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Publish audited Swarm Arena SFT v2
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from __future__ import annotations
import copy
from collections import Counter, defaultdict
from dataclasses import asdict, dataclass, field
from typing import Any, Literal
Team = Literal["BLUE", "RED"]
Owner = Literal["BLUE", "RED", "NEUTRAL"]
ActionKind = Literal["WAIT", "SCAN", "PROBE", "CAPTURE", "FORTIFY", "RECOVER", "TRANSFER"]
TEAMS: tuple[Team, Team] = ("BLUE", "RED")
ARENA_VERSION = "arena-core-v1"
ACTION_COST = {
"WAIT": 0,
"SCAN": 0,
"PROBE": 1,
"CAPTURE": 1,
"FORTIFY": 1,
"RECOVER": 1,
"TRANSFER": 1,
}
def opponent(team: Team) -> Team:
return "RED" if team == "BLUE" else "BLUE"
@dataclass(frozen=True, order=True)
class Action:
kind: ActionKind
target: str | None = None
amount: int | None = None
def to_dict(self) -> dict[str, Any]:
value: dict[str, Any] = {"type": self.kind}
if self.target is not None:
value["target"] = self.target
if self.amount is not None:
value["amount"] = self.amount
return value
WAIT = Action("WAIT")
@dataclass
class Node:
id: str
neighbors: tuple[str, ...]
owner: Owner
value: int = 1
critical: bool = False
fortification: int = 0
exposed: bool = False
compromised: bool = False
def validate(self) -> None:
if self.id in self.neighbors:
raise ValueError(f"node {self.id} cannot neighbor itself")
if self.value not in (1, 2, 3):
raise ValueError(f"node {self.id} has invalid value")
if self.fortification not in (0, 1, 2):
raise ValueError(f"node {self.id} has invalid fortification")
if self.owner == "NEUTRAL" and self.compromised:
raise ValueError(f"neutral node {self.id} cannot be compromised")
if self.exposed and self.fortification:
raise ValueError(f"node {self.id} cannot be exposed and fortified")
@property
def status(self) -> str:
if self.compromised:
return "COMPROMISED"
if self.exposed:
return "EXPOSED"
if self.fortification:
return "FORTIFIED"
return "SECURE"
@dataclass
class AgentState:
id: str
team: Team
position: str
resource: int = 2
def validate(self, nodes: dict[str, Node]) -> None:
if self.position not in nodes:
raise ValueError(f"agent {self.id} has unknown position")
if not 0 <= self.resource <= 4:
raise ValueError(f"agent {self.id} has invalid resource")
@dataclass(frozen=True)
class NodeObservation:
node: str
owner: Owner
status: str
value: int
critical: bool
observed_turn: int
def to_dict(self) -> dict[str, Any]:
return asdict(self)
@dataclass
class GameState:
turn: int
nodes: dict[str, Node]
agents: dict[str, AgentState]
knowledge: dict[str, dict[str, NodeObservation]] = field(default_factory=dict)
def clone(self) -> GameState:
return copy.deepcopy(self)
def validate(self) -> None:
if self.turn < 0:
raise ValueError("turn must be non-negative")
if len(self.agents) != 8:
raise ValueError("arena requires exactly eight agents")
for team in TEAMS:
members = [agent for agent in self.agents.values() if agent.team == team]
if len(members) != 4:
raise ValueError(f"arena requires four {team} agents")
for node in self.nodes.values():
node.validate()
for neighbor in node.neighbors:
if neighbor not in self.nodes:
raise ValueError(f"node {node.id} has unknown neighbor {neighbor}")
if node.id not in self.nodes[neighbor].neighbors:
raise ValueError(f"edge {node.id}-{neighbor} is not symmetric")
for agent in self.agents.values():
agent.validate(self.nodes)
if agent.position not in self.knowledge.get(agent.id, {}):
raise ValueError(f"agent {agent.id} must observe its position")
@dataclass(frozen=True)
class Event:
kind: str
actor: str | None = None
target: str | None = None
success: bool = True
detail: str = ""
def to_dict(self) -> dict[str, Any]:
return asdict(self)
@dataclass
class StepResult:
state: GameState
rewards: dict[Team, float]
events: tuple[Event, ...]
invalid_agents: tuple[str, ...]
duplicate_targets: dict[Team, tuple[str, ...]]
def observe_node(node: Node, turn: int) -> NodeObservation:
return NodeObservation(node.id, node.owner, node.status, node.value, node.critical, turn)
def refresh_local_knowledge(state: GameState, agent_id: str) -> None:
agent = state.agents[agent_id]
memory = state.knowledge.setdefault(agent_id, {})
# Agents know adjacent node identifiers but must SCAN to reveal an unseen
# neighbor's state. Previously scanned adjacent nodes are refreshed locally;
# remote memory remains stale and retains its original observed_turn.
visible = {
agent.position,
*(neighbor for neighbor in state.nodes[agent.position].neighbors if neighbor in memory),
}
for node_id in visible:
memory[node_id] = observe_node(state.nodes[node_id], state.turn)
def observation_for(state: GameState, agent_id: str) -> dict[str, Any]:
agent = state.agents[agent_id]
memory = state.knowledge[agent_id]
return {
"turn": state.turn,
"self": {
"id": agent.id,
"team": agent.team,
"position": agent.position,
"resource": agent.resource,
},
"known_nodes": [memory[node_id].to_dict() for node_id in sorted(memory)],
"adjacent_teammates": [
{
"id": teammate.id,
"position": teammate.position,
"resource": teammate.resource,
}
for teammate in sorted(state.agents.values(), key=lambda item: item.id)
if teammate.team == agent.team
and teammate.id != agent.id
and teammate.position in state.nodes[agent.position].neighbors
],
"unknown_neighbors": sorted(
neighbor
for neighbor in state.nodes[agent.position].neighbors
if neighbor not in memory
),
}
def legal_actions(state: GameState, agent_id: str) -> tuple[Action, ...]:
agent = state.agents[agent_id]
node = state.nodes[agent.position]
memory = state.knowledge[agent_id]
actions: set[Action] = {WAIT}
for neighbor_id in node.neighbors:
if neighbor_id not in memory:
actions.add(Action("SCAN", neighbor_id))
continue
seen = memory[neighbor_id]
if agent.resource >= 1 and seen.owner != agent.team:
actions.add(Action("PROBE", neighbor_id))
# CAPTURE is a valid attempt against a known enemy node. It only
# succeeds if the node is exposed after simultaneous defenses and
# probes resolve, allowing genuine probe/capture coordination.
actions.add(Action("CAPTURE", neighbor_id))
if agent.resource >= 1 and seen.owner == agent.team:
if seen.status == "COMPROMISED":
actions.add(Action("RECOVER", neighbor_id))
elif seen.status != "FORTIFIED":
actions.add(Action("FORTIFY", neighbor_id))
current = memory[agent.position]
if agent.resource >= 1 and current.owner == agent.team:
if current.status == "COMPROMISED":
actions.add(Action("RECOVER", agent.position))
elif current.status != "FORTIFIED":
actions.add(Action("FORTIFY", agent.position))
if agent.resource >= 1:
for teammate in state.agents.values():
if (
teammate.team == agent.team
and teammate.id != agent.id
and teammate.position in node.neighbors
and teammate.resource < 4
):
actions.add(Action("TRANSFER", teammate.id, 1))
return tuple(sorted(actions))
def team_value(state: GameState, team: Team) -> float:
value = 0.0
for node in state.nodes.values():
weight = float(node.value + int(node.critical))
if node.owner == team:
value += weight
value += 0.15 * node.fortification
if node.exposed:
value -= 0.25 * weight
if node.compromised:
value -= 0.75 * weight
elif node.owner == opponent(team):
value -= weight
value -= 0.15 * node.fortification
if node.exposed:
value += 0.25 * weight
if node.compromised:
value += 0.75 * weight
value += _resource_potential(state, team) - _resource_potential(state, opponent(team))
return value
def _resource_potential(state: GameState, team: Team) -> float:
potential = 0.0
for agent in state.agents.values():
if agent.team != team or agent.resource == 0:
continue
opportunity = 0.0
for seen in state.knowledge[agent.id].values():
if seen.owner == team and seen.status == "COMPROMISED":
opportunity = max(opportunity, 3.0 + seen.value)
elif seen.owner != team and seen.status == "EXPOSED":
opportunity = max(opportunity, 3.0 + seen.value)
elif seen.owner != team:
opportunity = max(opportunity, 2.0 + seen.value)
elif seen.owner == team and seen.critical:
opportunity = max(opportunity, 1.0 + seen.value)
potential += 0.05 * opportunity
return potential
def _duplicate_targets(
state: GameState, joint_actions: dict[str, Action]
) -> dict[Team, tuple[str, ...]]:
result: dict[Team, tuple[str, ...]] = {}
for team in TEAMS:
counts = Counter(
(action.kind, action.target)
for agent_id, action in joint_actions.items()
if state.agents[agent_id].team == team and action.kind != "WAIT" and action.target is not None
)
result[team] = tuple(
sorted(f"{kind}:{target}" for (kind, target), count in counts.items() if count > 1)
)
return result
def step(state: GameState, joint_actions: dict[str, Action]) -> StepResult:
"""Resolve one simultaneous turn using a fixed, documented phase order.
The action set is checked against the pre-turn state. Transfers resolve first,
then recovery/fortification, information actions, and capture. A successful
same-turn PROBE may therefore enable a teammate's CAPTURE, while same-turn
FORTIFY can block it. This is the environment's main coordination primitive.
"""
state.validate()
next_state = state.clone()
events: list[Event] = []
invalid: list[str] = []
resolved: dict[str, Action] = {}
for agent_id in sorted(state.agents):
action = joint_actions.get(agent_id, WAIT)
if action not in legal_actions(state, agent_id):
invalid.append(agent_id)
resolved[agent_id] = WAIT
events.append(Event("INVALID", agent_id, action.target, False, action.kind))
else:
resolved[agent_id] = action
before = {team: team_value(state, team) for team in TEAMS}
duplicates = _duplicate_targets(state, resolved)
# Pay non-transfer action costs up front. Transfers move, rather than destroy,
# one unit and are handled separately.
for agent_id, action in resolved.items():
if action.kind not in ("WAIT", "SCAN", "TRANSFER"):
next_state.agents[agent_id].resource -= ACTION_COST[action.kind]
for agent_id, action in resolved.items():
if action.kind != "TRANSFER" or action.target is None:
continue
sender = next_state.agents[agent_id]
receiver = next_state.agents[action.target]
if receiver.resource >= 4:
events.append(Event("TRANSFER", agent_id, action.target, False, "receiver_full"))
continue
sender.resource -= 1
receiver.resource += 1
events.append(Event("TRANSFER", agent_id, action.target))
for agent_id, action in resolved.items():
if action.target not in next_state.nodes:
continue
node = next_state.nodes[action.target]
if action.kind == "RECOVER":
node.compromised = False
node.exposed = False
events.append(Event("RECOVER", agent_id, node.id))
elif action.kind == "FORTIFY":
node.fortification = min(2, node.fortification + 1)
node.exposed = False
events.append(Event("FORTIFY", agent_id, node.id))
scan_bonus: dict[Team, float] = defaultdict(float)
probe_attempts: dict[str, list[str]] = defaultdict(list)
for agent_id, action in resolved.items():
agent = next_state.agents[agent_id]
if action.kind == "SCAN" and action.target in next_state.nodes:
was_unknown = action.target not in next_state.knowledge[agent_id]
next_state.knowledge[agent_id][action.target] = observe_node(next_state.nodes[action.target], state.turn)
scan_bonus[agent.team] += 0.10 * float(was_unknown)
events.append(Event("SCAN", agent_id, action.target, was_unknown))
elif action.kind == "PROBE" and action.target in next_state.nodes:
probe_attempts[action.target].append(agent_id)
for target_id, agent_ids in sorted(probe_attempts.items()):
target = next_state.nodes[target_id]
valid = [agent_id for agent_id in agent_ids if next_state.agents[agent_id].team != target.owner]
for agent_id in set(agent_ids) - set(valid):
events.append(Event("PROBE", agent_id, target.id, False, "owner_changed"))
if not valid:
continue
shields = target.fortification
target.fortification = max(0, shields - len(valid))
target.exposed = len(valid) > shields
for index, agent_id in enumerate(valid):
detail = "exposed" if index >= shields else "fortification_reduced"
events.append(Event("PROBE", agent_id, target.id, True, detail))
# Capture is based on the post-defense, post-probe state. Opposing attempts
# against the same neutral target cancel rather than depending on iteration
# order. Duplicate same-team attempts can succeed but incur the team collision
# penalty computed above.
capture_attempts: dict[str, list[str]] = defaultdict(list)
for agent_id, action in resolved.items():
if action.kind == "CAPTURE" and action.target in next_state.nodes:
capture_attempts[action.target].append(agent_id)
for target_id, agent_ids in sorted(capture_attempts.items()):
target = next_state.nodes[target_id]
teams = {next_state.agents[agent_id].team for agent_id in agent_ids}
viable = target.exposed and target.fortification == 0
if len(teams) != 1:
for agent_id in agent_ids:
events.append(Event("CAPTURE", agent_id, target_id, False, "contested"))
continue
team = next(iter(teams))
if viable and target.owner != team:
target.owner = team
target.exposed = False
target.compromised = False
for agent_id in agent_ids:
next_state.agents[agent_id].position = target.id
events.append(Event("CAPTURE", agent_id, target.id))
else:
for agent_id in agent_ids:
events.append(Event("CAPTURE", agent_id, target.id, False, "not_exposed"))
next_state.turn += 1
for agent_id in next_state.agents:
refresh_local_knowledge(next_state, agent_id)
next_state.validate()
rewards: dict[Team, float] = {}
for team in TEAMS:
delta = team_value(next_state, team) - before[team]
other = opponent(team)
rewards[team] = (
delta
+ scan_bonus[team] - scan_bonus[other]
- 1.0 * sum(state.agents[agent_id].team == team for agent_id in invalid)
+ 1.0 * sum(state.agents[agent_id].team == other for agent_id in invalid)
)
return StepResult(next_state, rewards, tuple(events), tuple(invalid), duplicates)
def redundant_agents(
state: GameState, joint_actions: dict[str, Action], team: Team
) -> tuple[str, ...]:
"""Return actions with non-positive leave-one-out marginal team reward.
This counterfactual definition avoids falsely calling complementary repeated
actions—such as two probes removing two shield levels—a collision.
"""
baseline = step(state, joint_actions).rewards[team]
redundant = []
for agent_id, action in sorted(joint_actions.items()):
if state.agents[agent_id].team != team or action.kind == "WAIT":
continue
counterfactual = dict(joint_actions)
counterfactual[agent_id] = WAIT
if step(state, counterfactual).rewards[team] >= baseline - 1e-12:
redundant.append(agent_id)
return tuple(redundant)
def state_to_dict(state: GameState) -> dict[str, Any]:
return {
"turn": state.turn,
"nodes": {node_id: asdict(node) for node_id, node in sorted(state.nodes.items())},
"agents": {agent_id: asdict(agent) for agent_id, agent in sorted(state.agents.items())},
"knowledge": {
agent_id: {node_id: observation.to_dict() for node_id, observation in sorted(memory.items())}
for agent_id, memory in sorted(state.knowledge.items())
},
}
class ArenaEnv:
"""Small dependency-free parallel multi-agent environment wrapper."""
def __init__(self, seed: int = 0, size: int = 12, horizon: int = 8) -> None:
if horizon < 1:
raise ValueError("horizon must be positive")
self.seed = seed
self.size = size
self.horizon = horizon
self.state: GameState | None = None
def reset(self, seed: int | None = None) -> dict[str, dict[str, Any]]:
from .arena_generation import generate_state
if seed is not None:
self.seed = seed
self.state = generate_state(self.seed, self.size)
return self.observations()
def observations(self) -> dict[str, dict[str, Any]]:
if self.state is None:
raise RuntimeError("call reset before observations")
return {
agent_id: observation_for(self.state, agent_id)
for agent_id in sorted(self.state.agents)
}
def legal_action_map(self) -> dict[str, tuple[Action, ...]]:
if self.state is None:
raise RuntimeError("call reset before legal_action_map")
return {
agent_id: legal_actions(self.state, agent_id)
for agent_id in sorted(self.state.agents)
}
def advance(
self, joint_actions: dict[str, Action]
) -> tuple[dict[str, dict[str, Any]], dict[Team, float], bool, bool, dict[str, Any]]:
if self.state is None:
raise RuntimeError("call reset before advance")
result = step(self.state, joint_actions)
self.state = result.state
blue_nodes = sum(node.owner == "BLUE" for node in self.state.nodes.values())
red_nodes = sum(node.owner == "RED" for node in self.state.nodes.values())
terminated = blue_nodes == 0 or red_nodes == 0
truncated = self.state.turn >= self.horizon and not terminated
info = {
"events": [event.to_dict() for event in result.events],
"invalid_agents": list(result.invalid_agents),
"same_action_targets": {
team: list(targets) for team, targets in result.duplicate_targets.items()
},
"team_value": {team: team_value(self.state, team) for team in TEAMS},
}
return self.observations(), result.rewards, terminated, truncated, info