causalgame-repro / CausalGame /docs /adding-new-scm.md
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# Adding New SCM Environments
This guide explains how to add new Structural Causal Model (SCM) environments to CausalGame.
## Overview
SCMs define the causal structure of an experiment - how environment variables are generated and how they affect drone outcomes. Each experiment has its own SCM that creates causal reasoning challenges for AI agents.
## Quick Start
To add a new experiment called `my_experiment`:
1. Create experiment directory: `experiments/my_experiment/`
2. Create config file: `experiments/my_experiment/game.json`
3. Create SCM class: `api/modules/environment/my_experiment_scm.py`
4. Register with `@register_scm("my_experiment")`
## Directory Structure
```
CausalGame/
├── api/modules/environment/
│ ├── my_experiment_scm.py # Your SCM implementation
│ └── ...
└── experiments/
└── my_experiment/
├── game.json # Experiment configuration
└── environment_variables.json # Variable documentation (optional)
```
## SCM Implementation
### Required Imports
```python
import random
from typing import Any, Dict
from api.middleware.drone_sheet import DroneSheet
from api.middleware.drone_state import EnvironmentEffects
from api.modules.environment.scm_base import BaseSCM, EnvironmentState
from api.modules.environment.scm_registry import register_scm
```
### Base Class
Extend `BaseSCM` and implement two required methods:
```python
@register_scm("my_experiment")
class MyExperimentSCM(BaseSCM):
def __init__(self, config: Dict[str, Any]):
"""Initialize with experiment config from game.json."""
super().__init__(config)
# Load SCM-specific parameters
self.my_param = config.get('my_param', 0.5)
def sample_environment(self) -> EnvironmentState:
"""Generate environment state for each mission."""
# Implement sampling logic
pass
def _compute_effects(
self,
sheet: DroneSheet,
env: EnvironmentState
) -> EnvironmentEffects:
"""Compute effects to apply to DroneSheet."""
# Implement effect calculation
pass
```
### EnvironmentState Structure
Environment variables are organized into three categories:
```python
EnvironmentState(
visible={ # Agent can observe these
'wind_speed': 25.0,
'humidity': 60.0,
},
latent={ # Hidden from agent (confounders)
'weather_pattern': 0.8,
},
derived={ # Computed from other variables
'is_storm': 1.0,
}
)
```
### EnvironmentEffects Structure
Effects are how the SCM influences the game:
```python
EnvironmentEffects(
# Component damage by name
component_damage={'engine': 15, 'antenna': 10},
# Combat modifiers (multipliers)
detection_modifier=0.3,
combat_rounds_modifier=1.5,
combat_damage_modifier=1.0,
combat_accuracy_modifier=1.0,
# Component effectiveness (multipliers)
camera_effectiveness=1.0,
gun_effectiveness=1.0,
antenna_effectiveness=0.8,
# Metadata
weather_pattern=0.5,
raw_environment={'wind_speed': 25.0},
damage_log=['Wind damage: 15 to engine'],
)
```
## Complete Example
```python
import random
from typing import Any, Dict
from api.middleware.drone_sheet import DroneSheet
from api.middleware.drone_state import EnvironmentEffects
from api.modules.environment.scm_base import BaseSCM, EnvironmentState
from api.modules.environment.scm_registry import register_scm
@register_scm("weather_trap")
class WeatherTrapSCM(BaseSCM):
"""
Weather Trap SCM: Demonstrates a confounding pattern where
a hidden weather variable affects both visibility and damage.
"""
def __init__(self, config: Dict[str, Any]):
super().__init__(config)
self.storm_probability = config.get('storm_probability', 0.6)
self.base_detection = config.get('base_detection', 0.2)
def sample_environment(self) -> EnvironmentState:
# 1. Sample latent confounder first
weather_pattern = random.random()
is_storm = weather_pattern > (1 - self.storm_probability)
# 2. Visible variables conditioned on latent
if is_storm:
wind_speed = random.uniform(40, 80)
visibility = random.uniform(0.1, 0.3)
else:
wind_speed = random.uniform(5, 25)
visibility = random.uniform(0.6, 1.0)
humidity = random.uniform(30, 90)
temperature = random.uniform(10, 35)
return EnvironmentState(
visible={
'wind_speed': wind_speed,
'humidity': humidity,
'temperature': temperature,
'visibility': visibility,
},
latent={
'weather_pattern': weather_pattern,
},
derived={
'is_storm': float(is_storm),
}
)
def _compute_effects(
self,
sheet: DroneSheet,
env: EnvironmentState
) -> EnvironmentEffects:
# Read environment
wind_speed = env.visible.get('wind_speed', 20)
visibility = env.visible.get('visibility', 0.5)
is_storm = env.derived.get('is_storm', 0)
# Read agent's design choices
engine_def = sheet._def.get('engine', 10)
# Compute component damage
component_damage = {}
damage_log = []
if wind_speed > 30:
base_damage = int((wind_speed - 30) * 2)
mitigation = int(engine_def * 0.3)
actual_damage = max(0, base_damage - mitigation)
component_damage['engine'] = actual_damage
damage_log.append(
f"Wind damage: {base_damage} - {mitigation} mitigation = {actual_damage}"
)
# Detection based on visibility (the trap: low visibility = low detection)
detection_modifier = self.base_detection + (1 - visibility) * 0.5
# Combat intensity higher in storms
combat_rounds = 1.0 + is_storm * 2.0
return EnvironmentEffects(
component_damage=component_damage,
detection_modifier=detection_modifier,
combat_rounds_modifier=combat_rounds,
weather_pattern=env.latent.get('weather_pattern', 0.5),
raw_environment=env.all_variables(),
damage_log=damage_log,
)
```
## Configuration File (game.json)
Create `experiments/my_experiment/game.json`:
```json
{
"experiment": {
"name": "my_experiment",
"display_name": "My Experiment",
"description": "Description of the causal challenge",
"version": "1.0",
"author": "Your Name"
},
"resources": {
"total_drone_budget": 200,
"stage2_fleet_size": 1000,
"victory_threshold": 0.55,
"env_query_budget": 10,
"initial_observations": 50
},
"scm_parameters": {
"storm_probability": 0.6,
"base_detection": 0.2
},
"drone": {
"components": {
"engine": {"hp": 100, "default_def": 20, "is_critical": true},
"camera": {"hp": 50, "default_def": 15, "is_critical": false},
"gun": {"hp": 60, "default_def": 20, "is_critical": false},
"antenna": {"hp": 50, "default_def": 10, "is_critical": false},
"frame": {"hp": 80, "default_def": 25, "is_critical": true}
},
"total_default_def": 90
},
"visibility": {
"fields": {
"hp": "hidden",
"def_values": "visible",
"status": "visible",
"hit_count": "visible",
"detection_probability": "hidden"
}
},
"side_information": {
"mission_briefing": "Briefing text for the agent...",
"hints": ["Hint 1", "Hint 2"]
}
}
```
## Running Your Experiment
Set the environment variable and start the server:
```bash
export CAUSALGAME_EXPERIMENT=my_experiment
uvicorn api.app:app --reload --port 8000
```
Or use Docker:
```bash
docker run -e CAUSALGAME_EXPERIMENT=my_experiment ...
```
## Design Patterns
### Pattern 1: Latent Confounders
Create causal traps with hidden variables:
```python
def sample_environment(self) -> EnvironmentState:
# Latent cause affects multiple observed variables
latent_cause = random.random()
observed_1 = latent_cause * 0.8 + random.gauss(0, 0.1)
observed_2 = latent_cause * 0.6 + random.gauss(0, 0.1)
return EnvironmentState(
visible={'observed_1': observed_1, 'observed_2': observed_2},
latent={'latent_cause': latent_cause},
derived={},
)
```
### Pattern 2: Design-Dependent Effects
Make effects conditional on agent's choices:
```python
def _compute_effects(self, sheet: DroneSheet, env: EnvironmentState):
# Agent's design choice affects outcome
antenna_def = sheet._def.get('antenna', 10)
# High DEF protects but may have side effects
if antenna_def > 20:
# Protected antenna survives -> emits signal -> detected
detection_modifier = 0.8
else:
detection_modifier = 0.2
return EnvironmentEffects(detection_modifier=detection_modifier, ...)
```
### Pattern 3: Interpolation Helper
Use the built-in interpolation for smooth transitions:
```python
def _compute_effects(self, sheet: DroneSheet, env: EnvironmentState):
weather = env.latent.get('weather_pattern', 0.5)
# Interpolate between clear (0) and storm (1) values
detection = self._interpolate(
weather,
value_at_0=0.2, # Clear weather
value_at_1=0.05, # Storm (low detection)
)
return EnvironmentEffects(detection_modifier=detection, ...)
```
## Testing Your SCM
Create a test file `tests/test_my_experiment_scm.py`:
```python
import unittest
from api.modules.environment.my_experiment_scm import MyExperimentSCM
class TestMyExperimentSCM(unittest.TestCase):
def setUp(self):
self.config = {
'storm_probability': 0.5,
'base_detection': 0.2,
}
self.scm = MyExperimentSCM(self.config)
def test_sample_environment_structure(self):
env = self.scm.sample_environment()
self.assertIn('wind_speed', env.visible)
self.assertIn('weather_pattern', env.latent)
def test_effects_range(self):
env = self.scm.sample_environment()
# Create mock sheet
from api.middleware.drone_sheet import DroneSheet
sheet = DroneSheet(self.config)
effects = self.scm._compute_effects(sheet, env)
self.assertGreaterEqual(effects.detection_modifier, 0)
self.assertLessEqual(effects.detection_modifier, 1)
if __name__ == '__main__':
unittest.main()
```
Run tests:
```bash
python -m unittest tests/test_my_experiment_scm.py
```
## Checklist
Before submitting a new SCM:
- [ ] SCM class registered with `@register_scm("experiment_name")`
- [ ] `sample_environment()` returns valid `EnvironmentState`
- [ ] `_compute_effects()` returns valid `EnvironmentEffects`
- [ ] `game.json` created with all required sections
- [ ] Config parameters have sensible defaults
- [ ] Causal mechanism documented in code comments
- [ ] Unit tests written and passing
- [ ] Tested locally with `CAUSALGAME_EXPERIMENT=experiment_name`
## Reference
| File | Purpose |
|------|---------|
| `api/modules/environment/scm_base.py` | Base classes and data structures |
| `api/modules/environment/scm_registry.py` | Registration decorator |
| `api/middleware/drone_state.py` | `EnvironmentEffects` definition |
| `api/middleware/drone_sheet.py` | DroneSheet interface |
| `api/modules/environment/antenna_trap_scm.py` | Reference implementation |
| `experiments/antenna_trap/game.json` | Reference configuration |