// Define the walking AI model class WalkingAI extends tf.layers.Layer { constructor(num_actions) { super({}); this.num_actions = num_actions; } call(inputs) { return tf.tidy(() => { const x = tf.layers.dense({units: 32, activation: 'relu'}).apply(inputs); const y = tf.layers.dense({units: 32, activation: 'relu'}).apply(x); return tf.layers.dense({units: this.num_actions}).apply(y); }); } } // Define the reinforcement learning agent class ReinforcementAgent { constructor(num_actions) { this.num_actions = num_actions; this.model = tf.model({inputs: tf.input({shape: [4]}), outputs: new WalkingAI(num_actions).apply}); this.optimizer = tf.train.adam(0.001); } getAction(state) { return tf.tidy(() => { const actionProbs = this.model.predict(tf.tensor(state, [1, 4])); return tf.argMax(actionProbs, 1).dataSync()[0]; }); } train(states, actions, rewards) { tf.tidy(() => { const target = tf.tensor(actions, [actions.length, 1]); const loss = tf.losses.softmaxCrossEntropy(target, this.model.predict(states)); const grad = this.optimizer.computeGradients(() => loss.mean()); this.optimizer.applyGradients(grad.grads); }); } } // Set up event listeners for UI buttons document.getElementById("startButton").addEventListener("click", startAI); document.getElementById("stopButton").addEventListener("click", stopAI); // Function to start the AI function startAI() { const env = new gym.make('YourEnvName'); // Replace 'YourEnvName' with your environment name const numActions = env.actionSpace.n; const agent = new ReinforcementAgent(numActions); // Training loop const numEpisodes = 100; // Adjust the number of episodes as needed const maxSteps = 200; // Adjust the maximum number of steps per episode as needed for (let episode = 0; episode < numEpisodes; episode++) { let state = env.reset(); let episodeReward = 0; for (let step = 0; step < maxSteps; step++) { // Get action from the agent const action = agent.getAction(state); // Take the action in the environment const [nextState, reward, done, _] = env.step(action); // Update the episode reward episodeReward += reward; // Store the experience in the agent's memory agent.train([state], [action], [reward]); // Transition to the next state state = nextState; // Update the environment display updateEnvironmentDisplay(); // Implement this function if (done) { break; } } // Print the episode reward console.log("Episode:", episode, "Reward:", episodeReward); // Update the AI output display updateOutputDisplay(); // Implement this function } } // Function to stop the AI function stopAI() { // Code to stop and reset the AI } // Function to update the environment display function updateEnvironmentDisplay() { // Code to update the environment display based on AI actions } // Function to update the AI output display function updateOutputDisplay() { // Code to update the AI output display based on AI actions or rewards }