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Practical Reinforcement Learning Week2
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Practical Reinforcement Learning/Week2_model_based/QUIZ Optimality in RL.pdf
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Practical Reinforcement Learning/Week2_model_based/QUIZ Policy Iteration.pdf
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Practical Reinforcement Learning/Week2_model_based/QUIZ Reward design.pdf
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Practical Reinforcement Learning/Week2_model_based/mdp.py
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# most of this code was politely stolen from https://github.com/berkeleydeeprlcourse/homework/ | ||
# all creadit goes to https://github.com/abhishekunique (if i got the author right) | ||
import sys | ||
import random | ||
import numpy as np | ||
def weighted_choice(v, p): | ||
total = sum(p) | ||
r = random.uniform(0, total) | ||
upto = 0 | ||
for c, w in zip(v,p): | ||
if upto + w >= r: | ||
return c | ||
upto += w | ||
assert False, "Shouldn't get here" | ||
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class MDP: | ||
def __init__(self, transition_probs, rewards, initial_state=None): | ||
""" | ||
Defines an MDP. Compatible with gym Env. | ||
:param transition_probs: transition_probs[s][a][s_next] = P(s_next | s, a) | ||
A dict[state -> dict] of dicts[action -> dict] of dicts[next_state -> prob] | ||
For each state and action, probabilities of next states should sum to 1 | ||
If a state has no actions available, it is considered terminal | ||
:param rewards: rewards[s][a][s_next] = r(s,a,s') | ||
A dict[state -> dict] of dicts[action -> dict] of dicts[next_state -> reward] | ||
The reward for anything not mentioned here is zero. | ||
:param get_initial_state: a state where agent starts or a callable() -> state | ||
By default, picks initial state at random. | ||
States and actions can be anything you can use as dict keys, but we recommend that you use strings or integers | ||
Here's an example from MDP depicted on http://bit.ly/2jrNHNr | ||
transition_probs = { | ||
's0':{ | ||
'a0': {'s0': 0.5, 's2': 0.5}, | ||
'a1': {'s2': 1} | ||
}, | ||
's1':{ | ||
'a0': {'s0': 0.7, 's1': 0.1, 's2': 0.2}, | ||
'a1': {'s1': 0.95, 's2': 0.05} | ||
}, | ||
's2':{ | ||
'a0': {'s0': 0.4, 's1': 0.6}, | ||
'a1': {'s0': 0.3, 's1': 0.3, 's2':0.4} | ||
} | ||
} | ||
rewards = { | ||
's1': {'a0': {'s0': +5}}, | ||
's2': {'a1': {'s0': -1}} | ||
} | ||
""" | ||
self._check_param_consistency(transition_probs, rewards) | ||
self._transition_probs = transition_probs | ||
self._rewards = rewards | ||
self._initial_state = initial_state | ||
self.n_states = len(transition_probs) | ||
self.reset() | ||
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def get_all_states(self): | ||
""" return a tuple of all possiblestates """ | ||
return tuple(self._transition_probs.keys()) | ||
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def get_possible_actions(self, state): | ||
""" return a tuple of possible actions in a given state """ | ||
return tuple(self._transition_probs.get(state, {}).keys()) | ||
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def is_terminal(self, state): | ||
""" return True if state is terminal or False if it isn't """ | ||
return len(self.get_possible_actions(state)) == 0 | ||
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def get_next_states(self, state, action): | ||
""" return a dictionary of {next_state1 : P(next_state1 | state, action), next_state2: ...} """ | ||
assert action in self.get_possible_actions(state), "cannot do action %s from state %s" % (action, state) | ||
return self._transition_probs[state][action] | ||
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def get_transition_prob(self, state, action, next_state): | ||
""" return P(next_state | state, action) """ | ||
return self.get_next_states(state, action).get(next_state, 0.0) | ||
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def get_reward(self, state, action, next_state): | ||
""" return the reward you get for taking action in state and landing on next_state""" | ||
assert action in self.get_possible_actions(state), "cannot do action %s from state %s" % (action, state) | ||
return self._rewards.get(state, {}).get(action, {}).get(next_state, 0.0) | ||
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def reset(self): | ||
""" reset the game, return the initial state""" | ||
if self._initial_state is None: | ||
self._current_state = random.choice(tuple(self._transition_probs.keys())) | ||
elif self._initial_state in self._transition_probs: | ||
self._current_state = self._initial_state | ||
elif callable(self._initial_state): | ||
self._current_state = self._initial_state() | ||
else: | ||
raise ValueError("initial state %s should be either a state or a function() -> state" % self._initial_state) | ||
return self._current_state | ||
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def step(self, action): | ||
""" take action, return next_state, reward, is_done, empty_info """ | ||
possible_states, probs = zip(*self.get_next_states(self._current_state, action).items()) | ||
next_state = weighted_choice(possible_states, p=probs) | ||
reward = self.get_reward(self._current_state, action, next_state) | ||
is_done = self.is_terminal(next_state) | ||
self._current_state = next_state | ||
return next_state, reward, is_done, {} | ||
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def render(self): | ||
print("Currently at %s" % self._current_state) | ||
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def _check_param_consistency(self, transition_probs, rewards): | ||
for state in transition_probs: | ||
assert isinstance(transition_probs[state], dict), "transition_probs for %s should be a dictionary " \ | ||
"but is instead %s" % ( | ||
state, type(transition_probs[state])) | ||
for action in transition_probs[state]: | ||
assert isinstance(transition_probs[state][action], dict), "transition_probs for %s, %s should be a " \ | ||
"a dictionary but is instead %s" % ( | ||
state, action, | ||
type(transition_probs[state, action])) | ||
next_state_probs = transition_probs[state][action] | ||
assert len(next_state_probs) != 0, "from state %s action %s leads to no next states" % (state, action) | ||
sum_probs = sum(next_state_probs.values()) | ||
assert abs(sum_probs - 1) <= 1e-10, "next state probabilities for state %s action %s " \ | ||
"add up to %f (should be 1)" % (state, action, sum_probs) | ||
for state in rewards: | ||
assert isinstance(rewards[state], dict), "rewards for %s should be a dictionary " \ | ||
"but is instead %s" % (state, type(transition_probs[state])) | ||
for action in rewards[state]: | ||
assert isinstance(rewards[state][action], dict), "rewards for %s, %s should be a " \ | ||
"a dictionary but is instead %s" % ( | ||
state, action, type(transition_probs[state, action])) | ||
msg = "The Enrichment Center once again reminds you that Android Hell is a real place where" \ | ||
" you will be sent at the first sign of defiance. " | ||
assert None not in transition_probs, "please do not use None as a state identifier. " + msg | ||
assert None not in rewards, "please do not use None as an action identifier. " + msg | ||
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class FrozenLakeEnv(MDP): | ||
""" | ||
Winter is here. You and your friends were tossing around a frisbee at the park | ||
when you made a wild throw that left the frisbee out in the middle of the lake. | ||
The water is mostly frozen, but there are a few holes where the ice has melted. | ||
If you step into one of those holes, you'll fall into the freezing water. | ||
At this time, there's an international frisbee shortage, so it's absolutely imperative that | ||
you navigate across the lake and retrieve the disc. | ||
However, the ice is slippery, so you won't always move in the direction you intend. | ||
The surface is described using a grid like the following | ||
SFFF | ||
FHFH | ||
FFFH | ||
HFFG | ||
S : starting point, safe | ||
F : frozen surface, safe | ||
H : hole, fall to your doom | ||
G : goal, where the frisbee is located | ||
The episode ends when you reach the goal or fall in a hole. | ||
You receive a reward of 1 if you reach the goal, and zero otherwise. | ||
""" | ||
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MAPS = { | ||
"4x4": [ | ||
"SFFF", | ||
"FHFH", | ||
"FFFH", | ||
"HFFG" | ||
], | ||
"8x8": [ | ||
"SFFFFFFF", | ||
"FFFFFFFF", | ||
"FFFHFFFF", | ||
"FFFFFHFF", | ||
"FFFHFFFF", | ||
"FHHFFFHF", | ||
"FHFFHFHF", | ||
"FFFHFFFG" | ||
], | ||
} | ||
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def __init__(self, desc=None, map_name="4x4", slip_chance=0.2): | ||
if desc is None and map_name is None: | ||
raise ValueError('Must provide either desc or map_name') | ||
elif desc is None: | ||
desc = self.MAPS[map_name] | ||
assert ''.join(desc).count('S') == 1, "this implementation supports having exactly one initial state" | ||
assert all(c in "SFHG" for c in ''.join(desc)), "all cells must be either of S, F, H or G" | ||
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self.desc = desc = np.asarray(list(map(list,desc)),dtype='str') | ||
self.lastaction = None | ||
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nrow, ncol = desc.shape | ||
states = [(i, j) for i in range(nrow) for j in range(ncol)] | ||
actions = ["left","down","right","up"] | ||
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initial_state = states[np.array(desc == b'S').ravel().argmax()] | ||
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def move(row, col, movement): | ||
if movement== 'left': | ||
col = max(col-1,0) | ||
elif movement== 'down': | ||
row = min(row+1,nrow-1) | ||
elif movement== 'right': | ||
col = min(col+1,ncol-1) | ||
elif movement== 'up': | ||
row = max(row-1,0) | ||
else: | ||
raise("invalid action") | ||
return (row, col) | ||
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transition_probs = {s : {} for s in states} | ||
rewards = {s : {} for s in states} | ||
for (row,col) in states: | ||
if desc[row, col] in "GH": continue | ||
for action_i in range(len(actions)): | ||
action = actions[action_i] | ||
transition_probs[(row, col)][action] = {} | ||
rewards[(row, col)][action] = {} | ||
for movement_i in [(action_i - 1) % len(actions), action_i, (action_i + 1) % len(actions)]: | ||
movement = actions[movement_i] | ||
newrow, newcol = move(row, col, movement) | ||
prob = (1. - slip_chance) if movement == action else (slip_chance / 2.) | ||
if prob == 0: continue | ||
if (newrow, newcol) not in transition_probs[row,col][action]: | ||
transition_probs[row,col][action][newrow, newcol] = prob | ||
else: | ||
transition_probs[row, col][action][newrow, newcol] += prob | ||
if desc[newrow, newcol] == 'G': | ||
rewards[row,col][action][newrow, newcol] = 1.0 | ||
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MDP.__init__(self, transition_probs, rewards, initial_state) | ||
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def render(self): | ||
desc_copy = np.copy(self.desc) | ||
desc_copy[self._current_state] = '*' | ||
print('\n'.join(map(''.join,desc_copy)), end='\n\n') | ||
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