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qlearningAgents.py
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qlearningAgents.py
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# qlearningAgents.py
# ------------------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
from game import *
from learningAgents import ReinforcementAgent
from featureExtractors import *
import random,util,math
class QLearningAgent(ReinforcementAgent):
"""
Q-Learning Agent
Functions you should fill in:
- computeValueFromQValues
- computeActionFromQValues
- getQValue
- getAction
- update
Instance variables you have access to
- self.epsilon (exploration prob)
- self.alpha (learning rate)
- self.discount (discount rate)
Functions you should use
- self.getLegalActions(state)
which returns legal actions for a state
"""
def __init__(self, **args):
"You can initialize Q-values here..."
ReinforcementAgent.__init__(self, **args)
"*** YOUR CODE HERE ***"
"MY CODE"
self.q = {}
"MY CODE"
def getN(self, state, action):
"""
Returns Q(state,action)
Should return 0.0 if we have never seen a state
or the Q node value otherwise
"""
"*** YOUR CODE HERE ***"
"MY CODE"
k = 10.0
if state in self.q and action is not None:
return self.q[state][action]["n"]
else:
self.q.update({state: {x: {"u": 0.0, "n": 0.0} for i, x in enumerate(self.getLegalActions(state))}})
return 0.0
"MY CODE"
util.raiseNotDefined()
def getQValue(self, state, action):
"""
Returns Q(state,action)
Should return 0.0 if we have never seen a state
or the Q node value otherwise
"""
"*** YOUR CODE HERE ***"
"MY CODE"
k = 10.0
if state in self.q:
return self.q[state][action]["u"]
else:
self.q.update({state: {x: {"u": 0.0, "n": 0.0} for i, x in enumerate(self.getLegalActions(state))}})
return 0.0
"MY CODE"
util.raiseNotDefined()
def computeValueFromQValues(self, state):
"""
Returns max_action Q(state,action)
where the max is over legal actions. Note that if
there are no legal actions, which is the case at the
terminal state, you should return a value of 0.0.
"""
"*** YOUR CODE HERE ***"
"MY CODE"
actions = self.getLegalActions(state)
if len(actions) == 0:
return 0.0
maxVal = -1000.0
for action in actions:
q = self.getQValue(state, action)
if maxVal <= q:
maxVal = q
return maxVal
"MY CODE"
util.raiseNotDefined()
def computeActionFromQValues(self, state):
"""
Compute the best action to take in a state. Note that if there
are no legal actions, which is the case at the terminal state,
you should return None.
"""
"*** YOUR CODE HERE ***"
"MY CODE"
maxVal = -1000.0
maxAction = [None]
for action in self.getLegalActions(state):
q = self.getQValue(state, action)
if maxVal == q:
maxAction.append(action)
if maxVal < q:
maxVal = q
maxAction = [action]
return random.choice(maxAction)
"MY CODE"
util.raiseNotDefined()
def getAction(self, state):
"""
Compute the action to take in the current state. With
probability self.epsilon, we should take a random action and
take the best policy action otherwise. Note that if there are
no legal actions, which is the case at the terminal state, you
should choose None as the action.
HINT: You might want to use util.flipCoin(prob)
HINT: To pick randomly from a list, use random.choice(list)
"""
# Pick Action
legalActions = self.getLegalActions(state)
action = None
"*** YOUR CODE HERE ***"
"MY CODE"
action = self.computeActionFromQValues(state)
if util.flipCoin(self.epsilon) is True:
action = random.choice(legalActions)
return action
"MY CODE"
util.raiseNotDefined()
return action
def update(self, state, action, nextState, reward):
"""
The parent class calls this to observe a
state = action => nextState and reward transition.
You should do your Q-Value update here
NOTE: You should never call this function,
it will be called on your behalf
"""
"*** YOUR CODE HERE ***"
"MY CODE"
k = 1
bestNextValue = self.computeValueFromQValues(nextState)
bestNextAction = self.computeActionFromQValues(nextState)
if nextState is not 'TERMINAL_STATE':
sample = reward + self.discount * bestNextValue + k / (self.getN(nextState, bestNextAction) + 1)
else:
sample = reward + self.discount * bestNextValue
q = self.getQValue(state, action)
self.q[state][action]["u"] = (1 - self.alpha) * q + self.alpha * sample
if self.getN(state, action) >= 1000:
self.q[state][action]["n"] = 1000
else:
self.q[state][action]["n"] = self.q[state][action]["n"] + 1
"MY CODE"
#util.raiseNotDefined()
def getPolicy(self, state):
return self.computeActionFromQValues(state)
def getValue(self, state):
return self.computeValueFromQValues(state)
class PacmanQAgent(QLearningAgent):
"Exactly the same as QLearningAgent, but with different default parameters"
def __init__(self, epsilon=0.05,gamma=0.8,alpha=0.2, numTraining=0, **args):
"""
These default parameters can be changed from the pacman.py command line.
For example, to change the exploration rate, try:
python pacman.py -p PacmanQLearningAgent -a epsilon=0.1
alpha - learning rate
epsilon - exploration rate
gamma - discount factor
numTraining - number of training episodes, i.e. no learning after these many episodes
"""
args['epsilon'] = epsilon
args['gamma'] = gamma
args['alpha'] = alpha
args['numTraining'] = numTraining
self.index = 0 # This is always Pacman
QLearningAgent.__init__(self, **args)
def getAction(self, state):
"""
Simply calls the getAction method of QLearningAgent and then
informs parent of action for Pacman. Do not change or remove this
method.
"""
action = QLearningAgent.getAction(self,state)
self.doAction(state,action)
return action
class ApproximateQAgent(PacmanQAgent):
"""
ApproximateQLearningAgent
You should only have to overwrite getQValue
and update. All other QLearningAgent functions
should work as is.
"""
def __init__(self, extractor='IdentityExtractor', **args):
self.featExtractor = util.lookup(extractor, globals())()
PacmanQAgent.__init__(self, **args)
self.weights = util.Counter()
def getWeights(self):
return self.weights
def getQValue(self, state, action):
"""
Should return Q(state,action) = w * featureVector
where * is the dotProduct operator
"""
"*** YOUR CODE HERE ***"
"MY CODE"
if self.weights == {}:
for feature in self.featExtractor.getFeatures(state, action):
self.weights.update({feature: 0.0}) #random.randint(-200, 200)})
q = 0.0
for weight in self.weights:
q += self.weights[weight] * self.featExtractor.getFeatures(state, action)[weight]
return q
"MY CODE"
util.raiseNotDefined()
def update(self, state, action, nextState, reward):
"""
Should update your weights based on transition
"""
"*** YOUR CODE HERE ***"
"MY CODE"
d = (reward + self.discount * self.computeValueFromQValues(nextState)) - self.computeValueFromQValues(state)
for weight in self.weights:
self.weights[weight] = self.weights[weight] + self.alpha * d * self.featExtractor.getFeatures(state, action)[weight]
"MY CODE"
#util.raiseNotDefined()
def final(self, state):
"Called at the end of each game."
# call the super-class final method
PacmanQAgent.final(self, state)
# did we finish training?
if self.episodesSoFar == self.numTraining:
# you might want to print your weights here for debugging
"*** YOUR CODE HERE ***"
"MY CODE"
print(self.weights)
"MY CODE"
pass