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executable file
·255 lines (209 loc) · 8.87 KB
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using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
namespace QMazeExample
{
class Program
{
private static StreamWriter log_file = new StreamWriter(@"statistics.txt");
// Parametre prostredia
private static int episodes_train = 5000;
private static int episodes_test = 20;
private static int max_steps = 100;
private static float epsilon_decay = 0.999f;
// Definicia bludiska
private static Prostredie env1 = new Prostredie(new int[][]
{
new int[] { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
new int[] { 0, 1, 0, 0, 0, 1, 0, 1, 0, 1 },
new int[] { 0, 0, 0, 1, 1, 1, 1, 1, 0, 0 },
new int[] { 1, 0, 0, 1, 0, 1, 0, 1, 0, 1 },
new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
new int[] { 0, 1, 0, 1, 0, 1, 0, 0, 1, 0 },
new int[] { 0, 1, 1, 1, 1, 1, 0, 0, 1, 0 },
new int[] { 0, 1, 0, 1, 0, 1, 1, 1, 1, 0 },
new int[] { 0, 1, 1, 1, 0, 1, 0, 0, 4, 0 }
});
public static void Main()
{
Statistics curr_stat = null;
Statistics best_stat = null;
Agent a1 = new Agent();
// Algoritmus Hill climbing
/*for (int iter = 0; iter < 10000;)
{
// sprav n merani pre jednu konfiguraciu
curr_stat = null;
for (int repeat = 0; repeat < 15; repeat++)
{
// vymaz agentovu vedomost
a1.clearMem();
// Faza ucenia
run(env1, a1, 5000, training: true);
// Faza testovania
var stat = run(env1, a1, 20, training: false);
if (curr_stat == null)
{
curr_stat = stat;
}
else
{
curr_stat.append(stat);
}
}
//Console.WriteLine($"{curr_stat.apples.Count};{curr_stat.mines.Count};{curr_stat.ends.Count}");
if (best_stat != null)
{
var apple_t = curr_stat.apples_mean;
var apple_b = best_stat.apples_mean;
var mine_t = curr_stat.mines_mean;
var mine_b = best_stat.mines_mean;
var end_t = curr_stat.ends_mean;
var end_b = best_stat.ends_mean;
// vypis najdenych parametrov a statistiky
if (iter % 1 == 0)
{
Console.WriteLine($"Time: {iter}");
Console.WriteLine($"curr_apples: {apple_t}%\tcurr_mines: {mine_t}%\tcurr_ends: {end_t}%");
Console.WriteLine($"best_apples: {apple_b}%\tbest_mines: {mine_b}%\tbest_ends: {end_b}%");
env1.VypisParam();
Console.WriteLine();
}
log_file.WriteLine($"{iter};{apple_b};{mine_b};{end_b}");
// ak nasiel lepsie riesenie uloz ho
if (((mine_t - mine_b) < -1f && (apple_t - apple_b) >= -5f && (end_t - end_b) >= -5f)
|| ((apple_t - apple_b) > 1f && (mine_t - mine_b) <= 5f && (end_t - end_b) >= -5f)
|| ((end_t - end_b) > 1f && (mine_t - mine_b) <= 5f && (apple_t - apple_b) >= -5f))
{
// uloz si zlepseny stav
best_stat = curr_stat;
// uloz najlepsie parametre
env1.saveRewards();
}
// ak sa stagnuje alebo sa zhorsil v jednej z kategorii zapocitaj mu iteraciu
// (v pripade spravnych krokov ma nekonecne vela casu)
else if (mine_t >= mine_b || apple_t <= apple_b || end_t <= end_b)
{
iter++;
}
}
else
{
// uloz si prvy stav
best_stat = curr_stat;
// uloz najlepsie parametre
env1.saveRewards();
iter++;
}
// vygeneruj novy nahodny parameter
env1.randomizeRewards();
}
env1.VypisParam();
Console.WriteLine();*/
// vymaz agentovu vedomost
a1.clearMem();
// Faza ucenia
run(env1, a1, episodes_train, max_steps, training: true);
// Faza testovania
run(env1, a1, episodes_test, max_steps, training: false);
log_file.Close();
}
private static Statistics run(Prostredie env, Agent a, int episodes, int steps, bool training=true)
{
Statistics stat = new Statistics();
var epsilon = training == true ? 1.0f : 0.0f;
float score;
int is_end;
// Trening agenta
for (int episode = 0, step; episode < episodes; episode++)
{
var watch = System.Diagnostics.Stopwatch.StartNew();
a.reset(env, episode, training);
is_end = 0;
score = 0;
for (step = 0; step < steps; step++)
{
if (training == false)
{
Console.Clear();
env.Vypis(a.currentPos.x, a.currentPos.y);
Thread.Sleep(200);
}
var isValid = a.AktualizujAgenta(env, training, epsilon, out float odmena);
score += odmena;
// ukonci hru ak nasiel ciel
if (env.prostredie[a.currentPos.y][a.currentPos.x].id == Vychod.Tag)
{
is_end = 100;
break;
}
else if (isValid == false)
{
break;
}
}
watch.Stop();
if (epsilon >= 0.01f)
epsilon *= epsilon_decay;
/*if ((episode % 1000) == 0)
{
Console.WriteLine($"\nepsilon: {epsilon}, epoch: {episode}/{episodes}");
Console.WriteLine($"Pocet naucenych stavov: {a.PocetUlozenychStavov}\n");
Console.WriteLine($"apples: {a.apples}/{a.apple_count}, mines: {a.mines}/{a.mine_count}");
}*/
// log only testing phase
if (training == false)
{
var apple = (a.apples/(float)a.apple_count) * 100.0f;
var mine = (a.mines/(float)a.mine_count) * 100.0f;
log_file.WriteLine($"{episode};{score};{step};{watch.Elapsed.TotalMilliseconds * 1000};{apple};{mine};{is_end}");
//Console.WriteLine($"{apple};{mine};{is_end}");
stat.append(apple, mine, is_end);
}
}
return stat;
}
}
class Statistics
{
public List<float> apples = new List<float>();
public List<float> mines = new List<float>();
public List<float> ends = new List<float>();
public float apples_mean { get { return MathF.Round(this.mean(this.apples)); } }
public float mines_mean { get { return MathF.Round(this.mean(this.mines)); } }
public float ends_mean { get { return MathF.Round(this.mean(this.ends)); } }
public void append(float apple, float mine, float end)
{
this.apples.Add(apple);
this.mines.Add(mine);
this.ends.Add(end);
}
public void append(Statistics stat)
{
foreach (var a in stat.apples)
{
this.apples.Add(a);
}
foreach (var m in stat.mines)
{
this.mines.Add(m);
}
foreach (var e in stat.ends)
{
this.ends.Add(e);
}
}
private float mean(List<float> list)
{
float avg = 0f;
foreach (var val in list)
{
avg += val;
}
avg /= (float)list.Count;
return avg;
}
}
}