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11b9fe5 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | """Tiny CPU fighter model for real-time NPC move selection.
Architecture: ~142k parameter MLP with LayerNorm (behaves correctly at
batch=1 inference, unlike BatchNorm1d which has degenerate running variance
when there's only a single sample). Fast enough for real-time combat
(< 1ms on CPU) while having enough capacity to learn strategy-conditioned
move selection.
"""
import torch
import torch.nn as nn
import torch.nn.functional as F
from typing import List, Optional
MOVES = [
"jab", "cross", "hook", "kick", "uppercut",
"block", "parry", "dodge",
"advance", "retreat",
"grapple", "throw",
"sweep", "feint", "wait",
]
NUM_MOVES = len(MOVES)
MOVE_TO_IDX = {m: i for i, m in enumerate(MOVES)}
ATTACKS = {"jab", "cross", "hook", "kick", "uppercut", "sweep"}
DEFENSES = {"block", "parry", "dodge"}
MOVEMENT = {"advance", "retreat"}
GRAPPLES = {"grapple", "throw"}
UTILITY = {"feint", "wait"}
INPUT_DIM = 168
HIDDEN1 = 256
HIDDEN2 = 128
class TinyFighter(nn.Module):
"""Real-time NPC move policy. CPU-friendly, strategy-conditioned."""
def __init__(self):
super().__init__()
self.net = nn.Sequential(
nn.Linear(INPUT_DIM, HIDDEN1),
nn.LayerNorm(HIDDEN1),
nn.ReLU(),
nn.Dropout(0.1),
nn.Linear(HIDDEN1, HIDDEN2),
nn.LayerNorm(HIDDEN2),
nn.ReLU(),
nn.Dropout(0.1),
nn.Linear(HIDDEN2, NUM_MOVES),
)
for m in self.net:
if isinstance(m, nn.Linear):
nn.init.kaiming_normal_(m.weight, nonlinearity="relu")
nn.init.zeros_(m.bias)
def forward(self, x: torch.Tensor, mask: Optional[torch.Tensor] = None) -> torch.Tensor:
if x.dim() == 1:
x = x.unsqueeze(0)
logits = self.net(x)
if mask is not None:
if mask.dim() == 1:
mask = mask.unsqueeze(0)
logits = logits.masked_fill(mask == 0, -1e9)
return logits
@torch.inference_mode()
def predict(self, feats: torch.Tensor, mask: Optional[torch.Tensor] = None) -> torch.Tensor:
"""Single-sample inference helper.
Cheaper than a manual `with torch.no_grad(): forward(...)` because
inference_mode disables more bookkeeping. Callers that batch many
samples should still use forward() under their own no_grad context,
but for the real-time path (batch=1, one move per request) this is
the fast path.
"""
return self.forward(feats, mask)
def remap_bn_state_to_ln(state_dict: dict) -> dict:
"""Drop BatchNorm1d running stats from a state dict so it can load into
the LayerNorm-based TinyFighter architecture.
The Linear weights load unchanged. BatchNorm buffers (running_mean,
running_var, num_batches_tracked) and the BN affine (weight, bias) are
discarded -- the LayerNorm modules start with their PyTorch defaults
(weight=1, bias=0), so the model still produces a well-defined output
even if the policy will need a few rounds of additional training to
re-converge to its previous quality.
"""
drop_suffixes = ("running_mean", "running_var", "num_batches_tracked")
out = {}
for k, v in state_dict.items():
if k.endswith(drop_suffixes):
continue
if k.endswith(".weight") and ".net." in k and any(
f".net.{i}." in k for i in (1, 5)
):
idx = int(k.split(".net.")[1].split(".")[0])
if idx in (1, 5):
continue
if k.endswith(".bias") and ".net." in k and any(
f".net.{i}." in k for i in (1, 5)
):
idx = int(k.split(".net.")[1].split(".")[0])
if idx in (1, 5):
continue
out[k] = v
return out
def state_to_features(
last_npc_moves: List[str],
last_player_moves: List[str],
player_hp: float,
npc_hp: float,
player_stamina: float,
npc_stamina: float,
distance: str,
aggression: float,
defense: float,
parry_affinity: float,
kick_affinity: float,
grapple_affinity: float,
round_num: int = 1,
history_len: int = 5,
) -> torch.Tensor:
"""Convert game state to a 168-dim feature tensor."""
features = []
for i in range(history_len):
idx = MOVE_TO_IDX.get(
last_npc_moves[-(i + 1)] if len(last_npc_moves) > i else "wait", NUM_MOVES - 1
)
oh = [0.0] * NUM_MOVES
oh[idx] = 1.0
features.extend(oh)
for i in range(history_len):
idx = MOVE_TO_IDX.get(
last_player_moves[-(i + 1)] if len(last_player_moves) > i else "wait", NUM_MOVES - 1
)
oh = [0.0] * NUM_MOVES
oh[idx] = 1.0
features.extend(oh)
features.append((npc_hp - player_hp) / 100.0)
features.append((npc_stamina - player_stamina) / 100.0)
dist_oh = [0.0, 0.0, 0.0]
dist_oh[["near", "mid", "far"].index(distance) if distance in ["near", "mid", "far"] else 1] = 1.0
features.extend(dist_oh)
features.append(aggression)
features.append(defense)
features.append(parry_affinity)
features.append(kick_affinity)
features.append(grapple_affinity)
features.append(min(round_num, 10) / 10.0)
features.append(player_hp / 100.0)
features.append(npc_hp / 100.0)
features.append(player_stamina / 100.0)
features.append(npc_stamina / 100.0)
while len(features) < INPUT_DIM:
features.append(0.0)
return torch.tensor(features, dtype=torch.float32)
def make_move_mask(distance: str) -> torch.Tensor:
"""Create a mask for moves that are valid at the given distance."""
mask = [1.0] * NUM_MOVES
if distance == "far":
mask[MOVE_TO_IDX["grapple"]] = 0.0
mask[MOVE_TO_IDX["throw"]] = 0.0
mask[MOVE_TO_IDX["sweep"]] = 0.0
elif distance == "near":
mask[MOVE_TO_IDX["advance"]] = 0.0
return torch.tensor(mask, dtype=torch.float32)
if __name__ == "__main__":
import time
model = TinyFighter()
total = sum(p.numel() for p in model.parameters())
print(f"Total params: {total:,}")
model.eval()
features = state_to_features(
last_npc_moves=["jab", "block", "kick"],
last_player_moves=["cross", "retreat", "jab"],
player_hp=80.0, npc_hp=50.0,
player_stamina=60.0, npc_stamina=40.0,
distance="mid",
aggression=0.7, defense=0.3,
parry_affinity=0.4, kick_affinity=0.6,
grapple_affinity=0.2, round_num=3,
)
mask = make_move_mask("mid")
# Warmup so the first timed call isn't paying one-off dispatch cost.
model.predict(features, mask)
model.predict(features, mask)
with torch.inference_mode():
start = time.perf_counter()
for _ in range(1000):
logits = model.predict(features, mask)
elapsed = (time.perf_counter() - start) / 1000 * 1000
probs = F.softmax(logits, dim=-1)
move_idx = probs.argmax().item()
print(f"Inference: {elapsed:.3f}ms per call")
print(f"Suggested move: {MOVES[move_idx]} (prob={probs[0][move_idx]:.3f})")
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