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Keep a record of the observed delta and maximize reward for it. Also add Noop actions which is turned off by default. Let finish the execution also when no solution is found, as we will take the minimum observed delta as result. This is done on purpose to avoid guessing "when" is a good time to stop the agent, as it could be in the middle of picking up a new action which is not the final (but we need limits, we can't let it run forever).
344 lines
9.7 KiB
Go
344 lines
9.7 KiB
Go
// Copyright © 2020 Ettore Di Giacinto <mudler@gentoo.org>
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License along
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// with this program; if not, see <http://www.gnu.org/licenses/>.
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package solver
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import (
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"encoding/json"
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"fmt"
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"strconv"
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"github.com/mudler/luet/pkg/helpers"
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. "github.com/mudler/luet/pkg/logger"
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"gopkg.in/yaml.v2"
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"github.com/ecooper/qlearning"
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"github.com/mudler/gophersat/bf"
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pkg "github.com/mudler/luet/pkg/package"
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"github.com/pkg/errors"
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)
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type ActionType int
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const (
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NoAction = 0
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Solved = iota
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NoSolution = iota
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Going = iota
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ActionRemoved = iota
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ActionAdded = iota
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DoNoop = false
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)
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//. "github.com/mudler/luet/pkg/logger"
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// PackageResolver assists PackageSolver on unsat cases
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type PackageResolver interface {
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Solve(bf.Formula, PackageSolver) (PackagesAssertions, error)
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}
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type DummyPackageResolver struct {
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}
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func (*DummyPackageResolver) Solve(bf.Formula, PackageSolver) (PackagesAssertions, error) {
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return nil, errors.New("Could not satisfy the constraints. Try again by removing deps ")
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}
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type QLearningResolver struct {
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Attempts int
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ToAttempt int
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Attempted map[string]bool
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Correct []Choice
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Solver PackageSolver
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Formula bf.Formula
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Targets []pkg.Package
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Current []pkg.Package
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observedDelta int
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observedDeltaChoice []pkg.Package
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Agent *qlearning.SimpleAgent
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debug bool
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}
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func (resolver *QLearningResolver) Solve(f bf.Formula, s PackageSolver) (PackagesAssertions, error) {
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resolver.Solver = s
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s.SetResolver(&DummyPackageResolver{}) // Set dummy. Otherwise the attempts will run again a QLearning instance.
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defer s.SetResolver(resolver) // Set back ourselves as resolver
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resolver.Formula = f
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// Our agent has a learning rate of 0.7 and discount of 1.0.
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resolver.Agent = qlearning.NewSimpleAgent(0.7, 1.0) // FIXME: Remove hardcoded values
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resolver.ToAttempt = int(helpers.Factorial(uint64(len(resolver.Solver.(*Solver).Wanted)-1) * 3)) // TODO: type assertions must go away
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Debug("Attempts:", resolver.ToAttempt)
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resolver.Targets = resolver.Solver.(*Solver).Wanted
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resolver.observedDelta = 999999
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resolver.Attempts = 9000
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resolver.Attempted = make(map[string]bool, len(resolver.Targets))
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resolver.Correct = make([]Choice, len(resolver.Targets), len(resolver.Targets))
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resolver.debug = true
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for resolver.IsComplete() == Going {
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// Pick the next move, which is going to be a letter choice.
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action := qlearning.Next(resolver.Agent, resolver)
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// Whatever that choice is, let's update our model for its
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// impact. If the package chosen makes the formula sat,
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// then this action will be positive. Otherwise, it will be
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// negative.
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resolver.Agent.Learn(action, resolver)
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// Reward doesn't change state so we can check what the
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// reward would be for this action, and report how the
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// env changed.
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score := resolver.Reward(action)
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Debug("Scored", score)
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if score > 0.0 {
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resolver.Log("%s was correct", action.Action.String())
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//resolver.ToAttempt = 0 // We won. As we had one sat, let's take it
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} else {
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resolver.Log("%s was incorrect", action.Action.String())
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}
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}
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// If we get good result, take it
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// Take the result also if we did reached overall maximum attempts
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if resolver.IsComplete() == Solved || resolver.IsComplete() == NoSolution {
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Debug("Finished")
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if len(resolver.observedDeltaChoice) != 0 {
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Debug("Taking minimum observed choiceset", resolver.observedDeltaChoice)
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// Take the minimum delta observed choice result, and consume it (Try sets the wanted list)
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resolver.Solver.(*Solver).Wanted = resolver.observedDeltaChoice
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}
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return resolver.Solver.Solve()
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} else {
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resolver.Log("Resolver couldn't find a solution!")
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return nil, errors.New("QLearning resolver failed ")
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}
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}
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// Returns the current state.
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func (resolver *QLearningResolver) IsComplete() int {
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if resolver.Attempts < 1 {
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resolver.Log("Attempts finished!")
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return NoSolution
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}
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if resolver.ToAttempt > 0 {
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resolver.Log("We must continue!")
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return Going
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}
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resolver.Log("we solved it!")
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return Solved
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}
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func (resolver *QLearningResolver) Try(c Choice) error {
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pack := c.Package
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packtoAdd := pkg.FromString(pack)
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resolver.Attempted[pack+strconv.Itoa(int(c.Action))] = true // increase the count
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s, _ := resolver.Solver.(*Solver)
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var filtered []pkg.Package
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switch c.Action {
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case ActionAdded:
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found := false
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for _, p := range s.Wanted {
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if p.String() == pack {
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found = true
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break
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}
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}
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if !found {
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resolver.Solver.(*Solver).Wanted = append(resolver.Solver.(*Solver).Wanted, packtoAdd)
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}
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case ActionRemoved:
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for _, p := range s.Wanted {
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if p.String() != pack {
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filtered = append(filtered, p)
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}
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}
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resolver.Solver.(*Solver).Wanted = filtered
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case NoAction:
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Debug("Chosen to keep current state")
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}
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Debug("Current test")
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for _, current := range resolver.Solver.(*Solver).Wanted {
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Debug("-", current.GetName())
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}
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_, err := resolver.Solver.Solve()
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return err
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}
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// Choose applies a pack attempt, returning
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// true if the formula returns sat.
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//
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// Choose updates the resolver's state.
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func (resolver *QLearningResolver) Choose(c Choice) bool {
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pack := pkg.FromString(c.Package)
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switch c.Action {
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case ActionRemoved:
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Debug("Chosed to remove ", pack.GetName())
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case ActionAdded:
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Debug("Chosed to add ", pack.GetName())
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}
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err := resolver.Try(c)
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if err == nil {
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resolver.Correct = append(resolver.Correct, c)
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// resolver.Correct[index] = pack
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resolver.ToAttempt--
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resolver.Attempts-- // Decrease attempts - it's a barrier
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} else {
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resolver.Attempts--
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return false
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}
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return true
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}
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// Reward returns a score for a given qlearning.StateAction. Reward is a
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// member of the qlearning.Rewarder interface. If the choice will make sat the formula, a positive score is returned.
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// Otherwise, a static -1000 is returned.
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func (resolver *QLearningResolver) Reward(action *qlearning.StateAction) float32 {
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choice := action.Action.(*Choice)
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//_, err := resolver.Solver.Solve()
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err := resolver.Try(*choice)
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toBeInstalled := len(resolver.Solver.(*Solver).Wanted)
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originalTarget := len(resolver.Targets)
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noaction := choice.Action == NoAction
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delta := originalTarget - toBeInstalled
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Debug("Observed delta", resolver.observedDelta)
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Debug("Current delta", delta)
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if err == nil {
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// if toBeInstalled == originalTarget { // Base case: all the targets matches (it shouldn't happen, but lets put a higher)
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// Debug("Target match, maximum score")
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// return 24.0 / float32(len(resolver.Attempted))
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// }
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if DoNoop {
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if noaction && toBeInstalled == 0 { // We decided to stay in the current state, and no targets have been chosen
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Debug("Penalty, noaction and no installed")
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return -100
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}
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}
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if delta <= resolver.observedDelta { // Try to maximise observedDelta
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resolver.observedDelta = delta
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resolver.observedDeltaChoice = resolver.Solver.(*Solver).Wanted // we store it as this is our return value at the end
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Debug("Delta reward", delta)
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return 24.0 / float32(len(resolver.Attempted))
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} else if toBeInstalled > 0 { // If we installed something, at least give a good score
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return 24.0 / float32(len(resolver.Attempted))
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}
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}
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return -1000
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}
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// Next creates a new slice of qlearning.Action instances. A possible
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// action is created for each package that could be removed from the formula's target
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func (resolver *QLearningResolver) Next() []qlearning.Action {
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actions := make([]qlearning.Action, 0, (len(resolver.Targets)-1)*3)
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TARGETS:
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for _, pack := range resolver.Targets {
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for _, current := range resolver.Solver.(*Solver).Wanted {
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if current.String() == pack.String() {
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actions = append(actions, &Choice{Package: pack.String(), Action: ActionRemoved})
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Debug(pack.GetName(), " -> Action REMOVE")
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continue TARGETS
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}
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}
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actions = append(actions, &Choice{Package: pack.String(), Action: ActionAdded})
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Debug(pack.GetName(), " -> Action ADD")
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}
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if DoNoop {
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actions = append(actions, &Choice{Package: "", Action: NoAction}) // NOOP
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}
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return actions
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}
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// Log is a wrapper of fmt.Printf. If Game.debug is true, Log will print
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// to stdout.
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func (resolver *QLearningResolver) Log(msg string, args ...interface{}) {
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if resolver.debug {
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logMsg := fmt.Sprintf("(%d moves, %d remaining attempts) %s\n", len(resolver.Attempted), resolver.Attempts, msg)
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Debug(fmt.Sprintf(logMsg, args...))
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}
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}
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// String returns a consistent hash for the current env state to be
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// used in a qlearning.Agent.
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func (resolver *QLearningResolver) String() string {
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return fmt.Sprintf("%v", resolver.Solver.(*Solver).Wanted)
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}
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// Choice implements qlearning.Action for a package choice for removal from wanted targets
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type Choice struct {
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Package string `json:"pack"`
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Action ActionType `json:"action"`
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}
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func ChoiceFromString(s string) (*Choice, error) {
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var p *Choice
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err := yaml.Unmarshal([]byte(s), &p)
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if err != nil {
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return nil, err
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}
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return p, nil
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}
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// String returns the character for the current action.
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func (choice *Choice) String() string {
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data, err := json.Marshal(choice)
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if err != nil {
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return ""
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}
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return string(data)
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}
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// Apply updates the state of the solver for the package choice.
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func (choice *Choice) Apply(state qlearning.State) qlearning.State {
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resolver := state.(*QLearningResolver)
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resolver.Choose(*choice)
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return resolver
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}
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