# qlearningAgents.py # ------------------ # Licensing Information: You are free to use or extend these projects for # educational purposes provided that (1) you do not distribute or publish # solutions, (2) you retain this notice, and (3) you provide clear # attribution to UC Berkeley, including a link to http://ai.berkeley.edu. # # Attribution Information: The Pacman AI projects were developed at UC Berkeley. # The core projects and autograders were primarily created by John DeNero # (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). # Student side autograding was added by Brad Miller, Nick Hay, and # Pieter Abbeel (pabbeel@cs.berkeley.edu). from game import * from learningAgents import ReinforcementAgent from featureExtractors import * import random,util,math class QLearningAgent(ReinforcementAgent): """ Q-Learning Agent Functions you should fill in: - computeValueFromQValues - computeActionFromQValues - getQValue - getAction - update Instance variables you have access to - self.epsilon (exploration prob) - self.alpha (learning rate) - self.discount (discount rate) Functions you should use - self.getLegalActions(state) which returns legal actions for a state """ def __init__(self, **args): "You can initialize Q-values here..." ReinforcementAgent.__init__(self, **args) "*** YOUR CODE HERE ***" # Initialize all Q_Values to 0 self.qValues = util.Counter() def getQValue(self, state, action): """ Returns Q(state,action) Should return 0.0 if we have never seen a state or the Q node value otherwise """ "*** YOUR CODE HERE ***" # Get the current Q-Value return self.qValues[(state, action)] def computeValueFromQValues(self, state): """ Returns max_action Q(state,action) where the max is over legal actions. Note that if there are no legal actions, which is the case at the terminal state, you should return a value of 0.0. """ "*** YOUR CODE HERE ***" qValues = [] # get a list of the Q-Values from the legal actions for action in self.getLegalActions(state): qValues.append(self.getQValue(state, action)) # return the max Q-Value or 0 if there are no qValues return 0.0 if len(qValues) == 0 else max(qValues) def computeActionFromQValues(self, state): """ Compute the best action to take in a state. Note that if there are no legal actions, which is the case at the terminal state, you should return None. """ "*** YOUR CODE HERE ***" # Computes the best action of a state using Q-Values # initialize values maxAction = None maxQValue = None # for every action for action in self.getLegalActions(state): # get the Q-Value qValue = self.getQValue(state, action) # If it is greater than the current max, set it as the new max if qValue > maxQValue: maxAction = action maxQValue = qValue # return the max return maxAction def getAction(self, state): """ Compute the action to take in the current state. With probability self.epsilon, we should take a random action and take the best policy action otherwise. Note that if there are no legal actions, which is the case at the terminal state, you should choose None as the action. HINT: You might want to use util.flipCoin(prob) HINT: To pick randomly from a list, use random.choice(list) """ # Pick Action legalActions = self.getLegalActions(state) action = None "*** YOUR CODE HERE ***" # Use Epsilon to determine whether to take a random action or the policy action if util.flipCoin(self.epsilon): # A random action was selected action = random.choice(legalActions) else: # The policy action was taken action = self.computeActionFromQValues(state) return action def update(self, state, action, nextState, reward): """ The parent class calls this to observe a state = action => nextState and reward transition. You should do your Q-Value update here NOTE: You should never call this function, it will be called on your behalf """ "*** YOUR CODE HERE ***" # This function updates the Q-Values using Q-Value Iteration # initialize the sample with the base reward sample = reward # if the state is not terminal if len(self.getLegalActions(nextState)) > 0: # initialize max action to None (converted to 0) maxAction = None # iterate through each legal action and find the max value action for nextAction in self.getLegalActions(nextState): maxAction = max(maxAction, self.getQValue(nextState, nextAction)) # This is the sample portion of the Q-Value Iteration function sample += self.discount * maxAction # This is where the Q-Values are updated using the Q-Value Iteration function self.qValues[(state, action)] = ((1 - self.alpha) * self.getQValue(state,action)) + (self.alpha * sample) def getPolicy(self, state): return self.computeActionFromQValues(state) def getValue(self, state): return self.computeValueFromQValues(state) class PacmanQAgent(QLearningAgent): "Exactly the same as QLearningAgent, but with different default parameters" def __init__(self, epsilon=0.05,gamma=0.8,alpha=0.2, numTraining=0, **args): """ These default parameters can be changed from the pacman.py command line. For example, to change the exploration rate, try: python pacman.py -p PacmanQLearningAgent -a epsilon=0.1 alpha - learning rate epsilon - exploration rate gamma - discount factor numTraining - number of training episodes, i.e. no learning after these many episodes """ args['epsilon'] = epsilon args['gamma'] = gamma args['alpha'] = alpha args['numTraining'] = numTraining self.index = 0 # This is always Pacman QLearningAgent.__init__(self, **args) def getAction(self, state): """ Simply calls the getAction method of QLearningAgent and then informs parent of action for Pacman. Do not change or remove this method. """ action = QLearningAgent.getAction(self,state) self.doAction(state,action) return action class ApproximateQAgent(PacmanQAgent): """ ApproximateQLearningAgent You should only have to overwrite getQValue and update. All other QLearningAgent functions should work as is. """ def __init__(self, extractor='IdentityExtractor', **args): self.featExtractor = util.lookup(extractor, globals())() PacmanQAgent.__init__(self, **args) self.weights = util.Counter() def getWeights(self): return self.weights def getQValue(self, state, action): """ Should return Q(state,action) = w * featureVector where * is the dotProduct operator """ "*** YOUR CODE HERE ***" # In Approximate Q-Learning, Q Values are computed by linearly summing weight and feature pairs # get the features feats = self.featExtractor.getFeatures(state, action) # get the weights weights = self.getWeights() # return the dot product of the weights and the featureVector return weights * feats def update(self, state, action, nextState, reward): """ Should update your weights based on transition """ "*** YOUR CODE HERE ***" # This function is where the weights are updated using the Approximate Q-Learning linear-function # get the features feats = self.featExtractor.getFeatures(state, action) # this is the difference from the Approximate Q-Learning linear-function difference = reward + self.discount * self.getValue(nextState) - self.getQValue(state, action) # updating of weights occurs here for feat in feats: # this is the Approximate Q-Learning linear-function self.weights[feat] += self.alpha * difference * feats[feat] def final(self, state): "Called at the end of each game." # call the super-class final method PacmanQAgent.final(self, state) # did we finish training? if self.episodesSoFar == self.numTraining: # you might want to print your weights here for debugging "*** YOUR CODE HERE ***" # print(self.weights) # print("Num weights: " + str(len(self.weights))) pass