DDPG算法主体的实现。由于动作向量的取值范围是对称的,所以输入只有一个a_bound。
############################### DDPG #################################### class DDPG(object): def __init__(self, a_dim, s_dim, a_bound,): self.a_dim = a_dim self.s_dim = s_dim self.a_bound = a_bound self.pointer = 0 # exp buffer指针 self.lr_a = 0.001 # learning rate for actor self.lr_c = 0.002 # learning rate for critic self.gamma = 0.9 # reward discount self.tau = 0.01 # 软更新比例 self.memory_capacity = 10000 self.batch_size = 32 self.memory = np.zeros((self.memory_capacity, s_dim * 2 + a_dim + 1), dtype=np.float32) class ANet(nn.Module): # 定义动作网络 def __init__(self, s_dim, a_dim, a_bound): super(ANet,self).__init__() self.a_bound = a_bound self.fc1 = nn.Linear(s_dim,30) self.fc1.weight.data.normal_(0,0.1) # initialization self.out = nn.Linear(30,a_dim) self.out.weight.data.normal_(0,0.1) # initialization def forward(self,x): x = self.fc1(x) x = F.relu(x) x = self.out(x) x = F.tanh(x) actions_value = x * self.a_bound.item() return actions_value class CNet(nn.Module): # 定义价值网络 def __init__(self,s_dim,a_dim): super(CNet,self).__init__() self.fcs = nn.Linear(s_dim,30) self.fcs.weight.data.normal_(0,0.1) # initialization self.fca = nn.Linear(a_dim,30) self.fca.weight.data.normal_(0,0.1) # initialization self.out = nn.Linear(30,1) self.out.weight.data.normal_(0, 0.1) # initialization def forward(self,s,a): x = self.fcs(s) # 输入状态 y = self.fca(a) # 输入动作 net = F.relu(x+y) actions_value = self.out(net) # 给出V(s,a) return actions_value self.Actor_eval = ANet(s_dim, a_dim, a_bound) # 主网络 self.Actor_target = ANet(s_dim, a_dim, a_bound) # 目标网络 self.Critic_eval = CNet(s_dim, a_dim) # 主网络 self.Critic_target = CNet(s_dim, a_dim) # 当前网络 self.ctrain = torch.optim.Adam(self.Critic_eval.parameters(),lr = self.lr_c) # critic的优化器 self.atrain = torch.optim.Adam(self.Actor_eval.parameters(),lr = self.lr_a) # actor的优化器 self.loss_td = nn.MSELoss() # 损失函数采用均方误差 def choose_action(self, s): s = torch.unsqueeze(torch.FloatTensor(s), 0) return self.Actor_eval(s)[0].detach() # detach()不需要计算梯度 def learn(self): for x in self.Actor_target.state_dict().keys(): eval('self.Actor_target.' + x + '.data.mul_((1 - self.tau))') eval('self.Actor_target.' + x + '.data.add_(self.tau * self.Actor_eval.' + x + '.data)') for x in self.Critic_target.state_dict().keys(): eval('self.Critic_target.' + x + '.data.mul_((1- self.tau))') eval('self.Critic_target.' + x + '.data.add_(self.tau * self.Critic_eval.' + x + '.data)') # soft target replacement indices = np.random.choice(self.memory_capacity, size = self.batch_size) # 随机采样的index bt = self.memory[indices, :] # 采样batch_size个sample bs = torch.FloatTensor(bt[:, :self.s_dim]) # state ba = torch.FloatTensor(bt[:, self.s_dim: self.s_dim + self.a_dim]) # action br = torch.FloatTensor(bt[:, -self.s_dim - 1: -self.s_dim]) # reward bs_ = torch.FloatTensor(bt[:, -self.s_dim:]) # next state a = self.Actor_eval(bs) q = self.Critic_eval(bs,a) # loss=-q=-ce(s,ae(s))更新ae ae(s)=a ae(s_)=a_ # 如果 a是一个正确的行为的话,那么它的Q应该更贴近0 loss_a = -torch.mean(q) # print(q) # print(loss_a) self.atrain.zero_grad() loss_a.backward() self.atrain.step() a_ = self.Actor_target(bs_) # 这个网络不及时更新参数, 用于预测 Critic 的 Q_target 中的 action q_ = self.Critic_target(bs_,a_) # 这个网络不及时更新参数, 用于给出 Actor 更新参数时的 Gradient ascent 强度 q_target = br + self.gamma * q_ # q_target = 负的 #print(q_target) q_v = self.Critic_eval(bs,ba) #print(q_v) td_error = self.loss_td(q_target,q_v) # td_error = R + self.gamma * ct(bs_,at(bs_))-ce(s,ba) 更新ce ,但这个ae(s)是记忆中的ba,让ce得出的Q靠近Q_target,让评价更准确 #print(td_error) self.ctrain.zero_grad() td_error.backward() self.ctrain.step() def store_transition(self, s, a, r, s_): transition = np.hstack((s, a, [r], s_)) index = self.pointer % self.memory_capacity # replace the old memory with new memory self.memory[index, :] = transition self.pointer += 1 # 指示sample位置的指针+1训练代码。
############################### training #################################### env = gym.make(ENV_NAME) env = env.unwrapped env.seed(SEED) # 设置Gym的随机数种子 torch.manual_seed(SEED) # 设置pytorch的随机数种子 s_dim = env.observation_space.shape[0] # 状态空间 a_dim = env.action_space.shape[0] # 动作空间 a_bound = env.action_space.high # 动作取值区间,对称区间,故只取上界 ddpg = DDPG(a_dim, s_dim, a_bound) var = 3 # 动作服从的高斯分布的方差,控制探索程度 t1 = time.time() # 开始时间 for i in range(MAX_EPISODES): s = env.reset() ep_reward = 0 for j in range(MAX_EP_STEPS): if RENDER: env.render() # Add exploration noise a = ddpg.choose_action(s) a = np.clip(np.random.normal(a, var), -2, 2) # add randomness to action selection for exploration s_, r, done, info = env.step(a) ddpg.store_transition(s, a, r / 10, s_) # 为什么要对reward归一化 if ddpg.pointer > ddpg.memory_capacity: # 经验池已满 var *= .9995 # 学习阶段逐渐降低动作随机性decay the action randomness ddpg.learn() # 开始学习 s = s_ ep_reward += r if j == MAX_EP_STEPS-1: print('Episode:', i, ' Reward: %i' % int(ep_reward), 'Explore: %.2f' % var, ) # if ep_reward > -300: # RENDER = True break print('Running time: ', time.time() - t1)