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TrainPPO.cpp
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TrainPPO.cpp
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#include <fstream>
#include <Eigen/Core>
#include <torch/torch.h>
#include <random>
#include "ProximalPolicyOptimization.h"
#include "Models.h"
#include "TestEnvironment.h"
int main() {
// Random engine.
std::random_device rd;
std::mt19937 re(rd());
std::uniform_int_distribution<> dist(-5, 5);
// Environment.
double x = double(dist(re)); // goal x pos
double y = double(dist(re)); // goal y pos
TestEnvironment env(x, y);
// Model.
uint n_in = 4;
uint n_out = 2;
double std = 2e-2;
ActorCritic ac(n_in, n_out, std);
ac->to(torch::kF64);
ac->normal(0., std);
torch::optim::Adam opt(ac->parameters(), 1e-3);
// Training loop.
uint n_iter = 10000;
uint n_steps = 2048;
uint n_epochs = 15;
uint mini_batch_size = 512;
uint ppo_epochs = 4;
double beta = 1e-3;
VT states;
VT actions;
VT rewards;
VT dones;
VT log_probs;
VT returns;
VT values;
// Output.
std::ofstream out;
out.open("../data/data.csv");
// episode, agent_x, agent_y, goal_x, goal_y, STATUS=(PLAYING, WON, LOST, RESETTING)
out << 1 << ", " << env.pos_(0) << ", " << env.pos_(1) << ", " << env.goal_(0) << ", " << env.goal_(1) << ", " << RESETTING << "\n";
// Counter.
uint c = 0;
// Average reward.
double best_avg_reward = 0.;
double avg_reward = 0.;
for (uint e=1;e<=n_epochs;e++)
{
printf("epoch %u/%u\n", e, n_epochs);
for (uint i=0;i<n_iter;i++)
{
// State of env.
states.push_back(env.State());
// Play.
auto av = ac->forward(states[c]);
actions.push_back(std::get<0>(av));
values.push_back(std::get<1>(av));
log_probs.push_back(ac->log_prob(actions[c]));
double x_act = actions[c][0][0].item<double>();
double y_act = actions[c][0][1].item<double>();
auto sd = env.Act(x_act, y_act);
// New state.
rewards.push_back(env.Reward(std::get<1>(sd)));
dones.push_back(std::get<2>(sd));
avg_reward += rewards[c][0][0].item<double>()/n_iter;
// episode, agent_x, agent_y, goal_x, goal_y, AGENT=(PLAYING, WON, LOST, RESETTING)
out << e << ", " << env.pos_(0) << ", " << env.pos_(1) << ", " << env.goal_(0) << ", " << env.goal_(1) << ", " << std::get<1>(sd) << "\n";
if (dones[c][0][0].item<double>() == 1.)
{
// Set new goal.
double x_new = double(dist(re));
double y_new = double(dist(re));
env.SetGoal(x_new, y_new);
// Reset the position of the agent.
env.Reset();
// episode, agent_x, agent_y, goal_x, goal_y, STATUS=(PLAYING, WON, LOST, RESETTING)
out << e << ", " << env.pos_(0) << ", " << env.pos_(1) << ", " << env.goal_(0) << ", " << env.goal_(1) << ", " << RESETTING << "\n";
}
c++;
// Update.
if (c%n_steps == 0)
{
printf("Updating the network.\n");
values.push_back(std::get<1>(ac->forward(states[c-1])));
returns = PPO::returns(rewards, dones, values, .99, .95);
torch::Tensor t_log_probs = torch::cat(log_probs).detach();
torch::Tensor t_returns = torch::cat(returns).detach();
torch::Tensor t_values = torch::cat(values).detach();
torch::Tensor t_states = torch::cat(states);
torch::Tensor t_actions = torch::cat(actions);
torch::Tensor t_advantages = t_returns - t_values.slice(0, 0, n_steps);
PPO::update(ac, t_states, t_actions, t_log_probs, t_returns, t_advantages, opt, n_steps, ppo_epochs, mini_batch_size, beta);
c = 0;
states.clear();
actions.clear();
rewards.clear();
dones.clear();
log_probs.clear();
returns.clear();
values.clear();
}
}
// Save the best net.
if (avg_reward > best_avg_reward) {
best_avg_reward = avg_reward;
printf("Best average reward: %f\n", best_avg_reward);
torch::save(ac, "best_model.pt");
}
avg_reward = 0.;
// Reset at the end of an epoch.
double x_new = double(dist(re));
double y_new = double(dist(re));
env.SetGoal(x_new, y_new);
// Reset the position of the agent.
env.Reset();
// episode, agent_x, agent_y, goal_x, goal_y, STATUS=(PLAYING, WON, LOST, RESETTING)
out << e << ", " << env.pos_(0) << ", " << env.pos_(1) << ", " << env.goal_(0) << ", " << env.goal_(1) << ", " << RESETTING << "\n";
}
out.close();
return 0;
}