Previously the game ran indefinitely and relied entirely on max_turns_per_episode to end an episode. Add start/food energy values so an episode ends on its own when energy runs out, and mention retro-gamer plot in the lab's training log instructions.
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Forager Training Log
Document each training attempt below. For each attempt, write your hypothesis before you run the experiment, then fill in the evidence and analysis after.
Use retro-gamer info runs/forager/ to see a summary of your run,
cat runs/forager/training.log to see the full log, and
retro-gamer plot runs/forager/ -o runs/forager/training.png to graph it.
Attempt 1
Hypothesis
Before training, predict what will happen with the default configuration. Will the agent learn to find the food? How quickly? What might go wrong?
Your prediction:
Configuration
Copy the relevant sections of runs/forager/config.toml here.
Evidence
Paste the first and last few lines of your training log, and any interesting moments in between.
Analysis
What happened? How do the numbers — avg_reward, avg_steps, epsilon, avg_loss — tell the story of what the agent learned? Did the result match your prediction?
Attempt 2
Hypothesis
Based on what you observed in Attempt 1, what will you change and why? Predict the outcome.
Configuration
Evidence
Analysis
Attempt 3 (if needed)
Hypothesis
Configuration
Evidence
Analysis
Final analysis
Which attempt produced the best-trained agent? Run retro-gamer play on your
best run's checkpoints and describe what the agent does.
Your answer:
Compare two of your attempts. What changed between them, and how did that change affect the training curve?
Your answer:
If you had more time, what would you try next to improve the agent further? Refer to specific hyperparameters or configuration options.
Your answer: