""" Entwickeln Sie einen Reinforcement Learning (RL) Agenten, der in einem minimalistischen Pacman-Spiel (bereitgestellt auf meiner Homepage) effektiv Punkte sammelt, während er dem Geist ausweicht und somit vermeidet gefressen zu werden. """ import numpy as np from collections import deque GAMMA = 0.90 ALPHA = 0.2 def q_init(): """ Fill every possible action in every state with a small value for initialization""" # Configuration NUM_ACTIONS = 4 INITIAL_Q_VALUE = 2.0 # Small value for initialization # Labyrinth layout labyrinth = [ "##########", "#........#", "#.##..##.#", "#........#", "##########" ] s0_range = range(1, 9) s1_range = range(1, 4) s2_range = range(1, 9) s3_range = range(1, 4) s_constrained_values = {1, 4, 5, 8} # The Q-Table dictionary q_table = {} # Iterate through all possible combinations of s0, s1, s2, s3 for s0 in s0_range: for s1 in s1_range: for s2 in s2_range: for s3 in s3_range: # Skip impossible states if s1 == 2 and s0 not in s_constrained_values: continue if s3 == 2 and s2 not in s_constrained_values: continue # Assign all possible states a tuple of values state_key = (s0, s1, s2, s3) q_values = [INITIAL_Q_VALUE] * NUM_ACTIONS # Check which actions are blocked by walls # Action 0: move left (s0 - 1) if labyrinth[s1][s0 - 1] == "#": q_values[0] = 0 # Action 1: move right (s0 + 1) if labyrinth[s1][s0 + 1] == "#": q_values[1] = 0 # Action 2: move up (s1 - 1) if labyrinth[s1 - 1][s0] == "#": q_values[2] = 0 # Action 3: move down (s1 + 1) if labyrinth[s1 + 1][s0] == "#": q_values[3] = 0 q_table[state_key] = q_values # print(f"Total number of valid states initialized: {len(q_table)}") # debugging # print(list(q_table.items())[:5]) # Uncomment to see the first 5 entries return q_table def epsilon_greedy(q, s, epsilon=0.1): """ Return which direction Pacman should move to using epsilon-greedy algorithm With probability epsilon, choose a random action. Otherwise choose the greedy action. If multiple actions have the same max Q-value, prefer actions different from a_prev. Never allows Pacman to move backwards (opposite direction). """ """ q_max = max(q[s]) a = q[s].index(q_max) return a """ if np.random.random() < epsilon: # Explore: choose random action (excluding blocked actions with Q=0) valid_actions = [i for i in range(len(q[s])) if q[s][i] > 0] if valid_actions: return np.random.choice(valid_actions) else: return np.random.randint(0, len(q[s])) else: # Exploit: choose best action valid_q_values = [(i, q[s][i]) for i in range(len(q[s])) if q[s][i] > 0] if valid_q_values: # Get max Q-value among valid actions best_action = max(valid_q_values, key=lambda x: x[1])[0] return best_action else: return 0 def max_q(q, s_new, labyrinth, depth=0, max_depth=2): """Calculate Q-values for all possible actions in state s_new and return the maximum""" q_max = 0.01 for a in range(4): if q[s_new][a] > 0: # Only consider valid (non-blocked) actions s_test = tuple(list(s_new)[:2] + [s_new[2], s_new[3]]) # Keep ghost position s_test_list = list(s_test) if a == 0: # left s_test_list[0] -= 1 elif a == 1: # right s_test_list[0] += 1 elif a == 2: # up s_test_list[1] -= 1 elif a == 3: # down s_test_list[1] += 1 s_test = tuple(s_test_list) if s_test in q and depth < max_depth: q[s_new][a] += ALPHA * (calc_reward(s_test, labyrinth) + GAMMA * max_q(q, s_test, labyrinth, depth + 1, max_depth) - q[s_new][a]) q_max = max(q_max, q[s_new][a]) return q_max def calc_reward(s_new, labyrinth): """ # consider new distance between Pacman and Ghost using actual pathfinding pacman_pos_new = (s_new[0], s_new[1]) ghost_pos = (s_new[2], s_new[3]) # distance_old = bfs_distance((s[0], s[1]), ghost_pos, labyrinth) distance_new = bfs_distance(pacman_pos_new, ghost_pos, labyrinth) r = 0 if distance_new < 3: r = -3 elif distance_new == 4: r = 1.0 elif distance_new > 4: r = 2.0 """ # Reward for cookies r = 1.0 if labyrinth[s_new[1]][s_new[0]] == "." else -2.0 return r def take_action(s, a, labyrinth): # Use the labyrinth parameter (already updated from previous iterations) s_new = list(s) if a == 0: # left s_new[0] -= 1 if a == 1: # right s_new[0] += 1 if a == 2: # up s_new[1] -= 1 if a == 3: # down s_new[1] += 1 # Mark new Pacman position as eaten (if it's a cookie) if labyrinth[s_new[1]][s_new[0]] == ".": labyrinth[s_new[1]][s_new[0]] = " " r = calc_reward(tuple(s_new), labyrinth) return tuple(s_new), r, labyrinth