importpandas as pdimportrandomimporttimeimportpickleimportpathlib'''-o---T
# T 就是宝藏的位置, o 是探索者的位置
作者:hhh5460
时间:20181218
地点:Tai Zi Miao'''
classEnv(object):'''环境类'''
def __init__(self):'''初始化'''self.env= list('-----T')def update(self, state, delay=0.1):'''更新环境,并打印'''env=self.env[:]
env[state]= 'o' #更新环境
print('\r{}'.format(''.join(env)), end='')
time.sleep(delay)classAgent(object):'''个体类'''
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 _ inself.states],
index=self.states,
columns=self.actions)defsave_policy(self):'''保存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)defload_policy(self):'''导入Q table'''with open('q_table.pickle', 'rb') as f:
self.q_table=pickle.load(f)def choose_action(self, state, epsilon=0.8):'''选择相应的动作。根据当前状态,随机或贪婪,按照参数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(贪婪)
returnactiondefget_q_values(self, state):'''取状态state的所有Q value'''q_values=self.q_table.ix[state, self.get_valid_actions(state)]returnq_valuesdefupdate_q_value(self, state, action, next_state_reward, next_state_q_values):'''更新Q value,根据贝尔曼方程'''self.q_table.ix[state, action]+= self.alpha * (next_state_reward + self.gamma * next_state_q_values.max() -self.q_table.ix[state, action])defget_valid_actions(self, state):'''取当前状态下所有的合法动作'''valid_actions=set(self.actions)if state == self.states[-1]: #最后一个状态(位置),则
valid_actions -= set(['right']) #不能向右
if state == self.states[0]: #最前一个状态(位置),则
valid_actions -= set(['left']) #不能向左
returnlist(valid_actions)defget_next_state(self, state, action):'''对状态执行动作后,得到下一状态'''
#l,r,n = -1,+1,0
if action == 'right' and state != self.states[-1]: #除非最后一个状态(位置),向右就+1
next_state = state + 1
elif action == 'left' and state != self.states[0]: #除非最前一个状态(位置),向左就-1
next_state = state -1
else:
next_state=statereturnnext_statedef learn(self, env=None, episode=1000, epsilon=0.8):'''q-learning算法'''
print('Agent is learning...')for _ inrange(episode):
current_state=self.states[0]if env is not None: #若提供了环境,则更新之!
env.update(current_state)while current_state != self.states[-1]:
current_action= self.choose_action(current_state, epsilon) #按一定概率,随机或贪婪地选择
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_stateif env is not None: #若提供了环境,则更新之!
env.update(current_state)print('\nok')def play(self, env=None, delay=0.5):'''玩游戏,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., 不随机
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() #环境
agent = Agent() #个体
#agent.learn(env, episode=13) # 先学
#agent.save_policy() # 保存所学
#agent.load_policy() # 导入所学
agent.play(env) #再玩