Tue 27 Aug 00:14:56 CEST 2024
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								test/test-rl1.js
									
									
									
									
									
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										134
									
								
								test/test-rl1.js
									
									
									
									
									
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// Maze of Torment World
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// Temporal Difference Learning (TD)
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var height=7,width=7,start=0;
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// 0: free place, 1: start, 2: destination, -1: wall
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var f=0,s=1,d=2,w=-1
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var maze = [
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[s,f,w,d,w,f,f], 
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[f,f,w,f,w,f,f], 
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[f,f,w,f,f,f,f], 
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[f,f,w,w,w,f,f], 
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[f,f,f,f,f,f,f], 
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[f,f,f,f,w,w,w], 
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[f,w,f,f,f,f,f], 
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]
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var states = []
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maze.forEach(function (row) {
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  states=states.concat(row)
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})
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var way = []
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function reset (pr) {
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  if (pr) print(way.join('\n'))
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  way = maze.map(function (row) { 
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    return row.map(function (col) { return col==s?1:(col==w?'w':0) })})
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  env.steps=0;
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}
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var actions = ['left','right','up','down']
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var env = {};
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env.steps = 0;
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env.iteration = 0;
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// required by learner
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env.getNumStates      = function() { return height*width; }
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env.getMaxNumActions  = function() { return actions.length; }
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env.nextState = function(state,action) {
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  var nx, ny, nextstate;
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  var x = env.stox(state);
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  var y = env.stoy(state);
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  switch (states[state]) {
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    case f: 
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    case s: 
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      // free place to move around
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      switch (action) {
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        case 'left'  : nx=x-1; ny=y; break;
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        case 'right' : nx=x+1; ny=y; break;
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        case 'up'    : ny=y-1; nx=x; break;
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        case 'down'  : ny=y+1; nx=x; break;
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      }
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      nextstate = ny*width+nx;
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      way[ny][nx]=1;
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      env.steps++;
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      break;
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    case w:
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      // cliff! oh no! Should not happend - see below
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      // print('Back to start...')
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      nextstate=start;
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      reset(false)
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      env.iteration++;
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      break;
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    case d:
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      // agent wins! teleport to start
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      print('['+env.iteration+'] Found destination !!!!!!! steps='+env.steps)
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      reset(true);
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      nextstate=start;
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      env.iteration++;
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      break;
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  }
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//print(state,action,nextstate)
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  return nextstate;
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}
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env.reward = function (state,action,nextstate) {
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  // reward of being in s, taking action a, and ending up in ns
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  var reward;
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  // If the destination was found, weight the reward with the number of steps
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  // return best reward for shortest path
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  if (states[state]==d) reward = 1.0-(env.steps/100)
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  else if (states[state]==w) reward = -1;
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  else reward = 0;
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    return reward;
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}
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env.allowedActions    = function(state) { 
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  var x = env.stox(state), y = env.stoy(state);
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  var actions=[];
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  if (x>0) actions.push('left');
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  if (y>0) actions.push('up');
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  if (x<width-1) actions.push('right');
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  if (y<height-1) actions.push('down');
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  return actions 
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}
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// utils
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env.stox = function (s) { return s % width }
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env.stoy = function (s) { return Math.floor(s / width) }
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reset()
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// create the DQN agent
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var model = ml.learn({
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  algorithm   : ml.ML.RL,
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  kind        : ml.ML.TDAgent,
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  actions     : actions,
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  // specs
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  alpha       : 0.1,  // value function learning rate
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  beta        : 0.2,  // learning rate for smooth policy update
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  epsilon     : 0.2,  // initial epsilon for epsilon-greedy policy, [0, 1)
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  gamma       : 0.5,  // discount factor, [0, 1)
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  lambda      : 0,    // eligibility trace decay, [0,1). 0 = no eligibility traces
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  planN       : 5,   // number of planning steps per iteration. 0 = no planning
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  replacing_traces : true,
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  smooth_policy_update : false,
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  update : 'qlearn',  // 'qlearn' or 'sarsa'
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  environment : env
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}); 
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print(model)
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print(toJSON(model).length+' Bytes')
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var state = start;  // uppel left corner
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var timer = setInterval(function(){ // start the learning loop
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  var action = ml.action(model,state); // s is an integer
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  //... execute action in environment and get the reward
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  // print(state,action,states[state])
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  var ns = env.nextState(state,action);
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  var reward = env.reward(ns)-0.01
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  ml.update(model,reward)
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  state = ns
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}, 1);
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