Source Code of Sarsa Algorithm -- Reinforcement Learning
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Author: LiChong0309
Lable: Deep Learning、Artificial intelligence、Reinforcement Learing
Sarsa Algorithm的全部源代码的下载网址:
https://github.com/MorvanZhou/Reinforcement-learning-with-tensorflow/blob/master/contents/3_Sarsa_maze/maze_env.py
1.整体模块调用
整个Sarsa Algorithm使用了三个模块,run_this.py,maze_env.py,RL_brain.py 
2.run_this.py
run_this.py文件中主要是update()函数,也就是Sarsa Algorithm的更新部分。
update()函数要通过调用其他模块中的方法来得到序列[s,a,r,s_,a_]中的五个元素。然后在通过RL_brain.py模块中的learn()方法更新Q表中的值。
def update():
#循环100次,episode = 100,有100个机会让Agent学习,如果还没有学会,就game over
for episode in range(100):
#初始化环境(state) ------s
observation = env.reset()
#根据初始化的环境(s)得到第一个状态是的动作。 -----a
action = RL.choose_action(str(observation))
while True:
# 刷新环境
env.render()
# 根据之前的动作得到下一步的状态-----s_
# 根据之前的动作得到潜在奖励 -----r
#是否终止 ----done
observation_, reward, done = env.step(action)
# 再根据s_选择行动(action) ------a_
action_ = RL.choose_action(str(observation_))
#根据序列[s,a,r,s_,a_]学习,更新Q表的参数
RL.learn(str(observation), action, reward, str(observation_), action_)
# 更新observation ,action
observation = observation_
action = action_
# 终止时跳出循环。
if done:
break
# end of game
print('game over')
env.destroy()
3.Maze_env.py
import numpy as np
import time
import sys #sys.version_info.major
if sys.version_info.major == 2: #sys.version_info.major是判断当前Python环境下的版本
import Tkinter as tk
else:
import tkinter as tk
UNIT = 40 # pixels 像素点
MAZE_H = 4 # grid height 网格的高
MAZE_W = 4 # grid width 网格的宽
class Maze(tk.Tk, object): #Maze为Tkinter中的TK类的子类。
#
########################################################################
#
#实例化Maze类,构造函数
def __init__(self):
super(Maze, self).__init__()
self.action_space = ['u', 'd', 'l', 'r']
self.n_actions = len(self.action_space)
self.title('maze') #设置窗口的标题
self.geometry('{0}x{1}'.format(MAZE_H * UNIT, MAZE_H * UNIT)) #设置窗口的大小
self._build_maze() #直接在Maze类的构造函数中定义控件
#
######################################################################
#
#搭建网格
def _build_maze(self):
#创建一个canvas,窗口背景bg为白色,大小
self.canvas = tk.Canvas(self, bg='white',
height=MAZE_H * UNIT,
width=MAZE_W * UNIT)
# create grids 创建网格
for c in range(0, MAZE_W * UNIT, UNIT):
x0, y0, x1, y1 = c, 0, c, MAZE_H * UNIT
self.canvas.create_line(x0, y0, x1, y1)
for r in range(0, MAZE_H * UNIT, UNIT):
x0, y0, x1, y1 = 0, r, MAZE_H * UNIT, r
self.canvas.create_line(x0, y0, x1, y1)
# create origin
origin = np.array([20, 20])
# hell 第一个黑色的矩形
hell1_center = origin + np.array([UNIT * 2, UNIT])
self.hell1 = self.canvas.create_rectangle(
hell1_center[0] - 15, hell1_center[1] - 15,
hell1_center[0] + 15, hell1_center[1] + 15,
fill='black')
# hell 第二个黑色的矩形
hell2_center = origin + np.array([UNIT, UNIT * 2])
self.hell2 = self.canvas.create_rectangle(
hell2_center[0] - 15, hell2_center[1] - 15,
hell2_center[0] + 15, hell2_center[1] + 15,
fill='black')
# create oval 创建黄色的圆形
oval_center = origin + UNIT * 2
self.oval = self.canvas.create_oval(
oval_center[0] - 15, oval_center[1] - 15,
oval_center[0] + 15, oval_center[1] + 15,
fill='yellow')
# create red rect 创建红色的矩形
self.rect = self.canvas.create_rectangle(
origin[0] - 15, origin[1] - 15,
origin[0] + 15, origin[1] + 15,
fill='red')
# pack all
self.canvas.pack()
#
##################################################################
#
#初始化环境,返回环境(observation)
def reset(self):
self.update()
time.sleep(0.5)
self.canvas.delete(self.rect)
origin = np.array([20, 20])
self.rect = self.canvas.create_rectangle(
origin[0] - 15, origin[1] - 15,
origin[0] + 15, origin[1] + 15,
fill='red')
# return observation 返回observation
return self.canvas.coords(self.rect)
#
################################################################
#
#根据之前的action获得下一个状态s_,潜在奖励r,是否终止标志done
#返回值为observation_, reward ,done
#observation_为list类型,reward为int类型,done为bool类型
def step(self, action):
s = self.canvas.coords(self.rect)
base_action = np.array([0, 0])
if action == 0: # up
if s[1] > UNIT:
base_action[1] -= UNIT
elif action == 1: # down
if s[1] < (MAZE_H - 1) * UNIT:
base_action[1] += UNIT
elif action == 2: # right
if s[0] < (MAZE_W - 1) * UNIT:
base_action[0] += UNIT
elif action == 3: # left
if s[0] > UNIT:
base_action[0] -= UNIT
self.canvas.move(self.rect, base_action[0], base_action[1]) # move agent
s_ = self.canvas.coords(self.rect) # next state
# reward function
if s_ == self.canvas.coords(self.oval):
reward = 1
done = True
s_ = 'terminal'
elif s_ in [self.canvas.coords(self.hell1), self.canvas.coords(self.hell2)]:
reward = -1
done = True
s_ = 'terminal'
else:
reward = 0
done = False
return s_, reward, done
#
############################################################################
#
#刷新
def render(self):
time.sleep(0.1)
self.update()
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