Added RL features
parent
fd02c65b41
commit
c1379a0116
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@ -2,6 +2,7 @@ import subprocess
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import time
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import time
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import threading
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import threading
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import math
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import math
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from tqdm import tqdm
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class CelesteError(Exception):
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class CelesteError(Exception):
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pass
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pass
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@ -51,7 +52,6 @@ class Celeste:
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# Initialize variables
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# Initialize variables
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self.internal_status = {}
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self.internal_status = {}
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self.dead = False
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# Score system
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# Score system
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self.frame_counter = 0
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self.frame_counter = 0
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@ -173,7 +173,8 @@ class Celeste:
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self.keypress("Escape")
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self.keypress("Escape")
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self.keystring("run")
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self.keystring("run")
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self.keypress("Enter", post = 1000)
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self.keypress("Enter", post = 1000)
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self.dead = False
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self.flush_reader()
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def flush_reader(self):
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def flush_reader(self):
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for k in iter(self.process.stdout.readline, ""):
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for k in iter(self.process.stdout.readline, ""):
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@ -186,7 +187,10 @@ class Celeste:
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# Get state, call callback, wait for state
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# Get state, call callback, wait for state
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# One line => one frame.
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# One line => one frame.
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for line in iter(self.process.stdout.readline, ""):
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it = iter(self.process.stdout.readline, "")
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for line in it:
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l = line.decode("utf-8")[:-1].strip()
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l = line.decode("utf-8")[:-1].strip()
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# This should only occur at game start
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# This should only occur at game start
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@ -215,6 +219,7 @@ class Celeste:
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)
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)
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if dist <= 4 and y == ty:
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if dist <= 4 and y == ty:
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print(f"Got point {self.next_point}")
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self.next_point += 1
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self.next_point += 1
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# Recalculate distance to new point
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# Recalculate distance to new point
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330
celeste/main.py
330
celeste/main.py
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@ -5,7 +5,6 @@ import math
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import torch
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import torch
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# Glue layer
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# Glue layer
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from celeste import Celeste
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from celeste import Celeste
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@ -15,6 +14,19 @@ compute_device = torch.device(
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)
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)
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state_number_map = [
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"xpos",
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"ypos",
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"xvel",
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"yvel",
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"next_point"
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]
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# Celeste env properties
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n_observations = len(state_number_map)
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n_actions = len(Celeste.action_space)
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# Epsilon-greedy parameters
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# Epsilon-greedy parameters
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#
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#
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@ -27,6 +39,27 @@ EPS_END = 0.05
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EPS_DECAY = 1000
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EPS_DECAY = 1000
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BATCH_SIZE = 128
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# Learning rate of target_net.
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# Controls how soft our soft update is.
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#
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# Should be between 0 and 1.
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# Large values
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# Small values do the opposite.
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#
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# A value of one makes target_net
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# change at the same rate as policy_net.
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#
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# A value of zero makes target_net
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# not change at all.
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TAU = 0.005
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# GAMMA is the discount factor as mentioned in the previous section
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GAMMA = 0.99
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# Outline our network
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# Outline our network
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class DQN(torch.nn.Module):
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class DQN(torch.nn.Module):
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def __init__(self, n_observations: int, n_actions: int):
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def __init__(self, n_observations: int, n_actions: int):
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@ -50,15 +83,39 @@ class DQN(torch.nn.Module):
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# Celeste env properties
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steps_done = 0
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n_observations = 4
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n_actions = len(Celeste.action_space)
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num_episodes = 100
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# Create replay memory.
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#
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# Transition: a container for naming data (defined in util.py)
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# Memory: a deque that holds recent states as Transitions
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# Has a fixed length, drops oldest
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# element if maxlen is exceeded.
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memory = deque([], maxlen=10_000)
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policy_net = DQN(
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policy_net = DQN(
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n_observations,
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n_observations,
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n_actions
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n_actions
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).to(compute_device)
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).to(compute_device)
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target_net = DQN(
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n_observations,
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n_actions
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).to(compute_device)
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target_net.load_state_dict(policy_net.state_dict())
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optimizer = torch.optim.AdamW(
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policy_net.parameters(),
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lr = 1e-4, # Hyperparameter: learning rate
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amsgrad = True
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)
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def select_action(state, steps_done):
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def select_action(state, steps_done):
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"""
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"""
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@ -107,68 +164,229 @@ Transition = namedtuple(
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)
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)
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def on_state(celeste):
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global last_state
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s = celeste.status
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if last_state is None:
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last_state = s
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return
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s_next = s["next_point"]
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s_dist = s["dist"]
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l_next = last_state["next_point"]
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l_dist = last_state["dist"]
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if l_next == s_next:
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reward = l_dist - s_dist
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else:
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reward = 10
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dead = s["deaths"] != 0
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frame_count = s["frame_count"]
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# Values at this point
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# reward: reward for last action
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# dead: true if game over
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state_number_map = [
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"xpos",
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"ypos",
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"xvel",
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"yvel"
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]
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tf_state = torch.tensor(
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[s[x] for x in state_number_map],
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dtype = torch.float32,
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device = compute_device
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).unsqueeze(0)
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tf_last = torch.tensor(
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[last_state[x] for x in state_number_map],
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dtype = torch.float32,
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device = compute_device
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).unsqueeze(0)
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action = select_action(
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tf_state,
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def optimize_model():
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frame_count
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if len(memory) < BATCH_SIZE:
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raise Exception(f"Not enough elements in memory for a batch of {BATCH_SIZE}")
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# Get a random sample of transitions
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batch = random.sample(memory, BATCH_SIZE)
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# Conversion.
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# Transposes batch, turning an array of Transitions
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# into a Transition of arrays.
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batch = Transition(*zip(*batch))
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# Conversion.
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# Combine states, actions, and rewards into their own tensors.
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state_batch = torch.cat(batch.state)
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action_batch = torch.cat(batch.action)
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reward_batch = torch.cat(batch.reward)
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# Compute a mask of non_final_states.
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# Each element of this tensor corresponds to an element in the batch.
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# True if this is a final state, False if it is.
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#
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# We use this to select non-final states later.
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non_final_mask = torch.tensor(
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tuple(map(
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lambda s: s is not None,
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batch.next_state
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))
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)
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)
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non_final_next_states = torch.cat(
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[s for s in batch.next_state if s is not None]
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)
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# How .gather works:
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# if out = a.gather(1, b),
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# out[i, j] = a[ i ][ b[i,j] ]
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#
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# a is "input," b is "index"
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# If this doesn't make sense, RTFD.
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# Compute Q(s_t, a).
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# - Use policy_net to compute Q(s_t) for each state in the batch.
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# This gives a tensor of [ Q(state, left), Q(state, right) ]
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#
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# - Action batch is a tensor that looks like [ [0], [1], [1], ... ]
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# listing the action that was taken in each transition.
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# 0 => we went left, 1 => we went right.
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#
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# This aligns nicely with the output of policy_net. We use
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# action_batch to index the output of policy_net's prediction.
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#
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# This gives us a tensor that contains the return we expect to get
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# at that state if we follow the model's advice.
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state_action_values = policy_net(state_batch).gather(1, action_batch)
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# Compute V(s_t+1) for all next states.
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# V(s_t+1) = max_a ( Q(s_t+1, a) )
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# = the maximum reward over all possible actions at state s_t+1.
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next_state_values = torch.zeros(BATCH_SIZE, device = compute_device)
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# Don't compute gradient for operations in this block.
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# If you don't understand what this means, RTFD.
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with torch.no_grad():
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# Note the use of non_final_mask here.
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# States that are final do not have their reward set by the line
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# below, so their reward stays at zero.
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#
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# States that are not final get their predicted value
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# set to the best value the model predicts.
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#
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#
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# Expected values of action are selected with the "older" target net,
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# and their best reward (over possible actions) is selected with max(1)[0].
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next_state_values[non_final_mask] = target_net(non_final_next_states).max(1)[0]
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# TODO: What does this mean?
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# "Compute expected Q values"
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expected_state_action_values = reward_batch + (next_state_values * GAMMA)
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# Compute Huber loss between predicted reward and expected reward.
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# Pytorch is will account for this when we compute the gradient of loss.
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#
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# loss is a single-element tensor (i.e, a scalar).
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criterion = torch.nn.SmoothL1Loss()
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loss = criterion(
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state_action_values,
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expected_state_action_values.unsqueeze(1)
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)
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# We can now run a step of backpropagation on our model.
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# TODO: what does this do?
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#
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# Calling .backward() multiple times will accumulate parameter gradients.
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# Thus, we reset the gradient before each step.
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optimizer.zero_grad()
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# Compute the gradient of loss wrt... something?
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# TODO: what does this do, we never use loss again?!
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loss.backward()
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# Prevent vanishing and exploding gradients.
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# Forces gradients to be in [-clip_value, +clip_value]
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torch.nn.utils.clip_grad_value_( # type: ignore
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policy_net.parameters(),
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clip_value = 100
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)
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# Perform a single optimizer step.
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#
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# Uses the current gradient, which is stored
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# in the .grad attribute of the parameter.
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optimizer.step()
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def on_state(celeste):
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global steps_done
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# Conversion to pytorch
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state = celeste.status
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pt_state = torch.tensor(
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[state[x] for x in state_number_map],
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dtype = torch.float32,
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device = compute_device
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).unsqueeze(0)
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action = select_action(
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pt_state,
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steps_done
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)
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steps_done += 1
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# Turn number into action string
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# Turn number into action string
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action = Celeste.action_space[action]
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str_action = Celeste.action_space[action]
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pt_action = torch.tensor(
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[[ action ]],
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device = compute_device,
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dtype = torch.long
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)
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celeste.act(action)
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celeste.act(str_action)
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next_state = celeste.status
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if next_state["deaths"] != 0:
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pt_next_state = None
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reward = 0
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else:
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pt_next_state = torch.tensor(
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[next_state[x] for x in state_number_map],
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dtype = torch.float32,
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device = compute_device
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).unsqueeze(0)
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if state["next_point"] == next_state["next_point"]:
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reward = state["dist"] - next_state["dist"]
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else:
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# Score for reaching a point
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reward = 10
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pt_reward = torch.tensor([reward], device = compute_device)
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# Add this state transition to memory.
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memory.append(
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Transition(
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pt_state, # last state
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pt_action,
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pt_next_state, # next state
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pt_reward
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)
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)
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# Update previous state
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# Only train the network if we have enough
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last_state = s
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# transitions in memory to do so.
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if len(memory) >= BATCH_SIZE:
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optimize_model()
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# Soft update target_net weights
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target_net_state = target_net.state_dict()
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policy_net_state = policy_net.state_dict()
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for key in policy_net_state:
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target_net_state[key] = (
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policy_net_state[key] * TAU +
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target_net_state[key] * (1-TAU)
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)
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target_net.load_state_dict(target_net_state)
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# Move on to the next episode once we reach
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# a terminal state.
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if (next_state["deaths"] != 0):
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print("State over, resetting")
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celeste.reset()
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Reference in New Issue