Babysnake training works
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152
q_learning.py
152
q_learning.py
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"""Q-learning agent.
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This file contains starter code for implementing a Q-learning agent.
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You need to fill in two functions:
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- choose_action: select an action using an epsilon-greedy policy
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- update_q: update the Q-table using the Bellman equation
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Both functions are written here with no reference to BabySnake or any
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particular game — they work on any (state, action) Q-table, given a list of
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possible actions. train_babysnake.py is the module that wires these functions
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up to BabySnake specifically.
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Before training, get your implementation passing the tests in
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test_q_learning.py:
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python test_q_learning.py
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Errors caught here are much easier to track down than errors discovered
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during training. Once the tests pass, run:
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python train_babysnake.py
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"""
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import random
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from itertools import count
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from retro_gamer import GameEnvironment, GameMetadata
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def choose_action(q_table, state, actions, epsilon):
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"""Choose an action using an epsilon-greedy policy.
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With probability `epsilon`, return a random action from `actions`.
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Otherwise, return the action with the highest Q-value in `q_table`
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for the given `state`. If a (state, action) pair has not been seen
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before, treat its Q-value as 0.
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class QLearning:
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"""
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Trains a policy to play a game using Q-learning.
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The Q-table maintains an estimate of the quality of every action at every state,
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and the estimates are improved through training.
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Arguments:
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q_table (dict): Maps (state, action) -> Q-value.
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state: The current state.
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actions (list): The actions available to choose from.
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epsilon (float): Exploration rate, between 0.0 and 1.0.
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Returns:
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One of the values in `actions`.
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Hint: random.random() returns a float in [0.0, 1.0).
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random.choice(actions) returns a random action.
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q_table.get(key, default) is handy for missing entries.
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episodes (int): How many episodes to run.
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alpha (float): Learning rate.
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gamma (float): Discount factor.
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epsilon (float): Starting exploration rate.
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epsilon_decay (float): Multiply epsilon by this each episode.
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epsilon_min (float): Epsilon never falls below this.
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max_steps_per_episode (int): Safety cutoff. Without this, a lucky
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random walk that keeps finding food (each pickup restores more
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energy than a turn costs) can make an episode run far longer
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than intended, or even effectively forever.
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"""
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raise NotImplementedError("Fill in choose_action")
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def __init__(
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self, episodes=1000, alpha=0.1, gamma=0.95, epsilon=1.0,
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epsilon_decay=0.995, epsilon_min=0.05, max_steps_per_episode=500
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):
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self.episodes = episodes
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self.alpha = alpha
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self.gamma = gamma
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self.epsilon = epsilon
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self.epsilon_decay = epsilon_decay
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self.epsilon_min = epsilon_min
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self.max_steps_per_episode = max_steps_per_episode
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def update_q(q_table, state, action, reward, next_state, actions, alpha, gamma):
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"""Update one entry of the Q-table using the Bellman equation.
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def train(self, env, actions):
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"""Trains the policy by updating estimates of the quality of state/actions
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in the Q-table.
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The update rule is:
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Arguments:
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env (retro_gamer.GameEnvironment): a game environment, which allows
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stepping through a game one action at a time.
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"""
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self.Q = {}
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for episode in range(self.episodes):
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state = env.reset()
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turn = 0
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total_reward = 0
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for turn in range(self.max_steps_per_episode):
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action = self.choose_action(state, actions)
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next_state, reward, done = env.step(action)
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self.update_q(state, action, reward, next_state, actions)
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state = next_state
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total_reward += reward
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self.epsilon = max(self.epsilon_min, self.epsilon * self.epsilon_decay)
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self.report_progress(episode, total_reward)
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return self.Q
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Q(s, a) <- Q(s, a) + alpha * (r + gamma * max_a' Q(s', a') - Q(s, a))
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def choose_action(self, state, actions):
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"""Choose an action using an epsilon-greedy policy.
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With probability `self.epsilon`, return a random action from `actions`.
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Otherwise, return the action with the highest Q-value in `self.Q`
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for the given `state`. If a (state, action) pair has not been seen
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before, treat its Q-value as 0.
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"""
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if random.random() < self.epsilon:
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return random.choice(actions)
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else:
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action_qualities = [(self.Q.get((state, a), 0), a) for a in actions]
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best_q, best_action = sorted(action_qualities, reverse=True)[0]
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return best_action
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where:
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s, a — the state we were in and the action we took
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r — the reward we received
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s' — the state we ended up in
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max_a' ... — the best possible Q-value from the new state
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def update_q(self, state, action, reward, next_state, next_actions):
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"""Update an entry in self.Q. The update rule is:
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Arguments:
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q_table (dict): Maps (state, action) -> Q-value (modified in place).
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state: The state before the action.
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action: The action taken.
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reward (float): The reward received.
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next_state: The state after the action.
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actions (list): The actions available from `next_state`.
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alpha (float): Learning rate (how much to update).
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gamma (float): Discount factor (how much to value future rewards).
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Q(s, a) <- Q(s, a) + alpha * (r + gamma * max_a' Q(s', a') - Q(s, a))
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Returns:
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None — modifies q_table in place.
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where:
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s, a the state we were in and the action we took
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r the reward we received
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s' the next state
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max_a' Q(s', a') the best possible Q-value of actions from the next state
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alpha the learning rate (use self.alpha)
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gamma the discount factor (use self.gamma)
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"""
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future_qs = [(self.Q.get((next_state, a), 0), a) for a in next_actions]
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best_future_q, best_future_action = sorted(future_qs, reverse=True)[0]
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q = self.Q.get((state, action), 0)
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self.Q[(state, action)] = q + self.alpha * (reward + self.gamma * best_future_q - q)
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def report_progress(self, episode, total_reward):
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if (episode + 1) % 100 == 0:
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print(
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f"Episode {episode + 1:5d} "
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f"reward={total_reward:6.1f} "
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f"epsilon={self.epsilon:.3f} "
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f"q_entries={len(self.Q)}"
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)
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Hint: Q-values for unseen (state, action) pairs start at 0.
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"""
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raise NotImplementedError("Fill in update_q")
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