强化学习蒙特卡洛策略迭代方法求最优策略的代码实现(二)
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这里直接融合了first visit和every visit,当选择every visit,策略更新使用stochastic的epsilon greedy;选择first visit,策略更新使用greedy。
理论基础:


需要说明:
1. 由于我发现agent大多数时候更倾向于呆在原地,因为走到终点的reward太小,而走到forbidden或者boundary的reward又是很大的负数,因此呆在原地是长远考虑。因此我增加了r_stay,当模型决定留在原地就给一定的惩罚。在env.py中添加即可。同时注意测试时r_boundary和r_forbidden不应该设置的太小。
2. 在env.py的step方法中需要调整,可以允许agent进入forbidden区域。
if not (0 <= ni < self.size and 0 <= nj < self.size):
next_state = self.state_id(i,j)
else:
next_state = self.state_id(ni,nj)
from collections import defaultdict
import numpy as np
from env import GridWorldEnv
from utils import drow_policy
class MonteCarloPolicyIteration(object):
def __init__(self, env: GridWorldEnv, gamma=0.9, samples=1, mode="first visit"):
self.env = env
self.action_space_size = self.env.num_actions # 上下左右原地
self.reward_space_size = self.env.reward_space_size # 执行每个动作的reward
self.state_space_size = self.env.num_states
self.reward_list = self.env.reward_list
self.gamma = gamma
self.samples = samples
self.mode = mode
self.policy = np.ones((self.state_space_size, self.action_space_size)) / self.action_space_size
self.state_value = np.zeros((self.env.size, self.env.size))
self.qvalues = np.zeros((self.state_space_size, self.action_space_size))
self.returns = np.zeros((self.state_space_size, self.action_space_size)) # 必须初始化为0,不是zeros_like
self.nums = np.zeros((self.state_space_size, self.action_space_size))
def solve(self, iterations=20, epsilon=0.1):
'''
:param iterations: 迭代的次数
:param epsilon: epsilon greedy:[0,1] epsilon=0:greedy,就选择best action;epsilon=1:stochastic,选择所有action的概率相同
'''
for i in range(iterations):
for _ in range(self.samples):
# 随机选择一个非终点状态作为起始状态,确保所有的状态都能被充分访问
non_terminal_states = [i for i in range(self.state_space_size) if i not in self.env.terminal]
s = np.random.choice(non_terminal_states)
a = np.random.choice(self.action_space_size, p=self.policy[s]) # 按policy采样
episode = self.generate_episodes(s, a)
self.update_q_from_episode(episode)
for s in range(self.state_space_size):
if s in self.env.terminal:
self.policy[s] = np.eye(self.action_space_size)[4]
else:
best_a = np.argmax(self.qvalues[s])
if self.mode=="every visit": # 如果是first visit,很多(s,t)可能被访问了很多次,但是却只用它做了一次action value的估计
# epsilon greedy
self.policy[s] = epsilon / self.action_space_size # 给其他action小概率
self.policy[s, best_a] += 1 - epsilon # 给最有可能的action大概率
elif self.mode=="first visit": # 实际对应epsilon=0的情况
self.policy[s]=np.eye(self.action_space_size)[best_a]
self.state_value = np.sum(self.policy * self.qvalues, axis=1).reshape(self.env.size, self.env.size)
def generate_episodes(self, start_state, start_action, max_steps=200):
'''
:param start_state: 当前状态的state_id
:param start_action: 当前动作
:return: [(state_id, action,reward),(...)]
'''
episode = []
state = start_state
action = start_action
for _ in range(max_steps):
next_state, reward, done = self.env.step(state, action)
episode.append((state, action, reward))
if done:
break
state = next_state
action = np.random.choice(self.action_space_size,
p=self.policy[state]) # 从[0,action_space_size)随机选一个,每个action的概率为policy[state]
return episode
def update_q_from_episode(self, episode):
G = 0
visit = set()
for s, a, r in reversed(episode): # 如果直接使用reversed(episode)就会同时把tuple内部也反转了
G = r + self.gamma * G
if self.mode == "first visit":
if (s, a) not in visit:
self.returns[s, a] += G
self.nums[s, a] += 1
self.qvalues[s, a] = self.returns[s, a] / self.nums[s, a]
elif self.mode == "every visit":
self.returns[s, a] += G
self.nums[s, a] += 1
self.qvalues[s, a] = self.returns[s, a] / self.nums[s, a]
else:
raise Exception("Invalid mode")
if __name__ == '__main__':
env = GridWorldEnv(
size=5,
forbidden=[(1, 2),(3,3)],
terminal=[(4,4)],
r_boundary=-1,
r_other=-0.04,
r_terminal=1,
r_forbidden=-1,
r_stay=-0.1
)
vi = MonteCarloPolicyIteration(env=env, gamma=0.9, samples=10, mode="every visit")
vi.solve(iterations=10000, epsilon=0.3) # 只有mode="every visit"才需要传入epsilon
print("\n state value: ")
print(vi.state_value)
drow_policy(vi.policy, env)
对于相同的配置,iteration=100、1000、10000时,策略分别是



可以发现,iteration越大,策略越优。
由于stochastic,因此相同的配置运行多次结果也很大概率不同,大多数时候agent在进行一些exploration,因此看起来策略并不是最好的。因此epsilon greedy实际上是牺牲了最优性,换取了更多的exploration,epsilon越小,越接近最优greedy,epsilon越大,跑的时间也越长。
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