Project 4 | CS 188 Spring 2023
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School
Hong Kong Polytechnic University *
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Course
273
Subject
Computer Science
Date
Nov 24, 2024
Type
Pages
16
Uploaded by lixun73230
CS 188 Spring 2023
Projects
/
Project 4
Due:
Tuesday, March 14, 11
:
59 PM PT
.
Introduction
MDPs
Question 1 (6 points): Value Iteration
Question 2 (5 points): Policies
Question 3 (6 points): Q-Learning
Question 4 (2 points): Epsilon Greedy
Question 5 (2 point): Q-Learning and Pacman
Question 6 (4 points): Approximate Q-Learning
Submission
In this project, you will implement value iteration and Q-learning. You will test your
agents first on Gridworld (from class), then apply them to a simulated robot controller
(Crawler) and Pacman.
Questions 1 and 2 are on MDPs and are in-scope for the midterm.
As in previous projects, this project includes an autograder for you to grade your
solutions on your machine. This can be run on all questions with the command:
It can be run for one particular question, such as q2, by:
It can be run for one particular test by commands of the form:
Project 4: Reinforcement Learning
TABLE OF CONTENTS
•
•
•
•
•
•
•
•
•
Introduction
python autograder.py
Copy
python autograder.py
-q
q2
Copy
The code for this project contains the following files, available as a
zip archive
.
Files you'll edit:
valueIterationAgents.py
A value iteration agent for solving known MDPs.
qlearningAgents.py
Q-learning agents for Gridworld, Crawler and
Pacman.
analysis.py
A file to put your answers to questions given in the
project.
Files you might want to look at:
mdp.py
Defines methods on general MDPs.
learningAgents.py
Defines the base classes
ValueEstimationAgent
and
QLearningAgent
, which your agents will
extend.
util.py
Utilities, including
util.Counter
, which is
particularly useful for Q-learners.
gridworld.py
The Gridworld implementation.
featureExtractors.py
Classes for extracting features on (state, action)
pairs. Used for the approximate Q-learning agent (in
qlearningAgents.py
).
Supporting files you can ignore:
environment.py
Abstract class for general reinforcement learning
environments. Used by
gridworld.py
.
graphicsGridworldDisplay.py
Gridworld graphical display.
graphicsUtils.py
Graphics utilities.
textGridworldDisplay.py
Plug-in for the Gridworld text interface.
crawler.py
The crawler code and test harness. You will run this
but not edit it.
python autograder.py
-t
test_cases/q2/1-bridge-grid
Copy
graphicsCrawlerDisplay.py
GUI for the crawler robot.
autograder.py
Project autograder
testParser.py
Parses autograder test and solution files
testClasses.py
General autograding test classes
test_cases/
Directory containing the test cases for each question
reinforcementTestClasses.py
Project 4 specific autograding test classes
Files to Edit and Submit
: You will fill in portions of
valueIterationAgents.py
,
qlearningAgents.py
, and
analysis.py
during the assignment. Once you have
completed the assignment, you will submit these files to Gradescope (for instance, you
can upload all
.py
files in the folder). Please do not change the other files in this
distribution.
Evaluation
: Your code will be autograded for technical correctness. Please do not
change the names of any provided functions or classes within the code, or you will
wreak havoc on the autograder. However, the correctness of your implementation – not
the autograder’s judgements – will be the final judge of your score. If necessary, we will
review and grade assignments individually to ensure that you receive due credit for
your work.
Academic Dishonesty
: We will be checking your code against other submissions in the
class for logical redundancy. If you copy someone else’s code and submit it with minor
changes, we will know. These cheat detectors are quite hard to fool, so please don’t try.
We trust you all to submit your own work only; please don’t let us down. If you do, we
will pursue the strongest consequences available to us.
Getting Help
: You are not alone
!
If you find yourself stuck on something, contact the
course staff for help. Office hours, section, and the discussion forum are there for your
support; please use them. If you can’t make our office hours, let us know and we will
schedule more. We want these projects to be rewarding and instructional, not
frustrating and demoralizing. But, we don’t know when or how to help unless you ask.
Discussion
: Please be careful not to post spoilers.
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To get started, run Gridworld in manual control mode, which uses the arrow keys:
You will see the two-exit layout from class. The blue dot is the agent. Note that when
you press up, the agent only actually moves north 80% of the time. Such is the life of a
Gridworld agent
!
You can control many aspects of the simulation. A full list of options is available by
running:
The default agent moves randomly
You should see the random agent bounce around the grid until it happens upon an exit.
Not the finest hour for an AI agent.
Note: The Gridworld MDP is such that you first must enter a pre-terminal state (the
double boxes shown in the GUI) and then take the special ‘exit’ action before the
episode actually ends (in the true terminal state called
TERMINAL_STATE
, which is not
shown in the GUI). If you run an episode manually, your total return may be less than
you expected, due to the discount rate (
-d
to change; 0.9 by default).
Look at the console output that accompanies the graphical output (or use
-t
for all
text). You will be told about each transition the agent experiences (to turn this off, use
-q
).
As in Pacman, positions are represented by
(x, y)
Cartesian coordinates and any
arrays are indexed by
[x][y]
, with
'north'
being the direction of increasing
y
, etc.
By default, most transitions will receive a reward of zero, though you can change this
with the living reward option (
-r
).
MDPs
python gridworld.py
-m
Copy
python gridworld.py
-h
Copy
python gridworld.py
-g
MazeGrid
Copy
Question 1 (6 points): Value Iteration
Recall the value iteration state update equation:
Write a value iteration agent in
ValueIterationAgent
, which has been partially
specified for you in
valueIterationAgents.py
. Your value iteration agent is an offline
planner, not a reinforcement learning agent, and so the relevant training option is the
number of iterations of value iteration it should run (option
-i
) in its initial planning
phase.
ValueIterationAgent
takes an MDP on construction and runs value iteration
for the specified number of iterations before the constructor returns.
Value iteration computes
-step estimates of the optimal values,
. In addition to
runValueIteration
, implement the following methods for
ValueIterationAgent
using
:
computeActionFromValues(state)
computes the best action according to the
value function given by self.values.
computeQValueFromValues(state, action)
returns the Q-value of the (state,
action) pair given by the value function given by
self.values
.
These quantities are all displayed in the GUI: values are numbers in squares, Q-values
are numbers in square quarters, and policies are arrows out from each square.
Important: Use the “batch” version of value iteration where each vector
is computed
from a fixed vector
(like in lecture), not the “online” version where one single
weight vector is updated in place. This means that when a state’s value is updated in
iteration
based on the values of its successor states, the successor state values used
in the value update computation should be those from iteration
(even if some of
the successor states had already been updated in iteration
). The difference is
discussed in
Sutton & Barto
in Chapter 4.1 on page 91.
Note
: A policy synthesized from values of depth
(which reflect the next
rewards)
will actually reflect the next
rewards (i.e. you return
). Similarly, the Q-values
will also reflect one more reward than the values (i.e. you return
).
You should return the synthesized policy
.
Hint
: You may optionally use the
util.Counter
class in
util.py
, which is a
dictionary with a default value of zero. However, be careful with
argMax
: the actual
argmax you want may be a key not in the counter
!
V
(
s
)
←
k
+1
T
(
s
,
a
,
s
)
R
(
s
,
a
,
s
) +
γ
V
(
s
)
a
max
s
′
∑
′
[
′
k
′
]
k
V
k
V
k
•
•
V
k
V
k
−
1
k
k
−
1
k
k
k
k
+ 1
π
k
+1
Q
k
+1
π
k
+1
Note
: Make sure to handle the case when a state has no available actions in an MDP
(think about what this means for future rewards).
To test your implementation, run the autograder:
The following command loads your
ValueIterationAgent
, which will compute a
policy and execute it 10 times. Press a key to cycle through values, Q-values, and the
simulation. You should find that the value of the start state (
V(start)
, which you can
read off of the GUI) and the empirical resulting average reward (printed after the 10
rounds of execution finish) are quite close.
Hint
: On the default
BookGrid
, running value iteration for 5 iterations should give you
this output:
python autograder.py
-q
q1
Copy
python gridworld.py
-a
value
-i
100
-k
10
Copy
python gridworld.py
-a
value
-i
5
Copy
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Grading
: Your value iteration agent will be graded on a new grid. We will check your
values, Q-values, and policies after fixed numbers of iterations and at convergence
(e.g. after 100 iterations).
Consider the
DiscountGrid
layout, shown below. This grid has two terminal states
with positive payoff (in the middle row), a close exit with payoff +1 and a distant exit
with payoff +10. The bottom row of the grid consists of terminal states with negative
payoff (shown in red); each state in this “cliff” region has payoff -10. The starting state
is the yellow square. We distinguish between two types of paths: (1) paths that “risk the
cliff” and travel near the bottom row of the grid; these paths are shorter but risk
earning a large negative payoff, and are represented by the red arrow in the figure
below. (2) paths that “avoid the cliff” and travel along the top edge of the grid. These
paths are longer but are less likely to incur huge negative payoffs. These paths are
represented by the green arrow in the figure below.
Question 2 (5 points): Policies
In this question, you will choose settings of the discount, noise, and living reward
parameters for this MDP to produce optimal policies of several different types.
Your
setting of the parameter values for each part should have the property that, if
your agent followed its optimal policy without being subject to any noise, it would
exhibit the given behavior.
If a particular behavior is not achieved for any setting of
the parameters, assert that the policy is impossible by returning the string
'NOT
POSSIBLE'
.
Here are the optimal policy types you should attempt to produce:
To see what behavior a set of numbers ends up in, run the following command to see a
GUI:
To check your answers, run the autograder:
Prefer the close exit (+1), risking the cliff (-10)
1
Prefer the close exit (+1), but avoiding the cliff (-10)
2
Prefer the distant exit (+10), risking the cliff (-10)
3
Prefer the distant exit (+10), avoiding the cliff (-10)
4
Avoid both exits and the cliff (so an episode should never terminate)
5
python gridworld.py
-g
DiscountGrid
-a
value
--discount
[
YOUR_DISCOUNT]
--
Copy
question2a()
through
question2e()
should each return a 3-item tuple of
(discount, noise, living reward)
in
analysis.py
.
Note
: You can check your policies in the GUI. For example, using a correct answer to
3(a), the arrow in (0,1) should point east, the arrow in (1,1) should also point east, and
the arrow in (2,1) should point north.
Note
: On some machines you may not see an arrow. In this case, press a button on the
keyboard to switch to qValue display, and mentally calculate the policy by taking the arg
max of the available qValues for each state.
Grading
: We will check that the desired policy is returned in each case.
Note that your value iteration agent does not actually learn from experience. Rather, it
ponders its MDP model to arrive at a complete policy before ever interacting with a real
environment. When it does interact with the environment, it simply follows the
precomputed policy (e.g. it becomes a reflex agent). This distinction may be subtle in a
simulated environment like a Gridword, but it’s very important in the real world, where
the real MDP is not available.
You will now write a Q-learning agent, which does very little on construction, but
instead learns by trial and error from interactions with the environment through its
update(state, action, nextState, reward)
method. A stub of a Q-learner is
specified in
QLearningAgent
in
qlearningAgents.py
, and you can select it with the
option
'-a q'
. For this question, you must implement the
update
,
computeValueFromQValues
,
getQValue
, and
computeActionFromQValues
methods.
Note
: For
computeActionFromQValues
, you should break ties randomly for better
behavior. The
random.choice()
function will help. In a particular state, actions that
your agent hasn’t seen before still have a Q-value, specifically a Q-value of zero, and if
all of the actions that your agent has seen before have a negative Q-value, an unseen
action may be optimal.
Important
: Make sure that in your
computeValueFromQValues
and
computeActionFromQValues
functions, you only access Q values by calling
python autograder.py
-q
q2
Copy
Question 3 (6 points): Q-Learning
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getQValue
. This abstraction will be useful for question 10 when you override
getQValue
to use features of state-action pairs rather than state-action pairs directly.
With the Q-learning update in place, you can watch your Q-learner learn under manual
control, using the keyboard:
Recall that
-k
will control the number of episodes your agent gets to learn. Watch how
the agent learns about the state it was just in, not the one it moves to, and “leaves
learning in its wake.” Hint: to help with debugging, you can turn off noise by using the
-
-noise 0.0
parameter (though this obviously makes Q-learning less interesting). If
you manually steer Pacman north and then east along the optimal path for four
episodes, you should see the following Q-values:
Grading
: We will run your Q-learning agent and check that it learns the same Q-values
and policy as our reference implementation when each is presented with the same set
python gridworld.py
-a
q
-k
5
-m
Copy
of examples. To grade your implementation, run the autograder:
Complete your Q-learning agent by implementing epsilon-greedy action selection in
getAction
, meaning it chooses random actions an epsilon fraction of the time, and
follows its current best Q-values otherwise. Note that choosing a random action may
result in choosing the best action - that is, you should not choose a random sub-
optimal action, but rather any random legal action.
You can choose an element from a list uniformly at random by calling the
random.choice
function. You can simulate a binary variable with probability
p
of
success by using
util.flipCoin(p)
, which returns
True
with probability
p
and
False
with probability
1-p
.
After implementing the
getAction
method, observe the following behavior of the
agent in
GridWorld
(with epsilon = 0.3).
Your final Q-values should resemble those of your value iteration agent, especially
along well-traveled paths. However, your average returns will be lower than the Q-
values predict because of the random actions and the initial learning phase.
You can also observe the following simulations for different epsilon values. Does that
behavior of the agent match what you expect
?
To test your implementation, run the autograder:
python autograder.py
-q
q3
Copy
Question 4 (2 points): Epsilon Greedy
python gridworld.py
-a
q
-k
100
Copy
python gridworld.py
-a
q
-k
100
--noise
0.0
-e
0.1
Copy
python gridworld.py
-a
q
-k
100
--noise
0.0
-e
0.9
Copy
python autograder.py
-q
q4
Copy
With no additional code, you should now be able to run a Q-learning crawler robot:
If this doesn’t work, you’ve probably written some code too specific to the
GridWorld
problem and you should make it more general to all MDPs.
This will invoke the crawling robot from class using your Q-learner. Play around with the
various learning parameters to see how they affect the agent’s policies and actions.
Note that the step delay is a parameter of the simulation, whereas the learning rate and
epsilon are parameters of your learning algorithm, and the discount factor is a property
of the environment.
Time to play some Pacman
!
Pacman will play games in two phases. In the first phase,
training
, Pacman will begin to learn about the values of positions and actions. Because
it takes a very long time to learn accurate Q-values even for tiny grids, Pacman’s
training games run in quiet mode by default, with no GUI (or console) display. Once
Pacman’s training is complete, he will enter
testing
mode. When testing, Pacman’s
self.epsilon
and
self.alpha
will be set to 0.0, effectively stopping Q-learning and
disabling exploration, in order to allow Pacman to exploit his learned policy. Test games
are shown in the GUI by default. Without any code changes you should be able to run
Q-learning Pacman for very tiny grids as follows:
Note that
PacmanQAgent
is already defined for you in terms of the
QLearningAgent
you’ve already written.
PacmanQAgent
is only different in that it has default learning
parameters that are more effective for the Pacman problem (
epsilon=0.05,
alpha=0.2, gamma=0.8
). You will receive full credit for this question if the command
above works without exceptions and your agent wins at least 80% of the time. The
autograder will run 100 test games after the 2000 training games.
Hint
: If your
QLearningAgent
works for
gridworld.py
and
crawler.py
but does not
seem to be learning a good policy for Pacman on
smallGrid
, it may be because your
getAction
and/or
computeActionFromQValues
methods do not in some cases
properly consider unseen actions. In particular, because unseen actions have by
python crawler.py
Copy
Question 5 (2 point): Q-Learning and Pacman
python pacman.py
-p
PacmanQAgent
-x
2000
-n
2010
-l
smallGrid
Copy
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definition a Q-value of zero, if all of the actions that have been seen have negative Q-
values, an unseen action may be optimal. Beware of the
argMax
function from
util.Counter
!
To grade your answer, run:
Note
: If you want to experiment with learning parameters, you can use the option
-a
,
for example
-a epsilon=0.1,alpha=0.3,gamma=0.7
. These values will then be
accessible as
self.epsilon
,
self.gamma
and
self.alpha
inside the agent.
Note
: While a total of 2010 games will be played, the first 2000 games will not be
displayed because of the option
-x 2000
, which designates the first 2000 games for
training (no output). Thus, you will only see Pacman play the last 10 of these games.
The number of training games is also passed to your agent as the option
numTraining
.
Note
: If you want to watch 10 training games to see what’s going on, use the command:
During training, you will see output every 100 games with statistics about how Pacman
is faring. Epsilon is positive during training, so Pacman will play poorly even after having
learned a good policy: this is because he occasionally makes a random exploratory
move into a ghost. As a benchmark, it should take between 1000 and 1400 games
before Pacman’s rewards for a 100 episode segment becomes positive, reflecting that
he’s started winning more than losing. By the end of training, it should remain positive
and be fairly high (between 100 and 350).
Make sure you understand what is happening here: the MDP state is the exact board
configuration facing Pacman, with the now complex transitions describing an entire ply
of change to that state. The intermediate game configurations in which Pacman has
moved but the ghosts have not replied are not MDP states, but are bundled in to the
transitions.
Once Pacman is done training, he should win very reliably in test games (at least 90%
of the time), since now he is exploiting his learned policy.
However, you will find that training the same agent on the seemingly simple
python autograder.py
-q
q5
Copy
python pacman.py
-p
PacmanQAgent
-n
10
-l
smallGrid
-a numTraining
=
10
Copy
mediumGrid
does not work well. In our implementation, Pacman’s average training
rewards remain negative throughout training. At test time, he plays badly, probably
losing all of his test games. Training will also take a long time, despite its
ineffectiveness.
Pacman fails to win on larger layouts because each board configuration is a separate
state with separate Q-values. He has no way to generalize that running into a ghost is
bad for all positions. Obviously, this approach will not scale.
Implement an approximate Q-learning agent that learns weights for features of states,
where many states might share the same features. Write your implementation in
ApproximateQAgent
class in
qlearningAgents.py
, which is a subclass of
PacmanQAgent
.
Note
: Approximate Q-learning assumes the existence of a feature function
over
state and action pairs, which yields a vector
of
feature values. We provide feature functions for you in
featureExtractors.py
.
Feature vectors are
util.Counter
(like a dictionary) objects containing the non-zero
pairs of features and values; all omitted features have value zero. So, instead of an
vector where the index in the vector defines which feature is which, we have the keys in
the dictionary define the idenity of the feature.
The approximate Q-function takes the following form:
where each weight
is associated with a particular feature
. In your code, you
should implement the weight vector as a dictionary mapping features (which the
feature extractors will return) to weight values. You will update your weight vectors
similarly to how you updated Q-values:
Note that the
term is the same as in normal Q-learning, and
is the
experienced reward.
Question 6 (4 points): Approximate Q-Learning
f
(
s
,
a
)
[
f
(
s
,
a
), … ,
f
(
s
,
a
), … ,
f
(
s
,
a
)]
1
i
n
Q
(
s
,
a
) =
f
(
s
,
a
)
w
i
=1
∑
n
i
i
w
i
f
(
s
,
a
)
i
w
←
i
w
+
i
α
⋅
difference
⋅
f
(
s
,
a
)
i
difference =
r
+
γ
Q
(
s
,
a
)
−
(
a
′
max
′
′
)
Q
(
s
,
a
)
difference
r
By default,
ApproximateQAgent
uses the
IdentityExtractor
, which assigns a single
feature to every
(state,action)
pair. With this feature extractor, your approximate Q-
learning agent should work identically to
PacmanQAgent
. You can test this with the
following command:
Important
:
ApproximateQAgent
is a subclass of
QLearningAgent
, and it therefore
shares several methods like
getAction
. Make sure that your methods in
QLearningAgent
call
getQValue
instead of accessing Q-values directly, so that when
you override
getQValue
in your approximate agent, the new approximate q-values are
used to compute actions.
Once you’re confident that your approximate learner works correctly with the identity
features, run your approximate Q-learning agent with our custom feature extractor,
which can learn to win with ease:
Even much larger layouts should be no problem for your
ApproximateQAgent
(
warning
: this may take a few minutes to train):
If you have no errors, your approximate Q-learning agent should win almost every time
with these simple features, even with only 50 training games.
Grading
: We will run your approximate Q-learning agent and check that it learns the
same Q-values and feature weights as our reference implementation when each is
presented with the same set of examples. To grade your implementation, run the
autograder:
Congratulations
!
You have a learning Pacman agent
!
python pacman.py
-p
ApproximateQAgent
-x
2000
-n
2010
-l
smallGrid
Copy
python pacman.py
-p
ApproximateQAgent
-a extractor
=
SimpleExtractor
-x
50
-
Copy
python pacman.py
-p
ApproximateQAgent
-a extractor
=
SimpleExtractor
-x
50
-
Copy
python autograder.py
-q
q6
Copy
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In order to submit your project upload the Python files you edited. For instance, use
Gradescope’s upload on all
.py
files in the project folder.
Submission
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