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【强化学习】Q-Learning算法求解迷宫寻路问题 + Java代码实现_基于qlearning迷宫寻路问题解决方案

基于qlearning迷宫寻路问题解决方案


前言

相信大多数小伙伴应该和我一样,之前在学习强化学习的时候,一直用的是Python,但奈何只会用java写后端,对Python的一些后端框架还不太熟悉,(以后要集成到网站上就惨了),于是就想用Java实现一下强化学习中的Q-Learning算法,来搜索求解人工智能领域较热门的问题—迷宫寻路问题。(避免以后要用的时候来不及写)。


一、Q-Learning算法简介

下面仅对Q-Learning算法对简单介绍

Q学习是一种异策略(off-policy)算法。

异策略在学习的过程中,有两种不同的策略:目标策略(target policy)和行为策略(behavior policy)。

目标策略就是我们需要去学习的策略,相当于后方指挥的军师,它不需要直接与环境进行交互

行为策略是探索环境的策略,负责与环境交互,然后将采集的轨迹数据送给目标策略进行学习,而且为送给目标策略的数据中不需要 a t + 1 a_{t+1} at+1,而Sarsa是要有 a t + 1 a_{t+1} at+1的。

Q学习不会管我们下一步去往哪里探索,它只选取奖励最大的策略

1.1 更新公式

Q-Learning的更新公式

Q ( s t , a t ) ← Q ( s t , a t ) + α [ r t + 1 + γ max ⁡ a Q ( s t + 1 , a ) − Q ( s t , a t ) ] Q\left(s_t, a_t\right) \leftarrow Q\left(s_t, a_t\right)+\alpha\left[r_{t+1}+\gamma \max _a Q\left(s_{t+1}, a\right)-Q\left(s_t, a_t\right)\right] Q(st,at)Q(st,at)+α[rt+1+γamaxQ(st+1,a)Q(st,at)]

1.2 预测策略

Q-Learning算法采用 ε \varepsilon ε-贪心搜索的策略(和Sarsa算法一样)

1.3 详细资料

关于更加详细的Q-Learning算法的介绍,请看我之前发的博客:【EasyRL学习笔记】第三章 表格型方法(Q-Table、Sarsa、Q-Learning)

在学习Q-Learning算法前你最好能了解以下知识点:

  • 时序差分方法
  • ε \varepsilon ε-贪心搜索策略
  • Q-Table

二、迷宫寻路问题简介

迷宫寻路问题是人工智能中的有趣问题,给定一个M行N列的迷宫图,其中 "0"表示可通路,"1"表示障碍物,无法通行,"2"表示起点,"3"表示终点。在迷宫中只允许在水平或上下四个方向的通路上行走,走过的位置不能重复走,需要搜索出从起点到终点尽量短的路径。

在这里插入图片描述

地图可视化如下图所示:绿色代表道路,黑色代表墙壁,粉色代表起点,蓝色代表终点

在这里插入图片描述


三、Java代码

3.1 环境说明

我的环境是的Java的Maven项目,其中使用到了Lombok依赖

        <dependency>
            <groupId>org.projectlombok</groupId>
            <artifactId>lombok</artifactId>
            <version>1.18.20</version>
        </dependency>
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迷宫寻路的可视化用到了JavaFx,我使用的是jdk1.8版本,其内部自带JavaFx,但是新版java将JavaFx移除了,需要从外部引入,用新版java的伙伴可以上网查查怎么引入JavaFx

3.2 参数配置

在迷宫环境类中进行奖励设置

在这里插入图片描述

在运行类中进行算法参数配置

在这里插入图片描述

3.3 迷宫环境类

作用:用来模拟迷宫环境,让智能体可以在里面行走,并返回适当的奖励

import lombok.Data;
import java.util.HashMap;

@Data
public class Environment {

    // 到达终点的奖励
    double arriveEndPointReward = 10d;
    // 正常行走的奖励
    double normallyWalkReward = -1d;
    // 撞墙的奖励
    double againstWallReward = -500000d;
    // 出界的奖励
    double outBoundReward = againstWallReward * 2;
    // 状态数
    int stateCnt;
    // 起点、终点
    private int startIndex, endIndex;
    // 当前状态
    int curState;
    // 0是路 1是墙 2是起点 3是终点
    int[][] map = new int[][]{
            {1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0},
            {0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0},
            {0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1},
            {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0},
    };

    public Environment() {
        stateCnt = map[0].length * map.length;
        getStartAndEndIndexByMap();
        curState = startIndex;
//        System.out.println(startIndex + "  . . " + endIndex);
    }

    // 按照指定动作行走
    public HashMap<String, Object> step(int action) {
        switch (action) {
            case 0:
                // 上
                if (curState - map.length < 0) {
                    return outBound();
                } else if (isWall(curState - map.length)) {
                    return againstWall();
                } else {
                    return normallyWalk(curState - map.length);
                }
            case 1:
                // 下
                if (curState + map.length >= stateCnt) {
                    return outBound();
                } else if (isWall(curState + map.length)) {
                    return againstWall();
                } else {
                    return normallyWalk(curState + map.length);
                }
            case 2:
                // 左
                if (curState % map.length == 0) {
                    return outBound();
                } else if (isWall(curState - 1)) {
                    return againstWall();
                } else {
                    return normallyWalk(curState - 1);
                }
            case 3:
                // 右
                if (curState % map.length == map.length - 1) {
                    return outBound();
                } else if (isWall(curState + 1)) {
                    return againstWall();
                } else {
                    return normallyWalk(curState + 1);
                }
            default:
                throw new RuntimeException("识别不到的动作: " + action);
        }
    }

    // 正常行走
    public HashMap<String, Object> normallyWalk(int nextState) {
        HashMap<String, Object> resMap = new HashMap<>();
        curState = nextState;
        resMap.put("nextState", nextState);
        resMap.put("reward", curState == endIndex ? arriveEndPointReward : normallyWalkReward);
        resMap.put("done", curState == endIndex);
        return resMap;
    }

    // 出界处理
    public HashMap<String, Object> outBound() {
        HashMap<String, Object> resMap = new HashMap<>();
        resMap.put("nextState", curState);
        resMap.put("reward", outBoundReward);
        resMap.put("done", true);
        return resMap;
    }

    // 撞墙处理
    public HashMap<String, Object> againstWall() {
        HashMap<String, Object> resMap = new HashMap<>();
        resMap.put("nextState", curState);
        resMap.put("reward", againstWallReward);
        resMap.put("done", true);
        return resMap;
    }

    // 重置环境,并获取初始状态
    public int reset() {
        curState = startIndex;
        return startIndex;
    }

    // 判断该状态是不是墙
    public boolean isWall(int state) {
        return map[state / map.length][state % map.length] == 1;
    }

    // 根据地图获取起点和终点的序号
    public void getStartAndEndIndexByMap() {
        for (int i = 0; i < map.length; i++) {
            for (int j = 0; j < map[i].length; j++) {
                if (map[i][j] == 2) {
                    startIndex = i * map[0].length + j;
                } else if (map[i][j] == 3) {
                    endIndex = i * map[0].length + j;
                }
            }
        }
    }
}
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3.4 Q-Learning算法类

import lombok.Data;
import java.util.HashMap;
import java.util.Random;

@Data
public class QLearning {
    // 采样次数
    int sampleCnt = 0;
    // 状态数
    int stateCnt;
    // 动作数 上下左右
    int actionCnt = 4;
    // 学习率
    double lr;
    // 未来奖励衰减因子
    double gamma;
    // 当前epsilon值
    double epsilon;
    // 初始epsilon值
    double startEpsilon;
    // 最后epsilon值
    double endEpsilon;
    // epsilon衰变参数
    double epsilonDecay;
    // Q表格
    HashMap<Integer, double[]> QTable = new HashMap<>();
    // 随机数对象
    Random random;

    // 构造函数
    public QLearning(double lr, double gamma, double startEpsilon, double endEpsilon, double epsilonDecay, int stateCnt,int seed) {
        this.lr = lr;
        this.gamma = gamma;
        this.startEpsilon = startEpsilon;
        this.endEpsilon = endEpsilon;
        this.epsilonDecay = epsilonDecay;
        this.stateCnt = stateCnt;
        this.random = new Random(seed);
        // 初始化Q表:对应四种运动可能 上下左右 全部设置为0
        for (int i = 0; i < stateCnt; i++) {
            QTable.put(i, new double[actionCnt]);
        }
    }

    // 训练过程: 用e-greedy policy获取行动
    public int sampleAction(int state) {
        sampleCnt += 1;
        epsilon = endEpsilon + (startEpsilon - endEpsilon) * Math.exp(-1.0 * sampleCnt / epsilonDecay);
        if (random.nextDouble() <= (1 - epsilon)) {
            return predictAction(state);
        } else {
            return random.nextInt(actionCnt);
        }
    }

    // 测试过程: 用最大Q值获取行动
    public int predictAction(int state) {
        int maxAction = 0;
        double maxQValue = QTable.get(state)[maxAction];
        for (int i = 1; i < actionCnt; i++) {
            if (maxQValue < QTable.get(state)[i]) {
                maxQValue = QTable.get(state)[i];
                maxAction = i;
            }
        }
        return maxAction;
    }

    // 更新Q表格
    public void update(int state, int action, double reward, int nextState, boolean done) {
        // 计算Q估计
        double QPredict = QTable.get(state)[action];
        // 计算Q现实
        double QTarget = 0.0;
        if(done){
            QTarget = reward;
        }else{
            QTarget = reward + gamma * getMaxQValueByState(nextState);
        }
        // 根据Q估计和Q现实,差分更新Q表格
        QTable.get(state)[action] += (lr * (QTarget - QPredict));
    }

    // 获取某个状态下的最大Q值
    public double getMaxQValueByState(int state){
        int maxAction = 0;
        double maxQValue = QTable.get(state)[maxAction];
        for (int i = 1; i < actionCnt; i++) {
            if (maxQValue < QTable.get(state)[i]) {
                maxQValue = QTable.get(state)[i];
                maxAction = i;
            }
        }
        return maxQValue;
    }

}
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3.5 运行类

import Algorithm.图论.网格型最短路.Environment;
import javafx.geometry.VPos;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.layout.AnchorPane;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.scene.text.TextAlignment;
import javafx.stage.Stage;

import java.util.*;

public class Run extends javafx.application.Application {

    // 算法参数
    // 学习率
    double lr = 0.01;
    // 未来奖励衰减因子
    double gamma = 0.9;
    // 初始epsilong值
    double startEpsilon = 0.95;
    // 最后epsilong值
    double endEpsilon = 0.01;
    double epsilonDecay = 300;
    // 训练迭代数
    int epochs = 20000;
    // 随机数种子
    int seed = 520;

    @Override
    public void start(Stage primaryStage) throws Exception {
        // 初始化JavaFx视图
        AnchorPane pane = new AnchorPane();
        // 初始化环境
        Environment env = new Environment();
        // 初始化地图
        Canvas canvas = initCanvas(env.getMap());
        pane.getChildren().add(canvas);
        // 实例化QLearning对象
        QLearning agent = new QLearning(lr, gamma, startEpsilon, endEpsilon, epsilonDecay, env.getStateCnt(), seed);
        // 开始训练
        long start = System.currentTimeMillis();
        train(env, agent);
        System.out.println("训练用时:" + (System.currentTimeMillis() - start) / 1000.0 + " s");
        // 测试
        test(canvas, env, agent);
        primaryStage.setTitle("QLearning算法求解迷宫寻路问题");
        primaryStage.setScene(new Scene(pane, 600, 600, Color.YELLOW));
        primaryStage.show();
    }

    // 训练智能体
    private void train(Environment env, QLearning agent) {
        // 记录每个epoch的奖励和步数
        double[] rewards = new double[epochs];
        double[] steps = new double[epochs];
        // 开始循环迭代
        for (int epoch = 0; epoch < epochs; epoch++) {
            // 每个epoch的奖励总数
            double epReward = 0d;
            // 每个回合的步数
            int epStep = 0;
            // 重置环境,获取初始状态(起点)
            int state = env.reset();
            // 开始寻路
            while (true) {
                int action = agent.sampleAction(state);
                HashMap<String, Object> resMap = env.step(action);
                agent.update(state, action, (double) resMap.get("reward"), (int) resMap.get("nextState"), (boolean) resMap.get("done"));
                state = (int) resMap.get("nextState");
                epReward += (double) resMap.get("reward");
                epStep += 1;
                if ((boolean) resMap.get("done")) {
                    break;
                }
            }
            // 记录
            rewards[epoch] = epReward;
            steps[epoch] = epStep;
            // 输出
            if ((epoch + 1) % 1000 == 0) {
                System.out.println("Epoch: " + (epoch + 1) + "/" + epochs + " , Reward: " + epReward + " , Epsilon: " + agent.getEpsilon());
            }
        }
    }

    // 测试智能体
    private void test(Canvas canvas, Environment env, QLearning agent) {
        List<Integer> bestPathList = new ArrayList<>();
        // 重置环境,获取初始状态(起点)
        int state = env.reset();
        bestPathList.add(state);
        // 按照最大Q值寻路
        while (true) {
            int action = agent.predictAction(state);
            HashMap<String, Object> resMap = env.step(action);
            state = (int) resMap.get("nextState");
            bestPathList.add(state);
            if ((boolean) resMap.get("done")) {
                break;
            }
            if(bestPathList.size() >= agent.stateCnt){
                throw new RuntimeException("智能体还没收敛,请增加迭代次数后重试");
            }
        }
        plotBestPath(canvas, bestPathList, env);
    }

    // 绘制最佳路线
    public void plotBestPath(Canvas canvas, List<Integer> bestPathList, Environment env) {

        int[][] map = env.getMap();
        for (int i = 0; i < bestPathList.size(); i++) {
            int pos = bestPathList.get(i);
            int colLen = map[0].length;
            int y = pos % colLen;
            int x = (pos - y) / colLen;

            GraphicsContext gc = canvas.getGraphicsContext2D();
            gc.setFill(Color.GRAY);
            gc.fillRect(y * 20, x * 20, 20, 20);

            // 绘制文字
            gc.setFill(Color.BLACK);
            gc.setFont(new Font("微软雅黑", 15));
            gc.setTextAlign(TextAlignment.CENTER);
            gc.setTextBaseline(VPos.TOP);
            gc.fillText("" + (i), y * 20 + 10, x * 20);
        }
        System.out.println("测试: 行走步数为:" + (bestPathList.size() - 1));
    }

    // 绘制初始地图
    public Canvas initCanvas(int[][] map) {
        Canvas canvas = new Canvas(400, 400);
        canvas.relocate(100, 100);
        for (int i = 0; i < map.length; i++) {
            for (int j = 0; j < map[i].length; j++) {
                int m = map[i][j];
                GraphicsContext gc = canvas.getGraphicsContext2D();
                if (m == 0) {
                    gc.setFill(Color.GREEN);
                } else if (m == 1) {
                    gc.setFill(Color.BLACK);
                } else if (m == 2) {
                    gc.setFill(Color.PINK);
                } else if (m == 3) {
                    gc.setFill(Color.AQUA);
                }
                gc.fillRect(j * 20, i * 20, 20, 20);
            }
        }
        return canvas;
    }

    public static void main(String[] args) {
        launch(args);
    }

}
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四、运行结果展示

4.1 案例1

地图

    int[][] map = new int[][]{
            {1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0},
            {0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0},
            {0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1},
            {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0},
    };
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输出

Epoch: 1000/20000 , Reward: -500341.0 , Epsilon: 0.01
Epoch: 2000/20000 , Reward: -305.0 , Epsilon: 0.01
Epoch: 3000/20000 , Reward: -107.0 , Epsilon: 0.01
Epoch: 4000/20000 , Reward: -500053.0 , Epsilon: 0.01
Epoch: 5000/20000 , Reward: -500174.0 , Epsilon: 0.01
Epoch: 6000/20000 , Reward: -29.0 , Epsilon: 0.01
Epoch: 7000/20000 , Reward: -33.0 , Epsilon: 0.01
Epoch: 8000/20000 , Reward: -39.0 , Epsilon: 0.01
Epoch: 9000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 10000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 11000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 12000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 13000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 14000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 15000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 16000/20000 , Reward: -500022.0 , Epsilon: 0.01
Epoch: 17000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 18000/20000 , Reward: -19.0 , Epsilon: 0.01
Epoch: 19000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 20000/20000 , Reward: -19.0 , Epsilon: 0.01
训练用时:1.06 s
测试: 行走步数为:30
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路径长度:30

在这里插入图片描述

4.2 案例2

地图

    int[][] map = new int[][]{
            {1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0},
            {0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0},
            {0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 1, 3, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1},
            {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
    };
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输出:

Epoch: 1000/20000 , Reward: -285.0 , Epsilon: 0.01
Epoch: 2000/20000 , Reward: -500352.0 , Epsilon: 0.01
Epoch: 3000/20000 , Reward: -183.0 , Epsilon: 0.01
Epoch: 4000/20000 , Reward: -500116.0 , Epsilon: 0.01
Epoch: 5000/20000 , Reward: -69.0 , Epsilon: 0.01
Epoch: 6000/20000 , Reward: -41.0 , Epsilon: 0.01
Epoch: 7000/20000 , Reward: -37.0 , Epsilon: 0.01
Epoch: 8000/20000 , Reward: -25.0 , Epsilon: 0.01
Epoch: 9000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 10000/20000 , Reward: -500027.0 , Epsilon: 0.01
Epoch: 11000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 12000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 13000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 14000/20000 , Reward: -500005.0 , Epsilon: 0.01
Epoch: 15000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 16000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 17000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 18000/20000 , Reward: -500019.0 , Epsilon: 0.01
Epoch: 19000/20000 , Reward: -21.0 , Epsilon: 0.01
Epoch: 20000/20000 , Reward: -500014.0 , Epsilon: 0.01
训练用时:1.107 s
测试: 行走步数为:32
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路径长度:32

在这里插入图片描述

4.3 案例3

地图

    int[][] map = new int[][]{
            {1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0},
            {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
            {0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0},
            {0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
            {0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 2, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1},
            {0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1},
            {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
    };
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输出

Epoch: 1000/20000 , Reward: -500088.0 , Epsilon: 0.01
Epoch: 2000/20000 , Reward: -500138.0 , Epsilon: 0.01
Epoch: 3000/20000 , Reward: -1000062.0 , Epsilon: 0.01
Epoch: 4000/20000 , Reward: -89.0 , Epsilon: 0.01
Epoch: 5000/20000 , Reward: -61.0 , Epsilon: 0.01
Epoch: 6000/20000 , Reward: -25.0 , Epsilon: 0.01
Epoch: 7000/20000 , Reward: -25.0 , Epsilon: 0.01
Epoch: 8000/20000 , Reward: -500024.0 , Epsilon: 0.01
Epoch: 9000/20000 , Reward: -25.0 , Epsilon: 0.01
Epoch: 10000/20000 , Reward: -27.0 , Epsilon: 0.01
Epoch: 11000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 12000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 13000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 14000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 15000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 16000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 17000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 18000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 19000/20000 , Reward: -23.0 , Epsilon: 0.01
Epoch: 20000/20000 , Reward: -23.0 , Epsilon: 0.01
训练用时:0.706 s
测试: 行走步数为:34
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路径长度:34

在这里插入图片描述


以上就是完整代码啦!如果觉得感兴趣,欢迎点赞+关注,以后会继续更新相关方面的文章!

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