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FIT5222 Assignment 2 Coding Documentation Assignment 2 Coding Documentation 1. Pacman Environment For Assignment 2 we will work with an existing game environment that implements “Pacman Capture The Flag”. This supporting application provides us with the necessary hooks to implement, load and then test our customised agent controllers. 1.1 Simulator capture.py is the command line entry point for the simulator. This program requires some arguments to specify the team and the rules of the game. You can find the full list of arguments accepted by the simulator with the following command (-h means help): python capture.py -h We highlight a few particularly important arguments, of which you should be aware. Bracketed [terms] indicate parameters: ● -r [RED.py: Default baseline.py] Path to red team python implementation ● -b [BLUE.py: Default baseline.py] Path to blue team python implementation ● -l [LAYOUT: Default ./layouts/defaultCapture] The description map layout to use for the game. The LAYOUT parameter can be a filename, in which case the layout is loaded from disk. There are several pre-generated map files in the layouts folder. Alternatively, the value RANDOM can be given, which will generate a new random maze. We can also start from a particular random seed using the format RANDOM<seed>; e.g., RANDOM23. ● -q Display minimal output and no graphics ● -Q Same as -q but agent output is also suppressed ● -i [MAX_MOVES: Default 1200] Specify a limit to the game by giving a maximum for the total number of moves. The game will end after this many moves have been executed, across all agents. ● -n [NUMGAMES: Default 1] Number of games to play. FIT5222 Assignment 2 Coding Documentation 1.2 Run the game The following command runs the a game between staffTeam.py implementation and berkeleyTeam.py implementation: python capture.py -r staffTeam.py -b berkeleyTeam.py The simulator will start and load implementations from red and blue teams and each team has two agents. It also calls some preparation functions for each agent (we will detail these below). Remember to try different map layouts during training and testing. Once the game starts, agents take actions one by one, turn by turn (the order is agent id; agents with id 0, 2 are one team and agents with id 1,4 are another team). The simulator will call the chooseAction function from the given implementation at each turn of an agent. The function must return one of the cardinal directions, “North”, “South”, “East”, “West”, or it can return “Stop” as the action (the agent waits at current location). The simulator immediately executes the action and then it moves to the next agent and calls its chooseAction function. Time advances by one timestep after every agent has moved. 2. Implement Your Agent You can find three examples in the Pacman Capture the Flag project. The most important is myTeam.py, which contains the decision-making code for your agent and which you will modify. We include a simple baseline implementation as a concrete reference. The baseline relies on myTeam.pddl, which is a simple example of how we can PDDL to guide the high-level actions of the agent (defend home, attack for food, escape from enemies etc). The low level actions of the agent (what exact action to do to complete a high level action) is guided by a (partially implemented) Q-learning model, in which the decision is based on a set of weights and features. Two other agent controllers of which you should be aware: ● staffTeam.py This is a copy of myTeam.py, so that you can compare your improvements with the existing baseline. ● berkeleyTeam.py is a default controller included as part of the Pacman Capture the Flag game environment (and implemented by the developers, at UC Berkely). You are free to create your implementation from scratch without relying on the staff baseline implementation. 2.1 myTeam.py This is where you should start your implementation. Most of the implementation for the baseline controller can be found in the MixedAgent class (which we discuss below). In addition, myTeam.py contains some important initialisation code, createTeam, and various constants, of which you should be aware. FIT5222 Assignment 2 Coding Documentation createTeam The environment uses createTeam function to create two agents from your implementation. You can specify the name of the class of your implementation in the first and second argument to specify exactly which class for which agent. Usually you don’t need to modify the createTeam function. But if you want two agents with two different implementations, you can modify the function. Or if you want to pass some options to your agent implementation from CLI, read the function documentation of how to do that. The default team instantiates both agents from the class ‘MixedAgent’, which is a baseline implementation you can modify (see below for more details). Alternatively you can create your own agent implementation from scratch. All agent implementations need to inherit from the class CaptureAgent provided by the game environment (see captureAgents.py). Constants: ● BASE_FOLDER stores the absolute path for the folder of myTeam.py. If you need to specify paths anywhere in the code (e.g., read a text file) always give it paths relative to BASE_FOLDER ● CLOSE_DISTANCE, MEDIUM_DISTANCE, and LONG_DISTANCE are used for high-level planning with PDDL (they help the planner reason about distances between things). These constants are discussed in section 2.4 and 2.5. You can modify them to a number you think is reasonable. The MixedAgent Class This provided staff baseline agent class is called MixedAgent. This class uses PDDL for high-level planning and Q learning for low-level planning (features for both attacking and defending). You should read and understand this code if you intend to extend it. Alternatively you can also begin from scratch, by overwriting myTeam.py with the content of emptyTeam.py. 2.2 Preparation When the game start, the simulator will initiate each agent and do some preparation work: ● registerInitialState is called only at the start of each game. If you need to prepare some data before the start of the game, do that here. ● self.pddl_solver is where the PDDL solver initiates, make sure the path for PDDL domain file correctly points to the one you want to use! ● final function is called at the end of the game. If you need to do something at the end of a game, do them here. ● Note that class variables, like QLWeights (in the baseline agent), are shared and accessible by all agents created from the same class. FIT5222 Assignment 2 Coding Documentation 2.3 Decision Making Process Each agent must implement a chooseAction function. This function is responsible for the decision-making process and on completion it must return a concrete move action to the simulator. This is the most important function in your entire implementation. You should read the code line by line, understand what each function does, and what other functions called by these functions do. As described in the workflow diagram in Assignment 2 Specification, chooseAction: 1. computes a high-level plan if does not exist or next high-level action not applicable, 2. select the next high-level action from the high-level plan, 3. computes a low-level plan that targeting the high-level action if does not exist or action cannot be executed, 4. select the next low-level action and return to environment for execution. 2.4 Implementing High-Level Planning In MixedAgent, the high-level planner generates high-level PDDL problems programmatically (instead of always loading a PDDL problem from a text file), and solves the problem based on a simple domain model. We briefly describe the main parts of this baseline implementation. ● myTeam.pddl This file contains a list of potentially useful PDDL predicates that can be used for high-level planning. Also concrete specifications of a few simple high-level actions. ● get_pddl_state This function is where we convert game state data into PDDL data. The function collects :init state expressions and object expressions for PDDL problems. A state expression here is a TUPLE, for example tuple (“food_avaliable”,) means in a PDDL problem you write “(food_avaliable)” in :init. Pay attention to the “comma” in the tuple, without the comma python thinks it is just brackets. A tuple (“is_pacman”, “a1”) means you write “(is_pacman a1)” in :init. An object expression here is also a TUPLE. A tuple (“a1”, “current_agent”) is the same as you write “a1 – current_agent” in PDDL :objects. When collecting states, constants introduced in section 2.1 will be used to define what is close, medium or long. e.g. If LONG_DISTANCE = 25, the expression (“enemy_long_distance”, “e1”) indicating the noisy distance to “e1” returns a number larger or equal than 25. ● getGoals This function selects the applicable goal function with highest priority and returns the corresponding state expressions for :goal of PDDL problem. Here a state is still a tuple. But all states with “not” in PDDL problem goes to negtiveGoal, e.g., “(not (food_avaliable))” in the :goal of PDDL problem is a tuple FIT5222 Assignment 2 Coding Documentation (“food_avaliable”,) in negtiveGoal. All expressions without “not ” go to positiveGoal. ● stateSatisfyCurrentPlan This function checks if there exists a plan, can we continue to execute current high-level action in the plan or can we move to the next high-level action in the plan. ● getHighLevelPlan This function solves the PDDL problem and return a high-level plan. A high-level plan is a list of Action, pddl_state tuple. See definition of Action in lib_piglet.utils.pddl_parser and definition of pddl_state in lib_piglet.domains.pddl Tips for improving the high-level baseline The existing domain model (myTeam.pddl) provides only a few simple actions that rely on a small set of “basic” predicates. Other “advanced” predicates are also available. You can use these to extend the existing actions or to create new high-level actions that allow for more sophisticated high-level plans. The model currently distinguishes between two predicate types: ● team type predicates, which are used to reason about the current agent and its ally. Also to track the progress being made by the team in the game (e.g., by tracking the score of the game) ● enemy type predicates, which are used to reason about the enemy team. Although the baseline makes available a variety of convenient game information you may notice the available data is still only a small subset of the information available in the game state. You may find it useful therefore to introduce your own new predicates and to track and reason about other game-related information which is not tracked by the model. In this case you will also need to modify get_pddl_state to collect this additional information. 2.5 Low-level Planning For low-level planning, students can choose either Q learning or Heuristic search to plan low level actions. The important functions to be aware of here are the following: ● posSatisfyLowLevelPlan This function checks if there exists a low-level plan and does agent’s current location still sticks to the plan. ● getLowLevelPlanQL This function computes a single action low level plan (a list with only one element) using reinforcement learning. An element in a low-level plan is a tuple of action, and target location coordinates. ● getLowLevelPlanHS This function computes a low level plan (a list of tuples of action and target location) using heuristic search. An element in a low-level plan is a tuple of action, and target location coordinates. You can call this function in the low level plan section of FIT5222 Assignment 2 Coding Documentation chooseAction instead of getLowLevelPlanQL to compute a low-level plan using heuristic search. Each high-level action should have its own low level planning strategy to successfully achieve its target. 2.6 Implementing Heuristic Search Low Level Planning The MixedAgent baseline uses Q-learning. But you may decide the best approach for your low-level planning is heuristic search. In this case refer to the function getLowLevelPlanHS, which is not implemented yet. You should finish the implementation based on your knowledge from week 1 to week 6. To implement a heuristic-search-based planner you will need to think about: ● Given high level action, how to select/compute a location or target for the agent. ● How to compute a plan to reach that location/target ● How to return the plan in the form of a list of tuples of action and location, which the simulator can execute. Remember that actions are “North”, “South”, “East”, “West”, or “Stop”. Location is a coordinate of the targeting location of the action..e.g. [(“North”,(1,1)), (“East”,(2,1))] For information about maps, obstacles, and food locations, refer to section 3. 2.7 Implementing Q-Learning Low Level planning The default low-level planner getLowLevelPlanQL uses approximate Q learning (refer to the lecture material) to compute next movements. It classifies existing high-level actions to three categories with three low-level planning strategies (Note, you should improve the low level planning by having each high level action mapped to their own low level planning strategy). You could implement your own learning model for low level planning, not limited to approximate Q learning. The current low-level strategies have many drawbacks, you should run the game and observe these drawbacks by watching what happens in the visualiser. For each strategy, the getLowLevelPlanQL prepare the ● get reward function ● get feature function ● weights for approximate Q learning update and evaluation. The current offensive strategy has reward function, feature function, weights all prepared (but very naive, with many improvement spaces). The reward function for defensive and escape strategies are not implemented and their corresponding learn rates are set to 0 to prevent any weight update. FIT5222 Assignment 2 Coding Documentation The weights of a strategy is stored in the class variable QLWeights. QLWeights comes with default values in class variable definition, and will be loaded(if file exist)/stored to disk at the beginning/ending of each game run. See registerInitialState and final function for related codes. You should improve the existing strategy by: ● Improve the feature function to give more/better (but useful and helpful) information of the agent for q learning. ● New features should have corresponding default weights in class variable QLWeights and delete the QLWeightsFile on your disk, in case old weights override the new one. ● Better reward function When implementing a new strategy, you should: ● Implement a get feature function that collect features from the environment(from gameState, CaptureAgent Convenience Methods, and AgentState) ● Add default weights for the new strategy in class variable QLWeights, delete the QLWeightsFile on your disk, in case old weights override the new one. ● Design and implement the reward function. Designing Feature Function The approximate Q learning uses extract features from successor state, then sum and multiply each feature value with its corresponding weight to be Q Value, which reflects how good the successor state is. Then choose the action that leads to the best successor state(largest Q Value). Thus designing good feature functions to collect information from the environment is important. Try normalising the value of different features into the same range on maps with different sizes. Avoid features whose evaluation changes rapidly for small changes on the gameboard. For example, suppose we have a feature called chance_of_losing_food whose domain is in range [0,1]. The evaluation of this feature is zero until the agent is carrying food and then can suddenly change close to 1 if there’s a nearby ghost. A good general principle is that changes in feature values should be smooth between states. Otherwise the training will be difficult. Refer to getOffensiveFeatures to see how staff implement feature function Designing Reward Function The reward function usually returns different negative values for the current state of the agent. You may only return positive values after many non-rewarding steps when something good/encouraged happens to the agent, e.g. agent returns food to home. FIT5222 Assignment 2 Coding Documentation Refer to getOffensiveReward to see how staff implement reward function Keep in mind that: ● There needs to be a correlation between the state information and the reward: the simpler the relationship, the easier/faster the model will find it. ● Sparse and binary rewards make the training problem long and arduous. Giving more information through the reward can tremendously increase the speed/accuracy of the learned Q-estimator. ● The longer the chain of actions, the more complex the Q-value will be to estimate. ● Avoid giving large penalties based on binary outcomes or contradictory outcomes. For example, you might decide to give a large penalty every time the agent is eaten by a ghost. But being eaten when carrying lots of food is better than being eaten when carrying little or no food. Applying a large penalty does not distinguish between these situations. Another bad example is, if you design a feature that gives large rewards when the agent is carrying lots of food and similarly large penalties when the agent is eaten by a ghost, the overall information learned by the agent is zero. Training the model: There’s a self.training attribute in the registerInitialState, if this is set to True the updateWeights will update weights before calculating Q value with getQValue function. If this is set to False, weights will not be updated, and random exploration will not happen. There are some parameters regarding the training you should pay attention to: ● self.epsilon = 0.1 Default exploration prob, which is also the chance to take a random low level action ● self.alpha = 0.1 Default learning rate ● self.discountRate = 0.9 Default discount rate. If the training makes weights go in the wrong direction, you can delete the text file (specified in QLWeightsFile) stores QL weights, and restart the training. In this case, the QLWeightsFile does not exist and the program uses default weights stored in QLWeights as a starting point. You should expect numbers in weights to change slightly in each update and become more and more stable during the training process. Small learning rate helps to stabilise the weights but slows down the training speed. You repeat the cycle of: ● adjust features ● adjust reward ● training ● see if weights get stable and the agent behaves as expected. FIT5222 Assignment 2 Coding Documentation HINTS: ● During training record the “correction” value after each weight update. Check if the value has sudden huge changes and why these huge changes happen. Try eliminating these abnormalities by adjusting feature and reward implementation. ● You may want to train your low-level planner independent from high level decisions to focus on the training of a specific low-level planner. For example, when training a low-level planner for “attack” high-level action, you could disable the high level planner and alway use “attack” as high-level action. The opposite team in the training game can focus on defence only. Turn off the shelf.training when you submit the code to the contest server. You can run pacman in silence mode with “-Q” argument and you can specify number of games with “-n NUMGAME”. This will allow you to simulate many games; e.g., with “-n 100” argument, it runs 100 games. You can replace 100 with another number you want. You also need to use “-l ./layouts/bloxCapture.lay” (replace the bloxCapture.lay to other maps) to train your agent on other maps in the “layouts” folder, or train on a random map by reading how to generate a random map with “python capture.py –help”. 3. Working with the Game Environment In this section we outline some important details for how to obtain observations and other useful information from the game environment. Reading and comprehending the implementation of the game environment can be immensely beneficial to your implementation. 3.1 GameState Any gameState variable you see in the implementation is an object of GameState class in Capture.py. It provides all the information of the environment for your current agent. It also provide a bunch of convenience methods to return information from the current game environment. Read the methods of this class to know what it provides. Using the convenience methods described in next section make it easier to retrieve information from gameState. Refer to get_pddl_state method and those get features functions on how we use these methods. 3.2 Convenience Methods There are a bunch of convenience methods in the implementation of CaptureAgent in captureAgents.py. You can call these methods in your implementation at any time to acquire information conveniently. Read the codes in “Convenience Methods” section to know what kind of convenience methods the template agent class provide. FIT5222 Assignment 2 Coding Documentation For example, if you find there’s a function called getFoodYouAreDefending in CaptureAgent class, then you can call this function in your implementation by this.getFoodYouAreDefending(gameState) to get the foods that have an enemy next to them. So that, you know the location of the enemy although they are beyond your observation range. Refer to get_pddl_state method and those get features functions on how we use these methods. 3.3 Grid/Map Functions like getFood of CaptureAgent, getWalls, getBlueFood, and getRedFood of GameState returns a Grid indicating on each location if there’s a food or obstacle. A Grid is a 2-dimensional array of objects backed by a list of lists. Data is accessed via grid[x][y] where (x,y) are positioned on a Pacman map with x horizontal, y vertical and the origin (0,0) in the bottom left corner. For a Grid returned by getWalls, grid[x][y] == True indicates location x,y has a fixed obstacle. For a Grid returned by get food related function, grid[x][y] == True indicates location x,y has a food. asList() method of a grid will return a list of location coordinates that are True in the grid. 3.4 AgentState Functions like getAgentState of GameState returns an object of AgentState class defined in game.py. This class contains the state of an agent, which includes Pacman, sacred timer, and food carrying. Read the definition of this class. FIT5222 Assignment 2 Coding Documentation APPENDIX PDDL Learn PDDL ● PDDL wiki: https://planning.wiki/ This website contains a detailed guide to PDDL and references to PDDL related terminologies. Text Editor: Visual Studio Code with PDDL extension 1. Install PDDL extension by searching “PDDL” in the extension marketplace of Visual Studio Code. 2. The extension gives grammar highlights if you open a PDDL file. Piglet PDDL Solver In Pacman In pacman, we use an interface implemented in lib_piglet.utils.pddl_solver to solve problems generated programmatically in the agent implementation. See the corresponding implementation in getHighLevelPlan of myTeam.py You can read its implementation and also the implementation of lib_piglet.utils.pddl_parser to know how it works. Piglet PDDL Solver Supported Requirements The piglet PDDL solver support: ● :typing ● :strips ● :negative-preconditions FIT5222 Assignment 2 Coding Documentation Typing In PDDL, every object belongs to a certain type. You can declare any type with :types. You can write PDDL without any types, but types make your model more clear. In this example, type animal is a subtype of the object. Type cat and type mouse have supertype animal and also inherit type object from type animal. Constants and Variables Variables can refer to any applicable object of some types. Variables are always written with a “?” as a prefix. For example: (?c – cat ?m – mouse) means a variable ?c with type cat and a variable ?m with type mouse. In contrast, you can declare constant with (:constants Tom – cat). Tom is a constant object of type cat. Predicates A predicate is an atomic statement that is used to express certain conditions in the logic of a planning problem. For example: All the above are binary predicates, they are either true for false. They can have or not have variables. If p is a predicate, (not (p)) refers to its negation. Actions (:types animal – object cat mouse – animal ) (door_open) (at_home ?x – animal) (at ?x – animal ?l – location) (:action catch :parameters (?c – cat ?m – mouse) :precondition (and (at_home ?m) (at_home ?c)) :effect (and (not (at_home ?m)) ) ) An action normally contains a name, 0 or several parameters, 0 or several preconditions and several effects. The example here is an action named “catch”. ?c and ?m are parameters for this action. The precondition says a cat ?c must at_home and a mouse ?m must at_home. When an object of cat and an object of mouse satisfy preconditions, the effect is that mouse ?m no longer at_home. FIT5222 Assignment 2 Coding Documentation Disjunctive conditions The conditions can be generalised to any logical expression. Supported expressions include: ● (not Condition)

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