# 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 |