Exemple #1
0
        public void TrainWithExperienceReplay(int numGames, int batchSize, float initialRandomChance, bool degradeRandomChance = true, string saveToFile = null)
        {
            var gamma  = 0.975f;
            var buffer = batchSize * 2;
            var h      = 0;

            //# Stores tuples of (S, A, R, S')
            var replay = new List <object[]>();

            _trainer = new SgdTrainer(Net)
            {
                LearningRate = 0.01, Momentum = 0.0, BatchSize = batchSize, L2Decay = 0.001
            };

            var startTime = DateTime.Now;
            var batches   = 0;

            for (var i = 0; i < numGames; i++)
            {
                World = GridWorld.RandomPlayerState();
                var gameMoves = 0;

                double updatedReward;
                var    gameRunning = true;
                while (gameRunning)
                {
                    //# We are in state S
                    //# Let's run our Q function on S to get Q values for all possible actions
                    var state  = GetInputs();
                    var qVal   = Net.Forward(state);
                    var action = 0;

                    if (Util.Rnd.NextDouble() < initialRandomChance)
                    {
                        //# Choose random action
                        action = Util.Rnd.Next(NumActions);
                    }
                    else
                    {
                        //# Choose best action from Q(s,a) values
                        action = MaxValueIndex(qVal);
                    }

                    //# Take action, observe new state S'
                    World.MovePlayer(action);
                    gameMoves++;
                    TotalTrainingMoves++;
                    var newState = GetInputs();

                    //# Observe reward, limit turns
                    var reward = World.GetReward();
                    gameRunning = !World.GameOver();

                    //# Experience replay storage
                    if (replay.Count < buffer)
                    {
                        replay.Add(new[] { state, (object)action, (object)reward, newState });
                    }
                    else
                    {
                        h         = (h < buffer - 1) ? h + 1 : 0;
                        replay[h] = new[] { state, (object)action, (object)reward, newState };
                        batches++;
                        var batchInputValues  = new Volume[batchSize];
                        var batchOutputValues = new List <double>();

                        //# Randomly sample our experience replay memory
                        for (var b = 0; b < batchSize; b++)
                        {
                            var memory      = replay[Util.Rnd.Next(buffer)];
                            var oldState    = (Volume)memory[0];
                            var oldAction   = (int)memory[1];
                            var oldReward   = (int)memory[2];
                            var oldNewState = (Volume)memory[3];

                            //# Get max_Q(S',a)
                            var newQ = Net.Forward(oldNewState);
                            var y    = GetValues(newQ);
                            var maxQ = MaxValue(newQ);

                            if (oldReward == GridWorld.ProgressScore)
                            {
                                //# Non-terminal state
                                updatedReward = (oldReward + (gamma * maxQ));
                            }
                            else
                            {
                                //# Terminal state
                                updatedReward = oldReward;
                            }

                            //# Target output
                            y[action] = updatedReward;

                            //# Store batched states
                            batchInputValues[b] = oldState;
                            batchOutputValues.AddRange(y);
                        }
                        Console.Write(".");

                        //# Train in batches with multiple scores and actions
                        _trainer.Train(batchOutputValues.ToArray(), batchInputValues);
                        TotalLoss += _trainer.Loss;
                    }
                }
                Console.WriteLine($"{(World.GetReward() == GridWorld.WinScore ? " WON!" : string.Empty)}");
                Console.Write($"Game: {i + 1}");
                TotalTrainingGames++;

                // Save every 10 games...
                if (!string.IsNullOrEmpty(saveToFile) && (i % 10 == 0))
                {
                    Util.SaveBrainToFile(this, saveToFile);
                }

                //# Optinoally: slowly reduce the chance of choosing a random action
                if (degradeRandomChance && initialRandomChance > 0.05f)
                {
                    initialRandomChance -= (1f / numGames);
                }
            }
            var duration = (DateTime.Now - startTime);

            LastLoss      = _trainer.Loss;
            TrainingTime += duration;

            if (!string.IsNullOrEmpty(saveToFile))
            {
                Util.SaveBrainToFile(this, saveToFile);
            }

            Console.WriteLine($"\nAvg loss: {TotalLoss / TotalTrainingMoves}. Last: {LastLoss}");
            Console.WriteLine($"Training duration: {duration}. Total: {TrainingTime}");
        }
Exemple #2
0
        public void Train(int numGames, float initialRandomChance)
        {
            var gamma = 0.9f;

            _trainer = new SgdTrainer(Net)
            {
                LearningRate = 0.01, Momentum = 0.0, BatchSize = 1, L2Decay = 0.001
            };
            var startTime = DateTime.Now;

            for (var i = 0; i < numGames; i++)
            {
                World = GridWorld.StandardState();

                double updatedReward;
                var    gameRunning = true;
                var    gameMoves   = 0;
                while (gameRunning)
                {
                    //# We are in state S
                    //# Let's run our Q function on S to get Q values for all possible actions
                    var state  = GetInputs();
                    var qVal   = Net.Forward(state);
                    var action = 0;

                    if (Util.Rnd.NextDouble() < initialRandomChance)
                    {
                        //# Choose random action
                        action = Util.Rnd.Next(NumActions);
                    }
                    else
                    {
                        //# Choose best action from Q(s,a) values
                        action = MaxValueIndex(qVal);
                    }

                    //# Take action, observe new state S'
                    World.MovePlayer(action);
                    gameMoves++;
                    TotalTrainingMoves++;
                    var newState = GetInputs();

                    //# Observe reward
                    var reward = World.GetReward();
                    gameRunning = !World.GameOver();

                    //# Get max_Q(S',a)
                    var newQ = Net.Forward(newState);
                    var y    = GetValues(newQ);
                    var maxQ = MaxValue(newQ);

                    if (gameRunning)
                    {
                        //# Non-terminal state
                        updatedReward = (reward + (gamma * maxQ));
                    }
                    else
                    {
                        //# Terminal state
                        updatedReward = reward;
                        TotalTrainingGames++;
                        Console.WriteLine($"Game: {TotalTrainingGames}. Moves: {gameMoves}. {(reward == 10 ? "WIN!" : "")}");
                    }

                    //# Target output
                    y[action] = updatedReward;

                    //# Feedback what the score would be for this action
                    _trainer.Train(state, y);
                    TotalLoss += _trainer.Loss;
                }

                //# Slowly reduce the chance of choosing a random action
                if (initialRandomChance > 0.05f)
                {
                    initialRandomChance -= (1f / numGames);
                }
            }
            var duration = (DateTime.Now - startTime);

            LastLoss      = _trainer.Loss;
            TrainingTime += duration;

            Console.WriteLine($"Avg loss: {TotalLoss / TotalTrainingMoves}. Last: {LastLoss}");
            Console.WriteLine($"Training duration: {duration}. Total: {TrainingTime}");
        }