qlearn
v5.0.4
Published
Reinforcement learning library, based on the Quality learning technique
Downloads
10
Readme
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 action as a String. Create a value that is minimal, sorted and canonical. When the set of actions are always the same omit it. Two situation where the possible actions are the same, and the observed state is the same, should have 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
.
Note: It is possible to learn even if the previous action did not come from decide()
, 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 opionated, less flexible