使用简单平均进行强化学习
Using simple averaging for reinforcment learning
我目前正在阅读 Reinforcement Learning: An Introduction (RL:AI) 并尝试使用 n-armed bandit 和简单的奖励平均来重现第一个示例。
平均
new_estimate = current_estimate + 1.0 / step * (reward - current_estimate)
为了从 PDF 中重现图表,我生成了 2000 次强盗游戏,让不同的智能体玩 2000 次强盗游戏 1000 步(如 PDF 中所述),然后平均奖励和最优百分比动作。
在 PDF 中,结果如下所示:
但是,我无法重现这一点。如果我使用简单平均,所有有探索的智能体 (epsilon > 0
) 实际上比没有探索的智能体表现更差。这很奇怪,因为探索的可能性应该允许智能体更频繁地离开局部最优并采取更好的行动。
正如您在下面看到的,我的实现并非如此。另请注意,我添加了使用加权平均的代理。这些工作但即使在那种情况下,提高 epsilon
也会导致代理性能下降。
知道我的代码有什么问题吗?
代码(MVP)
from abc import ABC
from typing import List
import numpy as np
import pandas as pd
import matplotlib.pyplot as plt
from multiprocessing.pool import Pool
class Strategy(ABC):
def update_estimates(self, step: int, estimates: np.ndarray, action: int, reward: float):
raise NotImplementedError()
class Averaging(Strategy):
def __str__(self):
return 'avg'
def update_estimates(self, step: int, estimates: np.ndarray, action: int, reward: float):
current = estimates[action]
return current + 1.0 / step * (reward - current)
class WeightedAveraging(Strategy):
def __init__(self, alpha):
self.alpha = alpha
def __str__(self):
return 'weighted-avg_alpha=%.2f' % self.alpha
def update_estimates(self, step: int, estimates: List[float], action: int, reward: float):
current = estimates[action]
return current + self.alpha * (reward - current)
class Agent:
def __init__(self, nb_actions, epsilon, strategy: Strategy):
self.nb_actions = nb_actions
self.epsilon = epsilon
self.estimates = np.zeros(self.nb_actions)
self.strategy = strategy
def __str__(self):
return ','.join(['eps=%.2f' % self.epsilon, str(self.strategy)])
def get_action(self):
best_known = np.argmax(self.estimates)
if np.random.rand() < self.epsilon and len(self.estimates) > 1:
explore = best_known
while explore == best_known:
explore = np.random.randint(0, len(self.estimates))
return explore
return best_known
def update_estimates(self, step, action, reward):
self.estimates[action] = self.strategy.update_estimates(step, self.estimates, action, reward)
def reset(self):
self.estimates = np.zeros(self.nb_actions)
def play_bandit(agent, nb_arms, nb_steps):
agent.reset()
bandit_rewards = np.random.normal(0, 1, nb_arms)
rewards = list()
optimal_actions = list()
for step in range(1, nb_steps + 1):
action = agent.get_action()
reward = bandit_rewards[action] + np.random.normal(0, 1)
agent.update_estimates(step, action, reward)
rewards.append(reward)
optimal_actions.append(np.argmax(bandit_rewards) == action)
return pd.DataFrame(dict(
optimal_actions=optimal_actions,
rewards=rewards
))
def main():
nb_tasks = 2000
nb_steps = 1000
nb_arms = 10
fig, (ax_rewards, ax_optimal) = plt.subplots(2, 1, sharex='col', figsize=(8, 9))
pool = Pool()
agents = [
Agent(nb_actions=nb_arms, epsilon=0.00, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.01, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.10, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.00, strategy=WeightedAveraging(0.5)),
Agent(nb_actions=nb_arms, epsilon=0.01, strategy=WeightedAveraging(0.5)),
Agent(nb_actions=nb_arms, epsilon=0.10, strategy=WeightedAveraging(0.5)),
]
for agent in agents:
print('Agent: %s' % str(agent))
args = [(agent, nb_arms, nb_steps) for _ in range(nb_tasks)]
results = pool.starmap(play_bandit, args)
df_result = sum(results) / nb_tasks
df_result.rewards.plot(ax=ax_rewards, label=str(agent))
df_result.optimal_actions.plot(ax=ax_optimal)
ax_rewards.set_title('Rewards')
ax_rewards.set_ylabel('Average reward')
ax_rewards.legend()
ax_optimal.set_title('Optimal action')
ax_optimal.set_ylabel('% optimal action')
ax_optimal.set_xlabel('steps')
plt.xlim([0, nb_steps])
plt.show()
if __name__ == '__main__':
main()
在更新规则的公式中
new_estimate = current_estimate + 1.0 / step * (reward - current_estimate)
参数step
应该是特定action
被执行的次数,而不是模拟的总步数。因此,您需要将该变量与操作值一起存储,以便将其用于更新。
这个也可以从2.4增量实现章节末尾的伪代码框看出:
(来源:Richard S. Sutton 和 Andrew G. Barto:强化学习 - 简介,第二版,2018 年,第 2.4 章增量实施)
我目前正在阅读 Reinforcement Learning: An Introduction (RL:AI) 并尝试使用 n-armed bandit 和简单的奖励平均来重现第一个示例。
平均
new_estimate = current_estimate + 1.0 / step * (reward - current_estimate)
为了从 PDF 中重现图表,我生成了 2000 次强盗游戏,让不同的智能体玩 2000 次强盗游戏 1000 步(如 PDF 中所述),然后平均奖励和最优百分比动作。
在 PDF 中,结果如下所示:
但是,我无法重现这一点。如果我使用简单平均,所有有探索的智能体 (epsilon > 0
) 实际上比没有探索的智能体表现更差。这很奇怪,因为探索的可能性应该允许智能体更频繁地离开局部最优并采取更好的行动。
正如您在下面看到的,我的实现并非如此。另请注意,我添加了使用加权平均的代理。这些工作但即使在那种情况下,提高 epsilon
也会导致代理性能下降。
知道我的代码有什么问题吗?
代码(MVP)
from abc import ABC
from typing import List
import numpy as np
import pandas as pd
import matplotlib.pyplot as plt
from multiprocessing.pool import Pool
class Strategy(ABC):
def update_estimates(self, step: int, estimates: np.ndarray, action: int, reward: float):
raise NotImplementedError()
class Averaging(Strategy):
def __str__(self):
return 'avg'
def update_estimates(self, step: int, estimates: np.ndarray, action: int, reward: float):
current = estimates[action]
return current + 1.0 / step * (reward - current)
class WeightedAveraging(Strategy):
def __init__(self, alpha):
self.alpha = alpha
def __str__(self):
return 'weighted-avg_alpha=%.2f' % self.alpha
def update_estimates(self, step: int, estimates: List[float], action: int, reward: float):
current = estimates[action]
return current + self.alpha * (reward - current)
class Agent:
def __init__(self, nb_actions, epsilon, strategy: Strategy):
self.nb_actions = nb_actions
self.epsilon = epsilon
self.estimates = np.zeros(self.nb_actions)
self.strategy = strategy
def __str__(self):
return ','.join(['eps=%.2f' % self.epsilon, str(self.strategy)])
def get_action(self):
best_known = np.argmax(self.estimates)
if np.random.rand() < self.epsilon and len(self.estimates) > 1:
explore = best_known
while explore == best_known:
explore = np.random.randint(0, len(self.estimates))
return explore
return best_known
def update_estimates(self, step, action, reward):
self.estimates[action] = self.strategy.update_estimates(step, self.estimates, action, reward)
def reset(self):
self.estimates = np.zeros(self.nb_actions)
def play_bandit(agent, nb_arms, nb_steps):
agent.reset()
bandit_rewards = np.random.normal(0, 1, nb_arms)
rewards = list()
optimal_actions = list()
for step in range(1, nb_steps + 1):
action = agent.get_action()
reward = bandit_rewards[action] + np.random.normal(0, 1)
agent.update_estimates(step, action, reward)
rewards.append(reward)
optimal_actions.append(np.argmax(bandit_rewards) == action)
return pd.DataFrame(dict(
optimal_actions=optimal_actions,
rewards=rewards
))
def main():
nb_tasks = 2000
nb_steps = 1000
nb_arms = 10
fig, (ax_rewards, ax_optimal) = plt.subplots(2, 1, sharex='col', figsize=(8, 9))
pool = Pool()
agents = [
Agent(nb_actions=nb_arms, epsilon=0.00, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.01, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.10, strategy=Averaging()),
Agent(nb_actions=nb_arms, epsilon=0.00, strategy=WeightedAveraging(0.5)),
Agent(nb_actions=nb_arms, epsilon=0.01, strategy=WeightedAveraging(0.5)),
Agent(nb_actions=nb_arms, epsilon=0.10, strategy=WeightedAveraging(0.5)),
]
for agent in agents:
print('Agent: %s' % str(agent))
args = [(agent, nb_arms, nb_steps) for _ in range(nb_tasks)]
results = pool.starmap(play_bandit, args)
df_result = sum(results) / nb_tasks
df_result.rewards.plot(ax=ax_rewards, label=str(agent))
df_result.optimal_actions.plot(ax=ax_optimal)
ax_rewards.set_title('Rewards')
ax_rewards.set_ylabel('Average reward')
ax_rewards.legend()
ax_optimal.set_title('Optimal action')
ax_optimal.set_ylabel('% optimal action')
ax_optimal.set_xlabel('steps')
plt.xlim([0, nb_steps])
plt.show()
if __name__ == '__main__':
main()
在更新规则的公式中
new_estimate = current_estimate + 1.0 / step * (reward - current_estimate)
参数step
应该是特定action
被执行的次数,而不是模拟的总步数。因此,您需要将该变量与操作值一起存储,以便将其用于更新。
这个也可以从2.4增量实现章节末尾的伪代码框看出:
(来源:Richard S. Sutton 和 Andrew G. Barto:强化学习 - 简介,第二版,2018 年,第 2.4 章增量实施)