/
ucb_zero.go
290 lines (248 loc) · 6.77 KB
/
ucb_zero.go
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package rl
import (
"math"
"sync"
)
type UCBZeroPolicyConfig struct {
Horizon int
StateSpace int
Iterations int
ActionSpace int
Probability float64
C float64
}
type UCBZeroPolicy struct {
config *UCBZeroPolicyConfig
state *UCBZeroState
}
var _ Policy = &UCBZeroPolicy{}
func NewUCBZeroPolicy(config *UCBZeroPolicyConfig) *UCBZeroPolicy {
return &UCBZeroPolicy{
config: config,
state: NewUCBZeroState(config),
}
}
func (e *UCBZeroPolicy) NextAction(step int, state State, actions []*Action) (*Action, bool) {
a := e.state.NextAction(step, state, actions)
return a, a != nil
}
func (e *UCBZeroPolicy) Update(step int, state State, action *Action, nextState State) {
e.state.Update(step, state, action, nextState)
}
func (e *UCBZeroPolicy) NextIteration(iteration int, trace *Trace) {
}
type UCBZeroState struct {
config *UCBZeroPolicyConfig
eta float64
defaultQValue float64
// Q map of step, state and action
qValues *qValues
// N values for step, state and action
visitCount *visitCount
stateValues *stateValues
}
func NewUCBZeroState(config *UCBZeroPolicyConfig) *UCBZeroState {
eta := math.Log(
float64(config.StateSpace) * float64(config.Horizon) * float64(config.ActionSpace) * float64(config.Iterations) / config.Probability,
)
return &UCBZeroState{
config: config,
eta: eta,
defaultQValue: float64(config.Horizon),
qValues: &qValues{
vals: make(map[int]map[string]map[string]float64),
defaultQValue: float64(config.Horizon),
lock: new(sync.Mutex),
},
visitCount: &visitCount{
vals: make(map[int]map[string]map[string]int),
lock: new(sync.Mutex),
},
stateValues: &stateValues{
vals: make(map[int]map[string]float64),
lock: new(sync.Mutex),
},
}
}
func (e *UCBZeroState) NextAction(step int, state State, actions []*Action) *Action {
return e.qValues.NextAction(step, state, actions)
}
func (e *UCBZeroState) Update(step int, curState State, nextAction *Action, nextState State) bool {
curVisits := e.visitCount.Get(step, curState, nextAction)
e.visitCount.Incr(step, curState, nextAction)
nextStateValue := e.qValues.MaxValue(step+1, nextState)
if nextStateValue > float64(e.config.Horizon) {
nextStateValue = float64(e.config.Horizon)
}
if step == e.config.Horizon {
nextStateValue = 0.0
}
new := e.stateValues.Update(step+1, nextState, nextStateValue)
t := float64(curVisits + 1)
alphaT := float64(e.config.Horizon+1) / (float64(e.config.Horizon) + t)
betaT := e.config.C * math.Sqrt(math.Pow(float64(e.config.Horizon), 3)*(e.eta)/t)
curQValue := e.qValues.Get(step, curState, nextAction)
nextQValue := (1-alphaT)*float64(curQValue) + alphaT*(nextStateValue+2*betaT)
e.qValues.Update(step, curState, nextAction, nextQValue)
return new
}
type qValues struct {
vals map[int]map[string]map[string]float64
defaultQValue float64
lock *sync.Mutex
}
func (q *qValues) init(step int, stateKey, actionKey string) {
_, ok := q.vals[step]
if !ok {
q.vals[step] = make(map[string]map[string]float64)
}
_, ok = q.vals[step][stateKey]
if !ok {
q.vals[step][stateKey] = make(map[string]float64)
}
_, ok = q.vals[step][stateKey][actionKey]
if !ok {
q.vals[step][stateKey][actionKey] = float64(q.defaultQValue)
}
}
func (q *qValues) NextAction(step int, state State, actions []*Action) *Action {
q.lock.Lock()
defer q.lock.Unlock()
stateKey := state.Hash()
if _, ok := q.vals[step]; !ok {
q.vals[step] = make(map[string]map[string]float64)
}
if _, ok := q.vals[step][stateKey]; !ok {
q.vals[step][stateKey] = make(map[string]float64)
}
var max float64
var maxAction string
actionsMap := make(map[string]*Action)
for i, a := range actions {
actionKey := a.Name()
if _, ok := q.vals[step][stateKey][actionKey]; !ok {
q.vals[step][stateKey][actionKey] = float64(q.defaultQValue)
max = float64(q.defaultQValue)
maxAction = actionKey
}
if i == 0 {
max = q.vals[step][stateKey][actionKey]
maxAction = actionKey
}
actionsMap[actionKey] = a
}
for action, v := range q.vals[step][stateKey] {
if v > max {
max = v
maxAction = action
}
}
return actionsMap[maxAction]
}
func (q *qValues) Get(step int, state State, action *Action) float64 {
q.lock.Lock()
defer q.lock.Unlock()
stateKey := state.Hash()
actionKey := action.Name()
q.init(step, stateKey, actionKey)
return q.vals[step][stateKey][actionKey]
}
func (q *qValues) Update(step int, state State, action *Action, val float64) {
q.lock.Lock()
defer q.lock.Unlock()
stateKey := state.Hash()
actionKey := action.Name()
q.init(step, stateKey, actionKey)
q.vals[step][stateKey][actionKey] = val
}
func (q *qValues) MaxValue(step int, state State) float64 {
q.lock.Lock()
defer q.lock.Unlock()
stateKey := state.Hash()
_, ok := q.vals[step]
if !ok {
q.vals[step] = make(map[string]map[string]float64)
q.vals[step][stateKey] = make(map[string]float64)
return float64(q.defaultQValue)
}
_, ok = q.vals[step][stateKey]
if !ok {
q.vals[step][stateKey] = make(map[string]float64)
return float64(q.defaultQValue)
}
if len(q.vals[step][stateKey]) == 0 {
return float64(q.defaultQValue)
}
max := float64(math.MinInt)
for _, v := range q.vals[step][stateKey] {
if v > max {
max = v
}
}
return max
}
type visitCount struct {
vals map[int]map[string]map[string]int
lock *sync.Mutex
}
func (v *visitCount) Get(step int, state State, action *Action) int {
v.lock.Lock()
defer v.lock.Unlock()
stateKey := state.Hash()
actionKey := action.Name()
if _, ok := v.vals[step]; !ok {
v.vals[step] = make(map[string]map[string]int)
}
if _, ok := v.vals[step][stateKey]; !ok {
v.vals[step][stateKey] = make(map[string]int)
}
val, ok := v.vals[step][stateKey][actionKey]
if !ok {
v.vals[step][stateKey][actionKey] = 0
return 0
}
return val
}
func (v *visitCount) Incr(step int, state State, action *Action) {
if _, ok := v.vals[step]; !ok {
v.vals[step] = make(map[string]map[string]int)
}
stateKey := state.Hash()
actionKey := action.Name()
if _, ok := v.vals[step][stateKey]; !ok {
v.vals[step][stateKey] = make(map[string]int)
}
cur, ok := v.vals[step][stateKey][actionKey]
if !ok {
v.vals[step][stateKey][actionKey] = 1
return
}
v.vals[step][stateKey][actionKey] = cur + 1
}
type stateValues struct {
vals map[int]map[string]float64
lock *sync.Mutex
}
func (s *stateValues) Update(step int, state State, val float64) bool {
s.lock.Lock()
defer s.lock.Unlock()
new := false
if _, ok := s.vals[step]; !ok {
s.vals[step] = make(map[string]float64)
new = true
}
if _, ok := s.vals[step][state.Hash()]; !ok {
new = true
}
s.vals[step][state.Hash()] = val
return new
}
func (s *stateValues) NumStates() int {
s.lock.Lock()
defer s.lock.Unlock()
count := 0
for _, states := range s.vals {
count += len(states)
}
return count
}