关于机器学习:6CCS3ML1机器学习

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6CCS3ML1 (Machine Learning)
Coursework 2
(Version 1.4)
1 Overview
For this coursework, you will have to implement Q-learning algorithm. Your code will again be
controlling Pacman, in the classic game, and the Q-learning algorithm will be helping Pacman
choose how to move. Your Q-learning algorithm should be able, once it has done its learning, to be
able to play a pretty good game, and its ability to play a good game will be part of what we assess.
No previous experience with Pacman (either in general or with the specific UC Berkeley AI implementation
that we use) is required, though you should have used it for Coursework 1 and Practical 8.
This coursework is worth 10% of the marks for the module.
Note: Failure to follow submission instructions will result in a deduction of 10% of the marks you
earn for this coursework.
2 Getting started
2.1 Start with Pacman
The Pacman code that we will be using for the 6CCS3ML1 coursework was developed at UC Berkeley
for their AI course. The person who developed this code then kindly made it available to everyone.
The homepage for the Berkeley AI Pacman projects is here:
http://ai.berkeley.edu/
Note that we will not be doing any of their projects. Note also that the code only supports Python
3, so that is what we will use1
.
You should:

  1. Download:
    pacman-cw2.zip
    from KEATS.
  2. Save that file to your account at KCL (or to your own computer).
  3. Unzip the archive.
    This will create a folder pacman-cw2
    1
    If you anything other than Python 3, you are on your own in terms of support, and if the code you submit
    does not work (which is likely) you will lose marks.
  4. cocarascu-yannakoudakis-6ccs3ml1-cw2
    Figure 1: The smallGrid version of Pacman
  5. From the command line (you will need to use the command line in order to use the various
    options), switch to the folder pacman-cw2.
  6. Now type:
    python pacman.py -p RandomAgent -n 10 -l smallGrid
    and watch it run.
    This command illustrates a few aspects of the Pacman code that you will need to understand:
    • -n 10 runs the game 10 times.
    • -l smallGrid runs the very reduced game you see in Figure 1.
    This is not a very interesting game for a human to play, but it is moderately challenging for a
    reinforcement learning program to learn to play.
    • -p RandomAgent tells the pacman.py code to let Pacman be controlled by an object that is
    an instance of a class called RandomAgent.
    The program then searches through all files with a name that ends in:
    Agents.py
    looking for this class. If the class isn’t in an appropriately named file, you will get the error:
    Traceback (most recent call last):
    File “pacman.py”, line 679, in <module>
    args = readCommand(sys.argv[1:] ) # Get game components based on input
    File “pacman.py”, line 541, in readCommand
    pacmanType = loadAgent(options.pacman, noKeyboard)
    File “pacman.py”, line 608, in loadAgent
    raise Exception(‘The agent’+ pacman +‘is not specified in any *Agents.py.’)
    In this case the class is found in sampleAgents.py
    RandomAgent, as its name suggests, just picks actions at random. When there is no ghost, it will
    win a game eventually by eating all the food2
    , but when a ghost is present, RandomAgent dies pretty
    quickly.
    2
    If you want to see this happen, run python pacman.py -p RandomAgent -k 0 -l smallGrid. The flag -k
    sets the number of ghosts.
  7. cocarascu-yannakoudakis-6ccs3ml1-cw2
    2.2 Towards an RL Pacman
    Now, your job is to write code to learn how to play this small version of Pacman. To get you started,
    we have provided a skeleton of code that will do this, found in:
    mlLearningAgents.py
    This file contains a class QLearnAgent, and that class includes several methods. (You should look
    at the code in order to fully understand this description.)
    init() This is the constructor for QLearnAgent. It is called by the game when the game starts up
    (because the game starts up the learner).
    The version of init() in QLearnAgent allows you to pass parameters from the command
    line. Some of these you know from the lectures:
    • alpha, the learning rate
    • gamma, the discount rate
    • epsilon, the exploration rate
    and you will use them in the implementation of your reinforcement learning algorithm. The
    other:
    • numTraining
    allows you to run some games as training episodes and some as real games.
    All the constructor does is take these values from the command line, if you pass them, and
    write them into sensibly named variables. If you don’t pass values from the command line,
    they take the default values you see in the code. These values work perfectly well, but if you
    want to play with different values, then you can do that like this:
    python pacman.py -p QLearnAgent -l smallGrid -a numTraining=2 -a alpha=0.2
    Note that you need to have no space between parameter and value alpha=0.2, and you need
    a separate -a for each one.
    getAction() This function is called by the game every time that it wants Pacman to make a move
    (which is every step of the game).
    This is the core of code that controls Pacman. It has access to information about the position
    of Pacman, the position of ghosts, the location of food, and the score. The code shows how
    to access all of these, and if you run the code (as above) all these values are printed out each
    time getAction() is called.
    The only bit that maybe needs some explanation is the food. Food is represented by a grid of
    letters, one for each square in the game grid. If the letter is F, there is no food in that square.
    If the letter is T, then there is food in that square. (Walls are not represented).
    The main job of getAction() is to decide what move Pacman should make, so it has to
    return an action. The current code shows how to do that but just makes the choice randomly.
    final() This function is called by the game when a Pacman has been killed by a ghost, or when
    Pacman eats the last food (and so wins).
    Right now all this function does is to keep track of the number of episodes (more on what
    they are below) and sets epsilon and alpha to zero when a certain number have happened
    (more on that in a minute also).
  8. cocarascu-yannakoudakis-6ccs3ml1-cw2
  9. What you have to do (and what you aren’t allowed to do)
    3.1 Write some code
    Now you should fill out QLearnAgent with code that performs Q-learning. You should implement
    your code in the mlLearningAgents.py file. You will be assessed on your implementation of Qlearning
    by the functionality of several methods defined in the file. These are clearly indicated
    in the file.
    Because of the way that Pacman works, your learner needs to include two separate pieces:
  10. Something that learns, adjusting utilities based on how well the learner plays the game.
  11. Something that chooses how to act. This decision can be based on the utilities, but also has
    to make sure that the learner does enough exploring.
    You need to do that because using Pacman forces you to do online learning. The only way that
    Pacman learns is by actually playing in a game. Initially they will play badly, but over time they
    should get better and better. However, they will learn slowly. Indeed, they will need to play around
  12. games to get to be any good.
    See Section 4 for a description of what to submit. Note that we will evaluate your code by running
    the command:
    python pacman.py -p QLearnAgent -x 2000 -n 2010 -l smallGrid
    so we will train the learner for 2000 episodes and then run it for 10 non-training episodes (see below).
    We will use the score that your learner gets in those 10 episodes as a way to decide how good your
    solution is. To get good marks, your QLearnAgent needs to win around 8 of the games. That is
    very achievable.
    3.2 Things to know
    Here are some things to think about when writing your learning code:
    • Your code must implement Q-learning. Code that does not contain such an algorithm will
    lose marks.
    • The code has some support for learning. First, you can run several games one after another
    by using the -n parameter. This:
    python pacman.py -p QLearnAgent -l smallGrid -n 5
    will run the same game 5 times. Each of these runs is one of the episodes that were mentioned
    in the text about final(). The really useful bit is that the same instance of QLearnAgent
    gets run all five times, so that it can learn over all five episodes.
    Even more helpful, you can do some of the runs without the graphical interface, so that they
    run quickly. If you run:
    python pacman.py -p QLearnAgent -l smallGrid -x 5 -n 10
    it will do the first 5 runs without the interface. The remainder of the runs will happen with
    the interface. During the training runs, the system does not record the scores, so the average
    score (and results) printed at the end do not include the results of the training episodes.
  13. cocarascu-yannakoudakis-6ccs3ml1-cw2
    The command-line switch -numTraining is just a synonym for -x, so the value you specify
    with -x is the value that ends up in the variable numTraining in the code. This is why
    final() counts the number of episodes and compares it to numTraining — that is how the
    agent knows when training is over and it is showtime. We set epsilon and alpha to zero at
    that point because (as you know from the lecture) these are parameters that control learning.
    An -greedy learner chooses not to do the best action that it knows with a probability , so if
    we set to zero the learner will always do what it thinks is best (and it won’t get killed because
    it does something random)3
    . Similarly, if you set α to zero in a Q-learning/SARSA/temporal
    difference learner, then the update doesn’t change the Q-values/utilities.
    • Though, as the lecture says, in theory you need to adjust the learning rate over time, I did not
    find that was necessary.4
    • There is no way to access the reward for winning (or the cost of losing) outside final().
    (getAction() is not called once the episode is over.) You will need those rewards to learn
    how to avoid the ghost and how to win the game.5
    3.3 Limitations
    There are some limitations on what you can submit.
  14. Your code should be in Python 3.
    Code written in a language other than Python will not be marked.
  15. Your code will be tested in the same environment as we have been using in the lab. That is
    the standard Anaconda Python 3 distribution. Code using libraries that are not in the standard
    Python 3 distribution may not run when we test it. If you choose to use such libraries and
    your code does not run when we test it, you will lose marks.
    The reason for this is that we do not have the resources to deal with setting up arbitrarily
    complex environments (with the possibility of libraries with arcane interactions) for every
    submission.
  16. You are not allowed to modify any of the files in pacman-cw2.zip.
    In fact, the only thing you can do as part of the coursework is to write code in mlLearningAgents.py.
    The idea is that everyone solves the same problem — you can’t change the problem by
    modifying the base code that runs the Pacman environment.
  17. You are not allowed to copy, without credit, code that you might get from other students
    or find lying around on the Internet. (This includes the use of code that was distributed as
    part of the module — if you use code from files other than mlLearningAgents.py without
    attribution, we will consider that to be plagiarism.) We will be checking.
    This is the usual plagiarism statement. When you submit work to be marked, you should only
    seek to get credit for work you have done yourself.
    3
    It might still make a bad move, but it won’t know it is a bad move.
    4
    It is quite possible that the utilities did not converge as a result, or that they did not converge on the optimal
    values, but the learner could play a good game, and that is what matters.
    5Without those rewards, my learner will choose to run towards the ghost to end the game quickly and minimise
    its losses — very rational when you don’t get the big positive reward for winning.
  18. cocarascu-yannakoudakis-6ccs3ml1-cw2
    When the work you are submitting is code, you can use code that other people wrote, but you
    have to say clearly that the other person wrote it — you do that by putting in a comment
    that says who wrote it. That way we can adjust your mark to take account of the work that
    you didn’t do.
  19. You may be tempted to use code from the files qlearningAgents.py or learningAgents.py
    that are part of the Berkeley AI Pacman project. These files provide a big part of the solution
    to the problem of using reinforcement learning to play Pacman, so if you use them, you are
    avoiding doing an important part of the work of the coursework.
    If you use them and acknowledge it, we will deduct marks because you have avoided doing
    some of the work we want you to do. If you use them and do not acknowledge it, that is
    plagiarism, and you will have to answer to the relevant Misconduct committee.
  20. Following on the last point, the code you submit must be in a class called QLearnAgent, and
    as in mlLearningAgents.py, this class must be a direct subclass of Agent:
    class QLearnAgent(Agent):
    This, again, is intended to make sure that everyone solves the same problem, starting from
    the basic Pacman Agent.
  21. What you have to hand in
    Your submission should consist of a single ZIP file. (KEATS will be configured to only accept a
    single file.) This ZIP file must include a single Python file (your code).
    The ZIP file must be named:
    cw2-<lastname>-<firstname>.zip
    so my ZIP file would be named cw2-cocarascu-oana.zip. Submissions that are not in zip format
    will lose marks.
    Remember that we are going to evaluate your code by running your code using variations on
    python pacman.py -p QLearnAgent -x 2000 -n 2010 -l smallGrid
    and we will do this in a vanilla copy of the pacman-cw2 folder, so the base class for your agent must
    be called QLearnAgent.
    To streamline the marking of the coursework, you must put all your code in one file, and this file
    must be called mlLearningAgents.py. If your file is named otherwise, you will lose marks.
    Do not just include the whole pacman-cw2 folder. You should only include the one file that includes
    the code you have written.
    Submissions that do not follow these instructions will lose marks.
  22. How your work will be marked
    There will be six components of the mark for your work, four concerned with functionality and two
    with form.
  23. cocarascu-yannakoudakis-6ccs3ml1-cw2
  24. Functionality
    We will test your code by running your .py file against a clean copy of pacman-cw2.
    (a) As discussed above, for full marks for functionality, your code is required to run when we
    invoke the command:
    python pacman.py -p QLearnAgent -x 2000 -n 2010 -l smallGrid
    If your code does not run, you will lose marks.
    (b) We will also look at your code for evidence of the use of Q-learning. Code that does not
    use Q-learning will lose marks.
    (c) When we run your code using:
    python pacman.py -p QLearnAgent -x 2000 -n 2010 -l smallGrid
    it is required to win 8 of 10 games. (If it fails to do this on the first run, we will run it
    again and return the maximum number of wins from the two runs). If your code wins
    less than 8 games, you will get a mark that reflects how many games your code wins —
    more wins equals more marks.
    Note that, since we have a lot of coursework to mark, we will limit how long your code
    has to demonstrate that it can win 8 games out of 10. We will terminate the run after
    five minutes. If your code has won less than 8 games within these five minutes, you will
    get a mark that reflects how many games your code has won — more wins equals more
    marks.
    (d) Finally, to test generalisability, we will run your code on another grid. Code that fails to
    run on another grid will lose marks. We will not test the performance of your code, that
    is how many games it wins, we will only test if it runs. (There is no point in asking us
    what grid we will test your code on because we won’t tell you. For one thing, the point
    is that the code should not be making assumptions about which grid it is running on
    and so neither should you. For another, we know that if you know which grid, some of
    you will write code that exploits particular features of the grid to improve performance,
    which is exactly what makes for bad solutions.)
  25. Form
    (a) There are no particular requirements on the way that your code is structured, but it should
    follow standard good practice in software development and will be marked accordingly.
    HOWEVER, we do ask that by default you observe the following requirements in order
    to be able to reach the full set of marks for style (i.e., you will lose marks if you do not):
    Variable naming style should be set to PascalCase for class names; UPPER CASE for
    constants; camelCase for others. Also, ensure you make good use of whitespaces (e.g.,
    you typically add a whitespace before and after an operator such as‘<’).
    (b) All good code is well documented, and your work will be partly assessed by the comments
    you provide in your code. If we cannot understand from the comments what your code
    does, then you will lose marks.
    A copy of the marksheet, which shows the distribution of marks across the different elements of the
    coursework, is available on KEATS, together with FAQs.
  26. cocarascu-yannakoudakis-6ccs3ml1-cw2
    Version list
    • Version 1.0, March 17th 2019
    • Version 1.1, March 27th 2019.
    • Version 1.2, March 13th 2020.
    • Version 1.3, February 22nd 2021.
    • Version 1.4, March 8th 2022.
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