Qlearn

Posted by Cyril Walle

Last edit

qlearn

Reinforcement learning library, based on the Quality learning technique

The strength of qlearn is its simplicity, and its independence towards the decision taker.

when to not use

If a situation is not going to happen twice. Or if the set of actions is infinite.

concepts

Set of state and actions

The library expects as input a reduced set of state and actions as a String. Create a value that is canonical (For example: When the set of actions are always the same omit actions). Two situations where the possible actions are the same, and the observed state is the same, should result to the same set of state and actions. Short is stateActions

actions

An action that is taken should have an effect on the state, and sometimes a reward. decide() and learn() take an array of action names, not the actions themselves.

reward

Rewards will be used to correct the behaviour of the intelligence over time. Use negative rewards for punishment.

install

npm i qlearn

import

import { createIntelligence, learn, decide } from "qlearn";
import { createIntelligence, learn, decide } from "https://unpkg.com/qlearn/source/qlearn.js";

usage

creation

const intelligence = createIntelligence();

override all options

Object.assign(intelligence, {
    defaultQuality: 0,
    learnFactor: 0.5,
    discountFactor: 0.9,
    exploreBonus: 0.04,
    qualityMap: new Map(),
});

decide()

The actionName will be random if this set of state and actions was never encountered before.

Will use .qualityMap.

const actionName = decide({intelligence, stateActions, actionNames});

Alternatively use partial random decide. It is the same function, except it randomly decides 20% of the time.

import { partialRandomDecide } from "qlearn/source/partialRandomDecide.js";

const actionName = partialRandomDecide({intelligence, stateActions, actionNames});

learn()

Use it as soon as reward is available after decide().

previous set of state and actions and set of state and actions may be equal if the action taken had no consequences.

Will update .qualityMap.

Notedecide(), for example: If a human decides, the learn() can still be used.

learn({
    intelligence,
    previousStateActions,
    stateActions,
    previousAction,
    actionNames,
    reward,
});

.qualityMap

const { qualityMap } = intelligence;
intelligence.qualityMap = new Map();

.defaultQuality

intelligence.defaultQuality = 0;

.learnFactor

0 < learnFactor < 1

intelligence.learnFactor = 0.5;

.discountFactor

0 < discountFactor < 1

intelligence.discountFactor = 0.9;

.exploreBonus

A positive number to encourage exploration, a negative number to discourage exploration. Ideally orders of magnitude smaller than a normal reward.

intelligence.exploreBonus = 0.04;

extras

randomDecide

It decides randomly.

import { randomDecide } from "qlearn/source/randomDecide.js";

Related

https://github.com/acupajoe/node-qlearning

  • full flow integrated (state, reward, etc)
  • includes state hasher
  • more opinionated, less flexible

License

CC0