In this project, you need to implement one reinforcement learning algorithm (e.g., value iteration, policy iteration, Q-learning) for one grid-world-based environment: Treasure Hunting.
(a) 3D grid world. Smile faces represent terminal states which (b) The illustration of transition, e.g., the ingive reward 1. tended action is RIGHT
Figure 1: Illustration of treasure hunting in a cube
2 Treasure Hunting in a Cube
The environment is a 3D grid world. The MDP formulation is described as follows:
- State: a 3D coordinate, which indicates the current position where the agent is. The initial state is (0, 0, 0) and there is only one terminal state: (3,3,3).
- Action: The action space is (forward, backward, left, right, up, down). The agent needs to select one of them to navigate in the environment.
- Reward: The agent will receive 1 reward when it arrives at the terminal states, or otherwise receive -0.1 reward.
- Transition: The intended movement happens with probability 0.6. With probability 0.1, the agent ends up in one of the states perpendicular to the intended direction. If a collision with a wall happens, the agent stays in the same state.
3 Code Example
We provide the environment code environment.py and examples code test.py. In environment.py, we provide the code: TreasureCube.
In test.py, we provide a random agent. You can modify it to implement your agent. You should install a numpy package additionally to run the code.
| from collections import defaultdict import argparse import random import numpy as np from environment import TreasureCube
# you need to implement your agent based on one RL algorithm class RandomAgent(object): def __init__(self): self.action_space = [’left’,’right’,’forward’,’backward’,’up’,’down’] # in TreasureCube self.Q = defaultdict(lambda: np.zeros(len(self.action_space))) def take_action(self, state): action = random.choice(self.action_space) return action # implement your train/update function to update self.V or self.Q # you should pass arguments to the train function def train(self, state, action, next_state, reward): pass |
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Besides, in test.py, we implement a test function. You should replace the random agent with your agent in line 3.
| def | test_corridor(max_episode, max_step):
env = TreasureCorridor(max_step=max_step) agent = RandomAgent() for epsisode_num in range(0, max_episode): state = env.reset() terminate = False t = 0 episode_reward = 0 while not terminate: action = agent.take_action(state) reward, terminate, next_state = env.step(action) episode_reward += reward # env.render() # print(f’step: {t}, action: {action}, reward: {reward}’) t += 1 agent.train(state, action, next_state, reward) state = next_state print(f’epsisode: {epsisode_num}, total_steps: {t} episode reward: { episode_reward}’) |
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If you use Q-learning, you can use the parameters: discount factor γ = 0.99, learning rate α = 0.5, exploration rate
You can run the following code to generate output and test your agent.
| python test.py –max_episode 500 –max_step 500 |
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