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DynamicMazeWithSelfObservation

RESEARCH HYPOTHESIS: In dynamically changing environments where the environment state transitions after each agent action, agents that incorporate self-observation data (including recent action sequences, reward histories, environment change patterns, and strategy effectiveness metrics) into their observation space will demonstrate superior adaptation performance compared to agents that only observe external environment state SUB-HYPOTHESES: H1: Agents with access to their own recent action history and corresponding rewards will adapt faster to dynamic environment changes than agents without this self-observation capability; H2: Agents that track environment change patterns (how the environment responds to their actions) will develop more robust strategies in dynamic settings; H3: Agents that monitor their own strategy effectiveness (progress toward goals over recent timesteps) will avoid repeating ineffective action sequences and converge to better policies USER'S ORIGINAL IDEA: dynamic reinforcement learning environment and adaptive agent: environment that dynamically change in training, so the agent inside should adapt the new situation every time, everything in the environment changes after each action. the hypothesis: when the environment is dynamic and changes after agent's each action, thus the agent must store the experience and must do self observation while taking actions and also must store the self observation experience and learn from these experiences in order to adapt the dynamically changing environment. Senin hipotezim 3 katmanlı: Environment dinamik değişmeli → ✅ B Agent deneyimi depolamalı (experience storage) → agent'ın "bu durumda şu oldu, ortam böyle değişti" bilgisini açıkça saklaması. Agent self-observation yapmalı → Agent sadece dış ortamı gözlemliyor (duvarlar, hedef, kaynaklar). Ama kendi iç durumunu — "son 5 adımda ne yaptım, ne oldu, ortam nasıl değişti, stratejim işe yaradı mı" — gözlemlesin tezin env kodunda olması gereken şey: Observation space'e agent'ın kendi deneyim özeti eklenmeli: Son N adımdaki action dizisi (ne yaptım) Son N adımdaki reward dizisi (ne oldu) Ortam değişim vektörü (ortam nasıl değişti — duvar toggle oranı, hedef ne kadar kaydı) Strateji etkinliği (son K adımda hedefe yaklaştım mı uzaklaştım mı) Deneyim kalıpları (bu tür ortam değişiminde hangi stratejim işe yaradı) Yani agent'ın observation'ı sadece "dış dünya şu an nasıl" değil, "ben ne yaptım, ne oldu, ortam nasıl tepki verdi" bilgisini de içermeli CRITICAL: The environment MUST implement ALL aspects of the hypothesis, including any agent-side mechanisms (self-observation, experience storage, adaptive behavior tracking) as part of the OBSERVATION SPACE and REWARD FUNCTION. Do not just build the environment dynamics — also embed the agent-side requirements into the env's observation/reward design. ENVIRONMENT SPECIFICATION: OBSERVATION SPACE: 147-dimensional vector containing: (1) Current position (x,y) [2 dims], (2) Goal position (x,y) [2 dims], (3) 10x10 grid maze layout (walls=1, empty=0) [100 dims], (4) Last 5 actions taken [5 dims: 0=up,1=down,2=left,3=right,4=stay], (5) Last 5 rewards received [5 dims], (6) Environment change vector: wall toggle frequency in 3x3 local area over last 10 steps [9 dims], (7) Goal displacement distance over last 10 steps [10 dims], (8) Strategy effectiveness: distance-to-goal change over last 5 steps [5 dims], (9) Action pattern effectiveness: reward per action type over last 10 steps [4 dims], (10) Local exploration coverage: unique cells visited in last 15 steps [5 dims]. ACTION SPACE: Discrete(5) - up, down, left, right, stay. TRANSITION DYNAMICS: After each action: (a) 30% chance each wall in 5x5 area around agent toggles state, (b) Goal position shifts by 1-2 cells in random direction with 40% probability, (c) New walls may block current path to goal. REWARD FUNCTION: +10 for reaching goal, -0.1 per timestep, -1 for hitting wall, +0.5 for moving closer to goal, -0.5 for moving away, +1.0 bonus if agent reaches goal using fewer actions than previous 3 attempts (strategy improvement reward), -0.2 penalty for repeating same failed action sequence (last 3 actions) that previously led to wall collision. EPISODE TERMINATION: Goal reached, 200 timesteps elapsed, or agent stuck (same position for 10 consecutive steps). AGENT-SIDE REQUIREMENTS: Agent must maintain internal buffers for action history, reward history, and compute strategy effectiveness metrics that feed into observation space.

Observation Space

Box(shape=?)

Action Space

Discrete(shape=?)

Reward

see spec

DynamicMazeWithSelfObservation | kualia.ai