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1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Linq;
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4 | using System.Text;
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5 | using System.Threading.Tasks;
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6 |
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7 | namespace HeuristicLab.Algorithms.Bandits {
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8 | public class EpsGreedyPolicy : BanditPolicy {
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9 | private readonly Random random;
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10 | private readonly double eps;
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11 | private readonly int[] tries;
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12 | private readonly double[] sumReward;
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13 | public EpsGreedyPolicy(Random random, int numActions, double eps)
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14 | : base(numActions) {
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15 | this.random = random;
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16 | this.eps = eps;
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17 | this.tries = new int[NumActions];
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18 | this.sumReward = new double[NumActions];
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19 | }
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20 |
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21 | public override int SelectAction() {
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22 | if (random.NextDouble() > eps) {
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23 | // select best
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24 | var maxReward = double.NegativeInfinity;
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25 | int bestAction = -1;
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26 | for (int i = 0; i < NumActions; i++) {
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27 | if (tries[i] == 0) return i;
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28 | var avgReward = sumReward[i] / tries[i];
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29 | if (maxReward < avgReward) {
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30 | maxReward = avgReward;
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31 | bestAction = i;
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32 | }
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33 | }
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34 | return bestAction;
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35 | } else {
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36 | // select random
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37 | return random.Next(NumActions);
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38 | }
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39 | }
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40 | public override void UpdateReward(int action, double reward) {
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41 | tries[action]++;
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42 | sumReward[action] += reward;
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43 | }
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44 | public override void Reset() {
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45 | Array.Clear(tries, 0, tries.Length);
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46 | Array.Clear(sumReward, 0, sumReward.Length);
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47 | }
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48 | }
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49 | }
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