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uctPlanner.cpp
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uctPlanner.cpp
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/* *****************************************************************************
* A.L.E (Arcade Learning Environment)
* Copyright (c) 2009-2013 by Yavar Naddaf, Joel Veness, Marc G. Bellemare,
* Matthew Hausknecht, and the Reinforcement Learning and Artificial Intelligence
* Laboratory
* Released under the GNU General Public License; see License.txt for details.
*
* Based on: Stella -- "An Atari 2600 VCS Emulator"
* Copyright (c) 1995-2007 by Bradford W. Mott and the Stella team
*
* *****************************************************************************
* ale_interface.hpp
*
* The shared library interface.
**************************************************************************** */
#include "uct.hpp"
#include <iostream>
#include <fstream>
#include <string>
#include <ctime>
#include <sstream>
#include <vector>
using namespace std;
// --> x
// vv y
// a simple domain
class ToyState : public State {
public:
int x, y;
int food;
ToyState(int _x, int _y, int _food): x(_x), y(_y), food(_food) {
}
virtual bool equal(State* state) {
const ToyState* other = dynamic_cast<const ToyState*> (state);
if ((other == NULL) || (other->x != x) || (other->y != y) || (other->food != food) ) {
return false;
}
return true;
}
virtual State* duplicate() {
ToyState * other = new ToyState(x, y, food);
return other;
}
virtual void print() const {
cout << "(" << x << "," << y << "," << food << ")";
}
};
class ToyAction: public SimAction {
public:
int id;
ToyAction(int _id): id(_id) {
}
virtual SimAction* duplicate() {
ToyAction* other = new ToyAction(id);
return other;
}
virtual void print() const {
cout << id ;
}
virtual bool equal(SimAction* other) {
ToyAction* act = dynamic_cast<ToyAction*>(other);
return act->id == id;
}
};
// deterministic food and shelter
class ToySimulator: public Simulator {
public:
ToyState* current;
vector<SimAction*> actVect;
double reward;
ToySimulator() {
// construct actVect
// construct current
actVect.push_back( new ToyAction(0));
actVect.push_back( new ToyAction(1));
actVect.push_back( new ToyAction(2));
actVect.push_back( new ToyAction(3));
current = new ToyState(0, 2, 0);
}
~ToySimulator() {
// free actVect
// free current
delete actVect[0];
delete actVect[1];
delete actVect[2];
delete actVect[3];
delete current;
}
virtual void setState(State* state) {
const ToyState* other = dynamic_cast<const ToyState*> (state);
if (other == NULL) {
return;
}
current->x = other->x;
current->y = other->y;
current->food = other->food;
}
virtual State* getState() {
return current;
}
// 0 up
// 1 down
// 2 left
// 3 right
virtual double act(const SimAction* action) {
assert(!isTerminal());
const ToyAction* act = dynamic_cast<const ToyAction*> (action);
if (act == NULL) {
return 0;
}
int id = act->id;
if (rand() / (double) RAND_MAX < 0.1) {
id = rand() % 4;
// cout << "random happen!" << endl;
}
switch (id) {
case 0:
if ( (current->x == 0) && (current->y > 0) ) {
current->y--;
}
break;
case 1:
if ( (current->x == 0) && (current->y < 4) ) {
current->y++;
}
break;
case 2:
if (current->x > 0) {
current->x--;
}
break;
case 3:
if (current->x < 4) {
current->x++;
}
break;
default:
break;
}
return ( (current->x == 4) && (current->y == current->food) ) ? 10 : 0;
}
virtual vector<SimAction*>& getActions() {
return actVect;
}
virtual bool isTerminal() {
if ( (current->x != 4) || (current->y != current->food) ) {
return false;
}
return true;
}
virtual void reset() {
current->x = 0;
current->y = 2;
current->food = rand() % 5;
}
};
// then test
int main(int argc, char** argv) {
ToySimulator* sim = new ToySimulator();
ToySimulator* sim2 = new ToySimulator();
UCTPlanner uct(sim2, -1, 100, 1, 0.95);
int numGames = 100;
for (int i = 0; i < numGames; ++i) {
int steps = 0;
double r = 0;
// sim->getState()->print();
while (! sim->isTerminal()) {
steps++;
uct.setRootNode(sim->getState(), sim->getActions(), r, sim->isTerminal());
uct.plan();
SimAction* action = uct.getAction();
// cout << "-" ;
// action->print();
// cout << "->";
// uct.testTreeStructure();
r = sim->act(action);
// sim->getState()->print();
// cout << endl;
// sim->getState()->print();
}
sim->reset();
cout << "Game:" << i << " steps: " << steps << " r: " << r << endl;
}
}