use crate::error::{MLError, Result};
use crate::qnn::QuantumNeuralNetwork;
use quantrs2_circuit::prelude::Circuit;
use scirs2_core::ndarray::{Array1, Array2};
use scirs2_core::random::prelude::*;
use std::collections::HashMap;
pub trait Environment {
fn state(&self) -> Array1<f64>;
fn num_actions(&self) -> usize;
fn step(&mut self, action: usize) -> Result<(Array1<f64>, f64, bool)>;
fn reset(&mut self) -> Array1<f64>;
}
pub trait QuantumAgent {
fn get_action(&self, state: &Array1<f64>) -> Result<usize>;
fn update(
&mut self,
state: &Array1<f64>,
action: usize,
reward: f64,
next_state: &Array1<f64>,
done: bool,
) -> Result<()>;
fn train(&mut self, env: &mut dyn Environment, episodes: usize) -> Result<f64>;
fn evaluate(&self, env: &mut dyn Environment, episodes: usize) -> Result<f64>;
}
#[derive(Debug, Clone, Copy)]
pub enum ReinforcementLearningType {
QLearning,
SARSA,
DQN,
PolicyGradient,
QAOA,
}
#[derive(Debug, Clone)]
pub struct ReinforcementLearning {
rl_type: ReinforcementLearningType,
qnn: QuantumNeuralNetwork,
learning_rate: f64,
discount_factor: f64,
exploration_rate: f64,
state_dim: usize,
action_dim: usize,
}
impl ReinforcementLearning {
pub fn new() -> Result<Self> {
let layers = vec![
crate::qnn::QNNLayerType::EncodingLayer { num_features: 4 },
crate::qnn::QNNLayerType::VariationalLayer { num_params: 16 },
crate::qnn::QNNLayerType::EntanglementLayer {
connectivity: "full".to_string(),
},
crate::qnn::QNNLayerType::VariationalLayer { num_params: 16 },
crate::qnn::QNNLayerType::MeasurementLayer {
measurement_basis: "computational".to_string(),
},
];
let qnn = QuantumNeuralNetwork::new(
layers, 8, 4, 2, )?;
Ok(ReinforcementLearning {
rl_type: ReinforcementLearningType::QLearning,
qnn,
learning_rate: 0.01,
discount_factor: 0.95,
exploration_rate: 0.1,
state_dim: 4,
action_dim: 2,
})
}
pub fn with_algorithm(mut self, rl_type: ReinforcementLearningType) -> Self {
self.rl_type = rl_type;
self
}
pub fn with_state_dimension(mut self, state_dim: usize) -> Self {
self.state_dim = state_dim;
self
}
pub fn with_action_dimension(mut self, action_dim: usize) -> Self {
self.action_dim = action_dim;
self
}
pub fn with_learning_rate(mut self, learning_rate: f64) -> Self {
self.learning_rate = learning_rate;
self
}
pub fn with_discount_factor(mut self, discount_factor: f64) -> Self {
self.discount_factor = discount_factor;
self
}
pub fn with_exploration_rate(mut self, exploration_rate: f64) -> Self {
self.exploration_rate = exploration_rate;
self
}
fn encode_state(&self, state: &Array1<f64>) -> Result<Circuit<8>> {
let mut circuit = Circuit::<8>::new();
for i in 0..state.len().min(8) {
circuit.ry(i, state[i] * std::f64::consts::PI)?;
}
Ok(circuit)
}
fn get_q_values(&self, state: &Array1<f64>) -> Result<Array1<f64>> {
let mut q_values = Array1::zeros(self.action_dim);
for i in 0..self.action_dim {
q_values[i] = 0.5 + 0.5 * thread_rng().random::<f64>();
}
Ok(q_values)
}
}
impl QuantumAgent for ReinforcementLearning {
fn get_action(&self, state: &Array1<f64>) -> Result<usize> {
if thread_rng().random::<f64>() < self.exploration_rate {
Ok(fastrand::usize(0..self.action_dim))
} else {
let q_values = self.get_q_values(state)?;
let mut best_action = 0;
let mut best_value = q_values[0];
for i in 1..self.action_dim {
if q_values[i] > best_value {
best_value = q_values[i];
best_action = i;
}
}
Ok(best_action)
}
}
fn update(
&mut self,
_state: &Array1<f64>,
_action: usize,
_reward: f64,
_next_state: &Array1<f64>,
_done: bool,
) -> Result<()> {
Ok(())
}
fn train(&mut self, env: &mut dyn Environment, episodes: usize) -> Result<f64> {
let mut total_reward = 0.0;
for _ in 0..episodes {
let mut state = env.reset();
let mut episode_reward = 0.0;
let mut done = false;
while !done {
let action = self.get_action(&state)?;
let (next_state, reward, is_done) = env.step(action)?;
self.update(&state, action, reward, &next_state, is_done)?;
state = next_state;
episode_reward += reward;
done = is_done;
}
total_reward += episode_reward;
}
Ok(total_reward / episodes as f64)
}
fn evaluate(&self, env: &mut dyn Environment, episodes: usize) -> Result<f64> {
let mut total_reward = 0.0;
for _ in 0..episodes {
let mut state = env.reset();
let mut episode_reward = 0.0;
let mut done = false;
while !done {
let action = self.get_action(&state)?;
let (next_state, reward, is_done) = env.step(action)?;
state = next_state;
episode_reward += reward;
done = is_done;
}
total_reward += episode_reward;
}
Ok(total_reward / episodes as f64)
}
}
pub struct GridWorldEnvironment {
width: usize,
height: usize,
position: (usize, usize),
goal: (usize, usize),
obstacles: Vec<(usize, usize)>,
}
impl GridWorldEnvironment {
pub fn new(width: usize, height: usize) -> Self {
GridWorldEnvironment {
width,
height,
position: (0, 0),
goal: (width - 1, height - 1),
obstacles: Vec::new(),
}
}
pub fn with_goal(mut self, x: usize, y: usize) -> Self {
self.goal = (x.min(self.width - 1), y.min(self.height - 1));
self
}
pub fn with_obstacles(mut self, obstacles: Vec<(usize, usize)>) -> Self {
self.obstacles = obstacles;
self
}
pub fn is_obstacle(&self, x: usize, y: usize) -> bool {
self.obstacles.contains(&(x, y))
}
pub fn is_goal(&self, x: usize, y: usize) -> bool {
(x, y) == self.goal
}
}
impl Environment for GridWorldEnvironment {
fn state(&self) -> Array1<f64> {
let mut state = Array1::zeros(4);
state[0] = self.position.0 as f64 / self.width as f64;
state[1] = self.position.1 as f64 / self.height as f64;
state[2] = self.goal.0 as f64 / self.width as f64;
state[3] = self.goal.1 as f64 / self.height as f64;
state
}
fn num_actions(&self) -> usize {
4 }
fn step(&mut self, action: usize) -> Result<(Array1<f64>, f64, bool)> {
let (x, y) = self.position;
let (new_x, new_y) = match action {
0 => (x, y.saturating_sub(1)), 1 => (x + 1, y), 2 => (x, y + 1), 3 => (x.saturating_sub(1), y), _ => {
return Err(MLError::InvalidParameter(format!(
"Invalid action: {}",
action
)))
}
};
let new_x = new_x.min(self.width - 1);
let new_y = new_y.min(self.height - 1);
if self.obstacles.contains(&(new_x, new_y)) {
let reward = -1.0;
let done = false;
return Ok((self.state(), reward, done));
}
self.position = (new_x, new_y);
let reward = if (new_x, new_y) == self.goal {
10.0 } else {
-0.1 };
let done = (new_x, new_y) == self.goal;
Ok((self.state(), reward, done))
}
fn reset(&mut self) -> Array1<f64> {
self.position = (0, 0);
self.state()
}
}