private GamblersWorldAction MaxAction(GamblersWorldState state) { return(_world .AvailableActions(state) .MaxBy(action => _policy.PAction(state, action)) .First()); }
private static GamblersWorldAction FindBestAction( GamblersWorld world, GamblersWorldState state, GamblersValueTable valueTable, IGamblersWorldRewarder rewarder) { var maxActionValue = double.MinValue; var maxAction = new GamblersWorldAction(0); foreach (var action in world.AvailableActions(state)) { var actionValue = 0.0; foreach (var(nextState, pNextState) in world.PossibleStates(state, action)) { var nextStateValue = valueTable.Value(nextState); var reward = rewarder.Reward(state, nextState, action); actionValue += pNextState * (reward + nextStateValue); } if (actionValue > maxActionValue) { maxActionValue = actionValue; maxAction = action; } } return(maxAction); }
private double CalculateValue( GamblersWorldState state, IGamblersPolicy policy, IGamblersWorldRewarder rewarder) { var newValue = 0.0; foreach (var action in _world.AvailableActions(state)) { foreach (var(nextState, pNextState) in _world.PossibleStates(state, action)) { var reward = rewarder.Reward(state, nextState, action); newValue += policy.PAction(state, action) * pNextState * (reward + Value(nextState)); } } return(newValue); }