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第 10 課:自訂環境設計 — 建構遊戲 AI

針對特定議題設計體育館環境。獎勵塑造。狀態/動作空間設計。環境包裝器。動手實踐貪吃蛇遊戲人工智慧。

🧠 人工智慧與機器學習 — 第 9 課 第 10 課:自訂環境設計 — 構建 建構遊戲人工智慧

強化學習:從基礎到高級

第 3 部分:強化學習架構與實踐

亞洲開發網

簡介

針對您自己的問題建立自訂 Gymnasium 環境 - 從設計狀態/動作空間到獎勵塑造和培訓代理商。


1.自訂環境模板

import gymnasium as gym
from gymnasium import spaces
import numpy as np

class SnakeEnv(gym.Env):
    metadata = {"render_modes": ["human", "rgb_array"], "render_fps": 10}

    def __init__(self, grid_size=10, render_mode=None):
        super().__init__()
        self.grid_size = grid_size
        self.render_mode = render_mode
        
        # Action: 0=up, 1=right, 2=down, 3=left
        self.action_space = spaces.Discrete(4)
        
        # Observation: grid with snake body, head, food
        self.observation_space = spaces.Box(
            low=0, high=3, shape=(grid_size, grid_size), dtype=np.uint8
        )

    def reset(self, seed=None, options=None):
        super().reset(seed=seed)
        self.snake = [(5, 5)]
        self.direction = 1  # right
        self.food = self._place_food()
        self.score = 0
        self.steps = 0
        return self._get_obs(), self._get_info()

    def step(self, action):
        self.steps += 1
        self._move_snake(action)
        
        terminated = self._check_collision()
        truncated = self.steps >= self.grid_size * self.grid_size * 2
        reward = self._compute_reward(terminated)
        
        return self._get_obs(), reward, terminated, truncated, self._get_info()

    def _place_food(self):
        while True:
            pos = (self.np_random.integers(0, self.grid_size),
                   self.np_random.integers(0, self.grid_size))
            if pos not in self.snake:
                return pos
    
    def _get_obs(self):
        grid = np.zeros((self.grid_size, self.grid_size), dtype=np.uint8)
        for segment in self.snake:
            grid[segment] = 1  # body
        grid[self.snake[0]] = 2  # head
        grid[self.food] = 3  # food
        return grid
    
    def _get_info(self):
        return {"score": self.score, "length": len(self.snake)}

2. 獎勵塑造

def _compute_reward(self, terminated):
    if terminated:
        return -10.0
    if self.snake[0] == self.food:
        self.score += 1
        return 10.0
    
    # Distance-based shaping
    head = self.snake[0]
    dist_to_food = abs(head[0] - self.food[0]) + abs(head[1] - self.food[1])
    prev_dist = abs(self.prev_head[0] - self.food[0]) + abs(self.prev_head[1] - self.food[1])
    
    if dist_to_food < prev_dist:
        return 0.1   # Moving closer
    else:
        return -0.1  # Moving away

獎勵設計原則

原理說明
稀疏與密集獎勵密集,學習速度更快,但獎勵黑客風險較大
幅度平衡正/負獎勵
塑形在不改變最優策略的情況下引導智能體
潛力為本保證策略不變性

3. 註冊和培訓

# Register custom env
gym.register(id="Snake-v0", entry_point="snake_env:SnakeEnv")

# Train with SB3
from stable_baselines3 import PPO
env = gym.make("Snake-v0")
model = PPO("MlpPolicy", env, verbose=1)
model.learn(total_timesteps=500_000)

總結

方面最佳實務
觀察最小化、資訊豐富、標準化
行動空間盡可能離散
獎勵密集塑形+稀疏加分
終止明確、公平的條件
測試首先與隨機代理驗證