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ShadowHandPPOLSTM.yaml
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ShadowHandPPOLSTM.yaml
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params:
seed: ${...seed}
algo:
name: a2c_continuous
model:
name: continuous_a2c_logstd
network:
name: actor_critic
separate: False
space:
continuous:
mu_activation: None
sigma_activation: None
mu_init:
name: default
sigma_init:
name: const_initializer
val: 0
fixed_sigma: True
mlp:
units: [512, 512, 256]
activation: elu
d2rl: False
initializer:
name: default
regularizer:
name: None
rnn:
name: lstm
units: 256
layers: 1
before_mlp: False
concat_input: True
layer_norm: True
load_checkpoint: ${if:${...checkpoint},True,False} # flag which sets whether to load the checkpoint
load_path: ${...checkpoint} # path to the checkpoint to load
config:
name: ${resolve_default:ShadowHandLSTM,${....experiment}}
full_experiment_name: ${.name}
env_name: rlgpu
multi_gpu: ${....multi_gpu}
ppo: True
mixed_precision: False
normalize_input: True
normalize_value: True
num_actors: ${....task.env.numEnvs}
reward_shaper:
scale_value: 0.01
normalize_advantage: True
gamma: 0.99
tau: 0.95
learning_rate: 5e-4
lr_schedule: adaptive
schedule_type: standard
kl_threshold: 0.016
score_to_win: 100000
save_best_after: 500
save_frequency: 100
print_stats: True
grad_norm: 1.0
entropy_coef: 0.0
truncate_grads: True
e_clip: 0.2
horizon_length: 32
minibatch_size: 16384
mini_epochs: ${resolve_default:4,${....max_iterations}}
critic_coef: 4
clip_value: False
seq_len: 4
bounds_loss_coef: 0.0001
player:
#render: True
deterministic: True
games_num: 100000
print_stats: True