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maze_markov.c
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maze_markov.c
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#include "maze_markov.h"
#include "maze_probabilities.h"
#include "maze.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define MAZE_MARKOV_TRANSITION_DEFAULT_COST 1
struct maze_markov_decision_process *maze_markov_decision_process_create(struct maze *m)
{
struct maze_markov_decision_process *ret;
ret = (struct maze_markov_decision_process *)
malloc(sizeof(struct maze_markov_decision_process));
ret->states = 0;
ret->init = maze_markov_state_build(m,0,0,&ret->states);
return ret;
}
void maze_markov_decision_process_destroy(struct maze_markov_decision_process *mdp)
{
maze_markov_state_list_destroy(mdp->states);
free(mdp);
}
struct maze_markov_state *
maze_markov_state_create(unsigned int x, unsigned int y, float reward)
{
static unsigned int id = 0;
struct maze_markov_state *ret;
ret = (struct maze_markov_state *)
malloc(sizeof(struct maze_markov_state));
ret->id = id++;
ret->coord.x = x;
ret->coord.y = y;
ret->reward = reward;
ret->up = 0;
ret->down = 0;
ret->left = 0;
ret->right = 0;
return ret;
}
void maze_markov_state_remove(struct maze_markov_state *s)
{
maze_markov_transition_destroy(s->up);
maze_markov_transition_destroy(s->down);
maze_markov_transition_destroy(s->left);
maze_markov_transition_destroy(s->right);
free(s);
}
struct maze_markov_state *maze_markov_state_action_perform(
struct maze_markov_state_list *l,
struct maze_markov_state *s,
enum maze_markov_action a,
float *reward
)
{
struct maze_markov_state *ret;
ret = 0;
while ((l) && (l->node != s))
l = l->next;
if (l)
{
struct maze_markov_transition_list *tl, *tmptl;
float randf, randsum;
tl = MAZE_MARKOV_GET_TRANSITION_LIST(s,a);
randf = (float) (rand() / ((float)RAND_MAX + 1));
randsum = 0.0f;
while ((tmptl = tl->next) && (randsum < randf))
{
randsum += tl->probability;
if (randsum < randf)
tl = tmptl;
}
*reward = tl->dest->reward;
ret = tl->dest;
}
return ret;
}
struct maze_markov_state_list *maze_markov_state_list_add(
struct maze_markov_state_list *n,
struct maze_markov_state *s
)
{
struct maze_markov_state_list *ret;
ret = (struct maze_markov_state_list *)
malloc(sizeof(struct maze_markov_state_list));
ret->node = s;
ret->next = n;
return ret;
}
void maze_markov_state_list_destroy(struct maze_markov_state_list *l)
{
struct maze_markov_state_list *tmp;
while((l) && (tmp = l->next))
{
maze_markov_state_remove(l->node);
free(l);
l = tmp;
}
if (l)
{
maze_markov_state_remove(l->node);
free(l);
}
}
struct maze_markov_state *maze_markov_state_list_lookup(
struct maze_markov_state_list *l,
unsigned int x,
unsigned int y
)
{
while ((l) && ((l->node->coord.x != x) || (l->node->coord.y != y)))
l = l->next;
if (l)
return l->node;
else
return 0;
}
#define MAZE_MARKOV_STATE_BUILD_LOOKUP(MZ,EXP,X,Y,FX,FY) __extension__ \
({ \
struct maze_markov_state *RET; \
if (!(RET = maze_markov_state_list_lookup((EXP),(X)+(FX),(Y)+(FY)))) \
RET = maze_markov_state_build(MZ,(X)+(FX),(Y)+(FY),&(EXP)); \
RET; \
})
/* neighbourhood, state number, source state, transition list, action, fail ratio */
#define MAZE_MARKOV_STATE_BUILD_TRANSITIONS(NBH,S,SRC,TL,ACT,FR) \
if ((NBH[S])) \
{ \
unsigned int EXP, I; \
EXP = S; \
for (I = 0; I < MAZE_MARKOV_ACTION_NB; I++) \
{ \
if ((I != EXP) && (NBH[I])) \
{ \
TL = maze_markov_transition_add((TL),NBH[I],ACT,FR); \
} \
} \
if (!(TL)) \
{ \
TL = maze_markov_transition_add((TL),SRC,ACT,FR); \
} \
TL = maze_markov_transition_add((TL),NBH[S],ACT,MAZE_PROBA_MOVE_SUCCESS_RATIO); \
} \
else \
{ \
TL = maze_markov_transition_add((TL),SRC,ACT,MAZE_PROBA_MOVE_GLOBAL_RATIO); \
}
struct maze_markov_state *
maze_markov_state_build(
struct maze *m,
unsigned int x,
unsigned int y,
struct maze_markov_state_list **expect
)
{
struct maze_markov_state *ret;
if ((ret = maze_markov_state_list_lookup(*expect,x,y)))
;
else if ((!MAZE_IS_VALID_POSITION(m,x,y)) || (!MAZE_GET_SQUARE(m,x,y)))
ret = 0;
else
{
/* neighbourhood: up, down, left, right (in order) */
struct maze_markov_state *nbh[MAZE_MARKOV_ACTION_NB];
unsigned int stcnt, i;
float fratio;
ret = maze_markov_state_create(
x,
y,
(MAZE_GET_SQUARE(m,x,y)->element
? MAZE_GET_SQUARE(m,x,y)->element->reward
: MAZE_DEFAULT_REWARD
)
);
stcnt = 0;
*expect = maze_markov_state_list_add(*expect,ret);
nbh[0] = MAZE_MARKOV_STATE_BUILD_LOOKUP(m,*expect,x,y,0,1);
nbh[1] = MAZE_MARKOV_STATE_BUILD_LOOKUP(m,*expect,x,y,0,-1);
nbh[2] = MAZE_MARKOV_STATE_BUILD_LOOKUP(m,*expect,x,y,-1,0);
nbh[3] = MAZE_MARKOV_STATE_BUILD_LOOKUP(m,*expect,x,y,1,0);
for (i = 0; i < MAZE_MARKOV_ACTION_NB; i++)
{
if (nbh[i])
stcnt++;
}
fratio = (MAZE_PROBA_MOVE_FAIL_RATIO
/ (stcnt - (stcnt > 1 ? 1 : 0)));
MAZE_MARKOV_STATE_BUILD_TRANSITIONS(
nbh,0,ret,ret->up,MAZE_MARKOV_ACTION_UP,fratio
);
MAZE_MARKOV_STATE_BUILD_TRANSITIONS(
nbh,1,ret,ret->down,MAZE_MARKOV_ACTION_DOWN,fratio
);
MAZE_MARKOV_STATE_BUILD_TRANSITIONS(
nbh,2,ret,ret->left,MAZE_MARKOV_ACTION_LEFT,fratio
);
MAZE_MARKOV_STATE_BUILD_TRANSITIONS(
nbh,3,ret,ret->right,MAZE_MARKOV_ACTION_RIGHT,fratio
);
}
return ret;
}
struct maze_markov_transition_list *
maze_markov_transition_add(
struct maze_markov_transition_list *t,
struct maze_markov_state *dest,
enum maze_markov_action action,
float proba
)
{
struct maze_markov_transition_list *ret;
ret = (struct maze_markov_transition_list *)
malloc(sizeof(struct maze_markov_transition_list));
ret->next = t;
ret->dest = dest;
ret->action = action;
ret->probability = proba;
return ret;
}
void maze_markov_transition_destroy(struct maze_markov_transition_list *t)
{
struct maze_markov_transition_list *tmp;
while ((t) && (tmp = t->next))
{
free(t);
t = tmp;
}
if (t)
free(t);
}
void maze_markov_decision_process_display(struct maze_markov_decision_process *mdp)
{
printf("Markov Decision Process:\n");
printf("S = {");
maze_markov_state_display(mdp->states);
printf("\n}\n"
"A = {\n\t%s,\n\t%s,\n\t%s,\n\t%s\n}\n"
"T = {",
MAZE_MARKOV_ACTION_NAMES(MAZE_MARKOV_ACTION_UP),
MAZE_MARKOV_ACTION_NAMES(MAZE_MARKOV_ACTION_DOWN),
MAZE_MARKOV_ACTION_NAMES(MAZE_MARKOV_ACTION_LEFT),
MAZE_MARKOV_ACTION_NAMES(MAZE_MARKOV_ACTION_RIGHT)
);
maze_markov_transition_display(mdp->states);
printf("\n}\nR = {");
maze_markov_reward_display(mdp->states);
printf("\n}\n---\n");
}
void maze_markov_state_display(struct maze_markov_state_list *l)
{
do
{
printf("\n\t%d: (%d,%d)",
l->node->id, l->node->coord.x,l->node->coord.y);
l = l->next;
} while (l);
}
#define MAZE_MARKOV_TRANSITION_LIST_DISPLAY(L,SRC) \
if (L) \
{ \
do \
{ \
printf("\n\t(%d,%s,%d) = %g",(SRC)->id,MAZE_MARKOV_ACTION_NAMES((L)->action),(L)->dest->id,(L)->probability); \
(L) = (L)->next; \
} while ((L)); \
}
void maze_markov_transition_display(struct maze_markov_state_list *l)
{
struct maze_markov_transition_list *tmp;
do
{
tmp = l->node->up;
MAZE_MARKOV_TRANSITION_LIST_DISPLAY(tmp,l->node);
tmp = l->node->down;
MAZE_MARKOV_TRANSITION_LIST_DISPLAY(tmp,l->node);
tmp = l->node->left;
MAZE_MARKOV_TRANSITION_LIST_DISPLAY(tmp,l->node);
tmp = l->node->right;
MAZE_MARKOV_TRANSITION_LIST_DISPLAY(tmp,l->node);
l = l->next;
} while (l);
}
void maze_markov_reward_display(struct maze_markov_state_list *l)
{
do
{
printf("\n\t%d: %g",l->node->id, l->node->reward);
l = l->next;
} while (l);
}
enum maze_markov_action maze_markov_get_action_random()
{
static enum maze_markov_action possibleact[] = {
MAZE_MARKOV_ACTION_UP,
MAZE_MARKOV_ACTION_DOWN,
MAZE_MARKOV_ACTION_LEFT,
MAZE_MARKOV_ACTION_RIGHT
};
return possibleact[(rand() % MAZE_MARKOV_ACTION_NB)];
}