  This research paper presents an experimental approach to using the Reptile
algorithm for reinforcement learning to train a neural network to play Super
Mario Bros. We implement the Reptile algorithm using the Super Mario Bros Gym
library and TensorFlow in Python, creating a neural network model with a single
convolutional layer, a flatten layer, and a dense layer. We define the
optimizer and use the Reptile class to create an instance of the Reptile
meta-learning algorithm. We train the model using multiple tasks and episodes,
choosing actions using the current weights of the neural network model, taking
those actions in the environment, and updating the model weights using the
Reptile algorithm. We evaluate the performance of the algorithm by printing the
total reward for each episode. In addition, we compare the performance of the
Reptile algorithm approach to two other popular reinforcement learning
algorithms, Proximal Policy Optimization (PPO) and Deep Q-Network (DQN),
applied to the same Super Mario Bros task. Our results demonstrate that the
Reptile algorithm provides a promising approach to few-shot learning in video
game AI, with comparable or even better performance than the other two
algorithms, particularly in terms of moves vs distance that agent performs for
1M episodes of training. The results shows that best total distance for world
1-2 in the game environment were ~1732 (PPO), ~1840 (DQN) and ~2300 (RAMario).
Full code is available at https://github.com/s4nyam/RAMario.
