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* updating the documentation website * adding the built docs * update of api docstrings across coach and tutorials 0-2 * added some missing api documentation * New Sphinx based documentation
115 lines
4.9 KiB
Python
115 lines
4.9 KiB
Python
#
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# Copyright (c) 2017 Intel Corporation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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from typing import Union
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import numpy as np
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from rl_coach.agents.ddpg_agent import DDPGAgent, DDPGAgentParameters, DDPGAlgorithmParameters
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from rl_coach.core_types import RunPhase
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from rl_coach.spaces import SpacesDefinition
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class HACDDPGAlgorithmParameters(DDPGAlgorithmParameters):
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"""
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:param time_limit: (int)
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The number of steps the agent is allowed to act for while trying to achieve its goal
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:param sub_goal_testing_rate: (float)
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The percent of episodes that will be used for testing the sub goals generated by the upper level agents.
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"""
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def __init__(self):
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super().__init__()
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self.time_limit = 40
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self.sub_goal_testing_rate = 0.5
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class HACDDPGAgentParameters(DDPGAgentParameters):
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def __init__(self):
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super().__init__()
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self.algorithm = HACDDPGAlgorithmParameters()
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@property
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def path(self):
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return 'rl_coach.agents.hac_ddpg_agent:HACDDPGAgent'
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# Hierarchical Actor Critic Generating Subgoals DDPG Agent - https://arxiv.org/pdf/1712.00948.pdf
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class HACDDPGAgent(DDPGAgent):
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def __init__(self, agent_parameters, parent: Union['LevelManager', 'CompositeAgent']=None):
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super().__init__(agent_parameters, parent)
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self.sub_goal_testing_rate = self.ap.algorithm.sub_goal_testing_rate
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self.graph_manager = None
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def choose_action(self, curr_state):
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# top level decides, for each of his generated sub-goals, for all the layers beneath him if this is a sub-goal
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# testing phase
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graph_manager = self.parent_level_manager.parent_graph_manager
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if self.ap.is_a_highest_level_agent:
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graph_manager.should_test_current_sub_goal = np.random.rand() < self.sub_goal_testing_rate
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if self.phase == RunPhase.TRAIN:
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if graph_manager.should_test_current_sub_goal:
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self.exploration_policy.change_phase(RunPhase.TEST)
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else:
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self.exploration_policy.change_phase(self.phase)
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action_info = super().choose_action(curr_state)
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return action_info
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def update_transition_before_adding_to_replay_buffer(self, transition):
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graph_manager = self.parent_level_manager.parent_graph_manager
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# deal with goals given from a higher level agent
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if not self.ap.is_a_highest_level_agent:
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transition.state['desired_goal'] = self.current_hrl_goal
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transition.next_state['desired_goal'] = self.current_hrl_goal
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# TODO: allow setting goals which are not part of the state. e.g. state-embedding using get_prediction
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self.distance_from_goal.add_sample(self.spaces.goal.distance_from_goal(
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self.current_hrl_goal, transition.next_state))
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goal_reward, sub_goal_reached = self.spaces.goal.get_reward_for_goal_and_state(
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self.current_hrl_goal, transition.next_state)
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transition.reward = goal_reward
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transition.game_over = transition.game_over or sub_goal_reached
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# each level tests its own generated sub goals
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if not self.ap.is_a_lowest_level_agent and graph_manager.should_test_current_sub_goal:
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#TODO-fixme
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# _, sub_goal_reached = self.parent_level_manager.environment.agents['agent_1'].spaces.goal.\
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# get_reward_for_goal_and_state(transition.action, transition.next_state)
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_, sub_goal_reached = self.spaces.goal.get_reward_for_goal_and_state(
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transition.action, transition.next_state)
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sub_goal_is_missed = not sub_goal_reached
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if sub_goal_is_missed:
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transition.reward = -self.ap.algorithm.time_limit
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return transition
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def set_environment_parameters(self, spaces: SpacesDefinition):
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super().set_environment_parameters(spaces)
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if self.ap.is_a_highest_level_agent:
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# the rest of the levels already have an in_action_space set to be of type GoalsSpace, thus they will have
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# their GoalsSpace set to the in_action_space in agent.set_environment_parameters()
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self.spaces.goal = self.spaces.action
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self.spaces.goal.set_target_space(self.spaces.state[self.spaces.goal.goal_name])
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if not self.ap.is_a_highest_level_agent:
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self.spaces.reward.reward_success_threshold = self.spaces.goal.reward_type.goal_reaching_reward
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