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dc.contributor.advisorRasel, Annajiat Alim
dc.contributor.advisorKhan, Rubayat Ahmed
dc.contributor.authorMahmud, Aqil
dc.contributor.authorKhan, Aswat Karim
dc.contributor.authorHasan Rafi, Mohammad Mehdi
dc.contributor.authorFahim, Kazi Rayhan
dc.date.accessioned2023-08-27T08:18:08Z
dc.date.available2023-08-27T08:18:08Z
dc.date.copyright2023
dc.date.issued2023-01
dc.identifier.otherID: 18341010
dc.identifier.otherID: 18301282
dc.identifier.otherID: 18101629
dc.identifier.otherID: 18301114
dc.identifier.urihttp://hdl.handle.net/10361/19954
dc.descriptionThis thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2023.en_US
dc.descriptionCataloged from PDF version of thesis.
dc.descriptionIncludes bibliographical references (pages 23-24).
dc.description.abstractThis paper is intended to be a practical guide in terms of getting up and running with reinforcement learning. Ideally, it aims to bridge the gap between practi cal implementation and the theories available for RL. The theory of reinforcement learning involves two main components: an environment, which is the game itself and an agent, which performs an action based on its observation from the environ ment. Initially, no in-game rules will be given to the agent and it will be rewarded or punished based on the action that it will take. The goal is to increase Proximal Policy Optimization (PPO) to maximize the reward that our agent will get, so over time it will learn what action to take in order to do so. Therefore, we will develop an AI agent that will be able to learn how to play one of the most popular arcade games of all time, Street Fighter. We preprocess our game environment and apply hyperparameter tuning using PyTorch, Stable Baselines, and Optuna to do it. This approach will basically train different types of RL architecture and find a model with the most weighted parameters. Moreover, we are going to Fine Tune that model and run our test cases on it. We are going to see how a reinforcement learning algorithm learns to play.en_US
dc.description.statementofresponsibilityAqil Mahmud
dc.description.statementofresponsibilityAswat Karim Khan
dc.description.statementofresponsibilityMohammad Mehdi Hasan Rafi
dc.description.statementofresponsibilityKazi Rayhan Fahim
dc.format.extent24 pages
dc.language.isoenen_US
dc.publisherBrac Universityen_US
dc.rightsBrac University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission.
dc.subjectReinforcement learningen_US
dc.subjectNeural networksen_US
dc.subjectGamesen_US
dc.subjectAIen_US
dc.subjectProximal policy optimizationen_US
dc.subject.lcshReinforcement learning.
dc.titleImplementation of reinforcement learning architecture to augment an AI that can self-learn to play video gamesen_US
dc.typeThesisen_US
dc.contributor.departmentDepartment of Computer Science and Engineering, Brac University
dc.description.degreeB. Computer Science and Engineering


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