Train Q-learning Agent with Python - Reinforcement Learning Code Project
Implementing Q-learning in code with Python
What's up, guys? As promised, in this post, we're going to write the code to implement our first reinforcement learning algorithm. Specifically, we'll implement the Q-learning algorithm to train an agent to play OpenAI Gym's Frozen Lake game that we introduced in the previous post, so let's get to it!
Last time, we went over the details for how the game Frozen Lake works, got our environments ready, and got our initial code written to create the Frozen Lake environment, initialize our Q-table, and configure our algorithm parameters.
Speaking of those algorithm parameters, remember how we set our
0.01? Well, since the
last post, I've done some further experimentation with this game and decided to change the
I did this because I was seeing some inconsistent results with the larger decay rate. As a challenge, after finishing the video, why don't you try out testing both of these decay rates repeatedly, compare the results, and let me know your thoughts on why you think the change was needed. And don't be shy, I wanna here from you!
With all that behind us, we'll now get straight into implementing the algorithm.
Coding the Q-learning algorithm training loop
Let's start from the top.
First, we create this list to hold all of the rewards we'll get from each episode. This will be so we can see how our game score changes over time. We'll discuss this more in a bit.
rewards_all_episodes = 
In the following block of code, we'll implement the entire Q-learning algorithm we discussed in detail in a couple posts back. When this code is executed, this is exactly where the training will take place. This first for-loop contains everything that happens within a single episode. This second nested loop contains everything that happens for a single time-step.
# Q-learning algorithm for episode in range(num_episodes): # initialize new episode params for step in range(max_steps_per_episode): # Exploration-exploitation trade-off # Take new action # Update Q-table # Set new state # Add new reward # Exploration rate decay # Add current episode reward to total rewards list
For each episode
Let's get inside of our first loop. For each episode, we're going to first reset the state of the environment back to the starting state.
for episode in range(num_episodes): state = env.reset() done = False rewards_current_episode = 0 for step in range(max_steps_per_episode): ...
done variable just keeps track of whether or not our episode is finished, so we initialize it to
False when we first start the episode, and we'll see later where it will
get updated to notify us when the episode is over.
Then, we need to keep track of the rewards within the current episode as well, so we set
0 since we start out with no rewards at the beginning of each
For each time-step
Now we're entering into the nested loop, which runs for each time-step within an episode. The remaining steps, until we say otherwise, will occur for each time-step.
Exploration vs. exploitation
for step in range(max_steps_per_episode): # Exploration-exploitation trade-off exploration_rate_threshold = random.uniform(0, 1) if exploration_rate_threshold > exploration_rate: action = np.argmax(q_table[state,:]) else: action = env.action_space.sample() ...
For each time-step within an episode, we set our
exploration_rate_threshold to a random number between
1. This will be used to determine whether our agent will
explore or exploit the environment in this time-step, and we discussed the detail of this exploration-exploitation trade-off in a
previous post of this series.
If the threshold is greater than the
exploration_rate, which remember, is initially set to
1, then our agent will exploit the environment and choose the action that has the highest
Q-value in the Q-table for the current state. If, on the other hand, the threshold is less than or equal to the
exploration_rate, then the agent will explore the environment, and sample an action
new_state, reward, done, info = env.step(action)
After our action is chosen, we then take that action by calling
step() on our
env object and passing our
action to it. The function
step() returns a tuple
containing the new state, the reward for the action we took, whether or not the action ended our episode, and diagnostic information regarding our environment, which may be helpful for us if we end up needing
to do any debugging.
Update the Q-value
After we observe the reward we obtained from taking the action from the previous state, we can then update the Q-value for that state-action pair in the Q-table. This is done using the formula we introduced in an earlier post, and remember, there we walked through a concrete example showing how to implement the Q-table update.
Here is the formula:
And here is the same formula in code:
# Update Q-table for Q(s,a) q_table[state, action] = q_table[state, action] * (1 - learning_rate) + \ learning_rate * (reward + discount_rate * np.max(q_table[new_state, :]))
So, remember, the new Q-value for this state-action pair is a weighted sum of our old value and the “learned value.” So we have our new Q-value equal to the old Q-value times one minus the learning rate plus the learning rate times the “learned value,” which is the reward we just received from our last action plus the discounted estimate of the optimal future Q-value for the next state action pair.
Transition to the next state
state = new_state rewards_current_episode += reward
Next, we set our current
state to the
new_state that was returned to us once we took our last action, and we then update the rewards from our current episode by adding the
reward we received for our previous action.
if done == True: break
We then check to see if our last action ended the episode for us, meaning, did our agent step in a hole or reach the goal? If the action did end the episode, then we jump out of this loop and move on to the next episode. Otherwise, we transition to the next time-step.
Exploration rate decay
# Exploration rate decay exploration_rate = min_exploration_rate + \ (max_exploration_rate - min_exploration_rate) * np.exp(-exploration_decay_rate*episode)
Once an episode is finished, we need to update our
exponential decay, which just means that the exploration rate decreases or decays at a rate proportional to its current value. We can decay the
exploration_rate using the formula above,
which makes use of all the exploration rate parameters that we defined
We then just append the rewards from the current episode to the list of rewards from all episodes, and that's it! We're good to move on to the next episode.
After all episodes complete
After all episodes are finished, we now just calculate the average reward per thousand episodes from our list that contains the rewards for all episodes so that we can print it out and see how the rewards changed over time.
# Calculate and print the average reward per thousand episodes rewards_per_thousand_episodes = np.split(np.array(rewards_all_episodes),num_episodes/1000) count = 1000 print("********Average reward per thousand episodes********\n") for r in rewards_per_thousand_episodes: print(count, ": ", str(sum(r/1000))) count += 1000 ********Average reward per thousand episodes******** 1000 : 0.16800000000000012 2000 : 0.32800000000000024 3000 : 0.46900000000000036 4000 : 0.5350000000000004 5000 : 0.6580000000000005 6000 : 0.6910000000000005 7000 : 0.6470000000000005 8000 : 0.6550000000000005 9000 : 0.6980000000000005 10000 : 0.7000000000000005
From this printout, we can see our average reward per thousand episodes did indeed progress over time. When the algorithm first started training, the first thousand episodes only averaged a reward of
but by the time it got to its last thousand episodes, the reward drastically improved to
Interpreting the training results
Let's take a second to understand how we can interpret these results. Our agent played
10,000 episodes. At each time step within an episode, the agent received a reward of
1 if it reached the frisbee, otherwise, it received a reward of
0. If the agent did indeed reach the frisbee, then the episode finished at that time-step.
So, that means for each episode, the total reward received by the agent for the entire episode is either
0. So, for the first thousand episodes, we can interpret this score
as meaning that \(16\%\) of the time, the agent received a reward of
1 and won the episode. And by the last thousand episodes from a total of
10,000, the agent was winning \(70\%\)
of the time.
By analyzing the grid of the game, we can see it's a lot more likely that the agent would fall in a hole or perhaps reach the max time steps than it is to reach the frisbee, so reaching the frisbee \(70\%\) of the time isn't too shabby, especially since the agent had no explicit instructions to reach the frisbee. It learned that this is the correct thing to do.
SFFF FHFH FFFH HFFG
Lastly, we print out our updated Q-table to see how that has transitioned from its initial state of all zeros.
# Print updated Q-table print("\n\n********Q-table********\n") print(q_table) ********Q-table******** [[0.57804676 0.51767675 0.50499139 0.47330103] [0.07903519 0.16544989 0.16052137 0.45023559] [0.37592905 0.18333739 0.18905787 0.17227745] [0.01504804 0. 0. 0. ] [0.59422496 0.42787803 0.43837162 0.45604075] [0. 0. 0. 0. ] [0.1814022 0.13794979 0.31651935 0.09308381] [0. 0. 0. 0. ] [0.43529839 0.32298132 0.36007182 0.64475741] [0.3369853 0.75303211 0.42246585 0.50627733] [0.65743421 0.48185693 0.32179817 0.35823251] [0. 0. 0. 0. ] [0. 0. 0. 0. ] [0.53127669 0.63965638 0.86112718 0.53141807] [0.68753949 0.94078659 0.76545158 0.71566071] [0. 0. 0. 0. ]]
In the next post, we're going to get into the super fun part where we get to watch our trained agent play Frozen Lake. We'll get straight into the code for that then!
Until then, try to beat my score! Test and tune your parameters to try to get better than \(70\%\) wins in your last thousand episodes. Let me know in the comments what happens to your score when you tune your parameters, for better or worse, and what values you used! I'll see ya in the next one!
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