强化学习bpython
时间: 2023-09-30 17:06:15 浏览: 40
强化学习是一种机器学习方法,根据是否依赖于环境模型和行动的决策基准可以分为不同类型。根据是否依赖于环境模型,可以分为有模型学习和无模型学习。有模型学习使用环境模型来进行学习和决策,而无模型学习则直接从与环境的交互中学习和决策。根据行动的决策基准,可以分为基于价值的学习和基于策略的学习。基于价值的学习通过估计每个状态的价值来进行决策,而基于策略的学习则直接学习和优化策略函数来进行决策。[1]
在Python中,可以使用NumPy库的convolve函数来进行离散线性卷积操作。该函数的用法是numpy.convolve(data, kernel, mode='full'),其中data和kernel是输入的数组,mode参数指定了卷积的模式。具体的使用方法可以参考NumPy的官方文档。[2]
在强化学习中,Planner类是一个用于规划的类。它包含了初始化方法__init__、初始化环境的方法initialize、规划方法plan等。其中,transitions_at方法用于获取给定状态和动作下的转移概率和奖励,dict_to_grid方法用于将状态-奖励字典转换为网格形式的值函数表示,print_value_grid方法用于打印值函数的网格表示。[3]
相关问题
强化学习俄罗斯方块用Python编写代码
下面是一个用Python实现的简单强化学习俄罗斯方块的代码,使用的是Q-learning算法:
```python
import numpy as np
import random
import time
import pygame
pygame.init()
# 游戏参数
block_size = 30 # 方块大小
screen_width = 10 * block_size
screen_height = 20 * block_size
board_width = 10
board_height = 20
fps = 60
# 颜色定义
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
blue = (0, 0, 255)
yellow = (255, 255, 0)
purple = (255, 0, 255)
cyan = (0, 255, 255)
# 方块定义
shapes = [
np.array([[1, 1], [1, 1]]),
np.array([[0, 2, 0], [2, 2, 2]]),
np.array([[0, 3, 3], [3, 3, 0]]),
np.array([[4, 4, 0], [0, 4, 4]]),
np.array([[5, 5, 5, 5]]),
np.array([[0, 0, 6], [6, 6, 6]]),
np.array([[7, 7, 0], [0, 7, 7]])
]
colors = [white, cyan, yellow, purple, green, red, blue]
# Q-learning参数
num_episodes = 5000
max_steps_per_episode = 200
learning_rate = 0.8
discount_rate = 0.95
exploration_rate = 1.0
max_exploration_rate = 1.0
min_exploration_rate = 0.01
exploration_decay_rate = 0.001
# Q-table初始化
q_table = np.zeros((board_width, board_height, 4))
# 游戏窗口
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Tetris")
# 方块类
class Block:
def __init__(self, shape):
self.shape = shape
self.color = colors[shape[0, 0]]
self.x = board_width // 2 - shape.shape[1] // 2
self.y = 0
def move(self, dx, dy):
self.x += dx
self.y += dy
def rotate(self):
self.shape = np.rot90(self.shape, k=-1)
def get_pos(self):
return [(i + self.x, j + self.y) for i, j in np.argwhere(self.shape)]
def draw(self):
for i, j in self.get_pos():
pygame.draw.rect(screen, self.color, (i * block_size, j * block_size, block_size, block_size))
# 游戏类
class Tetris:
def __init__(self):
self.board = np.zeros((board_width, board_height), dtype=int)
self.block = Block(random.choice(shapes))
self.score = 0
self.lines_cleared = 0
def get_reward(self, lines_cleared):
if lines_cleared == 0:
return -10
elif lines_cleared == 1:
return 100
elif lines_cleared == 2:
return 300
elif lines_cleared == 3:
return 500
elif lines_cleared == 4:
return 800
def update(self, action):
dx, dy, da = action
self.block.move(dx, dy)
if da == 1:
self.block.rotate()
pos = self.block.get_pos()
if any(i < 0 or i >= board_width or j >= board_height or self.board[i, j] != 0 for i, j in pos):
return False
while all(j < board_height and self.board[:, j].sum() != board_width for i, j in pos):
self.block.move(0, 1)
for i, j in pos:
self.board[i, j] = self.block.shape[0, 0]
lines_cleared = 0
for j in range(board_height):
if self.board[:, j].sum() == board_width:
lines_cleared += 1
self.board = np.delete(self.board, j, axis=1)
self.board = np.insert(self.board, 0, 0, axis=1)
reward = self.get_reward(lines_cleared)
self.score += reward
self.lines_cleared += lines_cleared
self.block = Block(random.choice(shapes))
return True
def draw(self):
screen.fill(black)
for i in range(board_width):
for j in range(board_height):
if self.board[i, j] != 0:
pygame.draw.rect(screen, colors[self.board[i, j]], (i * block_size, j * block_size, block_size, block_size))
self.block.draw()
font = pygame.font.SysFont(None, 30)
text = font.render("Score: " + str(self.score), True, white)
screen.blit(text, (screen_width - 150, 50))
text = font.render("Lines: " + str(self.lines_cleared), True, white)
screen.blit(text, (screen_width - 150, 100))
pygame.display.flip()
def get_state(self):
state = np.array(self.board)
for i, j in self.block.get_pos():
state[i, j] = self.block.shape[0, 0]
return state
def reset(self):
self.board = np.zeros((board_width, board_height), dtype=int)
self.block = Block(random.choice(shapes))
self.score = 0
self.lines_cleared = 0
# Q-learning
for episode in range(num_episodes):
tetris = Tetris()
state = tetris.get_state()
done = False
t = 0
while not done and t < max_steps_per_episode:
# 探索率
exploration_rate = min_exploration_rate + (max_exploration_rate - min_exploration_rate) * np.exp(-exploration_decay_rate * episode)
# 动作选择
if np.random.rand() < exploration_rate:
action = np.random.randint(0, 4)
else:
action = np.argmax(q_table[tuple(state.flatten())])
# 执行动作
dx, dy, da = [(0, -1), (0, 1), (1, 0), (0, 0)][action]
new_state = tetris.get_state()
reward = tetris.get_reward(tetris.lines_cleared)
done = not tetris.update((dx, dy, da))
# 更新Q表
q_table[tuple(state.flatten() + (action,))] = (1 - learning_rate) * q_table[tuple(state.flatten() + (action,))] + learning_rate * (reward + discount_rate * np.max(q_table[tuple(new_state.flatten())]))
state = new_state
t += 1
print("Episode {}: score = {}".format(episode, tetris.score))
# 游戏循环
tetris = Tetris()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
state = tetris.get_state()
action = np.argmax(q_table[tuple(state.flatten())])
dx, dy, da = [(0, -1), (0, 1), (1, 0), (0, 0)][action]
done = not tetris.update((dx, dy, da))
tetris.draw()
time.sleep(1 / fps)
pygame.quit()
```
这个代码使用了Pygame库来绘制游戏界面,并使用了Q-learning算法来学习控制方块移动。在游戏结束后,代码会输出训练过程中每个episode的得分,然后进入测试模式,自动运行学习到的策略来玩游戏。
多智能体强化学习的原理简介及基于Sarsa的多智能体强化学习python代码
多智能体强化学习 (Multi-agent Reinforcement Learning, MARL) 是指一个由多个个体组成的环境中,每个个体都有自己的决策空间,目标是通过与环境的交互,获取最大的累积奖励。MARL 的特点是不同个体之间相互影响,一个个体的决策将会影响其他个体的决策,因此 MARL 的复杂度比单智能体强化学习要高。其主要应用于博弈论、自动驾驶、机器人、智能交通等领域。
基于Sarsa的多智能体强化学习算法可以通过如下步骤实现:
1. 初始化每个智能体的策略,价值函数以及环境模型。
2. 每个智能体与环境交互进行学习,按照如下步骤进行:
a. 根据当前状态,每个智能体选择一个行为。这里使用 $\epsilon$-贪心策略,即以一定概率随机选择行为,以一定概率选择当前最优行为。
b. 执行行为,更新环境状态。
c. 获取奖励,用于更新价值函数。
d. 根据新状态和价值函数更新智能体的策略。这里使用Sarsa(state-action-reward-state-action)算法,即使用当前策略选择一个行为,然后观察下一个状态及奖励,利用下一个状态和奖励更新当前价值函数,再根据新的价值函数更新策略。
e. 将状态更新为新状态,继续执行下一个动作。
3. 迭代多次执行以上步骤,直到收敛。
下面是基于Sarsa的多智能体强化学习的Python代码:
```python
import numpy as np
import random
#定义环境
class Gridworld:
def __init__(self, size):
self.size = size
self.state = np.zeros(2, dtype=np.int32)
self.actions = np.array([[0,1],[0,-1],[1,0],[-1,0]])
self.rewards = np.array([[0,-10],[-10,0],[0,-10],[0,-10]])
#判断当前状态是否终止状态
def is_terminal(self, state):
if ((state == [0,0]).all() or (state == [self.size-1,self.size-1]).all()):
return True
else:
return False
#获取当前状态的所有可选行为
def get_actions(self):
return self.actions
#更新状态
def update_state(self, action):
new_state = self.state + action
if new_state[0] < 0 or new_state[0] >= self.size or new_state[1] < 0 or new_state[1] >= self.size:
return False
else:
self.state = new_state
return True
#获取当前状态的奖励
def get_reward(self):
return self.rewards[np.where(np.all(self.actions == self.action, axis=1))[0][0]]
#定义智能体
class Agent:
def __init__(self, id, grid):
self.id = id
self.grid = grid
self.q_table = np.zeros((grid.size, grid.size, 4)) #价值函数
self.epsilion = 0.1 #探索概率
self.alpha = 0.5 #学习率
self.gamma = 0.9 #衰减系数
#根据当前状态选择一个行为
def choose_action(self, state):
if random.uniform(0,1) < self.epsilion:
action = random.choice(self.grid.get_actions())
else:
action = self.greedy_policy(state)
return action
#根据epsilon-greedy策略选择一个行为
def greedy_policy(self, state):
values = self.q_table[state[0], state[1], :]
max_value = np.max(values)
actions = self.grid.get_actions()
candidate_actions = [a for a in actions if values[np.where(np.all(self.grid.actions == a, axis=1))[0][0]] == max_value]
return random.choice(candidate_actions)
#执行一个周期,包括选择行为、执行行为、更新价值函数和策略
def run_cycle(self, state):
self.action = self.choose_action(state)
self.grid.update_state(self.action)
reward = self.grid.get_reward()
next_state = self.grid.state
next_action = self.choose_action(next_state)
value = self.q_table[state[0], state[1], np.where(np.all(self.grid.actions == self.action, axis=1))[0][0]]
next_value = self.q_table[next_state[0], next_state[1], np.where(np.all(self.grid.actions == next_action, axis=1))[0][0]]
td_error = reward + self.gamma * next_value - value
self.q_table[state[0], state[1], np.where(np.all(self.grid.actions == self.action, axis=1))[0][0]] += self.alpha * td_error
self.epsilion *= 0.99 #探索概率指数衰减
#执行多个周期
def run_cycles(self, num_cycles):
for i in range(num_cycles):
if self.grid.is_terminal(self.grid.state):
self.grid.state = np.zeros(2, dtype=np.int32)
state = self.grid.state
self.run_cycle(state)
#定义多智能体
class MultiAgent:
def __init__(self, num_agents, grid):
self.grid = grid
self.agents = [Agent(i, grid) for i in range(num_agents)]
#执行一个周期,让每个智能体分别执行一个周期
def run_cycle(self):
for agent in self.agents:
if self.grid.is_terminal(self.grid.state):
self.grid.state = np.zeros(2, dtype=np.int32)
state = self.grid.state
agent.run_cycle(state)
#执行多个周期
def run_cycles(self, num_cycles):
for i in range(num_cycles):
self.run_cycle()
#设定环境大小和智能体数量
size = 4
num_agents = 2
#初始化环境和多智能体
grid = Gridworld(size)
multi_agent = MultiAgent(num_agents, grid)
#执行多个周期
multi_agent.run_cycles(1000)
#输出每个智能体的价值函数
for agent in multi_agent.agents:
print('agent', agent.id)
print(agent.q_table)
```