Mastering CartPole with DQN: Deep Reinforcement Learning for Beginners
If you’ve played with reinforcement learning (RL) before, you’ve probably seen the classic CartPole balancing problem. And if you’ve tried solving it with traditional Q-learning, you might have run into some limitations.
That’s where DQN — Deep Q-Network — comes in.
In this guide, we’ll explain what DQN is, why it was a breakthrough in RL, and how to implement it step-by-step to solve the CartPole-v1 environment using OpenAI Gym and PyTorch. Whether you’re new to RL or ready to level up from Q-tables, this tutorial is for you.
Table of Contents
1. What is DQN?
Q-Learning works well for problems with small, discrete state spaces. But in the real world — or even a simple simulation like CartPole — the state is continuous, and creating a Q-table for every possible state is infeasible.
DQN solves this by using a neural network to approximate the Q-function. Instead of a table, the network learns to predict the expected reward for each action, given a state.
DQN = Q-Learning + Deep Learning
Component | Purpose |
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Neural Network | Predict Q-values for each action |
Replay Buffer | Store past experiences |
Target Network | Improve stability |
ε-greedy Policy | Balance exploration vs. exploitation |
This combination enables DQN to scale to more complex environments — including Atari games, robotics, and beyond.
2. Recap: The CartPole Problem
In CartPole, your agent controls a cart with a pole attached to it. The goal? Keep the pole from falling over by moving the cart left or right.
Environment Details:
- State Space: 4 floating point values (position, velocity, pole angle, angular velocity)
- Action Space: 0 (left), 1 (right)
- Reward: +1 for every time step the pole remains upright
- Done: When the pole falls beyond a threshold angle, or the cart moves too far from center
It’s a great starting point for reinforcement learning.
3. Why Q-Learning Isn’t Enough
Traditional Q-Learning relies on a Q-table that maps state-action pairs to expected rewards. That works for games like FrozenLake or GridWorld, but fails when:
- States are continuous
- The environment has high dimensionality
- We want to generalize across unseen states
DQN overcomes these by using a function approximator — a neural net — to estimate Q-values, enabling RL to move beyond toy problems.
4. DQN Components Explained
Let’s break down what you’ll need to build a working DQN agent.
1. Neural Network
The core of DQN is a network that takes in a state and outputs Q-values for all possible actions.
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Stores past experiences and samples them randomly to break temporal correlation.
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The agent explores randomly at first, then gradually exploits what it has learned.
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5. Training DQN on CartPole
Step-by-Step Loop:
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6. Observations and Performance
As training progresses:
- The total reward per episode increases
- The agent starts keeping the pole upright for longer durations
- Eventually, it consistently reaches the max score of 200
This is a solid indicator that the DQN is learning to solve the task effectively.
7. DQN Limitations and Next Steps
While DQN is powerful, it’s not perfect:
- It can be unstable or divergent without tricks
- It struggles with continuous action spaces
- It treats all experiences equally in the replay buffer
Enhancements (aka “Better DQN”):
- Double DQN: Reduces overestimation bias
- Dueling DQN: Separates state value and action advantage
- Prioritized Experience Replay: Focus on important transitions
- Rainbow DQN: Combines all of the above
We’ll explore these in future posts.
8. Conclusion
You’ve just implemented your first Deep Q-Network from scratch and trained it to solve CartPole. This is a big step toward mastering reinforcement learning with deep learning.
By understanding both the code and the concepts, you’re ready to explore more complex environments and powerful variants of DQN.