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1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Diagnostics;
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4 | using System.Linq;
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5 | using System.Text;
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6 | using System.Threading.Tasks;
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7 |
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8 | namespace HeuristicLab.Algorithms.Bandits {
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9 | public class UCBNormalPolicy : IPolicy {
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10 |
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11 | public int SelectAction(Random random, IEnumerable<IPolicyActionInfo> actionInfos) {
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12 | var myActionInfos = actionInfos.OfType<MeanAndVariancePolicyActionInfo>().ToArray(); // TODO: performance
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13 | int bestAction = -1;
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14 | double bestQ = double.NegativeInfinity;
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15 | int totalTries = myActionInfos.Where(a => !a.Disabled).Sum(a => a.Tries);
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16 |
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17 | for (int a = 0; a < myActionInfos.Length; a++) {
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18 | if (myActionInfos[a].Disabled) continue;
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19 | if (totalTries <= 1 || myActionInfos[a].Tries <= 1 || myActionInfos[a].Tries <= Math.Ceiling(8 * Math.Log(totalTries))) return a;
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20 |
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21 | var tries = myActionInfos[a].Tries;
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22 | var avgReward = myActionInfos[a].AvgReward;
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23 | var rewardVariance = myActionInfos[a].RewardVariance;
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24 | var estVariance = 16 * rewardVariance * (Math.Log(totalTries - 1) / tries);
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25 | if (estVariance < 0) estVariance = 0; // numerical problems
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26 | var q = avgReward
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27 | + Math.Sqrt(estVariance);
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28 | if (q > bestQ) {
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29 | bestQ = q;
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30 | bestAction = a;
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31 | }
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32 | }
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33 | Debug.Assert(bestAction > -1);
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34 | return bestAction;
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35 | }
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36 |
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37 | public IPolicyActionInfo CreateActionInfo() {
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38 | return new MeanAndVariancePolicyActionInfo();
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39 | }
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40 |
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41 | public override string ToString() {
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42 | return "UCBNormalPolicy";
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43 | }
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44 | }
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45 | }
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