我在我的研究案例中有一个问题。我对网格世界模型的强化学习很感兴趣。模型是一个7x7的迷宫,用于运动。考虑一个迷宫般的田野。有四个方向:上、下、左、右(或N、E、S、W)。因此,最多只有几个策略。当使用撞到墙上的直接惩罚时,许多可以被排除在外。此外,还采用了禁止返回原则,通常甚至更少的行动是可以接受的。许多策略只是在目标之后的部分有所不同,或者是等效的。
状态:有障碍物奖励: if r=1 if s=G,else r=0 for任何允许的移动,否则r=-100初始化: Q0(a,s)~N(0,0.01)
为了解决这个模型,我做了一个R代码,但它不能正常工作。
型号: 7x7,S:开始状态,G:终止状态,O:可访问状态,X:墙壁
[O,O,G,X,O,O,S]
[O,X,O,X,O,X,X]
[O,X,O,X,O,O,O]
[O,X,O,X,O,X,O]
[O,X,O,O,O,X,O]
[O,X,O,X,O,X,O]
[O,O,O,X,O,O,O]所以我想知道如何纠正这个网格世界模型的代码(而不是uppon代码),并想知道如何通过SARSA模型来解决这个模型。
actions <- c("N", "S", "E", "W")
x <- 1:7
y <- 1:7
rewards <- matrix(rep(0, 49), nrow=7)
rewards[1, 1] <- 0
rewards[1, 2] <- 0
rewards[1, 3] <- 1
rewards[1, 4] <- -100
rewards[1, 5] <- 0
rewards[1, 6] <- 0
rewards[1, 7] <- 0
rewards[2, 1] <- 0
rewards[2, 2] <- -100
rewards[2, 3] <- 0
rewards[2, 4] <- -100
rewards[2, 5] <- 0
rewards[2, 6] <- -100
rewards[2, 7] <- -100
rewards[3, 1] <- 0
rewards[3, 2] <- -100
rewards[3, 3] <- 0
rewards[3, 4] <- -100
rewards[3, 5] <- 0
rewards[3, 6] <- 0
rewards[3, 7] <- 0
rewards[4, 1] <- 0
rewards[4, 2] <- -100
rewards[4, 3] <- 0
rewards[4, 4] <- -100
rewards[4, 5] <- 0
rewards[4, 6] <- -100
rewards[4, 7] <- 0
rewards[5, 1] <- 0
rewards[5, 2] <- -100
rewards[5, 3] <- 0
rewards[5, 4] <- 0
rewards[5, 5] <- 0
rewards[5, 6] <- -100
rewards[5, 7] <- 0
rewards[6, 1] <- 0
rewards[6, 2] <- -100
rewards[6, 3] <- 0
rewards[6, 4] <- -100
rewards[6, 5] <- 0
rewards[6, 6] <- -100
rewards[6, 7] <- 0
rewards[7, 1] <- 0
rewards[7, 2] <- 0
rewards[7, 3] <- 0
rewards[7, 4] <- -100
rewards[7, 5] <- 0
rewards[7, 6] <- 0
rewards[7, 7] <- 0
values <- rewards # initial values
states <- expand.grid(x=x, y=y)
# Transition probability
transition <- list("N" = c("N" = 0.8, "S" = 0, "E" = 0.1, "W" = 0.1),
"S"= c("S" = 0.8, "N" = 0, "E" = 0.1, "W" = 0.1),
"E"= c("E" = 0.8, "W" = 0, "S" = 0.1, "N" = 0.1),
"W"= c("W" = 0.8, "E" = 0, "S" = 0.1, "N" = 0.1))
# The value of an action (e.g. move north means y + 1)
action.values <- list("N" = c("x" = 0, "y" = 1),
"S" = c("x" = 0, "y" = -1),
"E" = c("x" = 1, "y" = 0),
"W" = c("x" = -1, "y" = 0))
# act() function serves to move the robot through states based on an action
act <- function(action, state) {
action.value <- action.values[[action]]
new.state <- state
if(state["x"] == 1 && state["y"] == 7 || (state["x"] == 1 && state["y"] == 3))
return(state)
#
new.x = state["x"] + action.value["x"]
new.y = state["y"] + action.value["y"]
# Constrained by edge of grid
new.state["x"] <- min(x[length(x)], max(x[1], new.x))
new.state["y"] <- min(y[length(y)], max(y[1], new.y))
#
if(is.na(rewards[new.state["y"], new.state["x"]]))
new.state <- state
#
return(new.state)
}
rewards
bellman.update <- function(action, state, values, gamma=1) {
state.transition.prob <- transition[[action]]
q <- rep(0, length(state.transition.prob))
for(i in 1:length(state.transition.prob)) {
new.state <- act(names(state.transition.prob)[i], state)
q[i] <- (state.transition.prob[i] * (rewards[state["y"], state["x"]] + (gamma * values[new.state["y"], new.state["x"]])))
}
sum(q)
}
value.iteration <- function(states, actions, rewards, values, gamma, niter, n) {
for (j in 1:niter) {
for (i in 1:nrow(states)) {
state <- unlist(states[i,])
if(i %in% c(7, 15)) next # terminal states
q.values <- as.numeric(lapply(actions, bellman.update, state=state, values=values, gamma=gamma))
values[state["y"], state["x"]] <- max(q.values)
}
}
return(values)
}
final.values <- value.iteration(states=states, actions=actions, rewards=rewards, values=values, gamma=0.99, niter=100, n=10)
final.values发布于 2017-01-09 20:45:05
问题是你的惩罚比奖励要大得多。代理人可能更喜欢把自己扔到墙上,而不是试图获得奖励。这是因为状态-动作值收敛到非常低的实数,甚至低于-100,这取决于动作的奖励。
下面是我模拟Value迭代的模型(它表示SARSA应该收敛到的值):

值表表示图片中模型的值状态,但它是反转的(因为我还没有修复它)。
在这种情况下,我将奖励和惩罚的值与您的模型非常相似。-15是一个中立的状态(一堵墙),1.0是球,-100是积木。代理为每个操作获得0.0,并且转换概率也是相同的。
智能体必须到达球,但正如您所看到的,状态收敛到非常小的值。在这里,您可以看到球的相邻状态具有较低的值。因此,智能体更喜欢永远不会达到它的目标。
为了解决你的问题,试着减少惩罚。
https://stackoverflow.com/questions/41141498
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