Exemple #1
0
            public Dictionary <Action, double> GetValue(State s, FriendQTable q)
            {
                var context = SolverContext.GetContext();
                var model   = context.CreateModel();

                var actionDecisions = new List <Decision>();

                foreach (var action in Enum.GetNames(typeof(Action)))
                {
                    var decision = new Decision(Domain.RealNonnegative, action);
                    model.AddDecisions(decision);
                    actionDecisions.Add(decision);
                }

                var valueDecision = new Decision(Domain.RealNonnegative, "value");

                model.AddDecisions(valueDecision);

                model.AddConstraint("probSumConst", actionDecisions[0] + actionDecisions[1] + actionDecisions[2] + actionDecisions[3] + actionDecisions[4] == 1.0);

                int constCount = 0;

                foreach (Action playerOneAction in Enum.GetValues(typeof(Action)))
                {
                    var qConstraintValues = new List <double>();

                    foreach (Action playerTwoAction in Enum.GetValues(typeof(Action)))
                    {
                        qConstraintValues.Add(q.GetQValue(s, playerOneAction, playerTwoAction));
                    }

                    model.AddConstraint("Const" + constCount, qConstraintValues[0] * actionDecisions[0] + qConstraintValues[1] * actionDecisions[1] + qConstraintValues[2] * actionDecisions[2] + qConstraintValues[3] * actionDecisions[3] + qConstraintValues[4] * actionDecisions[4] <= valueDecision);

                    ++constCount;
                }

                model.AddGoal("MinimizeV", GoalKind.Minimize, valueDecision);

                context.Solve(new SimplexDirective());

                var pi_s = new Dictionary <Action, double>();

                foreach (var actionDec in actionDecisions)
                {
                    pi_s[(Action)Enum.Parse(typeof(Action), actionDec.Name)] = actionDec.GetDouble();
                }

                context.ClearModel();

                return(pi_s);
            }
        private static void RunFriendQ()
        {
            var S   = new StateSet();
            var A   = new JointActionSet();
            var P   = new Transition(S, A);
            var Q_A = new FriendQTable();
            var R   = new Rewards();

            var ERR = new Dictionary <int, double>();

            var j = 0;

            while (j <= 1000000)
            {
                //Initialize state according to Figure 4
                var initialState = new State(2, 1, BallPossessor.B);
                var done         = false;
                var currState    = new State(3, 1, BallPossessor.B);

                var actions = A.GetNextJointAction();

                var playerAAction = actions.currplayer1Act;
                var playerBAction = actions.player2act;

                while (!done)
                {
                    if (j % 20000 == 0)
                    {
                        Console.WriteLine(j);
                    }

                    var q_fig_4_initial = Q_A.getQval(initialState, Action.S, Action.X);

                    var nextState = P.GetNextState(currState, new JointAction(playerAAction, playerBAction));

                    var playerAReward = R.GetPlayerAReward(nextState);
                    var playerBReward = R.GetPlayerBReward(nextState);

                    Q_A.UpdateQval(currState, nextState, playerAAction, playerBAction, playerAReward);

                    if (playerAReward != 0.0 || playerBReward != 0.0)
                    {
                        done = true;
                    }

                    if (currState.Equals(initialState) && playerAAction == Action.S && playerBAction == Action.X)
                    {
                        var q_fig_4 = Q_A.getQval(initialState, Action.S, Action.X);
                        var diff    = Math.Abs(q_fig_4 - q_fig_4_initial);

                        ERR.Add(j, diff);
                    }

                    currState = nextState;

                    actions = A.GetNextJointAction();

                    playerAAction = actions.currplayer1Act;
                    playerBAction = actions.player2act;

                    ++j;
                }
            }

            using (StreamWriter sw = File.CreateText("output.csv"))
            {
                foreach (var kvp in ERR)
                {
                    sw.WriteLine(kvp.Key + "," + kvp.Value);
                }
            }
        }