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1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Dynamic;
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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 | using HeuristicLab.Problems.GrammaticalOptimization;
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8 |
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9 | namespace HeuristicLab.Algorithms.Bandits {
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10 | // this interface represents a policy for episodic reinforcement learning (with afterstates)
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11 | // here we assume that a reward is only recieved at the end of the episode and the update is done only after an episode is complete
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12 | // we also assume that the policy can fail to select one of the followStates
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13 | public interface ISequentialDecisionPolicy<in TState> {
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14 | bool TrySelect(Random random, TState curState, IEnumerable<TState> afterStates, out int selectedStateIdx); // selectedState \in afterStates
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15 |
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16 | // state-trajectory are the states of the episode, at the end we recieved the reward (only for the terminal state)
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17 | void UpdateReward(IEnumerable<TState> stateTrajectory, double reward);
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18 |
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19 | void Reset(); // clears all internal state
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20 |
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21 | // for introspection
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22 | double GetValue(TState state);
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23 | int GetTries(TState state);
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24 | }
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25 | }
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