【强化学习】python 实现 q-learning 例二

本文作者:hhh5460

本文地址:https://www.cnblogs.com/hhh5460/p/10134855.html

问题情境

一个2*2的迷宫,一个入口,一个出口,还有一个陷阱。如图

(图片来源:https://jizhi.im/blog/post/intro_q_learning)

 这是一个二维的问题,不过我们可以把这个降维,变为一维的问题。

感谢:https://jizhi.im/blog/post/intro_q_learning。网上看了无数文章,无数代码,都不得要领!直到看了这篇里面的三个矩阵:reward,transition_matrix,valid_actions才真正理解q-learning算法如何操作,如何实现!

 Kaiser的代码先睹为快,绝对让你秒懂q-learning算法,当然我也做了部分润色:

import numpy as np
import random

'''
2*2的迷宫
---------------
| 入口 |      |
---------------
| 陷阱 | 出口 |
---------------
# 来源:https://jizhi.im/blog/post/intro_q_learning

每个格子是一个状态,此时都有上下左右停5个动作

任务:通过学习,找到一条通径
'''

gamma = 0.7

#                    u,   d,   l,  r,  n
reward = np.array([( 0, -10,   0, -1, -1), #0,状态0
                   ( 0,  10,  -1,  0, -1), #1
                   (-1,   0,   0, 10, -1), #2
                   (-1,   0, -10,  0, 10)],#3
                   dtype=[('u',float),('d',float),('l',float),('r',float),('n',float)])

q_matrix = np.zeros((4, ),
                    dtype=[('u',float),('d',float),('l',float),('r',float),('n',float)])

transition_matrix = np.array([(-1,  2, -1,  1, 0), # 如 state:0,action:'d' --> next_state:2
                              (-1,  3,  0, -1, 1),
                              ( 0, -1, -1,  3, 2),
                              ( 1, -1,  2, -1, 3)],
                              dtype=[('u',int),('d',int),('l',int),('r',int),('n',int)])

valid_actions = np.array([['d', 'r', 'n'], #0,状态0
                          ['d', 'l', 'n'], #1
                          ['u', 'r', 'n'], #2
                          ['u', 'l', 'n']])#3


for i in range(1000):
    current_state = 0
    while current_state != 3:
        current_action = random.choice(valid_actions[current_state]) # 只有探索,没有利用
        
        next_state = transition_matrix[current_state][current_action]
        next_reward = reward[current_state][current_action]
        next_q_values = [q_matrix[next_state][next_action] for next_action in valid_actions[next_state]] #待取最大值
        
        q_matrix[current_state][current_action] = next_reward + gamma * max(next_q_values) # 贝尔曼方程(不完整)
        current_state = next_state

print('Final Q-table:')
print(q_matrix)
View Code

 

0.相关参数

epsilon = 0.9   # 贪婪度 greedy
alpha = 0.1     # 学习率
gamma = 0.8     # 奖励递减值

 

1.状态集

探索者的状态,即其可到达的位置,有4个。所以定义

states = range(4) # 状态集,从0到3

那么,在某个状态下执行某个动作之后,到达的下一个状态如何确定呢?

def get_next_state(state, action):
    '''对状态执行动作后,得到下一状态'''
    #u,d,l,r,n = -2,+2,-1,+1,0
    if state % 2 != 1 and action == 'r':    # 除最后一列,皆可向右(+1)
        next_state = state + 1
    elif state % 2 != 0 and action == 'l':  # 除最前一列,皆可向左(-1)
        next_state = state -1
    elif state // 2 != 1 and action == 'd': # 除最后一行,皆可向下(+2)
        next_state = state + 2
    elif state // 2 != 0 and action == 'u': # 除最前一行,皆可向上(-2)
        next_state = state - 2
    else:
        next_state = state
    return next_state

 

2.动作集

探索者处于每个状态时,可行的动作,只有上下左右4个。所以定义

actions = ['u', 'd', 'l', 'r'] # 动作集。上下左右,也可添加动作'n',表示停留

那么,在某个给定的状态(位置),其所有的合法动作如何确定呢?

def get_valid_actions(state):
    '''取当前状态下的合法动作集合,与reward无关!'''
    global actions # ['u','d','l','r','n']
    
    valid_actions = set(actions)
    if state % 2 == 1:                              # 最后一列,则
        valid_actions = valid_actions - set(['r'])  # 去掉向右的动作
    if state % 2 == 0:                              # 最前一列,则
        valid_actions = valid_actions - set(['l'])  # 去掉向左
    if state // 2 == 1:                             # 最后一行,则
        valid_actions = valid_actions - set(['d'])  # 去掉向下
    if state // 2 == 0:                             # 最前一行,则
        valid_actions = valid_actions - set(['u'])  # 去掉向上
    return list(valid_actions)

 

3.奖励集

探索者到达每个状态(位置)时,要有奖励。所以定义

rewards = [0,0,-10,10] # 奖励集。到达位置3(出口)奖励10,位置2(陷阱)奖励-10,其他皆为0

显然,取得某状态state下的奖励就很简单了:rewards[state] 。根据state,按图索骥即可,无需额外定义一个函数。

 

4.Q table

最重要。Q table是一种记录状态-行为值 (Q value) 的表。常见的q-table都是二维的,基本长下面这样:

 注意,也有3维的Q table)

所以定义

q_table = pd.DataFrame(data=[[0 for _ in actions] for _ in states],
                       index=states, columns=actions)

 

5.Q-learning算法

Q-learning算法的伪代码

Q value的更新是根据贝尔曼方程:

$$Q(s_t,a_t) \leftarrow Q(s_t,a_t) + \alpha[r_{t+1} + \lambda \max _{a} Q(s_{t+1}, a) - Q(s_t,a_t)] \tag {1}$$

好吧,是时候实现它了:

# 总共探索300次
for i in range(300):
    # 0.从最左边的位置开始(不是必要的)
    current_state = 0
    #current_state = random.choice(states)
    while current_state != states[-1]:
        # 1.取当前状态下的合法动作中,随机(或贪婪)地选一个作为 当前动作
        if (random.uniform(0,1) > epsilon) or ((q_table.ix[current_state] == 0).all()):  # 探索
            current_action = random.choice(get_valid_actions(current_state))
        else:
            current_action = q_table.ix[current_state].idxmax() # 利用(贪婪)
        # 2.执行当前动作,得到下一个状态(位置)
        next_state = get_next_state(current_state, current_action)
        # 3.取下一个状态所有的Q value,待取其最大值
        next_state_q_values = q_table.ix[next_state, get_valid_actions(next_state)]
        # 4.根据贝尔曼方程,更新 Q table 中当前状态-动作对应的 Q value
        q_table.ix[current_state, current_action] += alpha * (rewards[next_state] + gamma * next_state_q_values.max() - q_table.ix[current_state, current_action])
        # 5.进入下一个状态(位置)
        current_state = next_state

print('\nq_table:')
print(q_table)

可以看到,与例一的代码一模一样,不差一字!

 

6.环境及其更新

这里的环境貌似必须用到GUI,有点麻烦;而在命令行下,我又不知如何实现。所以暂时算了,不搞了。

 

7.完整代码

'''
最简单的四个格子的迷宫
---------------
| start |     |
---------------
|  die  | end |
---------------

每个格子是一个状态,此时都有上下左右4个动作

作者:hhh5460
时间:20181217
''' import pandas as pd import random epsilon = 0.9 # 贪婪度 greedy alpha = 0.1 # 学习率 gamma = 0.8 # 奖励递减值 states = range(4) # 0, 1, 2, 3 四个状态 actions = list('udlr') # 上下左右 4个动作。还可添加动作'n',表示停留 rewards = [0,0,-10,10] # 奖励集。到达位置3(出口)奖励10,位置2(陷阱)奖励-10,其他皆为0 q_table = pd.DataFrame(data=[[0 for _ in actions] for _ in states], index=states, columns=actions) def get_next_state(state, action): '''对状态执行动作后,得到下一状态''' #u,d,l,r,n = -2,+2,-1,+1,0 if state % 2 != 1 and action == 'r': # 除最后一列,皆可向右(+1) next_state = state + 1 elif state % 2 != 0 and action == 'l': # 除最前一列,皆可向左(-1) next_state = state -1 elif state // 2 != 1 and action == 'd': # 除最后一行,皆可向下(+2) next_state = state + 2 elif state // 2 != 0 and action == 'u': # 除最前一行,皆可向上(-2) next_state = state - 2 else: next_state = state return next_state def get_valid_actions(state): '''取当前状态下的合法动作集合 global reward valid_actions = reward.ix[state, reward.ix[state]!=0].index return valid_actions ''' # 与reward无关! global actions valid_actions = set(actions) if state % 2 == 1: # 最后一列,则 valid_actions = valid_actions - set(['r']) # 无向右的动作 if state % 2 == 0: # 最前一列,则 valid_actions = valid_actions - set(['l']) # 无向左 if state // 2 == 1: # 最后一行,则 valid_actions = valid_actions - set(['d']) # 无向下 if state // 2 == 0: # 最前一行,则 valid_actions = valid_actions - set(['u']) # 无向上 return list(valid_actions) # 总共探索300次 for i in range(300): # 0.从最左边的位置开始(不是必要的) current_state = 0 #current_state = random.choice(states) while current_state != states[-1]: # 1.取当前状态下的合法动作中,随机(或贪婪)地选一个作为 当前动作 if (random.uniform(0,1) > epsilon) or ((q_table.ix[current_state] == 0).all()): # 探索 current_action = random.choice(get_valid_actions(current_state)) else: current_action = q_table.ix[current_state].idxmax() # 利用(贪婪) # 2.执行当前动作,得到下一个状态(位置) next_state = get_next_state(current_state, current_action) # 3.取下一个状态所有的Q value,待取其最大值 next_state_q_values = q_table.ix[next_state, get_valid_actions(next_state)] # 4.根据贝尔曼方程,更新 Q table 中当前状态-动作对应的 Q value q_table.ix[current_state, current_action] += alpha * (rewards[next_state] + gamma * next_state_q_values.max() - q_table.ix[current_state, current_action]) # 5.进入下一个状态(位置) current_state = next_state print('\nq_table:') print(q_table)

 

8.效果图

 

9.补充

又搞了一个numpy版本,比pandas版本的快了一个数量级!!代码如下

'''
最简单的四个格子的迷宫
---------------
| start |     |
---------------
|  die  | end |
---------------

每个格子是一个状态,此时都有上下左右停5个动作
'''

# 作者:hhh5460
# 时间:20181218

import numpy as np


epsilon = 0.9   # 贪婪度 greedy
alpha = 0.1     # 学习率
gamma = 0.8     # 奖励递减值

states = range(4)       # 0, 1, 2, 3 四个状态
actions = list('udlrn') # 上下左右停 五个动作
rewards = [0,0,-10,10]  # 奖励集。到达位置3(出口)奖励10,位置2(陷阱)奖励-10,其他皆为0


# 给numpy数组的列加标签,参考https://cloud.tencent.com/developer/ask/72790
q_table = np.zeros(shape=(4, ), # 坑二:这里不能是(4,5)!!
                   dtype=list(zip(actions, ['float']*5)))
                   #dtype=[('u',float),('d',float),('l',float),('r',float),('n',float)])
                   #dtype={'names':actions, 'formats':[float]*5})

def get_next_state(state, action):
    '''对状态执行动作后,得到下一状态'''
    #u,d,l,r,n = -2,+2,-1,+1,0
    if state % 2 != 1 and action == 'r':    # 除最后一列,皆可向右(+1)
        next_state = state + 1
    elif state % 2 != 0 and action == 'l':  # 除最前一列,皆可向左(-1)
        next_state = state -1
    elif state // 2 != 1 and action == 'd': # 除最后一行,皆可向下(+2)
        next_state = state + 2
    elif state // 2 != 0 and action == 'u': # 除最前一行,皆可向上(-2)
        next_state = state - 2
    else:
        next_state = state
    return next_state
        

def get_valid_actions(state):
    '''取当前状态下的合法动作集合,与reward无关!'''
    global actions # ['u','d','l','r','n']
    
    valid_actions = set(actions)
    if state % 2 == 1:                              # 最后一列,则
        valid_actions = valid_actions - set(['r'])  # 去掉向右的动作
    if state % 2 == 0:                              # 最前一列,则
        valid_actions = valid_actions - set(['l'])  # 去掉向左
    if state // 2 == 1:                             # 最后一行,则
        valid_actions = valid_actions - set(['d'])  # 去掉向下
    if state // 2 == 0:                             # 最前一行,则
        valid_actions = valid_actions - set(['u'])  # 去掉向上
    return list(valid_actions)
    
    
for i in range(1000):
    #current_state = states[0] # 固定
    current_state = np.random.choice(states,1)[0]
    while current_state != 3:
        if (np.random.uniform() > epsilon) or ((np.array(list(q_table[current_state])) == 0).all()):  # q_table[current_state]是numpy.void类型,只能这么操作!!
            current_action = np.random.choice(get_valid_actions(current_state), 1)[0]
        else:
            current_action = actions[np.array(list(q_table[current_state])).argmax()] # q_table[current_state]是numpy.void类型,只能这么操作!!
        next_state = get_next_state(current_state, current_action)
        next_state_q_values = [q_table[next_state][action] for action in get_valid_actions(next_state)]
        q_table[current_state][current_action] = rewards[next_state] + gamma * max(next_state_q_values)
        current_state = next_state
        
        
print('Final Q-table:')
print(q_table)
View Code

 

10.补充2:三维Q table实现!

经过不断的试验,终于撸出了一个三维版的Q table,代码如下!

'''
最简单的四个格子的迷宫
---------------
| start |     |
---------------
|  die  | end |
---------------

每个格子是一个状态,此时都有上下左右停5个动作
'''

'''三维 Q table 版!!'''

# 作者:hhh5460
# 时间:20181218

import numpy as np
import random # np.random.choice不能选二维元素!

epsilon = 0.9   # 贪婪度 greedy
alpha = 0.1     # 学习率
gamma = 0.8     # 奖励递减值

states = [(0,0),(0,1),(1,0),(1,1)] #状态集,四个位置
actions = [(-1,0),(1,0),(0,-1),(0,1)] #动作集,上下左右
rewards = [[  0., 0.],    # 奖励集
           [-10.,10.]]

# q_table是三维的,注意把动作放在了第三维!
# 最里面的[0.,0.,0.,0.]表示某一个状态(格子)对应的四个动作“上下左右”的Q value
q_table = np.array([[[0.,0.,0.,0.],[0.,0.,0.,0.]],
                    [[0.,0.,0.,0.],[0.,0.,0.,0.]]])

def get_next_state(state, action):
    '''对状态执行动作后,得到下一状态'''
    if ((state[1] == 1 and action == (0,1))  or # 最后一列、向右
        (state[1] == 0 and action == (0,-1)) or # 最前一列、向左
        (state[0] == 1 and action == (1,0))  or # 最后一行、向下
        (state[0] == 0 and action == (-1,0))):  # 最前一行、向上
        next_state = state
    else:
        next_state = (state[0] + action[0], state[1] + action[1])
    return next_state
    
def get_valid_actions(state):
    '''取当前状态下的合法动作集合'''
    valid_actions = []
    if state[1] < 1:  # 除最后一列,可向右
        valid_actions.append((0,1))
    if state[1] > 0:  # 除最前一列,可向左(-1)
        valid_actions.append((0,-1))
    if state[0] < 1:  # 除最后一行,可向下
        valid_actions.append((1,0))
    if state[0] > 0:  # 除最前一行,可向上
        valid_actions.append((-1,0))
    return valid_actions

# 总共探索300次
for i in range(1000):
    # 0.从最左边的位置开始(不是必要的)
    current_state = (0,0)
    #current_state = random.choice(states)
    #current_state = tuple(np.random.randint(2, size=2))
    while current_state != states[-1]:
        # 1.取当前状态下的合法动作中,随机(或贪婪)地选一个作为 当前动作
        if (np.random.uniform() > epsilon) or ((q_table[current_state[0],current_state[1]] == 0).all()):  # 探索
            current_action = random.choice(get_valid_actions(current_state))
        else:
            current_action = actions[q_table[current_state[0],current_state[1]].argmax()] # 利用(贪婪)
        # 2.执行当前动作,得到下一个状态(位置)
        next_state = get_next_state(current_state, current_action)
        # 3.取下一个状态所有的Q value,待取其最大值
        next_state_q_values = [q_table[next_state[0],next_state[1],actions.index(action)] for action in get_valid_actions(next_state)]
        # 4.根据贝尔曼方程,更新 Q table 中当前状态-动作对应的 Q value
        q_table[current_state[0],current_state[1],actions.index(current_action)] += alpha * (rewards[next_state[0]][next_state[1]] + gamma * max(next_state_q_values) - q_table[current_state[0],current_state[1],actions.index(current_action)])
        # 5.进入下一个状态(位置)
        current_state = next_state


print('\nq_table:')
print(q_table)
View Code

 

 11.课后思考题

有缘看到此文的朋友,请尝试下实现更大规模的迷宫问题,评论交作业哦。迷宫如下:

 (图片来源:https://jizhi.im/blog/post/intro_q_learning)

 

转载于:https://www.cnblogs.com/hhh5460/p/10134855.html

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Q-learning是一种基于值的强化学习算法,它可以学习到一个最优的策略,使得在某个环境下,智能体可以最大化累计的奖励。下面是一个简单的Python实现示例: ```python import numpy as np # 定义环境 env = np.array([[0, 0, 0, 0, 0], [0, 0, -1, 0, 0], [0, 0, 0, -1, 0], [0, -1, 0, 1, 0], [0, 0, 0, 0, 0]]) # 定义参数 gamma = 0.8 # 折扣因子 alpha = 0.5 # 学习率 epsilon = 0.1 # 探索率 num_episodes = 1000 # 训练轮数 # 初始化Q表 Q = np.zeros((env.shape[0], env.shape[1], 4)) # 定义动作 actions = ['up', 'down', 'left', 'right'] # Q-learning算法主循环 for episode in range(num_episodes): # 初始化状态 state = (0, 0) # 循环直到到达目标状态 while True: # 选择动作 if np.random.uniform(0, 1) < epsilon: action = np.random.choice(actions) else: action = actions[np.argmax(Q[state[0], state[1]])] # 执行动作 if action == 'up': next_state = (max(state[0]-1, 0), state[1]) elif action == 'down': next_state = (min(state[0]+1, env.shape[0]-1), state[1]) elif action == 'left': next_state = (state[0], max(state[1]-1, 0)) elif action == 'right': next_state = (state[0], min(state[1]+1, env.shape[1]-1)) # 计算奖励 reward = env[next_state[0], next_state[1]] # 更新Q表 Q[state[0], state[1], actions.index(action)] += alpha * (reward + gamma * np.max(Q[next_state[0], next_state[1]]) - Q[state[0], state[1], actions.index(action)]) # 更新状态 state = next_state # 判断是否到达目标状态 if env[state[0], state[1]] == 1: break # 输出最优策略 state = (0, 0) while True: action = actions[np.argmax(Q[state[0], state[1]])] print(action) if action == 'up': state = (max(state[0]-1, 0), state[1]) elif action == 'down': state = (min(state[0]+1, env.shape[0]-1), state[1]) elif action == 'left': state = (state[0], max(state[1]-1, 0)) elif action == 'right': state = (state[0], min(state[1]+1, env.shape[1]-1)) if env[state[0], state[1]] == 1: break ``` 在这个例子中,我们使用了一个简单的5x5环境,其中0表示空格,-1表示障碍物,1表示目标状态。我们使用Q表来存储智能体对每个状态和动作的估计值,通过不断与环境交互,智能体可以学习到一个最优的Q表,从而得到最优的策略。 在主循环中,我们按照Q-learning算法的步骤循环执行,直到到达目标状态。在每个时间步,我们首先根据当前状态和Q表选择一个动作,然后执行该动作并观察下一个状态和奖励,最后更新Q表。在每个时间步中,我们使用贪心策略或epsilon-greedy策略来选择动作。 最后,我们使用已经学习到的Q表输出最优的策略。在这个例子中,我们从初始状态开始,按照Q表中估计值最大的动作依次执行,直到到达目标状态。

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