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sparse_rm.py
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61 lines (43 loc) · 1.88 KB
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# store reward machine state in replay buffer
# seperate replay buffer for each reward machine state
# sac for each reward machine state
# each rm state has seperate q function
# reward machine: initial state. intermediate state, final state
from typing import NamedTuple, ByteString, List
import numpy as np
class RMEntry(NamedTuple):
state: np.ndarray
next_state: np.ndarray
event: str
reward: float
class SparseRewardMachine():
def __init__(self, rm_entries: List[RMEntry]):
self.rm_states = []
self.events = set()
self.init_state = None
self.state_transition_func = {}
self.reward_transition_func = {}
self.terminal_states = set()
def load_reward_machine(self, rm_entries):
self.init_state = rm_entries[0].state
for rm_entry in rm_entries:
self._add_transition(rm_entry.state, rm_entry.next_state, )
def _is_terminal(self, rm_state):
for s1 in self.reward_transition_func:
for s2 in self.reward_transition_func[s1]:
if self.reward_transition_func[s1][s2] == 1:
return True
return False
def _add_state(self, rm_state_list):
self.rm_states.extend(
[state for state in rm_state_list if state not in self.machine_states]
)
def _add_transition(self, rm_state_1, rm_state_2, event, reward):
self._add_state([rm_state_1, rm_state_2])
if rm_state_1 not in self.state_transition_func:
self.state_transition_func[rm_state_1] = {}
if event not in self.state_transition_func[rm_state_1]:
self.state_transition_func[rm_state_1][event] = rm_state_2
if rm_state_1 not in self.reward_transition_func:
self.reward_transition_func[rm_state_1] = {}
self.reward_transition_func[rm_state_1][rm_state_2] = reward