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"ā±ļø 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"\nā±ļø 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"\nšŸ† * * * PLAYER 0 WINS! * * * šŸ†") print(f"Agent: {agents[0].model_name}") elif p1_score > p0_score: winner = 1 game_result = "player1" print(f"\nšŸ† * * * PLAYER 1 WINS! * * * šŸ†") print(f"Agent: {agents[1].model_name}") else: game_result = "draw" print(f"\nšŸ¤ * * * IT'S A DRAW! * * * šŸ¤") 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", )