/
akolonin
/
aigents-java
Обзор
Документация
Войти
/
akolonin
/
aigents-java
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
master
src/main/java/net/webstructor/agi/StateActionSpaceMatchingPlayer.java
174 строки
6 KB
Anton Kolonin
3.4.6 change sentiment buffer from 1000 to 2000 PLUS old changes to RL-agent learner rendering optins and experimentation
11 май 2021, 07:46
11 май 2021, 07:46
d79cc1a
Код
Авторство
О чём код?
/* * MIT License * * Copyright (c) 2005-2021 by Anton Kolonin, Aigents® * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package net.webstructor.agi; import java.util.ArrayList; import java.util.HashMap; import java.util.Map; class StateActionSpaceMatchingPlayer extends Player {//Makes decisions based on graph paths with global feedback State self; Map<State,Integer> state_action;//current context Map<State,Map<Integer,Number>> state_actions;//all transitions double fuzziness; int epochs_limit; boolean painful; int hack = 0; StateActionSpaceMatchingPlayer(double fuzziness,int epochs_limit,boolean painful){ this.fuzziness = fuzziness; this.epochs_limit = epochs_limit; this.painful = painful; init(); } StateActionSpaceMatchingPlayer(double fuzziness){ this(fuzziness,Integer.MAX_VALUE,true); } @Override void init() { self = new State(); state_action = new HashMap<State,Integer>();//current context state_actions = new HashMap<State,Map<Integer,Number>>();//all transitions } void update(Map<Integer,Number> actions, Integer action, Integer value) { Number old = actions.get(action); actions.put(action, old == null ? value : value + old.intValue()); } //merge actions static void merge(Map<Integer,Number> dest, Map<Integer,Number> src) { for (Integer a : src.keySet()) { Number n = dest.get(a); dest.put(a, n != null ? n.intValue() + a : a); } } Map<Integer,Number> getActions(State state) { Map<Integer,Number> actions = null; Map<String,int[]> ranges = State.getRanges(state_actions.keySet(),state.p.keySet()); double distance = Double.MAX_VALUE; for (State s : state_actions.keySet()) { double d = State.distance(state, s, ranges); if (d < fuzziness && d <= distance) { if (distance > d) { distance = d; actions = state_actions.get(s); } else {//d == distance //bind ties in new container actions = new HashMap<Integer,Number>(actions);//clone present merge(actions,state_actions.get(s)); } } } return actions; } @Override int move(Game g,State state) { /* ! contextual memory player - identify state memory as graph of state-to-state transisions with emotional feedback on success/failure!!!??? - if feedback is positive/negative increment/decrement all <state,action> pairs from current context in the state registry (map<state,actions>) clean current context - lookup state in the state registry without of action taken (map<state,actions>) - if found the state (or a state the most similar based on "fuzziness" threshold) - get all possible actions with their "utility" (can be below zero if prohibitive default 0) - get actions with topmost non-negative utility and select the random action - if action is not found - select random action and give alert/assert! - if not found - create state in the registry (map<state,actions) - select random action - add <state,action> pairs to current context */ int sad = state.value("Sad",0); int happy = state.value("Happy",0); if ((painful && sad > 0) || happy > 0 || state_action.size() > epochs_limit) { //- if feedback is positive/negative // increment/decrement all <state,action> pairs from current context in the state registry (map<state,actions>) // clean current context for (State s : state_action.keySet()) { Integer action = state_action.get(s); Map<Integer,Number> actions = state_actions.get(s); if (actions == null) state_actions.put(s,actions = new HashMap<Integer,Number>()); //if (sad > 0) // update(actions, action, -sad); if (happy > 0) update(actions, action, happy); } state_action.clear(); self.set("Feedback", 100);//external feedback }else /*if (hack > 0) { state_action.clear(); self.set("Feedback", 50);//internal feedback }else*/ self.set("Feedback", 0); //- lookup state in the state registry without of action taken (map<state,actions>) Map<Integer,Number> actions = state_actions.get(state); if (actions == null && fuzziness > 0) { actions = getActions(state); } Integer action = null; if (actions != null) { //- if found the state (or a state the most similar based on "fuzziness" threshold) // - get all possible actions with their "utility" (can be below zero if prohibitive default 0) // - get actions with topmost non-negative utility and select the random action // - if action is not found // - select random action and give alert/assert! ArrayList<Integer> best_actions = new ArrayList<Integer>(); int utility_max = Integer.MIN_VALUE; for (Integer a : actions.keySet()) { int utility = actions.get(a).intValue(); if (utility >= 0) { if (utility_max <= utility) { if (utility_max < utility) { utility_max = utility; best_actions.clear(); } } best_actions.add(a); } } if (best_actions.size() > 0) action = Game.random(best_actions.toArray(new Integer[] {}));//default } if (action == null) { //- if not found // - create state in the registry (map<state,actions) // - select random action action = Game.random(g.domain("Move").toArray(new Integer[] {}));//default } //- add <state,action> pairs to current context state_action.put(state, action); return action; } }