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七個流行的強化學(xué)習(xí)算法及代碼實現(xiàn)

人工智能 深度學(xué)習(xí)
目前流行的強化學(xué)習(xí)算法包括 Q-learning、SARSA、DDPG、A2C、PPO、DQN 和 TRPO。 這些算法已被用于在游戲、機器人和決策制定等各種應(yīng)用中,并且這些流行的算法還在不斷發(fā)展和改進(jìn),本文我們將對其做一個簡單的介紹。

目前流行的強化學(xué)習(xí)算法包括 Q-learning、SARSA、DDPG、A2C、PPO、DQN 和 TRPO。 這些算法已被用于在游戲、機器人和決策制定等各種應(yīng)用中,并且這些流行的算法還在不斷發(fā)展和改進(jìn),本文我們將對其做一個簡單的介紹。

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1、Q-learning

Q-learning:Q-learning 是一種無模型、非策略的強化學(xué)習(xí)算法。 它使用 Bellman 方程估計最佳動作值函數(shù),該方程迭代地更新給定狀態(tài)動作對的估計值。 Q-learning 以其簡單性和處理大型連續(xù)狀態(tài)空間的能力而聞名。

下面是一個使用 Python 實現(xiàn) Q-learning 的簡單示例:

import numpy as np

# Define the Q-table and the learning rate
Q = np.zeros((state_space_size, action_space_size))
alpha = 0.1

# Define the exploration rate and discount factor
epsilon = 0.1
gamma = 0.99

for episode in range(num_episodes):
current_state = initial_state
while not done:
# Choose an action using an epsilon-greedy policy
if np.random.uniform(0, 1) < epsilon:
action = np.random.randint(0, action_space_size)
else:
action = np.argmax(Q[current_state])

# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)

# Update the Q-table using the Bellman equation
Q[current_state, action] = Q[current_state, action] + alpha * (reward + gamma * np.max(Q[next_state]) - Q[current_state, action])

current_state = next_state

上面的示例中,state_space_size 和 action_space_size 分別是環(huán)境中的狀態(tài)數(shù)和動作數(shù)。 num_episodes 是要為運行算法的輪次數(shù)。 initial_state 是環(huán)境的起始狀態(tài)。 take_action(current_state, action) 是一個函數(shù),它將當(dāng)前狀態(tài)和一個動作作為輸入,并返回下一個狀態(tài)、獎勵和一個指示輪次是否完成的布爾值。

在 while 循環(huán)中,使用 epsilon-greedy 策略根據(jù)當(dāng)前狀態(tài)選擇一個動作。 使用概率 epsilon選擇一個隨機動作,使用概率 1-epsilon選擇對當(dāng)前狀態(tài)具有最高 Q 值的動作。

采取行動后,觀察下一個狀態(tài)和獎勵,使用Bellman方程更新q。 并將當(dāng)前狀態(tài)更新為下一個狀態(tài)。這只是 Q-learning 的一個簡單示例,并未考慮 Q-table 的初始化和要解決的問題的具體細(xì)節(jié)。

2、SARSA

SARSA:SARSA 是一種無模型、基于策略的強化學(xué)習(xí)算法。 它也使用Bellman方程來估計動作價值函數(shù),但它是基于下一個動作的期望值,而不是像 Q-learning 中的最優(yōu)動作。 SARSA 以其處理隨機動力學(xué)問題的能力而聞名。

import numpy as np

# Define the Q-table and the learning rate
Q = np.zeros((state_space_size, action_space_size))
alpha = 0.1

# Define the exploration rate and discount factor
epsilon = 0.1
gamma = 0.99

for episode in range(num_episodes):
current_state = initial_state
action = epsilon_greedy_policy(epsilon, Q, current_state)
while not done:
# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)
# Choose next action using epsilon-greedy policy
next_action = epsilon_greedy_policy(epsilon, Q, next_state)
# Update the Q-table using the Bellman equation
Q[current_state, action] = Q[current_state, action] + alpha * (reward + gamma * Q[next_state, next_action] - Q[current_state, action])
current_state = next_state
action = next_action

state_space_size和action_space_size分別是環(huán)境中的狀態(tài)和操作的數(shù)量。num_episodes是您想要運行SARSA算法的輪次數(shù)。Initial_state是環(huán)境的初始狀態(tài)。take_action(current_state, action)是一個將當(dāng)前狀態(tài)和作為操作輸入的函數(shù),并返回下一個狀態(tài)、獎勵和一個指示情節(jié)是否完成的布爾值。

在while循環(huán)中,使用在單獨的函數(shù)epsilon_greedy_policy(epsilon, Q, current_state)中定義的epsilon-greedy策略來根據(jù)當(dāng)前狀態(tài)選擇操作。使用概率 epsilon選擇一個隨機動作,使用概率 1-epsilon對當(dāng)前狀態(tài)具有最高 Q 值的動作。

上面與Q-learning相同,但是采取了一個行動后,在觀察下一個狀態(tài)和獎勵時它然后使用貪心策略選擇下一個行動。并使用Bellman方程更新q表。

3、DDPG

DDPG 是一種用于連續(xù)動作空間的無模型、非策略算法。 它是一種actor-critic算法,其中actor網(wǎng)絡(luò)用于選擇動作,而critic網(wǎng)絡(luò)用于評估動作。 DDPG 對于機器人控制和其他連續(xù)控制任務(wù)特別有用。

import numpy as np
from keras.models import Model, Sequential
from keras.layers import Dense, Input
from keras.optimizers import Adam

# Define the actor and critic models
actor = Sequential()
actor.add(Dense(32, input_dim=state_space_size, activation='relu'))
actor.add(Dense(32, activation='relu'))
actor.add(Dense(action_space_size, activation='tanh'))
actor.compile(loss='mse', optimizer=Adam(lr=0.001))

critic = Sequential()
critic.add(Dense(32, input_dim=state_space_size, activation='relu'))
critic.add(Dense(32, activation='relu'))
critic.add(Dense(1, activation='linear'))
critic.compile(loss='mse', optimizer=Adam(lr=0.001))

# Define the replay buffer
replay_buffer = []

# Define the exploration noise
exploration_noise = OrnsteinUhlenbeckProcess(size=action_space_size, theta=0.15, mu=0, sigma=0.2)

for episode in range(num_episodes):
current_state = initial_state
while not done:
# Select an action using the actor model and add exploration noise
action = actor.predict(current_state)[0] + exploration_noise.sample()
action = np.clip(action, -1, 1)

# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)

# Add the experience to the replay buffer
replay_buffer.append((current_state, action, reward, next_state, done))

# Sample a batch of experiences from the replay buffer
batch = sample(replay_buffer, batch_size)

# Update the critic model
states = np.array([x[0] for x in batch])
actions = np.array([x[1] for x in batch])
rewards = np.array([x[2] for x in batch])
next_states = np.array([x[3] for x in batch])

target_q_values = rewards + gamma * critic.predict(next_states)
critic.train_on_batch(states, target_q_values)

# Update the actor model
action_gradients = np.array(critic.get_gradients(states, actions))
actor.train_on_batch(states, action_gradients)

current_state = next_state

在本例中,state_space_size和action_space_size分別是環(huán)境中的狀態(tài)和操作的數(shù)量。num_episodes是輪次數(shù)。Initial_state是環(huán)境的初始狀態(tài)。Take_action (current_state, action)是一個函數(shù),它接受當(dāng)前狀態(tài)和操作作為輸入,并返回下一個操作。

4、A2C

A2C(Advantage Actor-Critic)是一種有策略的actor-critic算法,它使用Advantage函數(shù)來更新策略。 該算法實現(xiàn)簡單,可以處理離散和連續(xù)的動作空間。

import numpy as np
from keras.models import Model, Sequential
from keras.layers import Dense, Input
from keras.optimizers import Adam
from keras.utils import to_categorical

# Define the actor and critic models
state_input = Input(shape=(state_space_size,))
actor = Dense(32, activation='relu')(state_input)
actor = Dense(32, activation='relu')(actor)
actor = Dense(action_space_size, activation='softmax')(actor)
actor_model = Model(inputs=state_input, outputs=actor)
actor_model.compile(loss='categorical_crossentropy', optimizer=Adam(lr=0.001))

state_input = Input(shape=(state_space_size,))
critic = Dense(32, activation='relu')(state_input)
critic = Dense(32, activation='relu')(critic)
critic = Dense(1, activation='linear')(critic)
critic_model = Model(inputs=state_input, outputs=critic)
critic_model.compile(loss='mse', optimizer=Adam(lr=0.001))

for episode in range(num_episodes):
current_state = initial_state
done = False
while not done:
# Select an action using the actor model and add exploration noise
action_probs = actor_model.predict(np.array([current_state]))[0]
action = np.random.choice(range(action_space_size), p=action_probs)

# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)

# Calculate the advantage
target_value = critic_model.predict(np.array([next_state]))[0][0]
advantage = reward + gamma * target_value - critic_model.predict(np.array([current_state]))[0][0]

# Update the actor model
action_one_hot = to_categorical(action, action_space_size)
actor_model.train_on_batch(np.array([current_state]), advantage * action_one_hot)

# Update the critic model
critic_model.train_on_batch(np.array([current_state]), reward + gamma * target_value)

current_state = next_state

在這個例子中,actor模型是一個神經(jīng)網(wǎng)絡(luò),它有2個隱藏層,每個隱藏層有32個神經(jīng)元,具有relu激活函數(shù),輸出層具有softmax激活函數(shù)。critic模型也是一個神經(jīng)網(wǎng)絡(luò),它有2個隱含層,每層32個神經(jīng)元,具有relu激活函數(shù),輸出層具有線性激活函數(shù)。

使用分類交叉熵?fù)p失函數(shù)訓(xùn)練actor模型,使用均方誤差損失函數(shù)訓(xùn)練critic模型。動作是根據(jù)actor模型預(yù)測選擇的,并添加了用于探索的噪聲。

5、PPO

PPO(Proximal Policy Optimization)是一種策略算法,它使用信任域優(yōu)化的方法來更新策略。 它在具有高維觀察和連續(xù)動作空間的環(huán)境中特別有用。 PPO 以其穩(wěn)定性和高樣品效率而著稱。

import numpy as np
from keras.models import Model, Sequential
from keras.layers import Dense, Input
from keras.optimizers import Adam

# Define the policy model
state_input = Input(shape=(state_space_size,))
policy = Dense(32, activation='relu')(state_input)
policy = Dense(32, activation='relu')(policy)
policy = Dense(action_space_size, activation='softmax')(policy)
policy_model = Model(inputs=state_input, outputs=policy)

# Define the value model
value_model = Model(inputs=state_input, outputs=Dense(1, activation='linear')(policy))

# Define the optimizer
optimizer = Adam(lr=0.001)

for episode in range(num_episodes):
current_state = initial_state
while not done:
# Select an action using the policy model
action_probs = policy_model.predict(np.array([current_state]))[0]
action = np.random.choice(range(action_space_size), p=action_probs)

# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)

# Calculate the advantage
target_value = value_model.predict(np.array([next_state]))[0][0]
advantage = reward + gamma * target_value - value_model.predict(np.array([current_state]))[0][0]

# Calculate the old and new policy probabilities
old_policy_prob = action_probs[action]
new_policy_prob = policy_model.predict(np.array([next_state]))[0][action]

# Calculate the ratio and the surrogate loss
ratio = new_policy_prob / old_policy_prob
surrogate_loss = np.minimum(ratio * advantage, np.clip(ratio, 1 - epsilon, 1 + epsilon) * advantage)

# Update the policy and value models
policy_model.trainable_weights = value_model.trainable_weights
policy_model.compile(optimizer=optimizer, loss=-surrogate_loss)
policy_model.train_on_batch(np.array([current_state]), np.array([action_one_hot]))
value_model.train_on_batch(np.array([current_state]), reward + gamma * target_value)

current_state = next_state

6、DQN

DQN(深度 Q 網(wǎng)絡(luò))是一種無模型、非策略算法,它使用神經(jīng)網(wǎng)絡(luò)來逼近 Q 函數(shù)。 DQN 特別適用于 Atari 游戲和其他類似問題,其中狀態(tài)空間是高維的,并使用神經(jīng)網(wǎng)絡(luò)近似 Q 函數(shù)。

import numpy as np
from keras.models import Sequential
from keras.layers import Dense, Input
from keras.optimizers import Adam
from collections import deque

# Define the Q-network model
model = Sequential()
model.add(Dense(32, input_dim=state_space_size, activation='relu'))
model.add(Dense(32, activation='relu'))
model.add(Dense(action_space_size, activation='linear'))
model.compile(loss='mse', optimizer=Adam(lr=0.001))

# Define the replay buffer
replay_buffer = deque(maxlen=replay_buffer_size)

for episode in range(num_episodes):
current_state = initial_state
while not done:
# Select an action using an epsilon-greedy policy
if np.random.rand() < epsilon:
action = np.random.randint(0, action_space_size)
else:
action = np.argmax(model.predict(np.array([current_state]))[0])

# Take the action and observe the next state and reward
next_state, reward, done = take_action(current_state, action)

# Add the experience to the replay buffer
replay_buffer.append((current_state, action, reward, next_state, done))

# Sample a batch of experiences from the replay buffer
batch = random.sample(replay_buffer, batch_size)

# Prepare the inputs and targets for the Q-network
inputs = np.array([x[0] for x in batch])
targets = model.predict(inputs)
for i, (state, action, reward, next_state, done) in enumerate(batch):
if done:
targets[i, action] = reward
else:
targets[i, action] = reward + gamma * np.max(model.predict(np.array([next_state]))[0])

# Update the Q-network
model.train_on_batch(inputs, targets)

current_state = next_state

上面的代碼,Q-network有2個隱藏層,每個隱藏層有32個神經(jīng)元,使用relu激活函數(shù)。該網(wǎng)絡(luò)使用均方誤差損失函數(shù)和Adam優(yōu)化器進(jìn)行訓(xùn)練。

7、TRPO

TRPO (Trust Region Policy Optimization)是一種無模型的策略算法,它使用信任域優(yōu)化方法來更新策略。 它在具有高維觀察和連續(xù)動作空間的環(huán)境中特別有用。

TRPO 是一個復(fù)雜的算法,需要多個步驟和組件來實現(xiàn)。TRPO不是用幾行代碼就能實現(xiàn)的簡單算法。

所以我們這里使用實現(xiàn)了TRPO的現(xiàn)有庫,例如OpenAI Baselines,它提供了包括TRPO在內(nèi)的各種預(yù)先實現(xiàn)的強化學(xué)習(xí)算法,。

要在OpenAI Baselines中使用TRPO,我們需要安裝:

pip install baselines

然后可以使用baselines庫中的trpo_mpi模塊在你的環(huán)境中訓(xùn)練TRPO代理,這里有一個簡單的例子:

import gym
from baselines.common.vec_env.dummy_vec_env import DummyVecEnv
from baselines.trpo_mpi import trpo_mpi

#Initialize the environment
env = gym.make("CartPole-v1")
env = DummyVecEnv([lambda: env])

# Define the policy network
policy_fn = mlp_policy

#Train the TRPO model
model = trpo_mpi.learn(env, policy_fn, max_iters=1000)

我們使用Gym庫初始化環(huán)境。然后定義策略網(wǎng)絡(luò),并調(diào)用TRPO模塊中的learn()函數(shù)來訓(xùn)練模型。

還有許多其他庫也提供了TRPO的實現(xiàn),例如TensorFlow、PyTorch和RLLib。下面時一個使用TF 2.0實現(xiàn)的樣例

import tensorflow as tf
import gym

# Define the policy network
class PolicyNetwork(tf.keras.Model):
def __init__(self):
super(PolicyNetwork, self).__init__()
self.dense1 = tf.keras.layers.Dense(16, activation='relu')
self.dense2 = tf.keras.layers.Dense(16, activation='relu')
self.dense3 = tf.keras.layers.Dense(1, activation='sigmoid')

def call(self, inputs):
x = self.dense1(inputs)
x = self.dense2(x)
x = self.dense3(x)
return x

# Initialize the environment
env = gym.make("CartPole-v1")

# Initialize the policy network
policy_network = PolicyNetwork()

# Define the optimizer
optimizer = tf.optimizers.Adam()

# Define the loss function
loss_fn = tf.losses.BinaryCrossentropy()

# Set the maximum number of iterations
max_iters = 1000

# Start the training loop
for i in range(max_iters):
# Sample an action from the policy network
action = tf.squeeze(tf.random.categorical(policy_network(observation), 1))

# Take a step in the environment
observation, reward, done, _ = env.step(action)

with tf.GradientTape() as tape:
# Compute the loss
loss = loss_fn(reward, policy_network(observation))

# Compute the gradients
grads = tape.gradient(loss, policy_network.trainable_variables)

# Perform the update step
optimizer.apply_gradients(zip(grads, policy_network.trainable_variables))

if done:
# Reset the environment
observation = env.reset()

在這個例子中,我們首先使用TensorFlow的Keras API定義一個策略網(wǎng)絡(luò)。然后使用Gym庫和策略網(wǎng)絡(luò)初始化環(huán)境。然后定義用于訓(xùn)練策略網(wǎng)絡(luò)的優(yōu)化器和損失函數(shù)。

在訓(xùn)練循環(huán)中,從策略網(wǎng)絡(luò)中采樣一個動作,在環(huán)境中前進(jìn)一步,然后使用TensorFlow的GradientTape計算損失和梯度。然后我們使用優(yōu)化器執(zhí)行更新步驟。

這是一個簡單的例子,只展示了如何在TensorFlow 2.0中實現(xiàn)TRPO。TRPO是一個非常復(fù)雜的算法,這個例子沒有涵蓋所有的細(xì)節(jié),但它是試驗TRPO的一個很好的起點。

總結(jié)

以上就是我們總結(jié)的7個常用的強化學(xué)習(xí)算法,這些算法并不相互排斥,通常與其他技術(shù)(如值函數(shù)逼近、基于模型的方法和集成方法)結(jié)合使用,可以獲得更好的結(jié)果。


責(zé)任編輯:華軒 來源: DeepHub IMBA
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