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95 lines
5.9 KiB
Markdown
95 lines
5.9 KiB
Markdown
<!-- language-all: python -->
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# Coach Control Flow
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Coach is built in a modular way, encouraging modules reuse and reducing the amount of boilerplate code needed
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for developing new algorithms or integrating a new challenge as an environment.
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On the other hand, it can be overwhelming for new users to ramp up on the code.
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To help with that, here's a short overview of the control flow.
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## Graph Manager
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The main entry point for Coach is **coach.py**.
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The main functionality of this script is to parse the command line arguments and invoke all the sub-processes needed
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for the given experiment.
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**coach.py** executes the given **preset** file which returns a **GraphManager** object.
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A **preset** is a design pattern that is intended for concentrating the entire definition of an experiment in a single
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file. This helps with experiments reproducibility, improves readability and prevents confusion.
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The outcome of a preset is a **GraphManager** which will usually be instantiated in the final lines of the preset.
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A **GraphManager** is an object that holds all the agents and environments of an experiment, and is mostly responsible
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for scheduling their work. Why is it called a **graph** manager? Because agents and environments are structured into
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a graph of interactions. For example, in hierarchical reinforcement learning schemes, there will often be a master
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policy agent, that will control a sub-policy agent, which will interact with the environment. Other schemes can have
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much more complex graphs of control, such as several hierarchy layers, each with multiple agents.
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The graph manager's main loop is the improve loop.
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<p style="text-align: center;">
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<img src="../../img/improve.png" alt="Improve loop" style="width: 400px;"/>
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</p>
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The improve loop skips between 3 main phases - heatup, training and evaluation:
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* **Heatup** - the goal of this phase is to collect initial data for populating the replay buffers. The heatup phase
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takes place only in the beginning of the experiment, and the agents will act completely randomly during this phase.
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Importantly, the agents do not train their networks during this phase. DQN for example, uses 50k random steps in order
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to initialize the replay buffers.
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* **Training** - the training phase is the main phase of the experiment. This phase can change between agent types,
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but essentially consists of repeated cycles of acting, collecting data from the environment, and training the agent
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networks. During this phase, the agent will use its exploration policy in training mode, which will add noise to its
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actions in order to improve its knowledge about the environment state space.
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* **Evaluation** - the evaluation phase is intended for evaluating the current performance of the agent. The agents
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will act greedily in order to exploit the knowledge aggregated so far and the performance over multiple episodes of
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evaluation will be averaged in order to reduce the stochasticity effects of all the components.
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## Level Manager
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In each of the 3 phases described above, the graph manager will invoke all the hierarchy levels in the graph in a
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synchronized manner. In Coach, agents do not interact directly with the environment. Instead, they go through a
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*LevelManager*, which is a proxy that manages their interaction. The level manager passes the current state and reward
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from the environment to the agent, and the actions from the agent to the environment.
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The motivation for having a level manager is to disentangle the code of the environment and the agent, so to allow more
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complex interactions. Each level can have multiple agents which interact with the environment. Who gets to choose the
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action for each step is controlled by the level manager.
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Additionally, each level manager can act as an environment for the hierarchy level above it, such that each hierarchy
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level can be seen as an interaction between an agent and an environment, even if the environment is just more agents in
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a lower hierarchy level.
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## Agent
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The base agent class has 3 main function that will be used during those phases - observe, act and train.
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* **Observe** - this function gets the latest response from the environment as input, and updates the internal state
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of the agent with the new information. The environment response will
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be first passed through the agent's **InputFilter** object, which will process the values in the response, according
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to the specific agent definition. The environment response will then be converted into a
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**Transition** which will contain the information from a single step
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($ s_{t}, a_{t}, r_{t}, s_{t+1}, terminal signal $), and store it in the memory.
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<img src="../../img/observe.png" alt="Observe" style="width: 700px;"/>
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* **Act** - this function uses the current internal state of the agent in order to select the next action to take on
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the environment. This function will call the per-agent custom function **choose_action** that will use the network
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and the exploration policy in order to select an action. The action will be stored, together with any additional
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information (like the action value for example) in an **ActionInfo** object. The ActionInfo object will then be
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passed through the agent's **OutputFilter** to allow any processing of the action (like discretization,
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or shifting, for example), before passing it to the environment.
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<img src="../../img/act.png" alt="Act" style="width: 700px;"/>
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* **Train** - this function will sample a batch from the memory and train on it. The batch of transitions will be
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first wrapped into a **Batch** object to allow efficient querying of the batch values. It will then be passed into
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the agent specific **learn_from_batch** function, that will extract network target values from the batch and will
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train the networks accordingly. Lastly, if there's a target network defined for the agent, it will sync the target
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network weights with the online network.
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<img src="../../img/train.png" alt="Train" style="width: 700px;"/>
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