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 | using HeuristicLab.Common;
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7 |
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8 | namespace HeuristicLab.Algorithms.Bandits {
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9 | public class GaussianBandit : IBandit {
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10 | public int NumArms { get; private set; }
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11 | public double OptimalExpectedReward { get; private set; } // reward of the best arm, for calculating regret
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12 | public int OptimalExpectedRewardArm { get; private set; }
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13 | public int OptimalMaximalRewardArm { get; private set; }
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14 |
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15 | private readonly Random random;
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16 | private readonly double[] exp;
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17 | private readonly double[] stdDev;
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18 | public GaussianBandit(Random random, int nArms) {
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19 | this.random = random;
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20 | this.NumArms = nArms;
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21 | // expected reward of arms is iid and uniformly distributed
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22 | exp = new double[nArms];
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23 | stdDev = new double[nArms];
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24 | OptimalExpectedReward = double.NegativeInfinity;
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25 | var bestQ = double.NegativeInfinity;
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26 | for (int i = 0; i < nArms; i++) {
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27 | exp[i] = Rand.RandNormal(random); // exp values for arms is N(0,1) distributed
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28 | stdDev[i] = 1.0 / Rand.GammaRand(random, 1); // variance is inv-gamma distributed
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29 | if (exp[i] > OptimalExpectedReward) {
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30 | OptimalExpectedReward = exp[i];
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31 | OptimalExpectedRewardArm = i;
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32 | }
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33 | var q = alglib.invnormaldistribution(0.99) * stdDev[i] + exp[i];
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34 | if (q > bestQ) {
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35 | bestQ = q;
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36 | OptimalMaximalRewardArm = i;
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37 | }
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38 | }
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39 | }
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40 |
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41 | // pulling an arm results in a truncated normally distributed reward
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42 | // with mean expReward[i] and std.dev 0.1
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43 | public double Pull(int arm) {
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44 | var z = Rand.RandNormal(random);
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45 | var x = z * stdDev[arm] + exp[arm];
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46 | return x;
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47 | }
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48 | }
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49 | }
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