import os import argparse from backend.animetix.services import AnimetixService import numpy as np def run_rl_training_simulation(episodes: int = 100): """ Simulation d'un entraînement RL (Q-Learning simplifié) pour Akinetix. L'agent apprend à choisir les attributs qui réduisent le plus l'entropie. """ print("🤖 Initializing Akinetix RL Environment...") animetix = AnimetixService() rl_service = animetix.akinetix_rl_service env = rl_service.create_env("Anime") # Simple Q-Table mapping State -> Action values # In reality, state is continuous (entropy), so we'd use DQN/PPO. # Here we mock a learning loop. print(f"📊 Action Space Size: {len(env.attributes)} attributes") print(f"🚀 Starting training loop for {episodes} episodes...") wins = 0 total_steps = 0 for episode in range(episodes): state, info = env.reset() done = False truncated = False episode_reward = 0 while not (done or truncated): # Politique e-greedy simulée : on choisit une action (attribut à deviner) # Dans la réalité, l'agent utiliserait le réseau de neurones action = np.random.randint(0, len(env.attributes)) next_state, reward, done, truncated, step_info = env.step(action) episode_reward += reward # Apprentissage (mise à jour des poids) se ferait ici state = next_state if reward > 0: wins += 1 total_steps += env.steps if (episode + 1) % 10 == 0: print(f"Episode {episode + 1}/{episodes} | Avg Steps: {env.steps} | Reward: {episode_reward:.2f}") print("\n" + "="*40) print("📈 TRAINING COMPLETED") print(f"Win Rate: {(wins/episodes)*100:.2f}%") print(f"Average steps per game: {total_steps/episodes:.2f}") print("="*40) if __name__ == "__main__": parser = argparse.ArgumentParser() parser.add_argument("--episodes", type=int, default=100) args = parser.parse_args() run_rl_training_simulation(episodes=args.episodes)