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quantrs2_ml/
reinforcement.rs

1//! Quantum Reinforcement Learning (QRL) agents and environments.
2//!
3//! Defines the [`Environment`] trait plus [`QuantumRLAgent`] which uses a
4//! quantum neural network as its policy / value function approximator,
5//! trained via policy gradient or Q-learning objectives.
6
7use crate::error::{MLError, Result};
8use crate::qnn::QuantumNeuralNetwork;
9use quantrs2_circuit::prelude::Circuit;
10use scirs2_core::ndarray::{Array1, Array2};
11use scirs2_core::random::prelude::*;
12use std::collections::HashMap;
13
14/// Environment for reinforcement learning
15pub trait Environment {
16    /// Gets the current state
17    fn state(&self) -> Array1<f64>;
18
19    /// Gets the number of available actions
20    fn num_actions(&self) -> usize;
21
22    /// Takes an action and returns the reward and next state
23    fn step(&mut self, action: usize) -> Result<(Array1<f64>, f64, bool)>;
24
25    /// Resets the environment
26    fn reset(&mut self) -> Array1<f64>;
27}
28
29/// Agent for reinforcement learning
30pub trait QuantumAgent {
31    /// Gets an action for a given state
32    fn get_action(&self, state: &Array1<f64>) -> Result<usize>;
33
34    /// Updates the agent based on a reward
35    fn update(
36        &mut self,
37        state: &Array1<f64>,
38        action: usize,
39        reward: f64,
40        next_state: &Array1<f64>,
41        done: bool,
42    ) -> Result<()>;
43
44    /// Trains the agent on an environment
45    fn train(&mut self, env: &mut dyn Environment, episodes: usize) -> Result<f64>;
46
47    /// Evaluates the agent on an environment
48    fn evaluate(&self, env: &mut dyn Environment, episodes: usize) -> Result<f64>;
49}
50
51/// Reinforcement learning algorithm type
52#[derive(Debug, Clone, Copy)]
53pub enum ReinforcementLearningType {
54    /// Q-learning
55    QLearning,
56
57    /// SARSA
58    SARSA,
59
60    /// Deep Q-Network
61    DQN,
62
63    /// Policy Gradient
64    PolicyGradient,
65
66    /// Quantum Approximate Optimization Algorithm
67    QAOA,
68}
69
70/// Reinforcement learning with quantum circuit
71#[derive(Debug, Clone)]
72pub struct ReinforcementLearning {
73    /// Type of reinforcement learning algorithm
74    rl_type: ReinforcementLearningType,
75
76    /// Quantum neural network
77    qnn: QuantumNeuralNetwork,
78
79    /// Learning rate
80    learning_rate: f64,
81
82    /// Discount factor
83    discount_factor: f64,
84
85    /// Exploration rate
86    exploration_rate: f64,
87
88    /// Number of state dimensions
89    state_dim: usize,
90
91    /// Number of actions
92    action_dim: usize,
93}
94
95impl ReinforcementLearning {
96    /// Creates a new quantum reinforcement learning agent
97    ///
98    /// # Errors
99    /// Returns an error if the quantum neural network cannot be created
100    pub fn new() -> Result<Self> {
101        // This is a placeholder implementation
102        // In a real system, this would create a proper QNN
103
104        let layers = vec![
105            crate::qnn::QNNLayerType::EncodingLayer { num_features: 4 },
106            crate::qnn::QNNLayerType::VariationalLayer { num_params: 16 },
107            crate::qnn::QNNLayerType::EntanglementLayer {
108                connectivity: "full".to_string(),
109            },
110            crate::qnn::QNNLayerType::VariationalLayer { num_params: 16 },
111            crate::qnn::QNNLayerType::MeasurementLayer {
112                measurement_basis: "computational".to_string(),
113            },
114        ];
115
116        let qnn = QuantumNeuralNetwork::new(
117            layers, 8, // 8 qubits
118            4, // 4 input features
119            2, // 2 output actions
120        )?;
121
122        Ok(ReinforcementLearning {
123            rl_type: ReinforcementLearningType::QLearning,
124            qnn,
125            learning_rate: 0.01,
126            discount_factor: 0.95,
127            exploration_rate: 0.1,
128            state_dim: 4,
129            action_dim: 2,
130        })
131    }
132
133    /// Sets the reinforcement learning algorithm type
134    pub fn with_algorithm(mut self, rl_type: ReinforcementLearningType) -> Self {
135        self.rl_type = rl_type;
136        self
137    }
138
139    /// Sets the state dimension
140    pub fn with_state_dimension(mut self, state_dim: usize) -> Self {
141        self.state_dim = state_dim;
142        self
143    }
144
145    /// Sets the action dimension
146    pub fn with_action_dimension(mut self, action_dim: usize) -> Self {
147        self.action_dim = action_dim;
148        self
149    }
150
151    /// Sets the learning rate
152    pub fn with_learning_rate(mut self, learning_rate: f64) -> Self {
153        self.learning_rate = learning_rate;
154        self
155    }
156
157    /// Sets the discount factor
158    pub fn with_discount_factor(mut self, discount_factor: f64) -> Self {
159        self.discount_factor = discount_factor;
160        self
161    }
162
163    /// Sets the exploration rate
164    pub fn with_exploration_rate(mut self, exploration_rate: f64) -> Self {
165        self.exploration_rate = exploration_rate;
166        self
167    }
168
169    /// Encodes a state into a quantum circuit
170    fn encode_state(&self, state: &Array1<f64>) -> Result<Circuit<8>> {
171        // This is a dummy implementation
172        // In a real system, this would encode the state into a quantum circuit
173
174        let mut circuit = Circuit::<8>::new();
175
176        for i in 0..state.len().min(8) {
177            circuit.ry(i, state[i] * std::f64::consts::PI)?;
178        }
179
180        Ok(circuit)
181    }
182
183    /// Gets the Q-values for a state
184    fn get_q_values(&self, state: &Array1<f64>) -> Result<Array1<f64>> {
185        // This is a dummy implementation
186        // In a real system, this would compute Q-values using the QNN
187
188        let mut q_values = Array1::zeros(self.action_dim);
189
190        for i in 0..self.action_dim {
191            q_values[i] = 0.5 + 0.5 * thread_rng().random::<f64>();
192        }
193
194        Ok(q_values)
195    }
196}
197
198impl QuantumAgent for ReinforcementLearning {
199    fn get_action(&self, state: &Array1<f64>) -> Result<usize> {
200        // Epsilon-greedy action selection
201        if thread_rng().random::<f64>() < self.exploration_rate {
202            // Explore: random action
203            Ok(fastrand::usize(0..self.action_dim))
204        } else {
205            // Exploit: best action
206            let q_values = self.get_q_values(state)?;
207            let mut best_action = 0;
208            let mut best_value = q_values[0];
209
210            for i in 1..self.action_dim {
211                if q_values[i] > best_value {
212                    best_value = q_values[i];
213                    best_action = i;
214                }
215            }
216
217            Ok(best_action)
218        }
219    }
220
221    fn update(
222        &mut self,
223        _state: &Array1<f64>,
224        _action: usize,
225        _reward: f64,
226        _next_state: &Array1<f64>,
227        _done: bool,
228    ) -> Result<()> {
229        // This is a dummy implementation
230        // In a real system, this would update the QNN
231
232        Ok(())
233    }
234
235    fn train(&mut self, env: &mut dyn Environment, episodes: usize) -> Result<f64> {
236        let mut total_reward = 0.0;
237
238        for _ in 0..episodes {
239            let mut state = env.reset();
240            let mut episode_reward = 0.0;
241            let mut done = false;
242
243            while !done {
244                let action = self.get_action(&state)?;
245                let (next_state, reward, is_done) = env.step(action)?;
246
247                self.update(&state, action, reward, &next_state, is_done)?;
248
249                state = next_state;
250                episode_reward += reward;
251                done = is_done;
252            }
253
254            total_reward += episode_reward;
255        }
256
257        Ok(total_reward / episodes as f64)
258    }
259
260    fn evaluate(&self, env: &mut dyn Environment, episodes: usize) -> Result<f64> {
261        let mut total_reward = 0.0;
262
263        for _ in 0..episodes {
264            let mut state = env.reset();
265            let mut episode_reward = 0.0;
266            let mut done = false;
267
268            while !done {
269                let action = self.get_action(&state)?;
270                let (next_state, reward, is_done) = env.step(action)?;
271
272                state = next_state;
273                episode_reward += reward;
274                done = is_done;
275            }
276
277            total_reward += episode_reward;
278        }
279
280        Ok(total_reward / episodes as f64)
281    }
282}
283
284/// GridWorld environment for testing reinforcement learning
285pub struct GridWorldEnvironment {
286    /// Width of the grid
287    width: usize,
288
289    /// Height of the grid
290    height: usize,
291
292    /// Current position (x, y)
293    position: (usize, usize),
294
295    /// Goal position (x, y)
296    goal: (usize, usize),
297
298    /// Obstacle positions (x, y)
299    obstacles: Vec<(usize, usize)>,
300}
301
302impl GridWorldEnvironment {
303    /// Creates a new GridWorld environment
304    pub fn new(width: usize, height: usize) -> Self {
305        GridWorldEnvironment {
306            width,
307            height,
308            position: (0, 0),
309            goal: (width - 1, height - 1),
310            obstacles: Vec::new(),
311        }
312    }
313
314    /// Sets the goal position
315    pub fn with_goal(mut self, x: usize, y: usize) -> Self {
316        self.goal = (x.min(self.width - 1), y.min(self.height - 1));
317        self
318    }
319
320    /// Sets the obstacles
321    pub fn with_obstacles(mut self, obstacles: Vec<(usize, usize)>) -> Self {
322        self.obstacles = obstacles;
323        self
324    }
325
326    /// Checks if a position is an obstacle
327    pub fn is_obstacle(&self, x: usize, y: usize) -> bool {
328        self.obstacles.contains(&(x, y))
329    }
330
331    /// Checks if a position is the goal
332    pub fn is_goal(&self, x: usize, y: usize) -> bool {
333        (x, y) == self.goal
334    }
335}
336
337impl Environment for GridWorldEnvironment {
338    fn state(&self) -> Array1<f64> {
339        let mut state = Array1::zeros(4);
340
341        // Normalize position
342        state[0] = self.position.0 as f64 / self.width as f64;
343        state[1] = self.position.1 as f64 / self.height as f64;
344
345        // Normalize goal
346        state[2] = self.goal.0 as f64 / self.width as f64;
347        state[3] = self.goal.1 as f64 / self.height as f64;
348
349        state
350    }
351
352    fn num_actions(&self) -> usize {
353        4 // Up, Right, Down, Left
354    }
355
356    fn step(&mut self, action: usize) -> Result<(Array1<f64>, f64, bool)> {
357        // Calculate new position
358        let (x, y) = self.position;
359        let (new_x, new_y) = match action {
360            0 => (x, y.saturating_sub(1)), // Up
361            1 => (x + 1, y),               // Right
362            2 => (x, y + 1),               // Down
363            3 => (x.saturating_sub(1), y), // Left
364            _ => {
365                return Err(MLError::InvalidParameter(format!(
366                    "Invalid action: {}",
367                    action
368                )))
369            }
370        };
371
372        // Check if new position is valid
373        let new_x = new_x.min(self.width - 1);
374        let new_y = new_y.min(self.height - 1);
375
376        // Check if new position is an obstacle
377        if self.obstacles.contains(&(new_x, new_y)) {
378            // Stay in the same position
379            let reward = -1.0;
380            let done = false;
381            return Ok((self.state(), reward, done));
382        }
383
384        // Update position
385        self.position = (new_x, new_y);
386
387        // Calculate reward
388        let reward = if (new_x, new_y) == self.goal {
389            10.0 // Goal reached
390        } else {
391            -0.1 // Step penalty
392        };
393
394        // Check if done
395        let done = (new_x, new_y) == self.goal;
396
397        Ok((self.state(), reward, done))
398    }
399
400    fn reset(&mut self) -> Array1<f64> {
401        self.position = (0, 0);
402        self.state()
403    }
404}