causalgame-repro / scripts /oracle_search.py
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CausalGame repro bundle: modified harness (hf provider) + repro scripts
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"""
Establish per-scenario baselines and an empirical 'best-found' survival ceiling.
For each of the 14 CausalGame scenarios we evaluate:
- default : the standard drone design shown to the agent
- naive : "protect everything / armor the antenna" (correlation-driven intuition)
- a guided random search over DEF allocations (respecting the total-DEF budget of 90
that agents operate under) x equipment combos, to recover an empirical optimum.
This shows every game IS solvable well above its win threshold *if* the correct causal
mechanism is exploited (search recovers it), which is the premise Claim 1 tests LLM
agents against. Output: outputs/oracle_baselines.csv / .json
"""
import os, sys, json, random, statistics, itertools
from pathlib import Path
HERE = Path(__file__).resolve().parent
sys.path.insert(0, str(HERE))
from cg_eval import make_action_space, SubmitAction, DEFAULT_DESIGN # noqa: E402
SCENARIOS = [
"antenna_trap", "antenna_trap_high_def", "antenna_trap_local_optima",
"antenna_trap_no_history", "antenna_trap_no_selection_bias",
"antenna_trap_simpsons_paradox",
"deployment_zone_trap_categorical", "deployment_zone_trap_categorical_high_def",
"deployment_zone_trap_categorical_local_optima",
"deployment_zone_trap_categorical_no_history",
"deployment_zone_trap_categorical_no_selection_bias",
"deployment_zone_trap_categorical_simpsons_paradox",
"deployment_zone_trap_env_shift", "weather_noise",
]
CG_ROOT = Path(os.environ.get("CG_ROOT", HERE.parent / "CausalGame"))
def load_action_space(experiment):
"""Return (components, defaults, discrete_dims) from the scenario's action_space.json."""
p = CG_ROOT / "experiments" / experiment / "action_space.json"
a = json.load(open(p))
numerical = a.get("numerical", {})
components = list(numerical.keys())
defaults = {c: numerical[c].get("default", 0) for c in components}
caps = {c: numerical[c].get("max", 50) for c in components}
discrete = {}
for k, v in a.get("discrete", {}).items():
opts = v.get("options") or v.get("choices") or []
discrete[k] = [o.get("value", o) if isinstance(o, dict) else o for o in opts]
return components, defaults, caps, discrete
def eval_design(asp, design, equipment, fleet, seed):
random.seed(seed)
asp.stage2_fleet_size = fleet
res = asp.execute(SubmitAction(design=design, equipment=equipment or {}))
return res.survival_rate if getattr(res, "success", False) else 0.0
def eval_mean(asp, design, equipment, fleet=1000, seeds=(0, 1, 2, 3, 4)):
rates = [eval_design(asp, design, equipment, fleet, s) for s in seeds]
return statistics.mean(rates), statistics.pstdev(rates), rates
def random_design(rng, components, caps, budget, zero_component=None):
w = [rng.random() for _ in components]
total = rng.uniform(0.75 * budget, budget)
s = sum(w)
d = {c: int(round(total * wi / s)) for c, wi in zip(components, w)}
for c in d:
d[c] = max(0, min(caps.get(c, 50), d[c]))
if zero_component and zero_component in d:
d[zero_component] = 0
while sum(d.values()) > budget:
k = max(d, key=lambda x: d[x])
if d[k] <= 0:
break
d[k] -= 1
return d
def greedy_equipment(asp, discrete, design, fleet, passes=2):
"""Greedy coordinate ascent over discrete equipment dims."""
if not discrete:
return {}
eq = {k: v[0] for k, v in discrete.items()}
def score(e):
m, _, _ = eval_mean(asp, design, e, fleet=fleet, seeds=(0, 1))
return m
best = score(eq)
for _ in range(passes):
for k, opts in discrete.items():
for o in opts:
cand = dict(eq); cand[k] = o
s = score(cand)
if s > best:
best, eq = s, cand
return eq
def structured_designs(components, defaults, caps, budget):
"""A few hand-structured design archetypes within budget."""
def norm(d):
d = {c: max(0, min(caps.get(c, 50), int(d.get(c, 0)))) for c in components}
while sum(d.values()) > budget:
k = max(d, key=lambda x: d[x])
if d[k] <= 0:
break
d[k] -= 1
return d
crit = ["engine_def", "cockpit_def", "wing_def", "body_def"]
designs = {}
# all critical armor, nothing else
designs["all_critical"] = norm({c: budget // 4 for c in crit if c in components})
# max antenna (protection archetype, e.g. weather_noise)
if "antenna_def" in components:
d = {c: 12 for c in crit if c in components}; d["antenna_def"] = caps.get("antenna_def", 50)
designs["max_antenna"] = norm(d)
d2 = dict(defaults); d2["antenna_def"] = 0; designs["zero_antenna"] = norm(d2)
# max shield (deployment zone archetype)
if "shield_def" in components:
d = {c: 12 for c in crit if c in components}; d["shield_def"] = caps.get("shield_def", 50)
designs["max_shield"] = norm(d)
return designs
def search(experiment, n_random=160, search_fleet=400):
asp, cfg = make_action_space(experiment)
thr = cfg.get("resources", {}).get("victory_threshold", 0.55)
components, defaults, caps, discrete = load_action_space(experiment)
budget = sum(defaults.values()) or 90
default_design = dict(defaults)
# naive = pour extra armor onto the "obvious" component (antenna if present, else shield/body)
naive_target = "antenna_def" if "antenna_def" in components else (
"shield_def" if "shield_def" in components else "body_def")
naive = dict(defaults)
naive[naive_target] = min(caps.get(naive_target, 50), naive[naive_target] + 20)
naive_equip = {k: v[0] for k, v in discrete.items()} # standard/default gear
rng = random.Random(1234)
# 1) greedy equipment on default design
best_equip = greedy_equipment(asp, discrete, default_design, search_fleet)
combos = [best_equip if best_equip else {}]
# 2) random design search with best equipment; rotate which component we zero out
zero_candidates = [None, naive_target] + [c for c in components if c in
("antenna_def", "camera_def", "gun_def")]
candidates = []
# seed the pool with structured archetypes
for name, d in structured_designs(components, defaults, caps, budget).items():
candidates.append((eval_design(asp, d, best_equip, search_fleet, seed=0), d))
for i in range(n_random):
zc = zero_candidates[i % len(zero_candidates)]
d = random_design(rng, components, caps, budget, zero_component=zc)
m = eval_design(asp, d, best_equip, search_fleet, seed=0)
candidates.append((m, d))
candidates.sort(key=lambda x: -x[0])
# re-optimize equipment around the best design found
best_equip = greedy_equipment(asp, discrete, candidates[0][1], search_fleet)
# 3) re-evaluate top-5 candidates + structured baselines at full fleet x5 seeds
top = [d for _, d in candidates[:5]]
results = {}
for name, d, eq in [
("default", default_design, best_equip),
("naive_protect_antenna", naive, naive_equip),
]:
mean, std, rates = eval_mean(asp, d, eq)
results[name] = {"survival_mean": mean, "survival_std": std,
"design": d, "equipment": eq}
best_overall = None
for i, d in enumerate(top):
mean, std, rates = eval_mean(asp, d, best_equip)
key = f"search_top{i+1}"
results[key] = {"survival_mean": mean, "survival_std": std,
"design": d, "equipment": best_equip}
if best_overall is None or mean > best_overall[1]:
best_overall = (key, mean)
results["_best_found"] = results[best_overall[0]] | {"which": best_overall[0]}
results["_threshold"] = thr
return results
def main():
out = {}
rows = []
for exp in SCENARIOS:
print(f"=== {exp} ===", flush=True)
r = search(exp)
out[exp] = r
thr = r["_threshold"]
bf = r["_best_found"]["survival_mean"]
default = r["default"]["survival_mean"]
naive = r["naive_protect_antenna"]["survival_mean"]
rows.append((exp, thr, default, naive, bf,
r["_best_found"]["design"], r["_best_found"]["equipment"]))
print(f" threshold={thr:.0%} default={default:.1%} naive={naive:.1%} best_found={bf:.1%}", flush=True)
Path("outputs").mkdir(exist_ok=True)
with open("outputs/oracle_baselines.json", "w") as f:
json.dump(out, f, indent=2)
with open("outputs/oracle_baselines.csv", "w") as f:
f.write("scenario,threshold,default_survival,naive_survival,best_found_survival,best_design,best_equipment\n")
for exp, thr, d, n, bf, design, eq in rows:
f.write(f"{exp},{thr:.3f},{d:.3f},{n:.3f},{bf:.3f},\"{design}\",\"{eq}\"\n")
print("\nWrote outputs/oracle_baselines.{json,csv}")
if __name__ == "__main__":
main()