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Implementation:LaurentMazare Tch rs PPO Agent

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Knowledge Sources
Domains Reinforcement Learning, Deep Learning, Game AI
Last Updated 2026-02-08 00:00 GMT

Overview

Implements Proximal Policy Optimization (PPO) for training an agent to play Atari games (SpaceInvaders) using a convolutional actor-critic neural network.

Description

This module implements the PPO algorithm as described in Schulman et al. 2017 ("Proximal Policy Optimization Algorithms"). The implementation uses a shared convolutional backbone with separate actor (policy) and critic (value) heads. The convolutional network processes stacked frames (4 consecutive 84x84 grayscale frames) through three convolutional layers followed by a fully connected layer.

The training loop collects rollouts across 8 parallel environments for 256 steps each, then computes discounted returns with a discount factor of 0.99. Optimization is performed using mini-batch updates over 4 epochs with a batch size of 64, employing the Adam optimizer with a learning rate of 1e-4 and gradient clipping at 0.5.

A FrameStack utility manages the observation buffer, stacking the most recent 4 frames and zeroing out frames when episodes terminate (using done masks). The loss function combines value loss (MSE of advantages, weighted by 0.5), policy loss (negative advantage-weighted log-probabilities), and an entropy bonus (weighted by 0.01) to encourage exploration.

The module also provides a sample function for evaluating a trained model by loading saved weights and running inference without gradient computation.

Usage

Use this implementation when training a reinforcement learning agent on Atari environments using PPO. It requires the cpython crate for interacting with OpenAI Gym via the VecGymEnv wrapper. The trained weights are periodically saved in .ot format every 1000 updates.

Code Reference

Source Location

Signature

type Model = Box<dyn Fn(&Tensor) -> (Tensor, Tensor)>;

fn model(p: &nn::Path, nact: i64) -> Model

struct FrameStack {
    data: Tensor,
    nprocs: i64,
    nstack: i64,
}

impl FrameStack {
    fn new(nprocs: i64, nstack: i64) -> FrameStack
    fn update<'a>(&'a mut self, img: &Tensor, masks: Option<&Tensor>) -> &'a Tensor
}

pub fn train() -> cpython::PyResult<()>
pub fn sample<T: AsRef<std::path::Path>>(weight_file: T) -> cpython::PyResult<()>

Import

use super::vec_gym_env::VecGymEnv;
use tch::kind::{FLOAT_CPU, INT64_CPU};
use tch::{nn, nn::OptimizerConfig, Kind, Tensor};

I/O Contract

Parameter Type Description
ENV_NAME &str Atari environment name ("SpaceInvadersNoFrameskip-v4")
NPROCS i64 Number of parallel environments (8)
NSTEPS i64 Steps per rollout (256)
NSTACK i64 Number of stacked frames (4)
UPDATES i64 Total training updates (1,000,000)
OPTIM_BATCHSIZE i64 Mini-batch size for optimization (64)
OPTIM_EPOCHS i64 Optimization epochs per update (4)
Output Type Description
Model output (Tensor, Tensor) Critic value and actor logits
Saved weights .ot file Model checkpoint saved every 1000 updates

Usage Examples

// Training the PPO agent
// Requires Python environment with OpenAI Gym and atari_wrappers module
ppo::train().unwrap();

// Sampling from a trained agent
ppo::sample("trpo1000.ot").unwrap();

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