number of epochs: 20k
Rewards are no longer limited by a lower and upper limit.
Rewards are only calculated at the end of a simulation. Rewards on intermediate steps are zero.
The ranges for learning rate, epsilon and discount were chosen from the results of Q-CV4
Considers all simulation events for calculating the reward.
Possible simulation events created for an agent:
After every simulation step:
At simulation end:
t = 1 - (s / max_s)
s: Number of steps when th simulation ended
max_s: Max number of steps for a simulation
Means, the reward/penalty is higher the shorter the simulation ran. The agent gets a higher reward when fast pushing out the opponent, or a higher penalty when fast moving unforced out of the field.
L0 | L1 | L2 | |
learning rate | 0.7 | 0.8 | 0.9 |
E0 | E1 | E2 | |
epsilon | 0.01 | 0.05 | 0.1 |
D0 | D1 | D2 | D3 | |
discount | 0.95 | 0.99 | 0.995 | 0.999 |