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【強化學習】python 實現 q-learning 例三

本文作者:hhh5460

本文地址:https://www.cnblogs.com/hhh5460/p/10139738.html

例一的程式碼是函式式編寫的,這裡用面向物件的方式重新擼了一遍。好處是,更便於理解環境(Env)、個體(Agent)之間的關係。

有緣看到的朋友,自己慢慢體會吧。

0.效果圖

 

1.完整程式碼

import pandas as pd
import random
import time
import pickle
import pathlib

'''
-o---T
# T 就是寶藏的位置, o 是探索者的位置

作者:hhh5460
時間:20181218
地點:Tai Zi Miao
''' class Env(object): '''環境類''' def __init__(self): '''初始化''' self.env = list('-----T') def update(self, state, delay=0.1): '''更新環境,並列印''' env = self.env[:] env[state] = 'o' # 更新環境 print('\r{}'.format(''.join(env)), end='') time.sleep(delay)
class Agent(object): '''個體類''' def __init__(self, alpha=0.01, gamma=0.9): '''初始化''' self.states = range(6) self.actions = ['left', 'right'] self.rewards = [0,0,0,0,0,1] self.alpha = alpha self.gamma = gamma self.q_table = pd.DataFrame(data=[[0 for
_ in self.actions] for _ in self.states], index=self.states, columns=self.actions) def save_policy(self): '''儲存Q table''' with open('q_table.pickle', 'wb') as f: # Pickle the 'data' dictionary using the highest protocol available. pickle.dump(self.q_table, f, pickle.HIGHEST_PROTOCOL) def load_policy(self): '''匯入Q table''' with open('q_table.pickle', 'rb') as f: self.q_table = pickle.load(f) def choose_action(self, state, epsilon=0.8): '''選擇相應的動作。根據當前狀態,隨機或貪婪,按照引數epsilon''' if (random.uniform(0,1) > epsilon) or ((self.q_table.ix[state] == 0).all()): # 探索 action = random.choice(self.get_valid_actions(state)) else: action = self.q_table.ix[state].idxmax() # 利用(貪婪) return action def get_q_values(self, state): '''取狀態state的所有Q value''' q_values = self.q_table.ix[state, self.get_valid_actions(state)] return q_values def update_q_value(self, state, action, next_state_reward, next_state_q_values): '''更新Q value,根據貝爾曼方程''' self.q_table.ix[state, action] += self.alpha * (next_state_reward + self.gamma * next_state_q_values.max() - self.q_table.ix[state, action]) def get_valid_actions(self, state): '''取當前狀態下所有的合法動作''' valid_actions = set(self.actions) if state == self.states[-1]: # 最後一個狀態(位置),則 valid_actions -= set(['right']) # 不能向右 if state == self.states[0]: # 最前一個狀態(位置),則 valid_actions -= set(['left']) # 不能向左 return list(valid_actions) def get_next_state(self, state, action): '''對狀態執行動作後,得到下一狀態''' # l,r,n = -1,+1,0 if action == 'right' and state != self.states[-1]: # 除非最後一個狀態(位置),向右就+1 next_state = state + 1 elif action == 'left' and state != self.states[0]: # 除非最前一個狀態(位置),向左就-1 next_state = state -1 else: next_state = state return next_state def learn(self, env=None, episode=1000, epsilon=0.8): '''q-learning演算法''' print('Agent is learning...') for _ in range(episode): current_state = self.states[0] if env is not None: # 若提供了環境,則更新之! env.update(current_state) while current_state != self.states[-1]: current_action = self.choose_action(current_state, epsilon) # 按一定概率,隨機或貪婪地選擇 next_state = self.get_next_state(current_state, current_action) next_state_reward = self.rewards[next_state] next_state_q_values = self.get_q_values(next_state) self.update_q_value(current_state, current_action, next_state_reward, next_state_q_values) current_state = next_state if env is not None: # 若提供了環境,則更新之! env.update(current_state) print('\nok') def play(self, env=None, delay=0.5): '''玩遊戲,使用策略''' assert env != None, 'Env must be not None!' if pathlib.Path("q_table.pickle").exists(): self.load_policy() else: print("I need to learn before playing this game.") self.learn(env, 13) self.save_policy() print('Agent is playing...') current_state = self.states[0] env.update(current_state, delay) while current_state != self.states[-1]: current_action = self.choose_action(current_state, 1.) # 1., 不隨機 next_state = self.get_next_state(current_state, current_action) current_state = next_state env.update(current_state, delay) print('\nCongratulations, Agent got it!') if __name__ == '__main__': env = Env() # 環境 agent = Agent() # 個體 #agent.learn(env, episode=13) # 先學 #agent.save_policy() # 儲存所學 #agent.load_policy() # 匯入所學 agent.play(env) # 再玩