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import argparse
import os
import re
import time
import random
# from stratego.prompt_optimizer import improve_prompt
from stratego.env.stratego_env import StrategoEnv
from stratego.prompts import get_prompt_pack
from stratego.utils.parsing import extract_board_block_lines, extract_legal_moves, extract_forbidden
from stratego.utils.game_move_tracker import GameMoveTracker as MoveTrackerClass
from stratego.utils.move_processor import process_move
from stratego.game_logger import GameLogger
from stratego.game_analyzer import analyze_and_update_prompt
from stratego.datasets import auto_push_after_game
#Revised to set temperature(13 Nov 2025)
def build_agent(spec: str, prompt_name: str):
"""
Creates and configures an AI agent based on the input string.
Example spec: 'ollama:phi3:3.8b'
"""
kind, name = spec.split(":", 1) # Split string to get model type and name
if kind == "ollama":
from stratego.models.ollama_model import OllamaAgent
# Define the temperature value explicitly
AGENT_TEMPERATURE = 0.2
# Create the Ollama agent
agent = OllamaAgent(
model_name=name,
temperature=AGENT_TEMPERATURE,
num_predict=128, # Allow enough tokens for a complete move response
prompt_pack=get_prompt_pack(prompt_name) # Load strategy prompt
)
# Store temperature for logging
agent.temperature = AGENT_TEMPERATURE
return agent
if kind == "hf":
from stratego.models.hf_model import HFLocalAgent
return HFLocalAgent(model_id=name, prompt_pack=prompt_name)
raise ValueError(f"Unknown agent spec: {spec}")
def print_board(observation: str, size: int = 10):
block = extract_board_block_lines(observation, size)
if block:
print("\n".join(block))
# --- Main Command Line Interface (CLI) ---
def cli():
DEFAULT_ENV = "Stratego-v0"
DUEL_ENV = "Stratego-duel"
CUSTOM_ENV = "Stratego-custom"
tracker = MoveTrackerClass()
p = argparse.ArgumentParser()
p.add_argument("--p0", default="ollama:deepseek-r1:32b")
p.add_argument("--p1", default="ollama:gemma3:1b")
# UPDATED HELP TEXT to explain how this parameter relates to VRAM utilization
# For large models (120B, 70B), you MUST set this value based on available VRAM(13 Nov 2025)
# UPDATED GPU arguments for VRAM control (now defaults to CPU-only)
p.add_argument("--p0-num-gpu", type=int, default=0,
help="Number of GPU layers to offload for Player 0. Default is 0 (CPU-only mode). Use a positive number (e.g., 50) to offload layers to GPU/VRAM, or 999 for maximum GPU use.")
p.add_argument("--p1-num-gpu", type=int, default=0,
help="Number of GPU layers to offload for Player 1. Default is 0 (CPU-only mode). Use a positive number (e.g., 40) to offload layers to GPU/VRAM, or 999 for maximum GPU use.")
#(13 Nov 2025) NOTE: Default env_id is used as a flag to trigger the interactive menu
p.add_argument("--prompt", default="base", help="Prompt preset name (e.g. base|concise|adaptive)")
p.add_argument("--env_id", default=DEFAULT_ENV, help="TextArena environment id")
p.add_argument("--log-dir", default="logs", help="Directory for per-game CSV logs")
p.add_argument("--game-id", default=None, help="Optional custom game id in CSV filename")
p.add_argument("--size", type=int, default=10, help="Board size NxN")
p.add_argument("--max-turns", type=int, default=None, help="Maximum turns before stopping (for testing). E.g., --max-turns 10")
args = p.parse_args()
#(13 Nov 2025) --- INTERACTIVE ENVIRONMENT SELECTION ---
if args.env_id == DEFAULT_ENV:
print("\n--- Stratego Version Selection ---")
print(f"1. Standard Game ({DEFAULT_ENV})")
print(f"2. Duel Mode ({DUEL_ENV})")
print(f"3. Custom Mode ({CUSTOM_ENV})")
while True:
choice = input("Enter your choice (1, 2, or 3): ").strip()
if not choice or choice == '1':
print(f"Selected: {DEFAULT_ENV}")
break
elif choice == '2':
args.env_id = DUEL_ENV
args.size = 6
print(f"Selected: {DUEL_ENV}")
break
elif choice == '3':
# [CHANGE] Updated prompt range description
board = input("Please enter your custom board size in range of 4~9: ").strip()
# [CHANGE] Added '4' and '5' to valid options
if board in ['4', '5', '6', '7', '8', '9']:
args.env_id = CUSTOM_ENV
args.size = int(board)
print(f"Selected: {CUSTOM_ENV} with size {args.size}x{args.size}")
break
else:
print("Invalid choice.")
else:
print("Invalid choice.")
# --- Setup Game ---
agents = {
0: build_agent(args.p0, args.prompt),
1: build_agent(args.p1, args.prompt),
}
# Check if it is really normal Stratego version
if (args.env_id == CUSTOM_ENV):
env = StrategoEnv(env_id=CUSTOM_ENV, size=args.size)
game_type = "custom"
elif (args.env_id == DUEL_ENV):
env = StrategoEnv(env_id=DUEL_ENV)
game_type = "duel"
args.size = 6 # Duel mode uses 6x6 board
else:
env = StrategoEnv()
game_type = "standard"
env.reset(num_players=2)
# Track game start time
game_start_time = time.time()
# Simple move history tracker (separate for each player)
move_history = {0: [], 1: []}
with GameLogger(out_dir=args.log_dir, game_id=args.game_id, prompt_name=args.prompt, game_type=game_type, board_size=args.size) as logger:
for pid in (0, 1):
if hasattr(agents[pid], "logger"):
agents[pid].logger = logger
agents[pid].player_id = pid
done = False
turn = 0
print("\n--- Stratego LLM Match Started ---")
print(f"Player 1 Agent: {agents[0].model_name}")
print(f"Player 2 Agent: {agents[1].model_name}")
if args.max_turns:
print(f"⏱️ Max turns limit: {args.max_turns} (testing mode)")
print()
while not done:
# Check max turns limit
if args.max_turns and turn >= args.max_turns:
print(f"\n⏱️ Reached max turns limit ({args.max_turns}). Stopping game early.")
break
player_id, observation = env.get_observation()
current_agent = agents[player_id]
player_display = f"Player {player_id+1}"
model_name = current_agent.model_name
# --- NEW LOGGING FOR TURN, PLAYER, AND MODEL ---
print(f"\n>>>> TURN {turn}: {player_display} ({model_name}) is moving...")
if (args.size == 10):
print_board(observation)
else:
print_board(observation, args.size)
# Pass recent move history to agent
current_agent.set_move_history(move_history[player_id][-10:])
history_str = tracker.to_prompt_string(player_id)
# --- [CHANGE] INJECT AGGRESSION WARNING ---
# If the game drags on (e.g. > 20 turns), force them to wake up
if turn > 20:
observation += "\n\n[SYSTEM MESSAGE]: The game is stalling. You MUST ATTACK or ADVANCE immediately. Passive play is forbidden."
if turn > 50:
observation += "\n[CRITICAL]: STOP MOVING BACK AND FORTH. Pick a piece and move it FORWARD now."
# ------------------------------------------
observation = observation + history_str
# print(tracker.to_prompt_string(player_id))
lines = history_str.strip().splitlines()
if len(lines) <= 1:
print(history_str)
else:
header = lines[0:1]
body = lines[1:]
tail = body[-5:] # Show only last 5 moves
print("\n".join(header + tail))
# The agent (LLM) generates the action, retry a few times; fallback to available moves
action = ""
max_agent_attempts = 3
for attempt in range(max_agent_attempts):
action = current_agent(observation)
if action:
break
print(f"[TURN {turn}] {model_name} failed to produce a move (attempt {attempt+1}/{max_agent_attempts}). Retrying...")
if not action:
legal = extract_legal_moves(observation)
forbidden = set(extract_forbidden(observation))
legal_filtered = [m for m in legal if m not in forbidden] or legal
if legal_filtered:
action = random.choice(legal_filtered)
print(f"[TURN {turn}] Fallback to random available move: {action}")
else:
print(f"[TURN {turn}] No legal moves available for fallback; ending game loop.")
break
# --- NEW LOGGING FOR STRATEGY/MODEL DECISION ---
print(f" > AGENT DECISION: {model_name} -> {action}")
print(f" > Strategy/Model: Ollama Agent (T={current_agent.temperature}, Prompt='{args.prompt}')")
# Extract move details for logging
move_pattern = r'\[([A-J]\d+)\s+([A-J]\d+)\]'
match = re.search(move_pattern, action)
# src_pos = match.group(1) if match else ""
# dst_pos = match.group(2) if match else ""
# # Get piece type from board (simplified extraction)
# piece_type = ""
# if src_pos and hasattr(env, 'game_state') and hasattr(env.game_state, 'board'):
# try:
# # Parse position like "D4" -> row=3, col=3
# col = ord(src_pos[0]) - ord('A')
# row = int(src_pos[1:]) - 1
# piece = env.game_state.board[row][col]
# if piece and hasattr(piece, 'rank_name'):
# piece_type = piece.rank_name
# except:
# piece_type = "Unknown"
# # Check if this is a repeated move (last 3 moves)
# was_repeated = False
# recent_moves = [m["move"] for m in move_history[player_id][-3:]]
# if action in recent_moves:
# was_repeated = True
# Record this move in history
move_history[player_id].append({
"turn": turn,
"move": action,
"text": f"Turn {turn}: You played {action}"
})
# Process move details for logging BEFORE making the environment step
move_details = process_move(
action=action,
board=env.env.board,
observation=observation,
player_id=player_id
)
# Execute the action exactly once in the environment
done, info = env.step(action=action)
# Determine battle outcome by checking if target piece was there
battle_outcome = ""
if move_details.target_piece:
# There was a piece at destination, so battle occurred
# Check what's at destination now to determine outcome
dst_row = ord(move_details.dst_pos[0]) - ord('A')
dst_col = int(move_details.dst_pos[1:])
cell_after = env.env.board[dst_row][dst_col]
if cell_after is None:
# Both pieces removed = draw
battle_outcome = "draw"
elif isinstance(cell_after, dict):
if cell_after.get('player') == player_id:
battle_outcome = "won"
else:
battle_outcome = "lost"
# Extract outcome from environment observation
outcome = "move"
# captured = ""
obs_text = ""
# if isinstance(info, (list, tuple)) and len(info) > 1:
# obs_text = str(info[1])
# else:
# obs_text = str(info)
if isinstance(info, (list, tuple)):
if 0 <= player_id < len(info):
obs_text = str(info[player_id])
else:
obs_text = " ".join(str(x) for x in info)
else:
obs_text = str(info)
low = obs_text.lower()
if "invalid" in low or "illegal" in low:
outcome = "invalid"
elif "captured" in low or "won the battle" in low:
outcome = "won_battle"
elif "lost the battle" in low or "defeated" in low:
outcome = "lost_battle"
elif "draw" in low or "tie" in low:
outcome = "draw"
event = info.get("event") if isinstance(info, dict) else None
extra = info.get("detail") if isinstance(info, dict) else None
if outcome != "invalid":
# Record this move in history
move_history[player_id].append({
"turn": turn,
"move": action,
"text": f"Turn {turn}: You played {action}"
})
tracker.record(
player=player_id,
move=action,
event=event,
extra=extra
)
else:
move_history[player_id].append({
"turn": turn,
"move": action,
"text": f"Turn {turn}: INVALID move {action}"
})
tracker.record(
player=player_id,
move=action,
event="invalid_move",
extra=extra
)
print(f"[HISTORY] Skipping invalid move from history: {action}")
logger.log_move(turn=turn,
player=player_id,
model_name=getattr(current_agent, "model_name", "unknown"),
move=action,
src=move_details.src_pos,
dst=move_details.dst_pos,
piece_type=move_details.piece_type,
board_state=move_details.board_state,
available_moves=move_details.available_moves,
move_direction=move_details.move_direction,
target_piece=move_details.target_piece,
battle_outcome=battle_outcome,
)
turn += 1
# --- Game Over & Winner Announcement ---
rewards, game_info = env.close()
print("\n" + "="*50)
print("--- GAME OVER ---")
game_duration = time.time() - game_start_time
# Print summary
print(f"\nGame finished. Duration: {int(game_duration // 60)}m {int(game_duration % 60)}s")
print(f"Result: {rewards} | {game_info}")
# Logic to declare the specific winner based on rewards
# Rewards are usually {0: 1, 1: -1} (P0 Wins) or {0: -1, 1: 1} (P1 Wins)
p0_score = rewards.get(0, 0)
p1_score = rewards.get(1, 0)
winner = None
game_result = ""
if p0_score > p1_score:
winner = 0
game_result = "player0"
print(f"\nπŸ† * * * PLAYER 0 WINS! * * * πŸ†")
print(f"Agent: {agents[0].model_name}")
elif p1_score > p0_score:
winner = 1
game_result = "player1"
print(f"\nπŸ† * * * PLAYER 1 WINS! * * * πŸ†")
print(f"Agent: {agents[1].model_name}")
else:
game_result = "draw"
print(f"\n🀝 * * * IT'S A DRAW! * * * 🀝")
print("\nDetails:")
print(f"Final Rewards: {rewards}")
print(f"Game Info: {game_info}")
try:
invalid_players = [
pid for pid, info_dict in (game_info or {}).items()
if isinstance(info_dict, dict) and info_dict.get("invalid_move")
]
if invalid_players:
import csv
csv_path = logger.path
rows = []
fieldnames = None
with open(csv_path, "r", encoding="utf-8", newline="") as f:
reader = csv.DictReader(f)
fieldnames = reader.fieldnames
for r in reader:
rows.append(r)
if rows and fieldnames and "outcome" in fieldnames:
rows[-1]["outcome"] = "invalid"
with open(csv_path, "w", encoding="utf-8", newline="") as f:
writer = csv.DictWriter(f, fieldnames=fieldnames)
writer.writeheader()
writer.writerows(rows)
print("\n[LOG PATCH] Last move outcome patched to 'invalid' "
f"(player {invalid_players[0]} made an invalid move).")
except Exception as e:
print(f"[LOG PATCH] Failed to patch CSV outcome: {e}")
# Finalize the game log with winner info in every row
logger.finalize_game(winner=winner, game_result=game_result)
# LLM analyzes the game CSV and updates prompt
analyze_and_update_prompt(
csv_path=logger.path,
prompts_dir="stratego/prompts",
logs_dir=args.log_dir,
model_name="mistral:7b", # Analysis model
models_used=[agents[0].model_name, agents[1].model_name],
game_duration_seconds=game_duration,
winner=winner,
total_turns=turn - 1
)
# Auto-push game data to Hugging Face Hub
print("\nSyncing game data to Hugging Face...")
auto_push_after_game(
logs_dir=os.path.join(args.log_dir, "games"),
repo_id="STRATEGO-LLM-TRAINING/stratego",
)