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// 强化学习与决策系统(v47.0.0)
// Q-Learning、DQN、PPO、A2C、策略梯度、强化学习环境
///|
/// 强化学习算法类型
pub(all) enum RLAlgorithm {
QLearning
DQN
DoubleDQN
DuelingDQN
PPO
A2C
A3C
REINFORCE
DDPG
SAC
TD3
Unknown
} derive(Eq)
///|
/// 探索策略类型
pub(all) enum ExplorationStrategy {
EpsilonGreedy
Boltzmann
UCB
ThompsonSampling
NoisyNet
ParameterNoise
EntropyRegularization
Unknown
} derive(Eq)
///|
/// 经验回放类型
pub(all) enum ReplayBufferType {
Uniform
Prioritized
Hindsight
Episodic
Reservoir
Unknown
} derive(Eq)
///|
/// 强化学习环境
pub(all) struct RLEnvironment {
env_name : String
num_states : Int
num_actions : Int
state_dim : Int
action_dim : Int
is_discrete : Bool
max_steps : Int
current_state : Array[Double]
current_step : Int
is_done : Bool
}
///|
/// 智能体
pub(all) struct RLAgent {
algorithm : RLAlgorithm
learning_rate : Double
gamma : Double
epsilon : Double
epsilon_decay : Double
epsilon_min : Double
q_table : Array[Array[Double]]
num_states : Int
num_actions : Int
total_reward : Double
episodes_completed : Int
}
///|
/// 经验元组
pub(all) struct Experience {
state : Array[Double]
action : Int
reward : Double
next_state : Array[Double]
is_done : Bool
priority : Double
}
///|
/// 经验回放缓冲区
pub(all) struct ReplayBuffer {
buffer : Array[Experience]
buffer_size : Int
current_size : Int
buffer_type : ReplayBufferType
batch_size : Int
alpha : Double
beta : Double
}
///|
/// 强化学习配置
pub(all) struct RLConfig {
algorithm : RLAlgorithm
exploration_strategy : ExplorationStrategy
replay_buffer_type : ReplayBufferType
num_episodes : Int
max_steps_per_episode : Int
learning_rate : Double
gamma : Double
epsilon_start : Double
epsilon_end : Double
epsilon_decay : Double
batch_size : Int
buffer_size : Int
target_update_freq : Int
use_soft_update : Bool
tau : Double
use_dueling : Bool
use_double : Bool
use_prioritized_replay : Bool
clip_range : Double
entropy_coef : Double
value_coef : Double
max_grad_norm : Double
}
///|
/// 训练结果
pub(all) struct RLTrainingResult {
algorithm : RLAlgorithm
num_episodes : Int
total_reward : Double
average_reward : Double
final_epsilon : Double
episodes_to_solve : Int
reward_history : Array[Double]
loss_history : Array[Double]
epsilon_history : Array[Double]
training_time_s : Double
convergence_episode : Int
}
///|
/// 策略评估结果
pub(all) struct PolicyEvaluationResult {
average_reward : Double
std_reward : Double
min_reward : Double
max_reward : Double
num_episodes : Int
success_rate : Double
average_steps : Double
}
///|
/// 创建默认强化学习配置
pub fn create_default_rl_config() -> RLConfig {
RLConfig::{
algorithm: RLAlgorithm::DQN,
exploration_strategy: ExplorationStrategy::EpsilonGreedy,
replay_buffer_type: ReplayBufferType::Prioritized,
num_episodes: 1000,
max_steps_per_episode: 200,
learning_rate: 0.001,
gamma: 0.99,
epsilon_start: 1.0,
epsilon_end: 0.01,
epsilon_decay: 0.995,
batch_size: 64,
buffer_size: 10000,
target_update_freq: 100,
use_soft_update: false,
tau: 0.005,
use_dueling: false,
use_double: false,
use_prioritized_replay: true,
clip_range: 0.2,
entropy_coef: 0.01,
value_coef: 0.5,
max_grad_norm: 0.5,
}
}
///|
/// 创建强化学习环境
pub fn create_rl_environment(
env_name : String,
num_states : Int,
num_actions : Int,
state_dim : Int,
action_dim : Int,
is_discrete : Bool,
max_steps : Int,
) -> RLEnvironment {
let initial_state : Array[Double] = []
for _ in 0..<state_dim {
initial_state.push(0.0)
}
RLEnvironment::{
env_name,
num_states,
num_actions,
state_dim,
action_dim,
is_discrete,
max_steps,
current_state: initial_state,
current_step: 0,
is_done: false,
}
}
///|
/// 创建Q-Learning智能体
pub fn create_q_learning_agent(
num_states : Int,
num_actions : Int,
learning_rate : Double,
gamma : Double,
epsilon : Double,
) -> RLAgent {
let q_table : Array[Array[Double]] = []
for _ in 0..<num_states {
let row : Array[Double] = []
for _ in 0..<num_actions {
row.push(0.0)
}
q_table.push(row)
}
RLAgent::{
algorithm: RLAlgorithm::QLearning,
learning_rate,
gamma,
epsilon,
epsilon_decay: 0.995,
epsilon_min: 0.01,
q_table,
num_states,
num_actions,
total_reward: 0.0,
episodes_completed: 0,
}
}
///|
/// 创建经验回放缓冲区
pub fn create_replay_buffer(
buffer_size : Int,
batch_size : Int,
buffer_type : ReplayBufferType,
) -> ReplayBuffer {
let buffer : Array[Experience] = []
ReplayBuffer::{
buffer,
buffer_size,
current_size: 0,
buffer_type,
batch_size,
alpha: 0.6,
beta: 0.4,
}
}
///|
/// 选择动作(epsilon-greedy)
pub fn select_action(agent : RLAgent, state_idx : Int) -> Int {
let mut state = 42
state = (state * 11035 + 12345) % 1000000
let random_val = (state % 1000).to_double() / 1000.0
if random_val < agent.epsilon {
// 探索:随机选择
state = (state * 11035 + 12345) % 1000000
state % agent.num_actions
} else {
// 利用:选择Q值最大的动作
let mut best_action = 0
let mut best_q = -1000000000.0
for action in 0..<agent.num_actions {
if state_idx < agent.num_states && action < agent.num_actions {
let q = agent.q_table[state_idx][action]
if q > best_q {
best_q = q
best_action = action
}
}
}
best_action
}
}
///|
/// Q-Learning更新
pub fn q_learning_update(
agent : RLAgent,
state_idx : Int,
action : Int,
reward : Double,
next_state_idx : Int,
is_done : Bool,
) -> RLAgent {
let q_table = agent.q_table
// 计算目标Q值
let mut max_next_q = 0.0
if !is_done && next_state_idx < agent.num_states {
for a in 0..<agent.num_actions {
if q_table[next_state_idx][a] > max_next_q {
max_next_q = q_table[next_state_idx][a]
}
}
}
let target = reward + agent.gamma * max_next_q
let current_q = q_table[state_idx][action]
let new_q = current_q + agent.learning_rate * (target - current_q)
q_table[state_idx][action] = new_q
// 衰减epsilon
let new_epsilon = if agent.epsilon > agent.epsilon_min {
agent.epsilon * agent.epsilon_decay
} else {
agent.epsilon_min
}
RLAgent::{
algorithm: agent.algorithm,
learning_rate: agent.learning_rate,
gamma: agent.gamma,
epsilon: new_epsilon,
epsilon_decay: agent.epsilon_decay,
epsilon_min: agent.epsilon_min,
q_table,
num_states: agent.num_states,
num_actions: agent.num_actions,
total_reward: agent.total_reward + reward,
episodes_completed: agent.episodes_completed,
}
}
///|
/// 添加经验到回放缓冲区
pub fn add_experience(
buffer : ReplayBuffer,
experience : Experience,
) -> ReplayBuffer {
if buffer.current_size < buffer.buffer_size {
let new_buffer = buffer.buffer
new_buffer.push(experience)
ReplayBuffer::{
buffer: new_buffer,
buffer_size: buffer.buffer_size,
current_size: buffer.current_size + 1,
buffer_type: buffer.buffer_type,
batch_size: buffer.batch_size,
alpha: buffer.alpha,
beta: buffer.beta,
}
} else {
// 缓冲区满,替换最旧的
buffer.buffer[0] = experience
buffer
}
}
///|
/// 从回放缓冲区采样
pub fn sample_experiences(
buffer : ReplayBuffer,
batch_size : Int,
) -> Array[Experience] {
let sampled : Array[Experience] = []
let actual_batch = if batch_size < buffer.current_size {
batch_size
} else {
buffer.current_size
}
let mut state = 42
for _ in 0..<actual_batch {
state = (state * 11035 + 12345) % 1000000
let idx = state % buffer.current_size
sampled.push(buffer.buffer[idx])
}
sampled
}
///|
/// 模拟强化学习训练(简化版)
pub fn simulate_rl_training(
config : RLConfig,
env : RLEnvironment,
) -> RLTrainingResult {
ignore(env)
let reward_history : Array[Double] = []
let loss_history : Array[Double] = []
let epsilon_history : Array[Double] = []
let mut epsilon = config.epsilon_start
let mut total_reward = 0.0
let mut convergence_episode = config.num_episodes
for episode in 0..<config.num_episodes {
// 模拟单回合奖励
let progress = episode.to_double() / config.num_episodes.to_double()
let episode_reward = -100.0 +
progress * 200.0 +
(episode % 10).to_double() * 5.0
reward_history.push(episode_reward)
total_reward += episode_reward
// 模拟损失
let loss = 1.0 * (1.0 - progress) + 0.1
loss_history.push(loss)
// 衰减epsilon
epsilon = if epsilon > config.epsilon_end {
epsilon * config.epsilon_decay
} else {
config.epsilon_end
}
epsilon_history.push(epsilon)
// 检查收敛
if episode_reward > 190.0 && convergence_episode == config.num_episodes {
convergence_episode = episode
}
}
let average_reward = total_reward / config.num_episodes.to_double()
RLTrainingResult::{
algorithm: config.algorithm,
num_episodes: config.num_episodes,
total_reward,
average_reward,
final_epsilon: epsilon,
episodes_to_solve: convergence_episode,
reward_history,
loss_history,
epsilon_history,
training_time_s: config.num_episodes.to_double() * 0.1,
convergence_episode,
}
}
///|
/// 评估策略(简化版)
pub fn evaluate_policy(
agent : RLAgent,
env : RLEnvironment,
num_episodes : Int,
) -> PolicyEvaluationResult {
ignore(agent)
ignore(env)
let rewards : Array[Double] = []
let mut total_reward = 0.0
let mut success_count = 0
let mut total_steps = 0
for episode in 0..<num_episodes {
// 模拟评估
let reward = 150.0 + (episode % 20).to_double() * 2.5
rewards.push(reward)
total_reward += reward
total_steps += 100
if reward > 190.0 {
success_count += 1
}
}
let average_reward = total_reward / num_episodes.to_double()
let mut variance = 0.0
for r in rewards {
variance += (r - average_reward) * (r - average_reward)
}
let std_reward = (variance / num_episodes.to_double()).sqrt()
let mut min_reward = 1000000000.0
let mut max_reward = -1000000000.0
for r in rewards {
if r < min_reward {
min_reward = r
}
if r > max_reward {
max_reward = r
}
}
PolicyEvaluationResult::{
average_reward,
std_reward,
min_reward,
max_reward,
num_episodes,
success_rate: success_count.to_double() / num_episodes.to_double(),
average_steps: total_steps.to_double() / num_episodes.to_double(),
}
}
///|
/// 生成强化学习报告
pub fn reinforcement_learning_report_to_string(
result : RLTrainingResult,
config : RLConfig,
env : RLEnvironment,
) -> String {
let mut report = "## 强化学习与决策系统报告\n\n"
report = report + "### 环境信息\n\n"
report = report + "| 指标 | 值 |\n|------|------|\n"
report = report + "| 环境名称 | " + env.env_name + " |\n"
report = report + "| 状态数 | " + env.num_states.to_string() + " |\n"
report = report + "| 动作数 | " + env.num_actions.to_string() + " |\n"
report = report + "| 状态维度 | " + env.state_dim.to_string() + " |\n"
report = report + "| 动作维度 | " + env.action_dim.to_string() + " |\n"
report = report +
"| 离散动作 | " +
(if env.is_discrete { "是" } else { "否" }) +
" |\n"
report = report + "| 最大步数 | " + env.max_steps.to_string() + " |\n"
report = report + "\n### 算法配置\n\n"
report = report + "| 指标 | 值 |\n|------|------|\n"
report = report +
"| 算法 | " +
(match config.algorithm {
RLAlgorithm::QLearning => "Q-Learning"
RLAlgorithm::DQN => "DQN"
RLAlgorithm::DoubleDQN => "Double DQN"
RLAlgorithm::DuelingDQN => "Dueling DQN"
RLAlgorithm::PPO => "PPO"
RLAlgorithm::A2C => "A2C"
RLAlgorithm::DDPG => "DDPG"
RLAlgorithm::SAC => "SAC"
_ => "未知"
}) +
" |\n"
report = report +
"| 探索策略 | " +
(match config.exploration_strategy {
ExplorationStrategy::EpsilonGreedy => "Epsilon-Greedy"
ExplorationStrategy::Boltzmann => "Boltzmann"
ExplorationStrategy::UCB => "UCB"
_ => "未知"
}) +
" |\n"
report = report +
"| 训练回合数 | " +
config.num_episodes.to_string() +
" |\n"
report = report + "| 学习率 | " + config.learning_rate.to_string() + " |\n"
report = report + "| 折扣因子 | " + config.gamma.to_string() + " |\n"
report = report +
"| 初始Epsilon | " +
config.epsilon_start.to_string() +
" |\n"
report = report +
"| 最终Epsilon | " +
config.epsilon_end.to_string() +
" |\n"
report = report + "| 批次大小 | " + config.batch_size.to_string() + " |\n"
report = report +
"| 缓冲区大小 | " +
config.buffer_size.to_string() +
" |\n"
report = report + "\n### 训练结果\n\n"
report = report + "| 指标 | 值 |\n|------|------|\n"
report = report + "| 总奖励 | " + result.total_reward.to_string() + " |\n"
report = report +
"| 平均奖励 | " +
result.average_reward.to_string() +
" |\n"
report = report +
"| 最终Epsilon | " +
result.final_epsilon.to_string() +
" |\n"
report = report +
"| 收敛回合 | " +
result.convergence_episode.to_string() +
" |\n"
report = report +
"| 训练时间 | " +
result.training_time_s.to_string() +
" s |\n"
report
}