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      代寫Tic-Tac-To: Markov Decision、代做java程序語言
      代寫Tic-Tac-To: Markov Decision、代做java程序語言

      時間:2024-12-14  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      Coursework 2 – Tic-Tac-To: Markov Decision
      Processes & Reinforcement Learning (worth 25%
      of your final mark)
      Deadline: Thursday, 28th November 2024
      How to Submit: To be submitted to GitLab (via git commit & push) – Commits are
      timestamped: all commits after the deadline will be considered late.
      Introduction
      Coursework 2 is an individual assignment, where you will each implement Value
      Iteration, Policy Iteration that plan/learn to play 3x3 Tic-Tac-Toe game. You will test
      your agents against other rule-based agents that are provided. You can also play against
      all the agents including your own agents to test them.
      The Starter Code for this project is commented extensively to guide you, and includes
      Javadoc under src/main/javadoc/ folder in the main project folder - you should read
      these carefully to learn to use the classes. This is comprised of the files below.
      You should get the Starter Code from GitLab: Follow the step by step instructions in
      the document I have put together for you:
      Open Canvas->F29AI -> Modules -> GitLab (and Git) Learning Materials (Videos and
      Crib Sheets) -> Introduction to Eclipse, Git & GitLab.
      If you are unfamiliar with git and/or GitLab I strongly suggest watching Rob
      Stewart’s instructive videos on Canvas under the same module
      Files you will edit & submit
      ValueIterationAgent.java A Value Iteration agent for solving the Tic-Tac-Toe
      game with an assumed MDP model.
      PolicyIterationAgent.java A Policy Iteration agent for solving the Tic-Tac-Toe
      game with an assumed MDP model.
      QLearningAgent.java A q-learner, Reinforcement Learning agent for the
      Tic-Tac-Toe game.
      Files you should read & use but shouldn’t need to edit
      Game.java The 3x3 Tic-Tac-Toe game implementation.
      TTTMDP.java Defines the Tic-Tac-Toe MDP model
      TTTEnvironment.java Defines the Tic-Tac-Toe Reinforcement Learning
      environment
      Agent.java Abstract class defining a general agent, which other
      agents subclass.
      HumanAgent.java Defines a human agent that uses the command line to
      ask the user for the next move
      RandomAgent.java Tic-Tac-Toe agent that plays randomly according to a
      RandomPolicy
      Move.java Defines a Tic-Tac-Toe game move
      Outcome.java A transition outcome tuple (s,a,r,s’)
      Policy.java An abstract class defining a policy – you should subclass
      this to define your own policies
      TransitionProb.java A tuple containing an Outcome object and a probability
      of the Outcome occurring.
      RandomPolicy.java A subclass of policy – it’s a random policy used by a
      RandomAgent instance.
      What to submit: You will fill in portions of ValueIterationAgent.java,
      PolicyIterationAgent.java and QLearningAgent.java during the assignment.
      Commit & push your changes to your fork of the repository. Do this frequently so
      nothing is lost. There will soon be automatic unit tests written for this project, which
      means that you’ll be able to see whether your code passes the tests, both locally, and on
      GitLab. I will send an announcement once I’ve uploaded the tests.
      PLEASE DO NOT UPLOAD YOUR SOLUTIONS TO A PUBLIC REPOSITORY. We have
      spent a great deal of time writing the code & designing the coursework and want to be
      able to reuse this coursework in the coming years.
      Evaluation: Your code will be tested on GitLab for correctness using Maven & the Java
      Unit Test framework. Please do not change the names of any provided functions or
      classes within the code, or you will wreck the tests.
      Mistakes in the code: If you are sure you have found a mistake in the current code let
      me or the lab helpers know and we will fix it.
      Plagiarism: While you are welcome to discuss the problem together in the labs, we will
      be checking your code against other submissions in the class for logical redundancy. If
      you copy someone else's code and submit it with minor changes, we will know. These
      cheat detectors are quite hard to fool, so please don't try. We trust you all to submit
      your own work only; please don't let us down. If you do, we will pursue the strongest
      consequences with the school that are available to us.
      Getting Help: You are not alone! If you find yourself stuck on something, ask in the
      labs. You can ask for help on GitLab too – but it means you will need to commit & push
      your code first: don’t worry, you won’t be judged until the deadline. It’s good practice to
      commit & push your code frequently to the repository, even if it doesn’t work.
      We want this coursework to be intellectually rewarding and fun.
      MDPs & Reinforcement Learning
      To get started, run Game.java without any parameters and you’ll be able to play the
      RandomAgent using the command line. From within the top level, main project folder:
      java –cp target/classes/ ticTacToe.Game
      You should be able to win or draw easily against this agent. Not a very good agent!
      You can control many aspects of the Game, but mainly which agents will play each
      other. A full list of options is available by running:
      java –cp target/classes/ ticTacToe.Game -h
      Use the –x & -o options to specify the agents that you want to play the game. Your own
      agents, namely, Value Iteration, Policy Iteration, and Q-Learning agents are denoted as
      vi, pi & ql respectively, and can only play X in the game. This ignores the problem of
      dealing with isomorphic state spaces (mapping x’s to o’s and o’s to x’s in this case). For
      example if you want two RandomAgents to play out the game, you do it like this:
      java target/classes/ ticTacToe.Game –x random –o
      random
      Look at the console output that accompanies playing the game. You will be told about
      the rewards that the ‘X’ agent receives. The `O’ agent is always assumed to be part of
      the environment.
      Question 1 (6 points) Write a value iteration agent in ValueIterationAgent.java
      which has been partially specified for you. Here you need to implement the iterate() &
      extractPolicy() methods. The former should perform value iteration for a number of
      steps (k steps – this is one of the fields of the class) and the latter should extract the
      policy from the computed values.
      Your value iteration agent is an offline planner, not a reinforcement agent, and so the
      relevant training option is the number of iterations of value iteration it should run in its
      initial planning phase – you can change this in ValueIterationAgent.java.
      ValueIterationAgent constructs a TTTMDP object on construction – you do not need to
      change this class, but use it in your value iteration implementation to generate the set of
      next game states (the sPrimes), their associated probabilities & rewards when executing
      a move from a particular game state (a Game object). You can do this using the provided
      generateTransitions method in the TTTMDP class, which effectively gives you a
      probability distribution over Outcomes.
      Value iteration computes k-step estimates of the optimal values, Vk. You will see that the
      the Value Function, Vk is stored as a java HashMap, from Game objects (states) to a
      double value. The corresponding hashCode function for Game objects has been
      implemented so you can safely use whole Game objects as keys in the HashMap.
      Note: You may assume that 50 iterations is enough for convergence in this question.
      Note: Unlike the MDPs in the class, in the CW2 implementation, your agent receives a
      reward when entering a state – the reward simply depends on the target state, rather
      than on source state, action, and target state. This means that there is no imagined
      terminal state outside the game like in the lectures. Don’t worry – all the methods you
      have learned are compatible with this setting.
      Note: The O agent is modelled as part of the environment, so that once your agent
      (X) takes an action, any next observed state would include O’s move. The agents need
      NOT care about the intermediate game/state where only they have played and not yet
      the opponent.
      The following command loads your ValueIterationAgent, which will compute a policy
      and executes it 10 times against the other agent which you specify, e.g. random, or
      aggressive. The –s option specifies which agent goes first (X or O). By default, the X
      agent goes first.
      java target/classes/ ticTacToe.Game -x vi -o
      random –s x
      Question 2 (1 point): Test your Value Iteration Agent against each of the provided
      agents 50 times and report on the results – how many games they won, lost & drew
      against each of the other rule based agents. The rule based agents are: random,
      aggressive, defensive.
      This should take the form of a very short .pdf report named: vi-agent-report.pdf.
      Commit this together with your code, and push to your fork.
      Question 3 (6 point) Write a Policy Iteration agent in PolicyIterationAgent.java by
      implementing the initRandomPolicy(), evaluatePolicy(), improvePolicy() &
      train() methods. The evaluatePolicy() method should evaluate the current policy
      (see your lecture notes), specified in the curPolicy field (which your
      initRandomPolicy() initialized). The current values for the current policy should be
      stored in the provided policyValues map. The improvePolicy() method performs the
      Policy improvement step, and updates curPolicy.
      Question 4 (1 point): As in Question 2, this time test your Policy Iteration Agent
      against each of the provided agents 50 times and report on the results – how many
      games they won, lost & drew. The other agents are: random, aggressive, defensive.
      This should take the form of a very short .pdf report named: pi-agent-report.pdf.
      Commit this together with your code, and push to your fork.
      Questions 5 & 6 are on Reinforcement Learning:
      Question 5 (5 points): Write a Q-Learning agent in QLearningAgent.java by
      implementing the train() & extractPolicy()methods. Your agent should follow an
      e-greedy policy during training (and only during training – during testing it should follow
      the extracted policy). Your agent will need to train for many episodes before the qvalues converge. Although default values have been set/given in the code, you are
      strongly encouraged to play round with the hyperparameters of q-learning: the learning
      rate (a), number of episodes to train, as well as the epsilon in the e-greedy policy
      followed during training.
      Question 6 (1 point): Like the previous questions, test your Q-Learning Agent against
      each of the provided agents 50 times and report on the results - how many games they
      won, lost & drew. The other agents are: random, aggressive, defensive.
      This should take the form of a very short .pdf report named: ql-agent-report.pdf.
      Commit this together with your code, and push to your fork.
      Javadoc: There is extensive comments in the code, Javadoc (under the folder doc/ in
      the project folder) and inline. You should read these carefully to understand what is
      going on, and what methods to call/use. They might also contain hints in the right
      direction.
      Value of Terminal States: you need to be careful about the values of terminal states -
      terminal states are states where X has won, states where O has won, and states where
      the game is a draw. The value of these game states - V(g) - should under all
      circumstances and in all iterations be set to 0. Here’s why: to find the optimal value
      of a state you will be looping over all possible actions from that state. For terminal states
      this is empty, and might, depending on your implementation of finding the
      maximum, lead to a result where you would be setting the value of the terminal state to
      a very low negative value (e.g. Double.MIN_VALUE). To avoid this, for every game
      state g that you are considering and calculating its optimal value, CHECK IF IT
      IS A TERMINAL STATE (using g.isTerminal()); if it is, set its value to 0, and
      move to the next game state (you can use the ‘continue;’ statement inside your
      loop). Note that your agent would have already received its reward when
      transitioning INTO that state, not out of it.
      Testing your agent: If everything is working well, and you have the right parameters
      (e.g. reward function) your agents should never lose.
      You can play around with the reward values in the TTTMDP class – especially try
      increasing or decreasing the negative losing reward. Increasing this negative reward (to
      more negative numbers) would encourage your agent to prefer defensive moves to
      attacking moves. This will change their behavior (both for Policy & Value iteration) and
      should encourage your agent to never lose the game. Machine Learning isn't like
      Mathematics with complete certainty - you almost always have to experiment to get the
      parameters of your model right!

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