Agent Design
Defined the relationship between environment states, available actions, rewards, and the neural network used to estimate future value.
Engineering Case Study
An intelligent pathfinding agent trained with a Deep Q-Network to learn navigation strategies through environment interaction, rewards, experience replay, and iterative optimization.
Overview
The Pirate Intelligent Agent was originally developed during CS-370 at Southern New Hampshire University as an introduction to reinforcement learning and intelligent agent design.
Rather than being explicitly programmed with the correct path, the agent learns through repeated interaction with its environment. A Deep Q-Network evaluates possible actions, receives feedback through a reward system, and gradually improves its ability to navigate successfully.
The Problem
The goal was to create an intelligent agent capable of navigating a maze-like environment and reaching its target through learned behavior rather than a predefined sequence of moves.
The challenge was balancing exploration and exploitation while designing a training process that allowed the model to learn from successful and unsuccessful decisions without overfitting to a single sequence of actions.
My Role
I worked across the agent's neural-network model, training loop, experience replay process, reward behavior, and performance evaluation.
Defined the relationship between environment states, available actions, rewards, and the neural network used to estimate future value.
Implemented and refined the training process across repeated episodes while tracking agent performance and convergence.
Used replay memory to train from previously observed experiences and reduce the instability associated with learning only from sequential interactions.
Evaluated training behavior, win rate, convergence, hyperparameters, and opportunities for further improvement.
Architecture
Each interaction produces experience that can be stored, replayed, and used to improve future action selection.
Environment
The maze provides the agent's current position and available context.
Model
The neural network estimates the value of available actions.
Action
The agent selects an action using its exploration strategy.
Learning
Experiences are stored and sampled to improve future decisions.
Engineering Decisions
A neural network approximates action values, allowing the agent to learn behavior across a larger state space than a traditional lookup table would efficiently support.
Training from randomized samples of prior experiences reduces correlation between consecutive observations and improves learning stability.
Periodic target-network updates provide a more stable reference during training and reduce rapid changes in predicted values.
An epsilon-based strategy balances experimentation with increasingly confident use of actions the agent has already learned to value.
Beyond the Original Project
The enhanced version expanded the original reinforcement-learning implementation with improvements intended to make training more stable, observable, and repeatable.
Challenges & Lessons
Small changes to learning rate, exploration behavior, replay strategy, or training duration could significantly alter learning performance.
Unlike deterministic software, improvements often required evaluating behavior across many episodes rather than expecting immediate confirmation from a single test.
Agent behavior reinforced how strongly reward structures influence what a learning system ultimately considers successful behavior.
A high-performing model still requires validation, repeatability, and an understanding of why the learned strategy works.
Technology
Explore the Project
Explore the source code and project documentation to see how the reinforcement-learning agent was designed and trained.