy(np.array(actions)).long().unsqueeze(1).to(device)
rewards = torch.from_numpy(np.array(rewards)).float().unsqueeze(1).to(device)
next_states = torch.from_numpy(np.array(next_states)).float().to(device)
dones = torch.from_numpy(np.array(dones)).float().unsqueeze(1).to(device)
q_values = policy_net(states).gather(1, actions)
next_q_values = target_net(next_states).max(1)[0].unsqueeze(1)
expected_q = rewards + gamma * next_q_values * (1 - dones)
loss = nn.MSELoss()(q_values, expected_q)
optimizer.zero_grad()
loss.backward()
optimizer.step()
env.render()
epsilon = max(epsilon_min, epsilon * epsilon_decay)
if episode % update_target == 0:
target_net.load_state_dict(policy_net.state_dict())
print(f"Episode {episode}, Reward: {total_reward}")
env.close()
if __name__ == "__main__":
train()
3. 效果图展示

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