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reinforce.py
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reinforce.py
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#!/usr/bin/env python
from __future__ import print_function
import skimage as skimage
from skimage import transform, color, exposure
from skimage.viewer import ImageViewer
import random
from random import choice
import numpy as np
from collections import deque
import time
import json
from keras.models import model_from_json
from keras.models import Sequential, load_model, Model
from keras.layers.core import Dense, Dropout, Activation, Flatten
from keras.layers import Convolution2D, Dense, Flatten, merge, MaxPooling2D, Input, AveragePooling2D, Lambda, Merge, Activation, Embedding
from keras.optimizers import SGD, Adam, rmsprop
from keras import backend as K
from vizdoom import DoomGame, ScreenResolution
from vizdoom import *
import itertools as it
from time import sleep
import tensorflow as tf
from networks import Networks
def preprocessImg(img, size):
img = np.rollaxis(img, 0, 3) # It becomes (640, 480, 3)
img = skimage.transform.resize(img, size)
img = skimage.color.rgb2gray(img)
return img
class REINFORCEAgent:
def __init__(self, state_size, action_size):
# get size of state and action
self.state_size = state_size
self.action_size = action_size
self.observe = 0
self.frame_per_action = 4 # Frame skipping
# These are hyper parameters for the Policy Gradient
self.discount_factor = 0.99
self.learning_rate = 0.0001
# Model for policy network
self.model = None
# Store episode states, actions and rewards
self.states, self.actions, self.rewards = [], [], []
# Performance Statistics
self.stats_window_size= 50 # window size for computing rolling statistics
self.mavg_score = [] # Moving Average of Survival Time
self.var_score = [] # Variance of Survival Time
self.mavg_ammo_left = [] # Moving Average of Ammo used
self.mavg_kill_counts = [] # Moving Average of Kill Counts
# Use the output of policy network, pick action stochastically (Stochastic Policy)
def get_action(self, state):
policy = self.model.predict(state).flatten()
return np.random.choice(self.action_size, 1, p=policy)[0], policy
# Instead agent uses sample returns for evaluating policy
# Use TD(1) i.e. Monte Carlo updates
def discount_rewards(self, rewards):
discounted_rewards = np.zeros_like(rewards)
running_add = 0
for t in reversed(range(0, len(rewards))):
if rewards[t] != 0:
running_add = 0
running_add = running_add * self.discount_factor + rewards[t]
discounted_rewards[t] = running_add
return discounted_rewards
# save <s, a ,r> of each step
def append_sample(self, state, action, reward):
self.states.append(state)
self.rewards.append(reward)
self.actions.append(action)
# update policy network every episode
def train_model(self):
episode_length = len(self.states)
discounted_rewards = self.discount_rewards(self.rewards)
# Standardized discounted rewards
discounted_rewards -= np.mean(discounted_rewards)
if np.std(discounted_rewards):
discounted_rewards /= np.std(discounted_rewards)
else:
self.states, self.actions, self.rewards = [], [], []
print ('std = 0!')
return 0
update_inputs = np.zeros(((episode_length,) + self.state_size)) # Episode_lengthx64x64x4
# Similar to one-hot target but the "1" is replaced by discounted_rewards R_t
advantages = np.zeros((episode_length, self.action_size))
# Episode length is like the minibatch size in DQN
for i in range(episode_length):
update_inputs[i,:,:,:] = self.states[i]
advantages[i][self.actions[i]] = discounted_rewards[i]
loss = self.model.fit(update_inputs, advantages, nb_epoch=1, verbose=0)
self.states, self.actions, self.rewards = [], [], []
return loss.history['loss']
def shape_reward(self, r_t, misc, prev_misc, t):
# Check any kill count
if (misc[0] > prev_misc[0]):
r_t = r_t + 1
if (misc[1] < prev_misc[1]): # Use ammo
r_t = r_t - 0.1
if (misc[2] < prev_misc[2]): # Loss HEALTH
r_t = r_t - 0.1
return r_t
if __name__ == "__main__":
# Avoid Tensorflow eats up GPU memory
config = tf.ConfigProto()
config.gpu_options.allow_growth = True
sess = tf.Session(config=config)
K.set_session(sess)
game = DoomGame()
game.load_config("../../scenarios/defend_the_center.cfg")
game.set_sound_enabled(True)
game.set_screen_resolution(ScreenResolution.RES_640X480)
game.set_window_visible(False)
game.init()
# Maximum number of episodes
max_episodes = 1000000
game.new_episode()
game_state = game.get_state()
misc = game_state.game_variables # [KILLCOUNT, AMMO, HEALTH]
prev_misc = misc
action_size = game.get_available_buttons_size()
img_rows , img_cols = 64, 64
# Convert image into Black and white
img_channels = 4 # We stack 4 frames
state_size = (img_rows, img_cols, img_channels)
agent = REINFORCEAgent(state_size, action_size)
agent.model = Networks.policy_reinforce(state_size, action_size, agent.learning_rate)
# Start training
GAME = 0
t = 0
max_life = 0 # Maximum episode life (Proxy for agent performance)
# Buffer to compute rolling statistics
life_buffer, ammo_buffer, kills_buffer = [], [], []
for i in range(max_episodes):
game.new_episode()
game_state = game.get_state()
misc = game_state.game_variables
prev_misc = misc
x_t = game_state.screen_buffer # 480 x 640
x_t = preprocessImg(x_t, size=(img_rows, img_cols))
s_t = np.stack(([x_t]*4), axis=2) # It becomes 64x64x4
s_t = np.expand_dims(s_t, axis=0) # 1x64x64x4
life = 0 # Episode life
while not game.is_episode_finished():
loss = 0 # Training Loss at each update
r_t = 0 # Initialize reward at time t
a_t = np.zeros([action_size]) # Initialize action at time t
x_t = game_state.screen_buffer
x_t = preprocessImg(x_t, size=(img_rows, img_cols))
x_t = np.reshape(x_t, (1, img_rows, img_cols, 1))
s_t = np.append(x_t, s_t[:, :, :, :3], axis=3)
# Sample action from stochastic softmax policy
action_idx, policy = agent.get_action(s_t)
a_t[action_idx] = 1
a_t = a_t.astype(int)
game.set_action(a_t.tolist())
skiprate = agent.frame_per_action # Frame Skipping = 4
game.advance_action(skiprate)
r_t = game.get_last_reward() # Each frame we get reward of 0.1, so 4 frames will be 0.4
# Check if episode is terminated
is_terminated = game.is_episode_finished()
if (is_terminated):
# Save max_life
if (life > max_life):
max_life = life
life_buffer.append(life)
ammo_buffer.append(misc[1])
kills_buffer.append(misc[0])
print ("Episode Finish ", prev_misc, policy)
else:
life += 1
game_state = game.get_state() # Observe again after we take the action
misc = game_state.game_variables
# Reward Shaping
r_t = agent.shape_reward(r_t, misc, prev_misc, t)
# Save trajactory sample <s, a, r> to the memory
agent.append_sample(s_t, action_idx, r_t)
# Update the cache
t += 1
prev_misc = misc
if (is_terminated and t > agent.observe):
# Every episode, agent learns from sample returns
loss = agent.train_model()
# Save model every 10000 iterations
if t % 10000 == 0:
print("Save model")
agent.model.save_weights("models/reinforce.h5", overwrite=True)
state = ""
if t <= agent.observe:
state = "Observe mode"
else:
state = "Train mode"
if (is_terminated):
# Print performance statistics at every episode end
print("TIME", t, "/ GAME", GAME, "/ STATE", state, "/ ACTION", action_idx, "/ REWARD", r_t, "/ LIFE", max_life, "/ LOSS", loss)
# Save Agent's Performance Statistics
if GAME % agent.stats_window_size == 0 and t > agent.observe:
print("Update Rolling Statistics")
agent.mavg_score.append(np.mean(np.array(life_buffer)))
agent.var_score.append(np.var(np.array(life_buffer)))
agent.mavg_ammo_left.append(np.mean(np.array(ammo_buffer)))
agent.mavg_kill_counts.append(np.mean(np.array(kills_buffer)))
# Reset rolling stats buffer
life_buffer, ammo_buffer, kills_buffer = [], [], []
# Write Rolling Statistics to file
with open("statistics/reinforce_stats.txt", "w") as stats_file:
stats_file.write('Game: ' + str(GAME) + '\n')
stats_file.write('Max Score: ' + str(max_life) + '\n')
stats_file.write('mavg_score: ' + str(agent.mavg_score) + '\n')
stats_file.write('var_score: ' + str(agent.var_score) + '\n')
stats_file.write('mavg_ammo_left: ' + str(agent.mavg_ammo_left) + '\n')
stats_file.write('mavg_kill_counts: ' + str(agent.mavg_kill_counts) + '\n')
# Episode Finish. Increment game count
GAME += 1