├── LICENSE
├── Project
├── Assets
│ ├── Agent.cs
│ ├── Agent.cs.meta
│ ├── BanditEnvironment.cs
│ ├── BanditEnvironment.cs.meta
│ ├── Directional Light.controller
│ ├── Directional Light.controller.meta
│ ├── Gems.meta
│ ├── Gems
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── crystal_b.mat
│ │ │ └── crystal_b.mat.meta
│ │ ├── crystal_b2.png
│ │ ├── crystal_b2.png.meta
│ │ ├── large_diamond_blue.mtl
│ │ ├── large_diamond_blue.mtl.meta
│ │ ├── large_diamond_blue.obj
│ │ └── large_diamond_blue.obj.meta
│ ├── Level 1 Monster Pack.meta
│ ├── Level 1 Monster Pack
│ │ ├── Images.meta
│ │ ├── Images
│ │ │ ├── Slime.meta
│ │ │ └── Slime
│ │ │ │ ├── SlimeRed.jpg
│ │ │ │ └── SlimeRed.jpg.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Slime.meta
│ │ │ └── Slime
│ │ │ │ ├── SlimeMaterial.mat
│ │ │ │ ├── SlimeMaterial.mat.meta
│ │ │ │ ├── Slime_Red.mat
│ │ │ │ └── Slime_Red.mat.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── SlimeMaterial.mat
│ │ │ │ └── SlimeMaterial.mat.meta
│ │ │ ├── Slime_Level_1.fbx
│ │ │ └── Slime_Level_1.fbx.meta
│ │ ├── Prefabs.meta
│ │ └── Prefabs
│ │ │ ├── Slime.meta
│ │ │ └── Slime
│ │ │ ├── Slime_Red.prefab
│ │ │ └── Slime_Red.prefab.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── wall.mat
│ │ │ └── wall.mat.meta
│ │ ├── roof_texture.mat
│ │ ├── roof_texture.mat.meta
│ │ ├── value_est.mat
│ │ ├── value_est.mat.meta
│ │ ├── value_true.mat
│ │ ├── value_true.mat.meta
│ │ ├── wall.jpg
│ │ ├── wall.jpg.meta
│ │ ├── walls_3.mat
│ │ └── walls_3.mat.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── bandit_chest.prefab
│ │ ├── bandit_chest.prefab.meta
│ │ ├── diamond.prefab
│ │ ├── diamond.prefab.meta
│ │ ├── slime.prefab
│ │ ├── slime.prefab.meta
│ │ ├── true_value.prefab
│ │ ├── true_value.prefab.meta
│ │ ├── value.prefab
│ │ └── value.prefab.meta
│ ├── SelectAction.cs
│ ├── SelectAction.cs.meta
│ ├── Treasure_Chest_Asset.meta
│ ├── Treasure_Chest_Asset
│ │ ├── Treasure_Chest.fbx
│ │ ├── Treasure_Chest.fbx.meta
│ │ ├── Treasure_Chest_Diffuse.tif
│ │ ├── Treasure_Chest_Diffuse.tif.meta
│ │ ├── Treasure_Chest_Material.mat
│ │ ├── Treasure_Chest_Material.mat.meta
│ │ ├── Treasure_Chest_Prefab.prefab
│ │ └── Treasure_Chest_Prefab.prefab.meta
│ ├── blue_light.anim
│ ├── blue_light.anim.meta
│ ├── scene.meta
│ ├── scene.unity
│ ├── scene.unity.meta
│ └── scene
│ │ ├── LightingData.asset
│ │ ├── LightingData.asset.meta
│ │ ├── ReflectionProbe-0.exr
│ │ └── ReflectionProbe-0.exr.meta
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
├── README.md
└── photo.png
/LICENSE:
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/Project/Assets/Agent.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using System.Linq;
6 |
7 | public class Agent {
8 | public float[][] value_table; // The matrix containing the values estimates.
9 | float learning_rate = 0.005f; // The rate at which to update the value estimates given a reward.
10 |
11 | ///
12 | /// Initializes a new instance of the class.
13 | ///
14 | /// Number of possible states in the environment.
15 | /// Number of possible actions possible in the environment.
16 | /// If set to true , then initialize the value estimates as optimistically.
17 | public Agent(int stateSize, int actionSize, bool optimistic) {
18 | value_table = new float[stateSize][];
19 | for (int i = 0; i < stateSize; i++) {
20 | value_table [i] = new float[actionSize];
21 | for (int j = 0; j < actionSize; j++) {
22 | if (!optimistic) {
23 | value_table [i] [j] = 0.0f;
24 | } else {
25 | value_table [i] [j] = 1.0f;
26 | }
27 | }
28 | }
29 | }
30 |
31 | ///
32 | /// Picks an action to taken given a state.
33 | ///
34 | /// The action choosen by the agent's policy
35 | /// The current environment state
36 | public int PickAction(int state) {
37 | float confidence = 2.1f - GameObject.Find ("confidence_S").GetComponent ().value;
38 | float[] probs = softmax (value_table [state], confidence);
39 | float cumulative = 0.0f;
40 | int selectedElement = 0;
41 | float diceRoll = Random.Range (0f, 1f);
42 | for (int i = 0; i < probs.Length; i++)
43 | {
44 | cumulative += probs[i];
45 | if (diceRoll < cumulative)
46 | {
47 | selectedElement = i;
48 | break;
49 | }
50 | }
51 | return selectedElement;
52 | }
53 |
54 | ///
55 | /// Updates the value estimate matrix given a new experience (state, action, reward).
56 | ///
57 | /// The environment state the experience happened in.
58 | /// The action choosen by the agent in the state.
59 | /// The reward recieved by the agent from the environment for it's action.
60 | public void UpdatePolicy(int state, int action, float reward) {
61 | value_table [state][action] += learning_rate * (reward - value_table[state] [action]);
62 | }
63 |
64 | ///
65 | /// Softmax the specified values with a given temperature.
66 | ///
67 | /// The values to be normalized using softmax.
68 | /// The desired temperature of the softmax distribution.
69 | /// A set of values with normalized probabilities which sum to 1.
70 | float[] softmax(float[] values, float temp) {
71 | float[] softmax_values = new float[values.Length];
72 | float[] exp_values = new float[values.Length];
73 | for (int i = 0; i < values.Length; i++) {
74 | exp_values [i] = Mathf.Exp (values [i] / temp);
75 | }
76 |
77 | for (int i = 0; i < values.Length; i++) {
78 | softmax_values[i] = exp_values[i] / exp_values.Sum();
79 | }
80 | return softmax_values;
81 | }
82 | }
83 |
--------------------------------------------------------------------------------
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/Project/Assets/BanditEnvironment.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using System.Linq;
6 | using UnityEngine.SceneManagement;
7 |
8 | public class BanditEnvironment : MonoBehaviour {
9 |
10 | public List chests; // List of chest objects.
11 | public List estimatedValues; // List of visualized value estimates (green orbs).
12 | public List trueValues; // List of visualized true values (clear orbs).
13 | public float totalRewards; // Total rewards obtained over the course of all trials.
14 | int trial; // Trial index.
15 | int num_arms; // Number of chests in a given trial.
16 | int totalStates; // Number of possible rooms with unique chest reward probabilties.
17 | int state; // Index of current room.
18 | public float actSpeed; // Speed at which actions are chosen.
19 | float[][] armProbs; // True probability values for each chest in each room.
20 | Agent agent; // The agent which learns to pick actions.
21 |
22 | // Use this for initialization
23 | void Start () {
24 | }
25 |
26 | ///
27 | /// Initialized the bandit game. Called when "Start Learning" button in clicked.
28 | ///
29 | public void BeginLearning() {
30 | trial = 0;
31 | totalRewards = 0;
32 | int stateMode = GameObject.Find ("state_D").GetComponent ().value;
33 | actSpeed = 0.5f - GameObject.Find ("speed_S").GetComponent ().value;
34 | if (stateMode == 0) {
35 | totalStates = 1;
36 | } else {
37 | totalStates = 3;
38 | }
39 | num_arms = GameObject.Find ("arms_D").GetComponent ().value + 2;
40 | bool optimistic = GameObject.Find ("optToggle").GetComponent ().isOn;
41 |
42 | agent = new Agent (totalStates, num_arms, optimistic);
43 |
44 | int diff = GameObject.Find ("diff_D").GetComponent ().value;
45 | float adjust = ((float)diff) * 0.1f;
46 | armProbs = new float[totalStates] [];
47 | for (int i = 0; i < totalStates; i++) {
48 | armProbs [i] = new float[num_arms];
49 | int winner = Random.Range (0, num_arms);
50 | for (int j = 0; j < num_arms; j++) {
51 | if (j == winner) {
52 | armProbs [i] [j] = Random.Range (0.6f, 1.0f - adjust);
53 | } else {
54 | armProbs [i] [j] = Random.Range (0.0f + adjust, 0.4f);
55 | }
56 | }
57 | }
58 |
59 | GameObject[] startUI = (GameObject.FindGameObjectsWithTag ("loading"));
60 | foreach (GameObject obj in startUI) {
61 | Destroy (obj);
62 | }
63 |
64 | chests = new List ();
65 | estimatedValues = new List ();
66 | trueValues = new List ();
67 |
68 | GameObject.Find ("restartButton").GetComponent ().interactable = true;
69 | LoadTrial ();
70 | }
71 |
72 | // Update is called once per frame
73 | void Update () {
74 | actSpeed = 0.5f - GameObject.Find ("speed_S").GetComponent ().value;
75 |
76 | if (Input.GetKeyDown (KeyCode.Escape)) {
77 | Application.Quit ();
78 | }
79 | }
80 |
81 | ///
82 | /// Gets an action from the agent, selects the chest accordingly,
83 | /// and updates the agent's value estimates based on the reward.
84 | ///
85 | IEnumerator Act() {
86 | yield return new WaitForSeconds(actSpeed);
87 | int action = agent.PickAction(state);
88 | float reward = chests [action].GetComponent ().Selected ();
89 | totalRewards += reward;
90 | agent.UpdatePolicy (state, action, reward);
91 | }
92 |
93 | ///
94 | /// Resets chests for new trial.
95 | ///
96 | public void LoadTrial() {
97 | trial += 1;
98 | state = Random.Range (0, totalStates);
99 |
100 | if (totalStates == 1) {
101 | GameObject.Find ("Directional Light").GetComponent ().color = new Color (1f, 1f, 1f);
102 | } else {
103 | if (state == 0) {
104 | GameObject.Find ("Directional Light").GetComponent ().color = new Color (1f, 0f, 0f);
105 | }
106 | if (state == 1) {
107 | GameObject.Find ("Directional Light").GetComponent ().color = new Color (0f, 1f, 0f);
108 | }
109 | if (state == 2) {
110 | GameObject.Find ("Directional Light").GetComponent ().color = new Color (0f, 0f, 1f);
111 | }
112 | }
113 |
114 | GameObject.Find ("Text").GetComponent ().text = "Trial: " + trial.ToString() + "\nTotal Reward: " + totalRewards.ToString ();
115 |
116 | foreach (GameObject chest in chests) {
117 | DestroyImmediate (chest);
118 | }
119 | foreach (GameObject value in estimatedValues) {
120 | DestroyImmediate (value);
121 | }
122 | foreach (GameObject value in trueValues) {
123 | DestroyImmediate (value);
124 | }
125 |
126 | chests = new List ();
127 | estimatedValues = new List ();
128 | trueValues = new List ();
129 |
130 |
131 | DestroyImmediate (GameObject.Find ("slime"));
132 | DestroyImmediate (GameObject.Find ("diamond"));
133 |
134 | int total = num_arms + 1;
135 | for (int i = 0; i < num_arms; i++) {
136 | GameObject chest = (GameObject)GameObject.Instantiate (Resources.Load ("bandit_chest"));
137 | chest.transform.position = new Vector3 ((i+1) * (12.5f / (total-1)) - ((12.5f / (total-1))*total)/2, 0f, 1.5f);
138 | chest.GetComponent ().myProb = armProbs [state][i];
139 | chests.Add (chest);
140 |
141 | GameObject valueSphere = (GameObject)GameObject.Instantiate (Resources.Load ("value"));
142 | valueSphere.transform.position = new Vector3 ((i+1) * (12.5f / (total-1)) - ((12.5f / (total-1))*total)/2, 3f, 1.5f);
143 | float inflation = 2 * agent.value_table [state][i] + 0.25f;
144 |
145 | inflation = Mathf.Clamp(inflation, 0, 2.5f);
146 |
147 | valueSphere.transform.localScale = new Vector3 (inflation, inflation, inflation);
148 | estimatedValues.Add (valueSphere);
149 |
150 | GameObject valueTrueSphere = (GameObject)GameObject.Instantiate (Resources.Load ("true_value"));
151 | valueTrueSphere.transform.position = new Vector3 ((i+1) * (12.5f / (total-1)) - ((12.5f / (total-1))*total)/2, 3f, 1.5f);
152 | float inflationTrue = 2 * armProbs [state][i] + 0.25f;
153 | if (inflationTrue > 2.5f) {
154 | inflationTrue = 2.5f;
155 | }
156 | valueTrueSphere.transform.localScale = new Vector3 (inflationTrue, inflationTrue, inflationTrue);
157 | trueValues.Add (valueTrueSphere);
158 |
159 | }
160 | StartCoroutine (Act ());
161 | }
162 |
163 | public void ReloadEnvironment() {
164 | SceneManager.LoadScene (SceneManager.GetActiveScene ().name);
165 | }
166 | }
167 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SelectAction : MonoBehaviour {
6 |
7 | public float myProb;
8 |
9 | // Use this for initialization
10 | void Start () {
11 | }
12 |
13 | // Update is called once per frame
14 | void Update () {
15 |
16 | }
17 |
18 | public float Selected() {
19 | float reward = 0f;
20 | if (myProb > Random.Range (0.0f, 1.0f)) {
21 | GameObject diamond = (GameObject)GameObject.Instantiate (Resources.Load ("diamond"));
22 | diamond.transform.position = this.transform.position;
23 | diamond.name = "diamond";
24 | reward = 1.0f;
25 | foreach (GameObject chest in GameObject.Find("Main Camera").GetComponent().chests) {
26 | if (chest == this.gameObject) {
27 | chest.gameObject.GetComponent ().enabled = false;
28 | }
29 | chest.gameObject.GetComponent ().enabled = false;
30 | }
31 | } else {
32 | GameObject slime = (GameObject)GameObject.Instantiate (Resources.Load ("slime"));
33 | slime.transform.position = this.transform.position;
34 | slime.name = "slime";
35 | reward = -1.0f;
36 | foreach (GameObject chest in GameObject.Find("Main Camera").GetComponent().chests) {
37 | if (chest == this.gameObject) {
38 | chest.gameObject.GetComponent ().enabled = false;
39 | }
40 | chest.gameObject.GetComponent ().enabled = false;
41 | }
42 | }
43 | StartCoroutine (Example ());
44 | return reward;
45 | }
46 |
47 | void OnMouseDown() {
48 | float r = Selected ();
49 | GameObject.Find ("Main Camera").GetComponent ().totalRewards += r;
50 | }
51 |
52 | IEnumerator Example() {
53 | yield return new WaitForSeconds(GameObject.Find("Main Camera").GetComponent().actSpeed);
54 | GameObject.Find ("Main Camera").GetComponent ().LoadTrial ();
55 | }
56 |
57 |
58 | }
59 |
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10 | - wooden
11 | - iron
12 | - cartoon
13 | - texture
14 | - stylized
15 | - old
16 | - ancient
17 | - medieval
18 | - loot
19 | - sturdy
20 | - maya
21 | - model
22 | - 3d
23 | - asset
24 | - WoW
25 | - RPG
26 | - stash
27 | - free
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29 | - knight
30 | - fantasy
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39 | 11100000: //RootNode
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1 | 
2 |
3 |
4 | # Bandit Dungeon Demo
5 |
6 | Simple Unity project demonstrating the multi-armed bandit algorithm.
7 |
8 |
9 | ## Overview
10 |
11 | In the simplest scenario, there is a single room that contains two chests. Opening a chest either yields a diamond (a good thing) or a ghost (a bad thing). Opening the same chest multiple times will yield a different sequence of diamonds and ghosts based on some underlying probability of yielding a diamond. For example, a chest that has a probability of 0.5 means that it will yield a 50-50 mix of diamonds and ghosts, while a probability of 0.9 means that it will yield a diamond nine out of every ten times, approximately. Note that each chest has its own true probability that the agent (in this case, the entity deciding which chest to open) is not aware of. Each time an agent selects a chest, they either receive a positive reward in the case of finding a diamond, or a negative reward in the case of finding a ghost. The goal of the agent is to maximize its total reward over a number of trials - in each trial the agent is allowed to select any chest.
12 |
13 | If the agent is aware of the true underlying probability of each chest, then its task is quite simple, all it has to do is repeatedly select the chest that has the highest probability of yielding a diamond. However, in absence of this information, the best it can do is intelligently trade off between estimating the probabilities (called exploration) and selecting the chest with the highest *estimated* probability (called exploitation). An agent that only explores will waste all its trials estimating the probability for each chest without maximizing its own reward, while an agent that performs limited exploration will waste most of its trials exploiting based on inaccurate probability estimates. The key here is how to balance exploration and exploitation effectively.
14 |
15 | The simplest scenario of a single room that contains two chests can be expanded to include multiple rooms with several chests. In this demo you'll be able to select between a stateless bandit (one room) or a contextual bandit (three rooms). For either of those two scenarios you can choose the number of chests in each room (two through five) in addition to a few other settings discussed below.
16 |
17 | For more information on how the agent learns a strategy for trading exploration and exploitation, check out our [corresponding post](https://blogs.unity3d.com/2017/06/26/unity-ai-themed-blog-entries/) in the [Unity AI blog](https://unity3d.ai).
18 |
19 | Beyond this demo, check out our [Q-learning demo](https://github.com/Unity-Technologies/Q-GridWorld) and our [Unity ML Agents repo](https://github.com/Unity-Technologies/ml-agents) which contains an SDK for applying more advanced methods to training behaviors within Unity.
20 |
21 |
22 | ## In-game Settings
23 |
24 | The goal of this Unity project is to provide an informative visualization for the multi-arm bandit algorithm, enabling you to explore a variety of different settings.
25 |
26 | * **Bandit Type** - Stateless bandit contains only a single set of chests. Contextual bandit contains three sets of chests, each denoted by a different room color (red, blue, and green).
27 | * **Difficulty** - How great the difference between the optimally rewarding chest and the other chests.
28 | * **Bandit Arms** - How many chests are in each room.
29 | * **Begin Optimistic** - Whether to initialize the agent's value estimates with high values (active) or low values (inactive).
30 | * **Agent Speed** - How quickly the agent takes actions. Increase speed to learn faster. Decrease speed to more easily visualize.
31 | * **Agent Confidence** - How narrow the probability distribution over actions is. Increasing this causes the agent to more frequently pick only chests with a high estimated value. Decreasing this causes the agent to pick chests more uniformly. This essentially controls the exploration vs exploitation trade-off.
32 |
33 |
34 | ## Set-up
35 |
36 | To get started with this project:
37 | * [Download and install Unity](https://unity3d.com/get-unity/download) if you don't already have it.
38 | * Download or clone this GitHub repository.
39 | * Open the scene.unity file under the Project/Asset subdirectory.
40 |
41 | Within the project:
42 | - `Agent.cs` contains all of the multi-armed bandit logic.
43 | - `BanditEnvironment.cs` contains all of the environment-specific logic.
44 |
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