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Chris Proctor
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"""Q-learning agent for BabySnake.
This file contains starter code for implementing a Q-learning agent.
You need to fill in two functions:
- choose_action: select an action using an epsilon-greedy policy
- update_q: update the Q-table using the Bellman equation
Run this file to train the agent:
python q_learning.py
After training, run this to watch it play:
python -c "from q_learning import watch; watch()"
"""
import random
import babysnake
from retro.input import ProgrammaticInput
from retro.views.headless import HeadlessView
# The four actions the agent can take.
ACTIONS = ["KEY_RIGHT", "KEY_DOWN", "KEY_LEFT", "KEY_UP"]
# ---------------------------------------------------------------------------
# Environment wrapper
# ---------------------------------------------------------------------------
class BabySnakeEnv:
"""A simple wrapper that lets us step through BabySnake programmatically.
Usage:
env = BabySnakeEnv()
state = env.reset() # start a new episode
next_state, reward, done = env.step("KEY_RIGHT")
"""
def reset(self):
"""Start a new episode. Returns the initial state tuple."""
self._inp = ProgrammaticInput()
self.game = babysnake.create_game()
self.game.input_source = self._inp
self.game.view = HeadlessView()
self.game.start()
self._prev_reward = 0.0
return self._get_state()
def step(self, action):
"""Take one action. Returns (next_state, reward, done).
Arguments:
action (str): One of ACTIONS, or None for no-op.
Returns:
next_state (tuple): The state after the action.
reward (float): The reward received this step.
done (bool): True if the episode has ended.
"""
self._inp.press(action)
self.game.step()
next_state = self._get_state()
reward = self.game.state['reward'] - self._prev_reward
self._prev_reward = self.game.state['reward']
done = not self.game.playing
return next_state, reward, done
def _get_state(self):
"""Return the current state as a tuple of four integers."""
s = self.game.state
return (int(s['agent_x']), int(s['agent_y']),
int(s['food_x']), int(s['food_y']))
# ---------------------------------------------------------------------------
# Q-learning functions — fill these in!
# ---------------------------------------------------------------------------
def choose_action(q_table, state, epsilon):
"""Choose an action using an epsilon-greedy policy.
With probability `epsilon`, return a random action from ACTIONS.
Otherwise, return the action with the highest Q-value in `q_table`
for the given `state`. If a (state, action) pair has not been seen
before, treat its Q-value as 0.
Arguments:
q_table (dict): Maps (state, action) -> Q-value.
state (tuple): The current state, e.g. (1, 2, 3, 0).
epsilon (float): Exploration rate, between 0.0 and 1.0.
Returns:
str: One action from ACTIONS.
Hint: random.random() returns a float in [0.0, 1.0).
random.choice(ACTIONS) returns a random action.
q_table.get(key, default) is handy for missing entries.
"""
raise NotImplementedError("Fill in choose_action")
def update_q(q_table, state, action, reward, next_state, alpha, gamma):
"""Update one entry of the Q-table using the Bellman equation.
The update rule is:
Q(s, a) <- Q(s, a) + alpha * (r + gamma * max_a' Q(s', a') - Q(s, a))
where:
s, a — the state we were in and the action we took
r — the reward we received
s' — the state we ended up in
max_a' ... — the best possible Q-value from the new state
Arguments:
q_table (dict): Maps (state, action) -> Q-value (modified in place).
state (tuple): The state before the action.
action (str): The action taken.
reward (float): The reward received.
next_state (tuple): The state after the action.
alpha (float): Learning rate (how much to update).
gamma (float): Discount factor (how much to value future rewards).
Returns:
None — modifies q_table in place.
Hint: Q-values for unseen (state, action) pairs start at 0.
"""
raise NotImplementedError("Fill in update_q")
# ---------------------------------------------------------------------------
# Training loop
# ---------------------------------------------------------------------------
def train(
episodes=1000,
alpha=0.1,
gamma=0.95,
epsilon=1.0,
epsilon_decay=0.995,
epsilon_min=0.05,
):
"""Train a Q-learning agent on BabySnake.
Arguments:
episodes (int): How many episodes to run.
alpha (float): Learning rate.
gamma (float): Discount factor.
epsilon (float): Starting exploration rate.
epsilon_decay (float): Multiply epsilon by this each episode.
epsilon_min (float): Epsilon never falls below this.
Returns:
dict: The trained Q-table.
"""
q_table = {}
env = BabySnakeEnv()
for episode in range(episodes):
state = env.reset()
total_reward = 0.0
while env.game.playing:
action = choose_action(q_table, state, epsilon)
next_state, reward, done = env.step(action)
update_q(q_table, state, action, reward, next_state, alpha, gamma)
state = next_state
total_reward += reward
epsilon = max(epsilon_min, epsilon * epsilon_decay)
if (episode + 1) % 100 == 0:
print(
f"Episode {episode + 1:5d} "
f"reward={total_reward:6.1f} "
f"score={env.game.state['score']} "
f"epsilon={epsilon:.3f} "
f"q_entries={len(q_table)}"
)
return q_table
def watch(q_table=None):
"""Watch the trained agent play in the terminal.
Arguments:
q_table (dict | None): A trained Q-table. If None, trains first.
"""
import babysnake
from retro.input import ProgrammaticInput
if q_table is None:
print("Training first...")
q_table = train()
_inp = ProgrammaticInput()
class PolicyInput:
"""An input source that picks actions from the Q-table."""
def collect(self):
s = game.state
state = (int(s['agent_x']), int(s['agent_y']),
int(s['food_x']), int(s['food_y']))
q_values = [q_table.get((state, a), 0.0) for a in ACTIONS]
best = ACTIONS[q_values.index(max(q_values))]
_inp.press(best)
return _inp.collect()
game = babysnake.create_game()
game.play(input_source=PolicyInput())
if __name__ == '__main__':
print("Training Q-learning agent on BabySnake...")
q_table = train()
print(f"\nDone. Q-table has {len(q_table)} entries.")
print("\nWatching trained agent (press Enter or Escape to quit)...")
watch(q_table)