forked from bukped/ai
/
main.go
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/
main.go
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package main
import (
"fmt"
"log"
"math/rand"
"time"
"gorgonia.org/gorgonia"
)
var cardinals = [4]Vector{
Vector{0, 1}, // E
Vector{1, 0}, // N
Vector{-1, 0}, // S
Vector{0, -1}, // W
}
type DQN struct {
*NN
gorgonia.VM
gorgonia.Solver
Memories []Memory // The Q-Table - stores State/Action/Reward/NextState/NextMoves/IsDone - added to each train x times per episode
gamma float32
epsilon float32
epsDecayMin float32
decay float32
}
func (m *DQN) init() {
if _, err := m.NN.cons(); err != nil {
panic(err)
}
m.VM = gorgonia.NewTapeMachine(m.NN.g)
m.Solver = gorgonia.NewRMSPropSolver()
}
func (m *DQN) replay(batchsize int) error {
var N int
if batchsize < len(m.Memories) {
N = batchsize
} else {
N = len(m.Memories)
}
Xs := make([]input, 0, N)
Ys := make([]float32, 0, N)
mems := make([]Memory, N)
copy(mems, m.Memories)
rand.Shuffle(len(mems), func(i, j int) {
mems[i], mems[j] = mems[j], mems[i]
})
for b := 0; b < batchsize; b++ {
mem := mems[b]
var y float32
if mem.isDone {
y = mem.Reward
} else {
var nextRewards []float32
for _, next := range mem.NextMovables {
nextReward, err := m.predict(mem.NextState, next)
if err != nil {
return err
}
nextRewards = append(nextRewards, nextReward)
}
reward := max(nextRewards)
y = mem.Reward + m.gamma*reward
}
Xs = append(Xs, input{mem.State, mem.Action})
Ys = append(Ys, y)
if err := m.VM.RunAll(); err != nil {
return err
}
m.VM.Reset()
if err := m.Solver.Step(m.model()); err != nil {
return err
}
if m.epsilon > m.epsDecayMin {
m.epsilon *= m.decay
}
}
return nil
}
func (m *DQN) predict(player Point, action Vector) (float32, error) {
x := input{State: player, Action: action}
m.Let1(x)
if err := m.VM.RunAll(); err != nil {
return 0, err
}
m.VM.Reset()
retVal := m.predVal.Data().([]float32)[0]
return retVal, nil
}
func (m *DQN) train(mz *Maze) (err error) {
var episodes = 20000
var times = 1000
var score float32
for e := 0; e < episodes; e++ {
for t := 0; t < times; t++ {
if e%100 == 0 && t%999 == 1 {
log.Printf("episode %d, %dst loop", e, t)
}
moves := getPossibleActions(mz)
action := m.bestAction(mz, moves)
reward, isDone := mz.Value(action)
score = score + reward
player := mz.player
mz.Move(action)
nextMoves := getPossibleActions(mz)
mem := Memory{State: player, Action: action, Reward: reward, NextState: mz.player, NextMovables: nextMoves, isDone: isDone}
m.Memories = append(m.Memories, mem)
}
}
return nil
}
func (m *DQN) bestAction(state *Maze, moves []Vector) (bestAction Vector) {
var bestActions []Vector
var maxActValue float32 = -100
for _, a := range moves {
actionValue, err := m.predict(state.player, a)
if err != nil {
// DO SOMETHING
}
if actionValue > maxActValue {
maxActValue = actionValue
bestActions = append(bestActions, a)
} else if actionValue == maxActValue {
bestActions = append(bestActions, a)
}
}
// shuffle bestActions
rand.Shuffle(len(bestActions), func(i, j int) {
bestActions[i], bestActions[j] = bestActions[j], bestActions[i]
})
return bestActions[0]
}
func getPossibleActions(m *Maze) (retVal []Vector) {
for i := range cardinals {
if m.CanMoveTo(m.player, cardinals[i]) {
retVal = append(retVal, cardinals[i])
}
}
return retVal
}
func max(a []float32) float32 {
var m float32 = -999999999
for i := range a {
if a[i] > m {
m = a[i]
}
}
return m
}
func main() {
// DQN vars
// var times int = 1000
var gamma float32 = 0.95 // discount factor
var epsilon float32 = 1.0 // exploration/exploitation bias, set to 1.0/exploration by default
var epsilonDecayMin float32 = 0.01
var epsilonDecay float32 = 0.995
rand.Seed(time.Now().UTC().UnixNano())
dqn := &DQN{
NN: NewNN(32),
gamma: gamma,
epsilon: epsilon,
epsDecayMin: epsilonDecayMin,
decay: epsilonDecay,
}
dqn.init()
m := NewMaze(5, 10)
fmt.Printf("%+#v", m.repr)
fmt.Printf("%v %v\n", m.start, m.goal)
fmt.Printf("%v\n", m.CanMoveTo(m.start, Vector{0, 1}))
fmt.Printf("%v\n", m.CanMoveTo(m.start, Vector{1, 0}))
fmt.Printf("%v\n", m.CanMoveTo(m.start, Vector{0, -1}))
fmt.Printf("%v\n", m.CanMoveTo(m.start, Vector{-1, 0}))
if err := dqn.train(m); err != nil {
panic(err)
}
m.Reset()
for {
moves := getPossibleActions(m)
best := dqn.bestAction(m, moves)
reward, isDone := m.Value(best)
log.Printf("\n%#v", m.repr)
log.Printf("player at: %v best: %v", m.player, best)
log.Printf("reward %v, done %v", reward, isDone)
m.Move(best)
}
}