codegen fixes, bug fixes, gets running on testbed environment
This commit is contained in:
23
@agent/run.m
23
@agent/run.m
@@ -13,7 +13,7 @@ function obj = run(obj, domain, partitioning, timestepIndex, index, agents)
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% Collect objective function values across partition
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partitionMask = partitioning == index;
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if ~unique(partitionMask)
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if ~any(partitionMask(:))
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% This agent has no partition, maintain current state
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return;
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end
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@@ -32,10 +32,10 @@ function obj = run(obj, domain, partitioning, timestepIndex, index, agents)
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pos = obj.pos + delta * deltaApplicator(ii, 1:3);
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% Compute performance values on partition
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if ii < 5
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if ii < 6
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% Compute sensing performance
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sensorValues = obj.sensorModel.sensorPerformance(pos, [maskedX, maskedY, zeros(size(maskedX))]); % S_n(omega, P_n) on W_n
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% Objective performance does not change for 0, +/- X, Y steps.
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% Objective performance does not change for 0, +/- X, +/- Y steps.
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% Those values are computed once before the loop and are only
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% recomputed when +/- Z steps are applied
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else
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@@ -64,17 +64,26 @@ function obj = run(obj, domain, partitioning, timestepIndex, index, agents)
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end
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% Store agent performance at current time and place
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obj.performance(timestepIndex + 1) = C_delta(1);
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if coder.target('MATLAB')
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obj.performance(timestepIndex + 1) = C_delta(1);
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end
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% Compute gradient by finite central differences
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gradC = [(C_delta(2)-C_delta(3))/(2*delta), (C_delta(4)-C_delta(5))/(2*delta), (C_delta(6)-C_delta(7))/(2*delta)];
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% Compute scaling factor
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targetRate = obj.initialStepSize - obj.stepDecayRate * timestepIndex; % slow down as you get closer
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rateFactor = targetRate / norm(gradC);
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gradNorm = norm(gradC);
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% Compute unconstrained next position
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pNext = obj.pos + rateFactor * gradC;
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% Compute unconstrained next position.
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% Guard against near-zero gradient: when sensor performance is saturated
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% or near-zero across the whole partition, rateFactor -> Inf and pNext
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% explodes. Stay put instead.
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if gradNorm < 1e-10
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pNext = obj.pos;
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else
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pNext = obj.pos + (targetRate / gradNorm) * gradC;
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end
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% Move to next position
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obj.lastPos = obj.pos;
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