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===================================================================================================
🏓 MRPONG: PUBLIC HUGGING FACE INFERENCE & INTERACTIVE GAMEPLAY SCRIPT
===================================================================================================
Model Repository: https://huggingface.co/fromziro/MrPong
Zero-dependency, standalone script for the public to:
1. Play against MrPong live in the terminal (Real-time hold-to-move keyboard control)
2. Run match simulations against built-in AI baseline opponents
Quickstart:
pip install torch transformers
python hf_inference.py --mode play
python hf_inference.py --mode simulate --opponent realistic_hard --matches 20
"""
import os
import sys
import time
import math
import random
import argparse
from dataclasses import dataclass
from typing import Optional, Tuple, Dict, Any, List
import numpy as np
import torch
try:
from transformers import AutoModel, AutoConfig
except ImportError:
print("[!] Error: 'transformers' is required. Run: pip install transformers torch")
sys.exit(1)
# Platform-specific real-time non-blocking keyboard input
IS_WINDOWS = sys.platform.startswith("win")
if IS_WINDOWS:
import ctypes
HAS_KEYBOARD = True
else:
try:
import select
import tty
import termios
HAS_KEYBOARD = True
except ImportError:
HAS_KEYBOARD = False
# =================================================================================================
# STANDALONE PING PONG PHYSICS & ENVIRONMENT
# =================================================================================================
@dataclass
class PhysicsConfig:
table_width: float = 800.0
table_height: float = 500.0
paddle_width: float = 14.0
paddle_height: float = 80.0
paddle_speed: float = 8.0
paddle_smoothing: float = 0.70
ball_radius: float = 8.0
ball_speed_initial: float = 8.0
ball_speed_max: float = 16.0
ball_acceleration: float = 1.035
frame_skip: int = 3
max_rally_steps: int = 1500
class StandalonePongEnv:
"""Self-contained table tennis physics environment for public standalone execution."""
def __init__(self, phys: Optional[PhysicsConfig] = None, seed: Optional[int] = None):
self.phys = phys or PhysicsConfig()
self.rng = random.Random(seed)
self.ego_paddle_h = self.phys.paddle_height
self.opp_paddle_h = self.phys.paddle_height
self.reset()
def reset(self, serve_direction: Optional[int] = None, initial_speed: Optional[float] = None) -> np.ndarray:
self.ego_y = self.phys.table_height / 2.0
self.opp_y = self.phys.table_height / 2.0
self.ego_vy = 0.0
self.opp_vy = 0.0
self.prev_ego_action = 0
self.ball_x = self.phys.table_width / 2.0
self.ball_y = self.phys.table_height / 2.0
if serve_direction is None:
serve_direction = 1 if self.rng.random() < 0.5 else -1
serve_angle = self.rng.uniform(-math.pi / 7.0, math.pi / 7.0)
speed = initial_speed or self.phys.ball_speed_initial
self.ball_vx = serve_direction * speed * math.cos(serve_angle)
self.ball_vy = speed * math.sin(serve_angle)
self.rally_count = 0
self.step_count = 0
return self.get_ego_observation()
def _get_action_velocity(self, action: int) -> float:
if action == 1:
return -self.phys.paddle_speed
elif action == 2:
return self.phys.paddle_speed
return 0.0
def physics_substep(self, ego_action: int, opp_action: int) -> Tuple[bool, Dict[str, Any]]:
"""Executes a single continuous physics sub-step (fluid momentum + Continuous Collision Detection)."""
info = {"winner": None}
done = False
prev_ego_y = self.ego_y
prev_opp_y = self.opp_y
ego_target_v = self._get_action_velocity(ego_action)
opp_target_v = self._get_action_velocity(opp_action)
alpha = self.phys.paddle_smoothing
self.ego_vy = alpha * self.ego_vy + (1.0 - alpha) * ego_target_v
self.opp_vy = alpha * self.opp_vy + (1.0 - alpha) * opp_target_v
ego_half_h = self.ego_paddle_h / 2.0
opp_half_h = self.opp_paddle_h / 2.0
self.ego_y = float(np.clip(self.ego_y + self.ego_vy, ego_half_h, self.phys.table_height - ego_half_h))
self.opp_y = float(np.clip(self.opp_y + self.opp_vy, opp_half_h, self.phys.table_height - opp_half_h))
prev_ball_x = self.ball_x
prev_ball_y = self.ball_y
r = self.phys.ball_radius
ego_paddle_x = self.phys.paddle_width
opp_paddle_x = self.phys.table_width - self.phys.paddle_width
ego_impact_plane = ego_paddle_x + r
opp_impact_plane = opp_paddle_x - r
next_ball_x = prev_ball_x + self.ball_vx
next_ball_y = prev_ball_y + self.ball_vy
hit_occurred = False
# Left (Ego / Human) Paddle Hit Check (Continuous Collision Detection)
if self.ball_vx < 0 and prev_ball_x >= ego_impact_plane and next_ball_x <= ego_impact_plane:
t = float(np.clip((prev_ball_x - ego_impact_plane) / max(1e-6, -self.ball_vx), 0.0, 1.0))
y_ball_at_impact = prev_ball_y + t * self.ball_vy
y_ego_at_impact = prev_ego_y + t * (self.ego_y - prev_ego_y)
if abs(y_ball_at_impact - y_ego_at_impact) <= (ego_half_h + r * 0.6):
hit_occurred = True
self.rally_count += 1
offset = float(np.clip((y_ball_at_impact - y_ego_at_impact) / ego_half_h, -1.0, 1.0))
bounce_angle = offset * (math.pi / 3.0)
current_speed = math.hypot(self.ball_vx, self.ball_vy)
new_speed = min(current_speed * self.phys.ball_acceleration, self.phys.ball_speed_max)
new_vx = new_speed * math.cos(bounce_angle)
new_vy = new_speed * math.sin(bounce_angle) + 0.25 * self.ego_vy
rem_dt = 1.0 - t
self.ball_x = ego_impact_plane + rem_dt * new_vx
self.ball_y = y_ball_at_impact + rem_dt * new_vy
self.ball_vx = new_vx
self.ball_vy = new_vy
# Right (Opponent / AI) Paddle Hit Check
elif self.ball_vx > 0 and prev_ball_x <= opp_impact_plane and next_ball_x >= opp_impact_plane:
t = float(np.clip((opp_impact_plane - prev_ball_x) / max(1e-6, self.ball_vx), 0.0, 1.0))
y_ball_at_impact = prev_ball_y + t * self.ball_vy
y_opp_at_impact = prev_opp_y + t * (self.opp_y - prev_opp_y)
if abs(y_ball_at_impact - y_opp_at_impact) <= (opp_half_h + r * 0.6):
hit_occurred = True
self.rally_count += 1
offset = float(np.clip((y_ball_at_impact - y_opp_at_impact) / opp_half_h, -1.0, 1.0))
bounce_angle = offset * (math.pi / 3.0)
current_speed = math.hypot(self.ball_vx, self.ball_vy)
new_speed = min(current_speed * self.phys.ball_acceleration, self.phys.ball_speed_max)
new_vx = -new_speed * math.cos(bounce_angle)
new_vy = new_speed * math.sin(bounce_angle) + 0.25 * self.opp_vy
rem_dt = 1.0 - t
self.ball_x = opp_impact_plane + rem_dt * new_vx
self.ball_y = y_ball_at_impact + rem_dt * new_vy
self.ball_vx = new_vx
self.ball_vy = new_vy
if not hit_occurred:
self.ball_x = next_ball_x
self.ball_y = next_ball_y
# Top / Bottom Wall Collisions
if self.ball_y - r <= 0:
self.ball_y = r + abs(r - self.ball_y)
self.ball_vy = abs(self.ball_vy)
elif self.ball_y + r >= self.phys.table_height:
self.ball_y = (self.phys.table_height - r) - abs(self.ball_y + r - self.phys.table_height)
self.ball_vy = -abs(self.ball_vy)
# Goal boundary check
if self.ball_x - r < 0:
done = True
info["winner"] = "opponent"
elif self.ball_x + r > self.phys.table_width:
done = True
info["winner"] = "ego"
self.prev_ego_action = ego_action
return done, info
def step(self, ego_action: int, opp_action: int) -> Tuple[np.ndarray, bool, Dict[str, Any]]:
self.step_count += 1
done = False
info = {"winner": None}
for _ in range(self.phys.frame_skip):
d, sub_info = self.physics_substep(ego_action, opp_action)
if d:
done = True
info = sub_info
break
if not done and self.step_count >= self.phys.max_rally_steps:
done = True
info["winner"] = "draw"
return self.get_ego_observation(), done, info
def calculate_intercept_y(self, target_x: float, ball_x: float, ball_y: float, ball_vx: float, ball_vy: float) -> float:
if (target_x > ball_x and ball_vx <= 0) or (target_x < ball_x and ball_vx >= 0):
return self.phys.table_height / 2.0
bx, by = float(ball_x), float(ball_y)
bvx, bvy = float(ball_vx), float(ball_vy)
h = self.phys.table_height
r = self.phys.ball_radius
for _ in range(10):
dt_x = (target_x - bx) / bvx if bvx != 0 else float('inf')
if dt_x <= 0:
break
if bvy > 0:
dt_y = (h - r - by) / bvy
elif bvy < 0:
dt_y = (r - by) / bvy
else:
dt_y = float('inf')
if dt_x <= dt_y:
by += bvy * dt_x
break
else:
bx += bvx * dt_y
by += bvy * dt_y
bvy = -bvy
return float(np.clip(by, r, h - r))
def get_ego_observation(self) -> np.ndarray:
w, h = self.phys.table_width, self.phys.table_height
v_max = self.phys.ball_speed_max
pv_max = self.phys.paddle_speed
half_h = self.ego_paddle_h / 2.0
ego_x = self.phys.paddle_width
pred_intercept_y = self.calculate_intercept_y(ego_x, self.ball_x, self.ball_y, self.ball_vx, self.ball_vy)
rel_pred_y = (pred_intercept_y - self.ego_y) / h
pred_norm_y = pred_intercept_y / h
opp_y_norm = self.opp_y / h
opp_open_top = (self.opp_y - half_h) / h
opp_open_bottom = (h - (self.opp_y + half_h)) / h
speed_norm = math.hypot(self.ball_vx, self.ball_vy) / v_max
return np.array([
(self.ball_y - self.ego_y) / h,
(self.ball_x - ego_x) / w,
self.ball_vx / v_max,
self.ball_vy / v_max,
self.ego_y / h,
self.ego_vy / pv_max,
(self.opp_y - self.ego_y) / h,
self.opp_vy / pv_max,
self.ball_y / h,
self.ball_x / w,
rel_pred_y,
pred_norm_y,
opp_y_norm,
opp_open_top,
opp_open_bottom,
speed_norm
], dtype=np.float32)
def get_opp_observation(self) -> np.ndarray:
w, h = self.phys.table_width, self.phys.table_height
v_max = self.phys.ball_speed_max
pv_max = self.phys.paddle_speed
half_h = self.opp_paddle_h / 2.0
opp_x = self.phys.table_width - self.phys.paddle_width
pred_intercept_y = self.calculate_intercept_y(opp_x, self.ball_x, self.ball_y, self.ball_vx, self.ball_vy)
rel_pred_y = (pred_intercept_y - self.opp_y) / h
pred_norm_y = pred_intercept_y / h
ego_y_norm = self.ego_y / h
ego_open_top = (self.ego_y - half_h) / h
ego_open_bottom = (h - (self.ego_y + half_h)) / h
speed_norm = math.hypot(self.ball_vx, self.ball_vy) / v_max
return np.array([
(self.ball_y - self.opp_y) / h,
(opp_x - self.ball_x) / w,
-self.ball_vx / v_max,
self.ball_vy / v_max,
self.opp_y / h,
self.opp_vy / pv_max,
(self.ego_y - self.opp_y) / h,
self.ego_vy / pv_max,
self.ball_y / h,
(w - self.ball_x) / w,
rel_pred_y,
pred_norm_y,
ego_y_norm,
ego_open_top,
ego_open_bottom,
speed_norm
], dtype=np.float32)
# =================================================================================================
# BUILT-IN AI OPPONENT BASELINES
# =================================================================================================
def smooth_aim_action(current_y: float, target_y: float, prev_action: int, deadzone: float = 6.0) -> int:
diff = target_y - current_y
if abs(diff) < deadzone:
return 0
return 2 if diff > 0 else 1
class RealisticHardOpponent:
def __init__(self, commit_x_ratio: float = 0.60):
self.commit_x_ratio = commit_x_ratio
self.prev_action = 0
self.perceptual_noise = 0.0
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
self.perceptual_noise = random.uniform(-12.0, 12.0)
elif env.ball_x < env.phys.table_width * self.commit_x_ratio:
target_y = env.phys.table_height / 2.0 + (env.ball_y - env.phys.table_height / 2.0) * 0.40
else:
target_x = env.phys.table_width - env.phys.paddle_width
exact_y = env.calculate_intercept_y(target_x, env.ball_x, env.ball_y, env.ball_vx, env.ball_vy)
target_y = float(np.clip(exact_y + self.perceptual_noise, 8.0, env.phys.table_height - 8.0))
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=7.0)
self.prev_action = action
return action
class MediumOpponent:
def __init__(self):
self.prev_action = 0
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
else:
dt = (env.phys.table_width - env.phys.paddle_width - env.ball_x) / max(1.0, env.ball_vx)
target_y = env.ball_y + env.ball_vy * dt
target_y = float(np.clip(target_y, 0, env.phys.table_height))
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=14.0)
self.prev_action = action
return action
class EasyOpponent:
def __init__(self):
self.prev_action = 0
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0 or env.ball_x < env.phys.table_width * 0.45:
target_y = env.phys.table_height / 2.0
else:
target_y = env.ball_y + random.uniform(-30.0, 30.0)
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=25.0)
self.prev_action = action
return action
class ImpossibleHardOpponent:
def __init__(self):
self.prev_action = 0
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
else:
target_x = env.phys.table_width - env.phys.paddle_width
target_y = env.calculate_intercept_y(target_x, env.ball_x, env.ball_y, env.ball_vx, env.ball_vy)
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=2.0)
self.prev_action = action
return action
class RandomOpponent:
def act(self, env: StandalonePongEnv) -> int:
return random.randint(0, 2)
# =================================================================================================
# REAL-TIME HOLD-TO-MOVE KEYBOARD CONTROLLER
# =================================================================================================
class KeyboardController:
"""
Direct hardware key state listener.
Holding W/Up moves UP. Holding S/Down moves DOWN. Releasing stops (STAY).
"""
def __init__(self):
self.is_windows = IS_WINDOWS
if self.is_windows:
self.user32 = ctypes.windll.user32
# Virtual Key Codes
self.VK_W = 0x57
self.VK_S = 0x53
self.VK_UP = 0x26
self.VK_DOWN = 0x28
self.VK_Q = 0x51
self.VK_ESCAPE = 0x1B
else:
self.decay_frames = 0
self.current_act = 0
if HAS_KEYBOARD:
self.old_settings = termios.tcgetattr(sys.stdin)
tty.setcbreak(sys.stdin.fileno())
def get_action(self) -> int:
"""
Returns:
1: UP (while W / Up Arrow is held)
2: DOWN (while S / Down Arrow is held)
0: STAY (when released)
-1: QUIT (when Q / ESC is pressed)
"""
if self.is_windows:
# Check Quit
if (self.user32.GetAsyncKeyState(self.VK_Q) & 0x8000) or (self.user32.GetAsyncKeyState(self.VK_ESCAPE) & 0x8000):
return -1
# Direct hardware physical key state check (0 latency)
w_held = bool((self.user32.GetAsyncKeyState(self.VK_W) & 0x8000) or (self.user32.GetAsyncKeyState(self.VK_UP) & 0x8000))
s_held = bool((self.user32.GetAsyncKeyState(self.VK_S) & 0x8000) or (self.user32.GetAsyncKeyState(self.VK_DOWN) & 0x8000))
if w_held and not s_held:
return 1
elif s_held and not w_held:
return 2
else:
return 0
else:
# Unix non-blocking input with key-release decay
if not HAS_KEYBOARD:
return 0
rlist, _, _ = select.select([sys.stdin], [], [], 0)
if rlist:
ch = sys.stdin.read(1)
if ch in ['w', 'W']:
self.current_act = 1
self.decay_frames = 5
elif ch in ['s', 'S']:
self.current_act = 2
self.decay_frames = 5
elif ch in ['q', 'Q']:
return -1
if self.decay_frames > 0:
self.decay_frames -= 1
return self.current_act
else:
self.current_act = 0
return 0
def close(self):
if not self.is_windows and HAS_KEYBOARD:
try:
termios.tcsetattr(sys.stdin, termios.TCSADRAIN, self.old_settings)
except Exception:
pass
# =================================================================================================
# MAIN INFERENCE & GAME ENGINE
# =================================================================================================
def resolve_model_path(path_or_id: Optional[str] = None) -> str:
if path_or_id and os.path.exists(path_or_id):
return os.path.abspath(path_or_id)
local_candidates = [
os.path.abspath("./MrPong"),
os.path.abspath("C:/Users/harley/MrPong"),
os.path.abspath("./mrpong_hf")
]
for lp in local_candidates:
if os.path.exists(lp) and os.path.exists(os.path.join(lp, "config.json")):
if path_or_id is None or path_or_id == "fromziro/MrPong":
return lp
return path_or_id or "fromziro/MrPong"
class PublicMrPongRunner:
def __init__(self, model_id_or_path: Optional[str] = None, device: str = "cpu"):
self.model_path = resolve_model_path(model_id_or_path)
self.device = torch.device(device if torch.cuda.is_available() else "cpu")
print(f"[*] Loading MrPong from: {self.model_path} ...")
self.config = AutoConfig.from_pretrained(self.model_path, trust_remote_code=True)
self.model = AutoModel.from_pretrained(self.model_path, trust_remote_code=True).to(self.device)
self.model.eval()
self.obs_dim = getattr(self.config, "obs_dim", 12)
print(f"[OK] MrPong ready! (obs_dim={self.obs_dim}, hidden_dims={self.config.hidden_dims})\n")
def predict_action(self, obs: np.ndarray, deterministic: bool = True) -> int:
obs_input = obs[:self.obs_dim] if len(obs) >= self.obs_dim else np.pad(obs, (0, self.obs_dim - len(obs)))
return self.model.act(obs_input, deterministic=deterministic)
# ---------------------------------------------------------------------------------------------
# PLAY INTERACTIVELY IN TERMINAL (HOLD TO MOVE, RELEASE TO STAY)
# ---------------------------------------------------------------------------------------------
def play(self, points_to_win: int = 5, difficulty: str = "normal"):
phys = PhysicsConfig()
if difficulty == "easy":
phys.paddle_speed = 9.0
initial_ball_speed = 3.5
ego_paddle_h = 110.0
frame_delay = 0.028
elif difficulty == "hard":
phys.paddle_speed = 8.0
initial_ball_speed = 6.0
ego_paddle_h = 80.0
frame_delay = 0.022
else: # normal
phys.paddle_speed = 8.5
initial_ball_speed = 4.2
ego_paddle_h = 95.0
frame_delay = 0.025
env = StandalonePongEnv(phys)
env.ego_paddle_h = ego_paddle_h
kbd = KeyboardController()
human_score = 0
ai_score = 0
max_rally = 0
print("=" * 64)
print(f" 🏓 PLAY AGAINST MRPONG (ARCADE MODE - {difficulty.upper()})")
print("=" * 64)
print(" Controls:")
print(" Hold [W] / [Up Arrow] : Move UP")
print(" Hold [S] / [Down Arrow] : Move DOWN")
print(" Release key : STAY still")
print(" [Q] / [Esc] : Quit match")
print(f"\n First player to {points_to_win} points wins!")
input("\n Press [ENTER] to start match...")
sys.stdout.write("\033[?25l")
sys.stdout.flush()
serve_dir = 1
ai_act = 0
substep_count = 0
try:
while human_score < points_to_win and ai_score < points_to_win:
obs = env.reset(serve_direction=serve_dir, initial_speed=initial_ball_speed)
for cd in [3, 2, 1]:
self._render_terminal_court(env, human_score, ai_score, 0, ai_act, points_to_win, banner=f"GET READY: SERVING IN {cd}...")
time.sleep(0.6)
done = False
while not done:
t_start = time.perf_counter()
# 1. Real-time physical key check (Hold = Move, Release = Stay)
human_act = kbd.get_action()
if human_act == -1:
print("\n[!] Match aborted by player.")
return
# 2. Query AI policy every frame_skip sub-steps
if substep_count % env.phys.frame_skip == 0:
opp_obs = env.get_opp_observation()
ai_act = self.predict_action(opp_obs, deterministic=True)
substep_count += 1
# 3. Advance continuous physics sub-step
done, info = env.physics_substep(ego_action=human_act, opp_action=ai_act)
if env.rally_count > max_rally:
max_rally = env.rally_count
# 4. Render smooth flicker-free frame
self._render_terminal_court(env, human_score, ai_score, human_act, ai_act, points_to_win)
# 5. Precise frame timing
t_elapsed = time.perf_counter() - t_start
if t_elapsed < frame_delay:
time.sleep(frame_delay - t_elapsed)
# Point completed
winner = info.get("winner")
if winner == "ego":
human_score += 1
serve_dir = 1
banner = ">>> POINT TO YOU! <<<"
elif winner == "opponent":
ai_score += 1
serve_dir = -1
banner = ">>> POINT TO MRPONG! <<<"
else:
banner = ">>> RALLY DRAW <<<"
self._render_terminal_court(env, human_score, ai_score, 0, ai_act, points_to_win, banner=banner)
time.sleep(1.2)
sys.stdout.write("\033[?25h\033[H\033[J")
print("\n" + "=" * 64)
if human_score >= points_to_win:
print(f" 🏆 CONGRATULATIONS! YOU WON {human_score} - {ai_score}!")
else:
print(f" 🤖 MRPONG WON {ai_score} - {human_score}!")
print(f" Longest Rally: {max_rally} hits")
print("=" * 64 + "\n")
finally:
sys.stdout.write("\033[?25h")
sys.stdout.flush()
kbd.close()
def _render_terminal_court(self, env: StandalonePongEnv, s1: int, s2: int, a1: int, a2: int, target: int, banner: str = ""):
"""Atomic flicker-free frame buffer rendering."""
cols, rows = 60, 18
bx = int(np.clip((env.ball_x / env.phys.table_width) * (cols - 1), 0, cols - 1))
by = int(np.clip((env.ball_y / env.phys.table_height) * (rows - 1), 0, rows - 1))
p1_y = int(np.clip((env.ego_y / env.phys.table_height) * (rows - 1), 0, rows - 1))
p2_y = int(np.clip((env.opp_y / env.phys.table_height) * (rows - 1), 0, rows - 1))
p1_ph = max(1, int((env.ego_paddle_h / env.phys.table_height) * (rows - 1) / 2))
p2_ph = max(1, int((env.opp_paddle_h / env.phys.table_height) * (rows - 1) / 2))
act_names = ["STAY", " UP ", "DOWN"]
buf = []
buf.append("\033[H")
buf.append("+" + "-" * (cols + 2) + "+\n")
buf.append(f"| YOU [P1]: {s1}/{target} ({act_names[a1]})" + " " * (cols - 41) + f"MRPONG [AI]: {s2}/{target} ({act_names[a2]}) |\n")
buf.append("+" + "-" * (cols + 2) + "+\n")
for r in range(rows):
line = ["#" if abs(r - p1_y) <= p1_ph else " "]
for c in range(cols):
if r == by and c == bx:
line.append("O")
elif c == cols // 2:
line.append(":")
else:
line.append(" ")
line.append("|" if abs(r - p2_y) <= p2_ph else " ")
buf.append("|" + "".join(line) + "|\n")
buf.append("+" + "-" * (cols + 2) + "+\n")
speed = math.hypot(env.ball_vx, env.ball_vy)
if banner:
buf.append(f"| {banner:^60} |\n")
else:
buf.append(f"| Rally: {env.rally_count:2d} hits | Ball Speed: {speed:4.1f} px/f" + " " * (cols - 33) + "|\n")
buf.append("+" + "-" * (cols + 2) + "+\n")
sys.stdout.write("".join(buf))
sys.stdout.flush()
# ---------------------------------------------------------------------------------------------
# SIMULATE MATCHES
# ---------------------------------------------------------------------------------------------
def simulate(self, opponent_type: str = "realistic_hard", num_matches: int = 20):
opp_dict = {
"realistic_hard": ("Realistic Hard Pro", RealisticHardOpponent()),
"medium": ("Medium Logic", MediumOpponent()),
"easy": ("Easy Logic", EasyOpponent()),
"impossible_hard": ("Impossible Hard Wall", ImpossibleHardOpponent()),
"random": ("Random Agent", RandomOpponent())
}
if opponent_type not in opp_dict:
print(f"[!] Invalid opponent. Choose from: {list(opp_dict.keys())}")
return
name, opponent = opp_dict[opponent_type]
print("=" * 72)
print(f" SIMULATING {num_matches} MATCHES: MRPONG (P1) vs {name.upper()} (P2)")
print("=" * 72)
env = StandalonePongEnv()
wins, draws, losses = 0, 0, 0
rallies = []
t0 = time.time()
for match_i in range(1, num_matches + 1):
obs = env.reset(serve_direction=1 if match_i % 2 == 0 else -1)
done = False
while not done:
ego_act = self.predict_action(obs, deterministic=True)
opp_act = opponent.act(env)
obs, done, info = env.step(ego_action=ego_act, opp_action=opp_act)
winner = info.get("winner")
rallies.append(env.rally_count)
if winner == "ego":
wins += 1
res = "WIN (MrPong Scored)"
elif winner == "opponent":
losses += 1
res = f"LOSS ({name} Scored)"
else:
draws += 1
res = "DRAW (Max Rally Limit)"
print(f" Match {match_i:3d}/{num_matches:3d} | Result: {res:<25} | Rally: {env.rally_count:3d} hits")
elapsed = time.time() - t0
print("\n" + "=" * 72)
print(" SIMULATION SUMMARY")
print("=" * 72)
print(f" Opponent : {name}")
print(f" Record (W / D / L): {wins} Wins / {draws} Draws / {losses} Losses")
print(f" Win Rate : {(wins / num_matches) * 100.0:.1f}%")
print(f" Draw Rate : {(draws / num_matches) * 100.0:.1f}%")
print(f" Loss Rate : {(losses / num_matches) * 100.0:.1f}%")
print(f" Average Rally : {float(np.mean(rallies)):.1f} hits (Max: {max(rallies)} hits)")
print(f" Total Time : {elapsed:.2f}s ({num_matches / elapsed:.1f} matches/sec)")
print("=" * 72 + "\n")
def main():
parser = argparse.ArgumentParser(description="MrPong Hugging Face Public Inference Runner (fromziro/MrPong)")
parser.add_argument("--model", type=str, default="fromziro/MrPong", help="Hugging Face repo ID or local path (default: fromziro/MrPong)")
parser.add_argument("--mode", type=str, choices=["play", "simulate"], default="play", help="Mode: 'play' to play against AI, 'simulate' for AI vs AI match simulations")
parser.add_argument("--difficulty", type=str, choices=["easy", "normal", "hard"], default="normal", help="Difficulty preset for human play mode (default: normal)")
parser.add_argument("--points", type=int, default=5, help="Points to win in play mode (default: 5)")
parser.add_argument("--opponent", type=str, default="realistic_hard", choices=["realistic_hard", "medium", "easy", "impossible_hard", "random"], help="Opponent type in simulate mode")
parser.add_argument("--matches", type=int, default=20, help="Number of matches to simulate (default: 20)")
args = parser.parse_args()
runner = PublicMrPongRunner(model_id_or_path=args.model)
if args.mode == "play":
runner.play(points_to_win=args.points, difficulty=args.difficulty)
elif args.mode == "simulate":
runner.simulate(opponent_type=args.opponent, num_matches=args.matches)
if __name__ == "__main__":
main()
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