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