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Python valuebased.ActionValueTable类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pybrain.rl.learners.valuebased.ActionValueTable的典型用法代码示例。如果您正苦于以下问题:Python ActionValueTable类的具体用法?Python ActionValueTable怎么用?Python ActionValueTable使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了ActionValueTable类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: initExperiment

def initExperiment(alg, optimistic=True):
    env = Maze(envmatrix, (7, 7))

    # create task
    task = MDPMazeTask(env)

    # create value table and initialize with ones
    table = ActionValueTable(81, 4)
    if optimistic:
        table.initialize(1.)
    else:
        table.initialize(0.)

    # create agent with controller and learner - use SARSA(), Q() or QLambda() here
    learner = alg()

    # standard exploration is e-greedy, but a different type can be chosen as well
    # learner.explorer = BoltzmannExplorer()

    agent = LearningAgent(table, learner)
    agent.batchMode = False

    experiment = Experiment(task, agent)
    experiment.allRewards = []
    return experiment
开发者ID:bgrant,项目名称:portfolio,代码行数:25,代码来源:td.py


示例2: q_learning_table

def q_learning_table():
    controller = ActionValueTable(36, 4)
    learner = Q()
    controller.initialize(1.)

    agent = LearningAgent(controller, learner)

    score_list = []
    turn_list  = []
    # neural側のトレーニング分 +100
    for i in range(600):
        print_state(agent.module.getValue, 'table')

        score, turn = play(agent, 'table')
        score_list.append(score)
        turn_list.append(turn)

        agent.learn()
        agent.reset()

        print i, int(numpy.mean(score_list)) , max(score_list), score, turn

        with open('./agent.dump', 'w') as f:
            pickle.dump(agent, f)
        with open('./score.dump', 'w') as f:
            pickle.dump([score_list, turn_list], f)
开发者ID:kokukuma,项目名称:reinforcement_learning_2048,代码行数:26,代码来源:pybrain_rl_simple2.py


示例3: testMaze

def testMaze():
    # simplified version of the reinforcement learning tutorial example
    structure = np.array([[1, 1, 1, 1, 1],
                          [1, 0, 0, 0, 1],
                          [1, 0, 1, 0, 1],
                          [1, 0, 1, 0, 1],
                          [1, 1, 1, 1, 1]])
    shape = np.array(structure.shape)
    environment = Maze(structure,  tuple(shape - 2))
    controller = ActionValueTable(shape.prod(), 4)
    controller.initialize(1.)
    learner = Q()
    agent = LearningAgent(controller, learner)
    task = MDPMazeTask(environment)
    experiment = Experiment(task, agent)

    for i in range(3):
        experiment.doInteractions(40)

    controller.params.reshape(shape.prod(), 4).max(1).reshape(*shape)
    # (0, 0) is upper left and (0, N) is upper right, so flip matrix upside down to match NESW action order 
    greedy_policy = np.argmax(controller.params.reshape(shape.prod(), 4),1)
    greedy_policy = np.flipud(np.array(list('NESW'))[greedy_policy].reshape(shape))
    maze = np.flipud(np.array(list(' #'))[structure])
    print('Maze map:')
    print('\n'.join(''.join(row) for row in maze))
    print('Greedy policy:')
    print('\n'.join(''.join(row) for row in greedy_policy))
    assert '\n'.join(''.join(row) for row in greedy_policy) == 'NNNNN\nNSNNN\nNSNNN\nNEENN\nNNNNN'
开发者ID:gabrielhuang,项目名称:pybrain,代码行数:29,代码来源:optimizationtest.py


示例4: __init__

class SpadesPlayer:

	def __init__(self,game_deck, game_env):
		self.gameDeck = game_deck
		self.hand = SpadesDeckTest.SpadesDeckTest.draw_hand(self.gameDeck)
		self.gamesWon = 0
		self.gamesTied = 0
		self.av_table = ActionValueTable(4, 1)
		self.av_table.initialize(0.0)
		self.env = game_env
		self.task = SpadesTask.SpadesTask(game_env)
		self.agent = None
		self.learner = None


	def get_value(self):
		return self.hand

	def play_card(self, cardindex):
		print cardindex
		retCard = copy.copy(self.hand[cardindex])
		self.hand.remove(self.hand[cardindex])
		return retCard
	
	def get_new_hand(self):
		self.hand = SpadesDeckTest.SpadesDeckTest.draw_hand(self.gameDeck)
开发者ID:justinproxmire,项目名称:Spades,代码行数:26,代码来源:SpadesPlayer.py


示例5: run_bbox

def run_bbox(verbose=False):
    n_features = n_actions = max_time = -1

    if bbox.is_level_loaded():
        bbox.reset_level()
    else:
        bbox.load_level("../levels/train_level.data", verbose=1)
        n_features = bbox.get_num_of_features()
        n_actions = bbox.get_num_of_actions()
        max_time = bbox.get_max_time()

    av_table = ActionValueTable(n_features, n_actions)
    av_table.initialize(0.2)
    print av_table._params
    learner = Q(0.5, 0.1)
    learner._setExplorer(EpsilonGreedyExplorer(0.4))
    agent = LearningAgent(av_table, learner)
    environment = GameEnvironment()
    task = GameTask(environment)
    experiment = Experiment(task, agent)

    while environment.finish_flag:
        experiment.doInteractions(1)
        agent.learn()
 
    bbox.finish(verbose=1)
开发者ID:tsvvladimir95,项目名称:simple_bot,代码行数:26,代码来源:bot.py


示例6: IntelligentAgent

class IntelligentAgent(Agent, LearningAgent):
    """An agent that learns through a value-based RL algorithm"""
  
    def __init__(self, name, num_states, num_actions, epsilon=0.3, gamma=0.99, alpha=0.95):
        self.controller = ActionValueTable(num_states, num_actions)
        self.controller.initialize(np.random.rand(num_states * num_actions))
        self.learner = Q(gamma=gamma, alpha=alpha)
        self.learner.batchMode = False
        self.learner.explorer.epsilon = epsilon
        LearningAgent.__init__(self, self.controller, self.learner)
        Agent.__init__(self, name)
   
    def choose_action(self):
        return self.getAction()[0]
开发者ID:phelps-sg,项目名称:py-abm,代码行数:14,代码来源:abm.py


示例7: __init__

    def __init__(self, event_queue_name, hub_queue_name):
        super().__init__()
        # create environment
        self.conn = boto.sqs.connect_to_region(constants.REGION)
        self.event_queue = self.conn.get_queue(event_queue_name)
        self.event_queue.set_message_class(MHMessage)
        self.env = DogEnv(DogEnv.ALL_QUIET, DogEnv.ALL_QUIET, self.event_queue, hub_queue_name)
        self.env.delay = (self.episodes == 1)

        # create task
        self.task = QuietDogTask(self.env)

        # create value table and initialize with ones
        # TODO: Get number of states from DogEnv
        self.table = ActionValueTable(2*5*4, 5*4)
        self.table.initialize(1.)

        # create agent with controller and learner - use SARSA(), Q() or QLambda() here
        self.learner = SARSA()

        # standard exploration is e-greedy, but a different type can be chosen as well
        self.learner.explorer = BoltzmannExplorer()

        # create agent
        self.agent = DogAgent(self.table, self.learner)

        # create experiment
        self.experiment = Experiment(self.task, self.agent)
开发者ID:jasonboyer,项目名称:dcs,代码行数:28,代码来源:rl_op.py


示例8: initExperiment

def initExperiment(learnalg='Q', history=None, binEdges='10s',
        scriptfile='./rlRunExperiment_v2.pl',
        resetscript='./rlResetExperiment.pl'):

    if binEdges == '10s':
        centerBinEdges = centerBinEdges_10s
    elif binEdges == '30s':
        centerBinEdges = centerBinEdges_30s
    elif binEdges == 'lessperturbed':
        centerBinEdges = centerBinEdges_10s_lessperturbed
    elif binEdges is None:
        centerBinEdges = None
    else:
        raise Exception("No bins for given binEdges setting")

    env = OmnetEnvironment(centerBinEdges, scriptfile, resetscript)
    if history is not None:
        env.data = history['data']

    task = OmnetTask(env, centerBinEdges)
    if history is not None:
        task.allrewards = history['rewards']

    if learnalg == 'Q':
        nstates = env.numSensorBins ** env.numSensors
        if history is None:
            av_table = ActionValueTable(nstates, env.numActions)
            av_table.initialize(1.)
        else:
            av_table = history['av_table']
        learner = Q(0.1, 0.9) # alpha, gamma
        learner._setExplorer(EpsilonGreedyExplorer(0.05)) # epsilon
    elif learnalg == 'NFQ':
        av_table = ActionValueNetwork(env.numSensors, env.numActions)
        learner = NFQ()
    else:
        raise Exception("learnalg unknown")

    agent = LearningAgent(av_table, learner)

    experiment = Experiment(task, agent)
    if history is None:
        experiment.nruns = 0
    else:
        experiment.nruns = history['nruns']
    return experiment
开发者ID:bgrant,项目名称:portfolio,代码行数:46,代码来源:manet_learner.py


示例9: __init__

 def __init__(self, name, clientID, sensorHandle, bodyHandle):
     '''
     Constructor
     '''
     self.resetParameters()
     controller = ActionValueTable(150, 5)   # pyBrain
     controller.initialize(1.)               # pyBrain
     learner = Q()                           # pyBrain
     self.__mind=AgentMind(controller, learner)  # with pyBrain
     self.__controller=controller
     self.__name=name
     self.__clientID=clientID          # Client ID of the Dummy object
     self.__sensorHandle=sensorHandle  # Proximity sensor handle of the V-Rep agent
     self.__bodyHandle=bodyHandle      # BubbleRob body handle
     self.__mind.setInput("name", name)
     self.__pybrainEnvironment = LocomotionEnvironment()
     self.__pybrainTask = LocomotionTask(self.__pybrainEnvironment)
开发者ID:dtbinh,项目名称:Lingadrome,代码行数:17,代码来源:VRepAgent.py


示例10: __init__

 def __init__(self, name, num_states, num_actions, epsilon=0.3, gamma=0.99, alpha=0.95):
     self.controller = ActionValueTable(num_states, num_actions)
     self.controller.initialize(np.random.rand(num_states * num_actions))
     self.learner = Q(gamma=gamma, alpha=alpha)
     self.learner.batchMode = False
     self.learner.explorer.epsilon = epsilon
     LearningAgent.__init__(self, self.controller, self.learner)
     Agent.__init__(self, name)
开发者ID:phelps-sg,项目名称:py-abm,代码行数:8,代码来源:abm.py


示例11: maze

    def maze():
        # import sys, time
        pylab.gray()
        pylab.ion()
        # The goal appears to be in the upper right
        structure = [
            "!!!!!!!!!!",
            "! !  ! ! !",
            "! !! ! ! !",
            "!    !   !",
            "! !!!!!! !",
            "! ! !    !",
            "! ! !!!! !",
            "!        !",
            "! !!!!!  !",
            "!   !    !",
            "!!!!!!!!!!",
        ]
        structure = np.array([[ord(c) - ord(" ") for c in row] for row in structure])
        shape = np.array(structure.shape)
        environment = Maze(structure, tuple(shape - 2))
        controller = ActionValueTable(shape.prod(), 4)
        controller.initialize(1.0)
        learner = Q()
        agent = LearningAgent(controller, learner)
        task = MDPMazeTask(environment)
        experiment = Experiment(task, agent)

        for i in range(100):
            experiment.doInteractions(100)
            agent.learn()
            agent.reset()
            # 4 actions, 81 locations/states (9x9 grid)
            # max(1) gives/plots the biggest objective function value for that square
            pylab.pcolor(controller.params.reshape(81, 4).max(1).reshape(9, 9))
            pylab.draw()

        # (0, 0) is upper left and (0, N) is upper right, so flip matrix upside down to match NESW action order
        greedy_policy = np.argmax(controller.params.reshape(shape.prod(), 4), 1)
        greedy_policy = np.flipud(np.array(list("NESW"))[greedy_policy].reshape(shape))
        maze = np.flipud(np.array(list(" #"))[structure])
        print("Maze map:")
        print("\n".join("".join(row) for row in maze))
        print("Greedy policy:")
        print("\n".join("".join(row) for row in greedy_policy))
开发者ID:nvaller,项目名称:pug-ann,代码行数:45,代码来源:example.py


示例12: initialize

    def initialize(self, grid):
        """
            initializes all the (s,a) pairs with the no-traffic travel time
        """
        ActionValueTable.initialize(self, float("-inf")) #not every action is possible from every state
        for node, time in grid.all_shortest_path_lengths():
            in_edges = grid.grid.in_edges([node])
            for edge in in_edges:
                for period in xrange(const.PERIODS):
                    s = task.get_state(g.node_number(edge[0]), period) #state involves node previous to current node
                    a = g.action(edge)
                    q = - time - grid.grid.get_edge_data(*edge)["weight"]
                    self.updateValue(s, a, q)

        #Q(s_final, a) for all actions is 0
        for p in xrange(const.PERIODS):
            s = task.get_state(const.NODES - 1, p)
            for a in xrange(const.POSSIBLE_ACTIONS):
                self.updateValue(s, a, 0)
开发者ID:jaegs,项目名称:AI_Practicum,代码行数:19,代码来源:actionValueTable.py


示例13: __init__

class RL:
    def __init__(self):
	self.av_table = ActionValueTable(4, 5)
	self.av_table.initialize(0.1)

	learner = SARSA()
	learner._setExplorer(EpsilonGreedyExplorer(0.0))
	self.agent = LearningAgent(self.av_table, learner)

	env = HASSHEnv()

	task = HASSHTask(env)

	self.experiment = Experiment(task, self.agent)

    def go(self):
      global rl_params
      rassh.core.constants.rl_params = self.av_table.params.reshape(4,5)[0]
      self.experiment.doInteractions(1)
      self.agent.learn()
开发者ID:savamarius,项目名称:rassh,代码行数:20,代码来源:rl.py


示例14: testValueBased

    def testValueBased(self):
        """ Test value-based learner.
        """
        mkt = SmartMarket(self.case)
        exp = MarketExperiment([], [], mkt)
        for g in self.case.generators:
            env = DiscreteMarketEnvironment([g], mkt)
            dim_state, num_actions = (10, 10)
            exp.tasks.append(ProfitTask(env, dim_state, num_actions))
            module = ActionValueTable(dim_state, num_actions)
            module.initialize(1.0)
#            module = ActionValueNetwork(dimState=1, numActions=4)
            learner = SARSA() #Q() QLambda()
#            learner.explorer = BoltzmannExplorer() # default is e-greedy.
            exp.agents.append(LearningAgent(module, learner))
        for _ in range(1000):
            exp.doInteractions(24) # interact with the env in batch mode
            for agent in exp.agents:
                agent.learn()
                agent.reset()
开发者ID:rwl,项目名称:pyreto,代码行数:20,代码来源:experiment_test.py


示例15: __init__

  def __init__(self):
    self.interactionscount = 0

    # Define action-value table
    controller = ActionValueTable(DerivedConstants.NUM_STATES,
                                  DerivedConstants.NUM_ACTIONS)
    controller.initialize(INITIAL_ACTION_VALUE_TABLE_VALUE)

    # Define Q-learning agent
    learner = Q(ALPHA, GAMMA)
    learner._setExplorer(EpsilonGreedyExplorer(EPSILON))
    self.agent = LearningAgent(controller, learner)

    # Define the environment
    self.environment = BeaverEnv()

    # Define the task
    self.task = BeaverTask(self.environment)

    # Finally, define experiment
    self.experiment = Experiment(self.task, self.agent)
开发者ID:eychung,项目名称:animats,代码行数:21,代码来源:brain.py


示例16: explore_maze

def explore_maze():
    # simplified version of the reinforcement learning tutorial example
    structure = [
        list("!!!!!!!!!!"),
        list("! !  ! ! !"),
        list("! !! ! ! !"),
        list("!    !   !"),
        list("! !!!!!! !"),
        list("! ! !    !"),
        list("! ! !!!! !"),
        list("!        !"),
        list("! !!!!!  !"),
        list("!   !    !"),
        list("!!!!!!!!!!"),
    ]
    structure = np.array([[ord(c) - ord(" ") for c in row] for row in structure])
    shape = np.array(structure.shape)
    environment = Maze(structure, tuple(shape - 2))
    controller = ActionValueTable(shape.prod(), 4)
    controller.initialize(1.0)
    learner = Q()
    agent = LearningAgent(controller, learner)
    task = MDPMazeTask(environment)
    experiment = Experiment(task, agent)

    for i in range(30):
        experiment.doInteractions(30)
        agent.learn()
        agent.reset()

    controller.params.reshape(shape.prod(), 4).max(1).reshape(*shape)
    # (0, 0) is upper left and (0, N) is upper right, so flip matrix upside down to match NESW action order
    greedy_policy = np.argmax(controller.params.reshape(shape.prod(), 4), 1)
    greedy_policy = np.flipud(np.array(list("NESW"))[greedy_policy].reshape(shape))
    maze = np.flipud(np.array(list(" #"))[structure])
    print("Maze map:")
    print("\n".join("".join(row) for row in maze))
    print("Greedy policy:")
    print("\n".join("".join(row) for row in greedy_policy))
    assert "\n".join("".join(row) for row in greedy_policy) == "NNNNN\nNSNNN\nNSNNN\nNEENN\nNNNNN"
开发者ID:nvaller,项目名称:pug-ann,代码行数:40,代码来源:example.py


示例17: runMainProg

def runMainProg():
  # define action value table
  av_table = ActionValueTable(32, 2)
  av_table.initialize(0.)
  for i in range (0,32):
    print "The AV Value At ",i," is: ", av_table.getActionValues(i)

  # define Q-learning agent
  learner = Q(0.5, 0.0)
  learner._setExplorer(EpsilonGreedyExplorer(0,0))
  agent = LearningAgent(av_table, learner)

  #define a blackjack deck
  theDeck = BlackjackCardDeck()

  #define the environment
  env = BlackjackEnv(theDeck)
  env.createHand()

  #define a Dealer
  dealer = BlackjackDealer(theDeck)

  #define the task
  task = BlackjackTask(env)

  #define the experiment
  experiment = Experiment(task, agent)

  #run the game
  for i in range(0,10000):
    playGame(dealer, task, env, experiment, agent)
  print "Games Agent Won: ", GamesAgentWon
  print "Games Dealer won: ", GamesDealerWon
  print "Games Tied: ", GamesTied
  print "Total Games Played: ", TotalGames
  for i in range (0,32):
    print "The AV Value At ",i," is: ", av_table.getActionValues(i)
开发者ID:ColdHam,项目名称:Blackjack-Pybrain,代码行数:37,代码来源:blackjack.py


示例18: run

def run():
    """
    number of states is:
    current value: 0-20

    number of actions:
    Stand=0, Hit=1 """

    # define action value table
    av_table = ActionValueTable(MAX_VAL, MIN_VAL)
    av_table.initialize(0.)

    # define Q-learning agent
    q_learner = Q(Q_ALPHA, Q_GAMMA)
    q_learner._setExplorer(EpsilonGreedyExplorer(0.0))
    agent = LearningAgent(av_table, q_learner)

    # define the environment
    env = BlackjackEnv()

    # define the task
    task = BlackjackTask(env, verbosity=VERBOSE)

    # finally, define experiment
    experiment = Experiment(task, agent)

    # ready to go, start the process
    for _ in range(NB_ITERATION):
        experiment.doInteractions(1)
        if task.lastreward != 0:
            if VERBOSE:
                print "Agent learn"
            agent.learn()

    print '|First State|Choice 0 (Stand)|Choice 1 (Hit)|Relative value of Standing over Hitting|'
    print '|:-------:|:-------|:-----|:-----|'
    for i in range(MAX_VAL):
        print '| %s | %s | %s | %s |' % (
            (i+1),
            av_table.getActionValues(i)[0],
            av_table.getActionValues(i)[1],
            av_table.getActionValues(i)[0] - av_table.getActionValues(i)[1]
        )
开发者ID:Petlefeu,项目名称:Q_Blackjack,代码行数:43,代码来源:main.py


示例19: table_print

def table_print(table, nstates):
  print '\n'.join(
    str(get_color(i, nstates)) + str(a)
    for i, a in enumerate(np.array_split(table, nstates))
  )

################################################################################
### main

if __name__ == '__main__':

  world = WorldInteraction()

  predTable = ActionValueTable(
    PredatorInteraction.NSTATES,
    len(PredatorInteraction.ACTIONS)
  )
  predTable.initialize(0.)

  predLearner = Q(ALPHA, GAMMA)
  predLearner._setExplorer(EpsilonGreedyExplorer(EPSILON))
  predAgent = LearningAgent(predTable, predLearner)

  predEnv = PredatorEnvironment(world)
  predTask = PredatorTask(predEnv)
  predExp = Experiment(predTask, predAgent)

  mimicTable = ActionValueTable(
    MimicryPreyInteraction.NSTATES,
    len(MimicryPreyInteraction.ACTIONS)
  )
开发者ID:ericmarcincuddy,项目名称:cs263c,代码行数:31,代码来源:animats2.py


示例20: ActionValueTable

from blackjackenv import BlackjackEnv
from pybrain.rl.learners.valuebased import ActionValueTable
from pybrain.rl.agents import LearningAgent
from pybrain.rl.learners import Q
from pybrain.rl.experiments import Experiment
from pybrain.rl.explorers import EpsilonGreedyExplorer

# define action-value table
# number of states is:
#
#    current value: 1-21
#
# number of actions:
#
#    Stand=0, Hit=1
av_table = ActionValueTable(21, 2)
av_table.initialize(0.)

# define Q-learning agent
learner = Q(0.5, 0.0)
learner._setExplorer(EpsilonGreedyExplorer(0.0))
agent = LearningAgent(av_table, learner)

# define the environment
env = BlackjackEnv()

# define the task
task = BlackjackTask(env)

# finally, define experiment
experiment = Experiment(task, agent)
开发者ID:tsvvladimir95,项目名称:blacvkjack,代码行数:31,代码来源:main.py



注:本文中的pybrain.rl.learners.valuebased.ActionValueTable类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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