Update docs on rewards

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Marek Wolan
2024-03-13 12:08:20 +00:00
parent 6dedb91099
commit 10ee9b300f

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@@ -8,17 +8,10 @@ The Primaite codebase consists of two main modules:
The simulator and game layer communicate using the PrimAITE State API and the PrimAITE Request API.
..
TODO: write up these APIs and link them here.
Game layer
----------
The game layer is responsible for managing agents and getting them to interface with the simulator correctly. It consists of several components:
PrimAITE Session
^^^^^^^^^^^^^^^^
================
.. admonition:: Deprecated
:class: deprecated
@@ -28,7 +21,7 @@ PrimAITE Session
``PrimaiteSession`` is the main entry point into Primaite and it allows the simultaneous coordination of a simulation and agents that interact with it. ``PrimaiteSession`` keeps track of multiple agents of different types.
Agents
^^^^^^
======
All agents inherit from the :py:class:`primaite.game.agent.interface.AbstractAgent` class, which mandates that they have an ObservationManager, ActionManager, and RewardManager. The agent behaviour depends on the type of agent, but there are two main types:
@@ -39,16 +32,67 @@ All agents inherit from the :py:class:`primaite.game.agent.interface.AbstractAge
TODO: add seed to stochastic scripted agents
Observations
^^^^^^^^^^^^^^^^^^
============
An agent's observations are managed by the ``ObservationManager`` class. It generates observations based on the current simulation state dictionary. It also provides the observation space during initial setup. The data is formatted so it's compatible with ``Gymnasium.spaces``. Observation spaces are composed of one or more components which are defined by the ``AbstractObservation`` base class.
Actions
^^^^^^^
=======
An agent's actions are managed by the ``ActionManager``. It converts actions selected by agents (which are typically integers chosen from a ``gymnasium.spaces.Discrete`` space) into simulation-friendly requests. It also provides the action space during initial setup. Action spaces are composed of one or more components which are defined by the ``AbstractAction`` base class.
Rewards
^^^^^^^
=======
An agent's reward function is managed by the ``RewardManager``. It calculates rewards based on the simulation state (in a way similar to observations). Rewards can be defined as a weighted sum of small reward components. For example, an agents reward can be based on the uptime of a database service plus the loss rate of packets between clients and a web server. The reward components are defined by the AbstractReward base class.
An agent's reward function is managed by the ``RewardManager``. It calculates rewards based on the simulation state (in a way similar to observations). Rewards can be defined as a weighted sum of small reward components. For example, an agents reward can be based on the uptime of a database service plus the loss rate of packets between clients and a web server.
Reward Components
-----------------
Currently implemented are reward components tailored to the data manipulation scenario. View the full API and description of how they work here: :py:module:`primaite.game.agent.reward`.
Reward Sharing
--------------
An agent's reward can be based on rewards of other agents. This is particularly useful for modelling a situation where the blue agent's job is to protect the ability of green agents to perform their pattern-of-life. This can be configured in the YAML file this way:
```yaml
green_agent_1: # this agent sometimes tries to access the webpage, and sometimes the database
# actions, observations, and agent settings go here
reward_function:
reward_components:
# When the webpage loads, the reward goes up by 0.25 when it fails to load, it goes down to -0.25
- type: WEBPAGE_UNAVAILABLE_PENALTY
weight: 0.25
options:
node_hostname: client_2
# When the database is reachable, the reward goes up by 0.05, when it is unreachable it goes down to -0.05
- type: GREEN_ADMIN_DATABASE_UNREACHABLE_PENALTY
weight: 0.05
options:
node_hostname: client_2
blue_agent:
# actions, observations, and agent settings go here
reward_function:
reward_components:
# When the database file is in a good state, blue's reward is 0.4, when it's in a corrupted state the reward is -0.4
- type: DATABASE_FILE_INTEGRITY
weight: 0.40
options:
node_hostname: database_server
folder_name: database
file_name: database.db
# The green's reward is added onto the blue's reward.
- type: SHARED_REWARD
weight: 1.0
options:
agent_name: client_2_green_user
```
When defining agent reward sharing, users must be careful to avoid circular references, as that would lead to an infinite calculation loop. PrimAITE will prevent circular dependencies and provide a helpful error message if they are detected in the yaml.