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import json
import math
from dataclasses import dataclass, asdict
from typing import Dict, List, Tuple, Optional
import numpy as np
from PIL import Image, ImageDraw
import gradio as gr
# ============================================================
# ChronoSandbox++ — Instrumented Training Arena
# - Deterministic gridworld + first-person raycast view
# - Click-to-edit environment (tiles)
# - Full step trace: obs -> action -> reward -> q-update rationale
# - Optional Q-learning (tabular) for Predator + Prey
# - Batch training: run episodes fast, track metrics
# - Export/import: environment, history, Q-tables, metrics
#
# Compatibility: avoids fn_kwargs + avoids gr.Timer
# ============================================================
# -----------------------------
# Config
# -----------------------------
GRID_W, GRID_H = 21, 15
TILE = 22
VIEW_W, VIEW_H = 640, 360
RAY_W = 320
FOV_DEG = 78
MAX_DEPTH = 20
DIRS = [(1, 0), (0, 1), (-1, 0), (0, -1)]
ORI_DEG = [0, 90, 180, 270]
EMPTY = 0
WALL = 1
FOOD = 2
NOISE = 3
DOOR = 4
TELE = 5
TILE_NAMES = {
EMPTY: "Empty",
WALL: "Wall",
FOOD: "Food",
NOISE: "Noise",
DOOR: "Door",
TELE: "Teleporter",
}
AGENT_COLORS = {
"Predator": (255, 120, 90),
"Prey": (120, 255, 160),
"Scout": (120, 190, 255),
}
SKY = np.array([14, 16, 26], dtype=np.uint8)
FLOOR_NEAR = np.array([24, 26, 40], dtype=np.uint8)
FLOOR_FAR = np.array([10, 11, 18], dtype=np.uint8)
WALL_BASE = np.array([210, 210, 225], dtype=np.uint8)
WALL_SIDE = np.array([150, 150, 170], dtype=np.uint8)
DOOR_COL = np.array([180, 210, 255], dtype=np.uint8)
ACTIONS = ["L", "F", "R"] # keep small for tabular learning stability
# -----------------------------
# Deterministic RNG streams
# -----------------------------
def rng_for(seed: int, step: int, stream: int = 0) -> np.random.Generator:
mix = (seed * 1_000_003) ^ (step * 9_999_937) ^ (stream * 97_531)
return np.random.default_rng(mix & 0xFFFFFFFFFFFFFFFF)
# -----------------------------
# Data structures
# -----------------------------
@dataclass
class Agent:
name: str
x: int
y: int
ori: int
energy: int = 100
@dataclass
class TrainConfig:
use_q_pred: bool = True
use_q_prey: bool = True
alpha: float = 0.15
gamma: float = 0.95
epsilon: float = 0.10
epsilon_min: float = 0.02
epsilon_decay: float = 0.995
# reward shaping
pred_step_penalty: float = -0.02
pred_dist_coeff: float = 0.03
pred_catch_reward: float = 3.0
prey_step_penalty: float = -0.02
prey_food_reward: float = 0.6
prey_survive_reward: float = 0.02
prey_caught_penalty: float = -3.0
@dataclass
class Metrics:
episodes: int = 0
catches: int = 0
avg_steps_to_catch: float = 0.0
avg_path_efficiency: float = 0.0 # optimal / actual (0..1)
last_episode_steps: int = 0
last_episode_eff: float = 0.0
epsilon: float = 0.10
@dataclass
class WorldState:
seed: int
step: int
grid: List[List[int]]
agents: Dict[str, Agent]
controlled: str
pov: str
overlay: bool
caught: bool
branches: Dict[str, int]
# instrumentation
event_log: List[str]
trace_log: List[str] # more detailed step trace (bounded)
# training
cfg: TrainConfig
q_pred: Dict[str, List[float]]
q_prey: Dict[str, List[float]]
metrics: Metrics
@dataclass
class Snapshot:
step: int
agents: Dict[str, Dict]
grid: List[List[int]]
caught: bool
event_log_tail: List[str]
trace_tail: List[str]
# -----------------------------
# Environment
# -----------------------------
def default_grid() -> List[List[int]]:
g = [[EMPTY for _ in range(GRID_W)] for _ in range(GRID_H)]
for x in range(GRID_W):
g[0][x] = WALL
g[GRID_H - 1][x] = WALL
for y in range(GRID_H):
g[y][0] = WALL
g[y][GRID_W - 1] = WALL
for x in range(4, 17):
g[7][x] = WALL
g[7][10] = DOOR
g[3][4] = FOOD
g[11][15] = FOOD
g[4][14] = NOISE
g[12][5] = NOISE
g[2][18] = TELE
g[13][2] = TELE
return g
def init_state(seed: int) -> WorldState:
agents = {
"Predator": Agent("Predator", 2, 2, 0, 100),
"Prey": Agent("Prey", 18, 12, 2, 100),
"Scout": Agent("Scout", 10, 3, 1, 100),
}
cfg = TrainConfig()
return WorldState(
seed=seed,
step=0,
grid=default_grid(),
agents=agents,
controlled="Predator",
pov="Predator",
overlay=False,
caught=False,
branches={"main": 0},
event_log=["Initialized world."],
trace_log=[],
cfg=cfg,
q_pred={},
q_prey={},
metrics=Metrics(epsilon=cfg.epsilon),
)
# -----------------------------
# Belief maps
# -----------------------------
def init_belief() -> Dict[str, np.ndarray]:
b = {}
for nm in ["Predator", "Prey", "Scout"]:
b[nm] = -1 * np.ones((GRID_H, GRID_W), dtype=np.int16)
return b
# -----------------------------
# Helpers
# -----------------------------
def in_bounds(x: int, y: int) -> bool:
return 0 <= x < GRID_W and 0 <= y < GRID_H
def is_blocking(tile: int) -> bool:
return tile == WALL
def manhattan(a: Agent, b: Agent) -> int:
return abs(a.x - b.x) + abs(a.y - b.y)
def bresenham_los(grid: List[List[int]], x0: int, y0: int, x1: int, y1: int) -> bool:
dx = abs(x1 - x0)
dy = abs(y1 - y0)
sx = 1 if x0 < x1 else -1
sy = 1 if y0 < y1 else -1
err = dx - dy
x, y = x0, y0
while True:
if (x, y) != (x0, y0) and (x, y) != (x1, y1):
if grid[y][x] == WALL:
return False
if x == x1 and y == y1:
return True
e2 = 2 * err
if e2 > -dy:
err -= dy
x += sx
if e2 < dx:
err += dx
y += sy
def within_fov(observer: Agent, tx: int, ty: int, fov_deg: float = FOV_DEG) -> bool:
dx = tx - observer.x
dy = ty - observer.y
if dx == 0 and dy == 0:
return True
angle = math.degrees(math.atan2(dy, dx)) % 360
facing = ORI_DEG[observer.ori]
diff = (angle - facing + 540) % 360 - 180
return abs(diff) <= (fov_deg / 2)
def visible(observer: Agent, target: Agent, grid: List[List[int]]) -> bool:
return within_fov(observer, target.x, target.y, FOV_DEG) and bresenham_los(grid, observer.x, observer.y, target.x, target.y)
# -----------------------------
# Movement
# -----------------------------
def turn_left(a: Agent) -> None:
a.ori = (a.ori - 1) % 4
def turn_right(a: Agent) -> None:
a.ori = (a.ori + 1) % 4
def move_forward(state: WorldState, a: Agent) -> str:
dx, dy = DIRS[a.ori]
nx, ny = a.x + dx, a.y + dy
if not in_bounds(nx, ny):
return "blocked: bounds"
if is_blocking(state.grid[ny][nx]):
return "blocked: wall"
if state.grid[ny][nx] == DOOR:
state.grid[ny][nx] = EMPTY
state.event_log.append(f"t={state.step}: {a.name} opened a door.")
a.x, a.y = nx, ny
if state.grid[ny][nx] == TELE:
teles = [(x, y) for y in range(GRID_H) for x in range(GRID_W) if state.grid[y][x] == TELE]
if len(teles) >= 2:
teles_sorted = sorted(teles)
idx = teles_sorted.index((nx, ny))
dest = teles_sorted[(idx + 1) % len(teles_sorted)]
a.x, a.y = dest
state.event_log.append(f"t={state.step}: {a.name} teleported.")
return "moved: teleported"
return "moved"
def apply_action(state: WorldState, agent_name: str, action: str) -> str:
a = state.agents[agent_name]
if action == "L":
turn_left(a)
return "turned left"
if action == "R":
turn_right(a)
return "turned right"
if action == "F":
return move_forward(state, a)
return "noop"
# -----------------------------
# Rendering
# -----------------------------
def raycast_view(state: WorldState, observer: Agent) -> np.ndarray:
img = np.zeros((VIEW_H, VIEW_W, 3), dtype=np.uint8)
img[:, :] = SKY
for y in range(VIEW_H // 2, VIEW_H):
t = (y - VIEW_H // 2) / (VIEW_H // 2 + 1e-6)
col = (1 - t) * FLOOR_NEAR + t * FLOOR_FAR
img[y, :] = col.astype(np.uint8)
fov = math.radians(FOV_DEG)
half_fov = fov / 2
for rx in range(RAY_W):
cam_x = (2 * rx / (RAY_W - 1)) - 1
ray_ang = math.radians(ORI_DEG[observer.ori]) + cam_x * half_fov
ox, oy = observer.x + 0.5, observer.y + 0.5
sin_a = math.sin(ray_ang)
cos_a = math.cos(ray_ang)
depth = 0.0
hit = None # None, "wall", "door"
side = 0
while depth < MAX_DEPTH:
depth += 0.05
tx = int(ox + cos_a * depth)
ty = int(oy + sin_a * depth)
if not in_bounds(tx, ty):
break
tile = state.grid[ty][tx]
if tile == WALL:
hit = "wall"
side = 1 if abs(cos_a) > abs(sin_a) else 0
break
if tile == DOOR:
hit = "door"
break
if hit is None:
continue
depth *= math.cos(ray_ang - math.radians(ORI_DEG[observer.ori]))
depth = max(depth, 0.001)
proj_h = int((VIEW_H * 0.9) / depth)
y0 = max(0, VIEW_H // 2 - proj_h // 2)
y1 = min(VIEW_H - 1, VIEW_H // 2 + proj_h // 2)
if hit == "door":
col = DOOR_COL.copy()
else:
col = WALL_BASE.copy() if side == 0 else WALL_SIDE.copy()
dim = max(0.25, 1.0 - (depth / MAX_DEPTH))
col = (col * dim).astype(np.uint8)
x0 = int(rx * (VIEW_W / RAY_W))
x1 = int((rx + 1) * (VIEW_W / RAY_W))
img[y0:y1, x0:x1] = col
# billboards for visible agents
for nm, other in state.agents.items():
if nm == observer.name:
continue
if visible(observer, other, state.grid):
dx = other.x - observer.x
dy = other.y - observer.y
ang = (math.degrees(math.atan2(dy, dx)) % 360)
facing = ORI_DEG[observer.ori]
diff = (ang - facing + 540) % 360 - 180
sx = int((diff / (FOV_DEG / 2)) * (VIEW_W / 2) + (VIEW_W / 2))
dist = math.sqrt(dx * dx + dy * dy)
h = int((VIEW_H * 0.65) / max(dist, 0.75))
w = max(10, h // 3)
y_mid = VIEW_H // 2
y0 = max(0, y_mid - h // 2)
y1 = min(VIEW_H - 1, y_mid + h // 2)
x0 = max(0, sx - w // 2)
x1 = min(VIEW_W - 1, sx + w // 2)
col = AGENT_COLORS.get(nm, (255, 200, 120))
img[y0:y1, x0:x1] = np.array(col, dtype=np.uint8)
if state.overlay:
cx, cy = VIEW_W // 2, VIEW_H // 2
img[cy - 1:cy + 2, cx - 10:cx + 10] = np.array([120, 190, 255], dtype=np.uint8)
img[cy - 10:cy + 10, cx - 1:cx + 2] = np.array([120, 190, 255], dtype=np.uint8)
return img
def render_topdown(grid: np.ndarray, agents: Dict[str, Agent], title: str, show_agents: bool = True) -> Image.Image:
w = grid.shape[1] * TILE
h = grid.shape[0] * TILE
im = Image.new("RGB", (w, h + 28), (10, 12, 18))
draw = ImageDraw.Draw(im)
for y in range(grid.shape[0]):
for x in range(grid.shape[1]):
t = int(grid[y, x])
if t == -1:
col = (18, 20, 32)
elif t == EMPTY:
col = (26, 30, 44)
elif t == WALL:
col = (190, 190, 210)
elif t == FOOD:
col = (255, 210, 120)
elif t == NOISE:
col = (255, 120, 220)
elif t == DOOR:
col = (140, 210, 255)
elif t == TELE:
col = (120, 190, 255)
else:
col = (80, 80, 90)
x0, y0 = x * TILE, y * TILE + 28
draw.rectangle([x0, y0, x0 + TILE - 1, y0 + TILE - 1], fill=col)
for x in range(grid.shape[1] + 1):
xx = x * TILE
draw.line([xx, 28, xx, h + 28], fill=(12, 14, 22))
for y in range(grid.shape[0] + 1):
yy = y * TILE + 28
draw.line([0, yy, w, yy], fill=(12, 14, 22))
if show_agents:
for nm, a in agents.items():
cx = a.x * TILE + TILE // 2
cy = a.y * TILE + 28 + TILE // 2
col = AGENT_COLORS.get(nm, (220, 220, 220))
r = TILE // 3
draw.ellipse([cx - r, cy - r, cx + r, cy + r], fill=col)
dx, dy = DIRS[a.ori]
draw.line([cx, cy, cx + dx * r, cy + dy * r], fill=(10, 10, 10), width=3)
draw.rectangle([0, 0, w, 28], fill=(14, 16, 26))
draw.text((8, 6), title, fill=(230, 230, 240))
return im
# -----------------------------
# Belief updates
# -----------------------------
def update_belief_for_agent(state: WorldState, belief: np.ndarray, agent: Agent) -> None:
belief[agent.y, agent.x] = state.grid[agent.y][agent.x]
base = math.radians(ORI_DEG[agent.ori])
half = math.radians(FOV_DEG / 2)
rays = 33 if agent.name != "Scout" else 45
for i in range(rays):
t = i / (rays - 1)
ang = base + (t * 2 - 1) * half
sin_a, cos_a = math.sin(ang), math.cos(ang)
ox, oy = agent.x + 0.5, agent.y + 0.5
depth = 0.0
while depth < MAX_DEPTH:
depth += 0.2
tx = int(ox + cos_a * depth)
ty = int(oy + sin_a * depth)
if not in_bounds(tx, ty):
break
belief[ty, tx] = state.grid[ty][tx]
if state.grid[ty][tx] == WALL:
break
# -----------------------------
# Optimal distance (BFS) for efficiency metric
# -----------------------------
def bfs_distance(grid: List[List[int]], sx: int, sy: int, gx: int, gy: int) -> Optional[int]:
if (sx, sy) == (gx, gy):
return 0
q = [(sx, sy)]
dist = { (sx, sy): 0 }
head = 0
while head < len(q):
x, y = q[head]; head += 1
for dx, dy in DIRS:
nx, ny = x + dx, y + dy
if not in_bounds(nx, ny):
continue
if grid[ny][nx] == WALL:
continue
if (nx, ny) in dist:
continue
dist[(nx, ny)] = dist[(x, y)] + 1
if (nx, ny) == (gx, gy):
return dist[(nx, ny)]
q.append((nx, ny))
return None
# -----------------------------
# Observation encoding (compact state key)
# -----------------------------
def obs_key(state: WorldState, who: str) -> str:
pred = state.agents["Predator"]
prey = state.agents["Prey"]
a = state.agents[who]
# relative position coarse-binned to keep table smaller
dx = prey.x - pred.x
dy = prey.y - pred.y
dx_bin = int(np.clip(dx, -6, 6))
dy_bin = int(np.clip(dy, -6, 6))
vis = 1 if visible(pred, prey, state.grid) else 0
# include own orientation and role
if who == "Predator":
return f"P|{pred.x},{pred.y},{pred.ori}|d{dx_bin},{dy_bin}|v{vis}"
if who == "Prey":
# prey cares if predator is visible to it
vis2 = 1 if visible(prey, pred, state.grid) else 0
ddx = pred.x - prey.x
ddy = pred.y - prey.y
ddx_bin = int(np.clip(ddx, -6, 6))
ddy_bin = int(np.clip(ddy, -6, 6))
return f"R|{prey.x},{prey.y},{prey.ori}|d{ddx_bin},{ddy_bin}|v{vis2}|e{int(prey.energy//25)}"
# Scout: simple
return f"S|{a.x},{a.y},{a.ori}"
def q_get(q: Dict[str, List[float]], key: str) -> List[float]:
if key not in q:
q[key] = [0.0, 0.0, 0.0]
return q[key]
def epsilon_greedy(qvals: List[float], eps: float, r: np.random.Generator) -> int:
if r.random() < eps:
return int(r.integers(0, len(qvals)))
return int(np.argmax(qvals))
def q_update(q: Dict[str, List[float]], key: str, a_idx: int, reward: float, next_key: str, alpha: float, gamma: float) -> Tuple[float, float, float]:
qv = q_get(q, key)
nq = q_get(q, next_key)
old = qv[a_idx]
target = reward + gamma * float(np.max(nq))
new = old + alpha * (target - old)
qv[a_idx] = new
return old, target, new
# -----------------------------
# Baseline heuristic policies (for Scout + fallback)
# -----------------------------
def heuristic_pred_action(state: WorldState) -> str:
pred = state.agents["Predator"]
prey = state.agents["Prey"]
if visible(pred, prey, state.grid):
dx = prey.x - pred.x
dy = prey.y - pred.y
ang = (math.degrees(math.atan2(dy, dx)) % 360)
facing = ORI_DEG[pred.ori]
diff = (ang - facing + 540) % 360 - 180
if diff < -10:
return "L"
if diff > 10:
return "R"
return "F"
r = rng_for(state.seed, state.step, stream=11)
return r.choice(ACTIONS)
def heuristic_prey_action(state: WorldState) -> str:
prey = state.agents["Prey"]
pred = state.agents["Predator"]
if visible(prey, pred, state.grid):
dx = pred.x - prey.x
dy = pred.y - prey.y
ang = (math.degrees(math.atan2(dy, dx)) % 360)
facing = ORI_DEG[prey.ori]
diff = (ang - facing + 540) % 360 - 180
diff_away = ((diff + 180) + 540) % 360 - 180
if diff_away < -10:
return "L"
if diff_away > 10:
return "R"
return "F"
r = rng_for(state.seed, state.step, stream=12)
return r.choice(ACTIONS)
def heuristic_scout_action(state: WorldState) -> str:
r = rng_for(state.seed, state.step, stream=13)
return r.choice(ACTIONS)
# -----------------------------
# Reward shaping
# -----------------------------
def pred_reward(state_prev: WorldState, state_now: WorldState) -> float:
cfg = state_now.cfg
pred0 = state_prev.agents["Predator"]
prey0 = state_prev.agents["Prey"]
pred1 = state_now.agents["Predator"]
prey1 = state_now.agents["Prey"]
d0 = abs(pred0.x - prey0.x) + abs(pred0.y - prey0.y)
d1 = abs(pred1.x - prey1.x) + abs(pred1.y - prey1.y)
r = cfg.pred_step_penalty + cfg.pred_dist_coeff * (d0 - d1) # reward closing distance
if state_now.caught:
r += cfg.pred_catch_reward
return float(r)
def prey_reward(state_prev: WorldState, state_now: WorldState, ate_food: bool) -> float:
cfg = state_now.cfg
r = cfg.prey_step_penalty + cfg.prey_survive_reward
if ate_food:
r += cfg.prey_food_reward
if state_now.caught:
r += cfg.prey_caught_penalty
return float(r)
# -----------------------------
# Core simulation tick (with instrumentation + optional learning)
# -----------------------------
TRACE_MAX = 400
def clone_shallow(state: WorldState) -> WorldState:
# clone for reward computation, minimal fields
return WorldState(
seed=state.seed,
step=state.step,
grid=[row[:] for row in state.grid],
agents={k: Agent(**asdict(v)) for k, v in state.agents.items()},
controlled=state.controlled,
pov=state.pov,
overlay=state.overlay,
caught=state.caught,
branches=dict(state.branches),
event_log=list(state.event_log),
trace_log=list(state.trace_log),
cfg=state.cfg,
q_pred=state.q_pred,
q_prey=state.q_prey,
metrics=state.metrics,
)
def check_catch(state: WorldState) -> None:
pred = state.agents["Predator"]
prey = state.agents["Prey"]
if pred.x == prey.x and pred.y == prey.y:
state.caught = True
state.event_log.append(f"t={state.step}: CAUGHT.")
def consume_food(state: WorldState) -> bool:
prey = state.agents["Prey"]
if state.grid[prey.y][prey.x] == FOOD:
prey.energy = min(200, prey.energy + 35)
state.grid[prey.y][prey.x] = EMPTY
state.event_log.append(f"t={state.step}: Prey ate food (+energy).")
return True
return False
def choose_action(state: WorldState, who: str, stream: int) -> Tuple[str, str, Optional[Tuple[str,int]]]:
"""
Returns (action, reason, q_info)
q_info: (obs_key, action_index) if chosen by Q, else None
"""
cfg = state.cfg
r = rng_for(state.seed, state.step, stream=stream)
if who == "Predator" and cfg.use_q_pred:
k = obs_key(state, "Predator")
qv = q_get(state.q_pred, k)
a_idx = epsilon_greedy(qv, state.metrics.epsilon, r)
return ACTIONS[a_idx], f"Q(pred) eps={state.metrics.epsilon:.3f} q={np.round(qv,3).tolist()}", (k, a_idx)
if who == "Prey" and cfg.use_q_prey:
k = obs_key(state, "Prey")
qv = q_get(state.q_prey, k)
a_idx = epsilon_greedy(qv, state.metrics.epsilon, r)
return ACTIONS[a_idx], f"Q(prey) eps={state.metrics.epsilon:.3f} q={np.round(qv,3).tolist()}", (k, a_idx)
# fallbacks
if who == "Predator":
a = heuristic_pred_action(state)
return a, "heuristic(pred)", None
if who == "Prey":
a = heuristic_prey_action(state)
return a, "heuristic(prey)", None
a = heuristic_scout_action(state)
return a, "heuristic(scout)", None
def tick(state: WorldState, manual_action: Optional[str] = None) -> None:
if state.caught:
return
prev = clone_shallow(state)
# record optimal distance for efficiency stats
pred = state.agents["Predator"]
prey = state.agents["Prey"]
opt_dist = bfs_distance(state.grid, pred.x, pred.y, prey.x, prey.y)
if opt_dist is None:
opt_dist = 999
# Action selection
chosen = {}
reasons = {}
qinfo = {}
# manual action applies to controlled agent
if manual_action:
chosen[state.controlled] = manual_action
reasons[state.controlled] = "manual"
qinfo[state.controlled] = None
# others choose
for who in ["Predator", "Prey", "Scout"]:
if who in chosen:
continue
act, reason, q_i = choose_action(state, who, stream={"Predator":21,"Prey":22,"Scout":23}[who])
chosen[who] = act
reasons[who] = reason
qinfo[who] = q_i
# Apply actions (deterministic order)
outcomes = {}
for who in ["Predator", "Prey", "Scout"]:
outcomes[who] = apply_action(state, who, chosen[who])
ate = consume_food(state)
check_catch(state)
# Rewards + Q-updates
pred_r = pred_reward(prev, state)
prey_r = prey_reward(prev, state, ate_food=ate)
q_lines = []
if qinfo["Predator"] is not None:
k, a_idx = qinfo["Predator"]
nk = obs_key(state, "Predator")
old, target, new = q_update(state.q_pred, k, a_idx, pred_r, nk, state.cfg.alpha, state.cfg.gamma)
q_lines.append(f"Qpred: {k} a={ACTIONS[a_idx]} old={old:.3f} tgt={target:.3f} new={new:.3f}")
if qinfo["Prey"] is not None:
k, a_idx = qinfo["Prey"]
nk = obs_key(state, "Prey")
old, target, new = q_update(state.q_prey, k, a_idx, prey_r, nk, state.cfg.alpha, state.cfg.gamma)
q_lines.append(f"Qprey: {k} a={ACTIONS[a_idx]} old={old:.3f} tgt={target:.3f} new={new:.3f}")
# Trace line
dist_now = manhattan(state.agents["Predator"], state.agents["Prey"])
eff = (opt_dist / max(1, dist_now)) if dist_now > 0 else 1.0
trace = (
f"t={state.step} optDist~{opt_dist} distNow={dist_now} "
f"| Pred:{chosen['Predator']} ({outcomes['Predator']}) [{reasons['Predator']}] r={pred_r:+.3f} "
f"| Prey:{chosen['Prey']} ({outcomes['Prey']}) [{reasons['Prey']}] r={prey_r:+.3f} "
f"| Scout:{chosen['Scout']} ({outcomes['Scout']}) [{reasons['Scout']}] "
f"| ateFood={ate} caught={state.caught}"
)
if q_lines:
trace += " | " + " ; ".join(q_lines)
state.trace_log.append(trace)
if len(state.trace_log) > TRACE_MAX:
state.trace_log = state.trace_log[-TRACE_MAX:]
state.step += 1
# -----------------------------
# Episode reset + training
# -----------------------------
def reset_episode(state: WorldState, seed: Optional[int] = None) -> None:
# Keep Q-tables + cfg + metrics; reset world + logs
if seed is None:
seed = state.seed
fresh = init_state(seed)
fresh.cfg = state.cfg
fresh.q_pred = state.q_pred
fresh.q_prey = state.q_prey
fresh.metrics = state.metrics
fresh.metrics.epsilon = state.metrics.epsilon
state.seed = fresh.seed
state.step = 0
state.grid = fresh.grid
state.agents = fresh.agents
state.controlled = fresh.controlled
state.pov = fresh.pov
state.overlay = fresh.overlay
state.caught = False
state.branches = fresh.branches
state.event_log = ["Episode reset."]
state.trace_log = []
def run_episode(state: WorldState, max_steps: int) -> Tuple[bool, int, float]:
# returns (caught, steps, path_eff)
start_pred = state.agents["Predator"]
start_prey = state.agents["Prey"]
opt = bfs_distance(state.grid, start_pred.x, start_pred.y, start_prey.x, start_prey.y)
if opt is None:
opt = 999
steps = 0
while steps < max_steps and not state.caught:
tick(state, manual_action=None)
steps += 1
caught = state.caught
eff = float(opt / max(1, steps)) if opt < 999 else 0.0
return caught, steps, eff
def train(state: WorldState, episodes: int, max_steps: int) -> None:
m = state.metrics
cfg = state.cfg
catches = 0
total_steps_catch = 0
total_eff = 0.0
for ep in range(episodes):
# deterministically vary episode seed so it doesn't memorize one map-layout only
ep_seed = (state.seed * 1_000_003 + (m.episodes + ep) * 97_531) & 0xFFFFFFFF
reset_episode(state, seed=int(ep_seed))
caught, steps, eff = run_episode(state, max_steps=max_steps)
total_eff += eff
if caught:
catches += 1
total_steps_catch += steps
# epsilon decay
m.epsilon = max(cfg.epsilon_min, m.epsilon * cfg.epsilon_decay)
# Update metrics
m.episodes += episodes
m.catches += catches
m.last_episode_steps = steps
m.last_episode_eff = eff
if catches > 0:
# moving average by episode count for stability
avg_steps = total_steps_catch / catches
m.avg_steps_to_catch = (
0.85 * m.avg_steps_to_catch + 0.15 * avg_steps
if m.avg_steps_to_catch > 0 else avg_steps
)
avg_eff = total_eff / max(1, episodes)
m.avg_path_efficiency = (
0.85 * m.avg_path_efficiency + 0.15 * avg_eff
if m.avg_path_efficiency > 0 else avg_eff
)
state.event_log.append(
f"Training: +{episodes} eps | catches={catches}/{episodes} | "
f"avgStepsToCatch~{m.avg_steps_to_catch:.2f} | avgEff~{m.avg_path_efficiency:.2f} | eps={m.epsilon:.3f}"
)
# -----------------------------
# History / snapshots
# -----------------------------
MAX_HISTORY = 1200
def snapshot_of(state: WorldState) -> Snapshot:
return Snapshot(
step=state.step,
agents={k: asdict(v) for k, v in state.agents.items()},
grid=[row[:] for row in state.grid],
caught=state.caught,
event_log_tail=state.event_log[-20:],
trace_tail=state.trace_log[-40:],
)
def restore_into(state: WorldState, snap: Snapshot) -> None:
state.step = snap.step
state.grid = [row[:] for row in snap.grid]
for k, d in snap.agents.items():
state.agents[k] = Agent(**d)
state.caught = snap.caught
state.event_log.append(f"Jumped to snapshot t={snap.step}.")
# -----------------------------
# Export / import
# -----------------------------
def export_run(state: WorldState, history: List[Snapshot]) -> str:
payload = {
"seed": state.seed,
"controlled": state.controlled,
"pov": state.pov,
"overlay": state.overlay,
"cfg": asdict(state.cfg),
"metrics": asdict(state.metrics),
"q_pred": state.q_pred,
"q_prey": state.q_prey,
"history": [asdict(s) for s in history],
"grid": state.grid,
}
return json.dumps(payload, indent=2)
def import_run(txt: str) -> Tuple[WorldState, List[Snapshot], Dict[str, np.ndarray], int]:
data = json.loads(txt)
st = init_state(int(data.get("seed", 1337)))
st.controlled = data.get("controlled", st.controlled)
st.pov = data.get("pov", st.pov)
st.overlay = bool(data.get("overlay", False))
st.grid = data.get("grid", st.grid)
st.cfg = TrainConfig(**data.get("cfg", asdict(st.cfg)))
st.metrics = Metrics(**data.get("metrics", asdict(st.metrics)))
st.q_pred = data.get("q_pred", {})
st.q_prey = data.get("q_prey", {})
hist = [Snapshot(**s) for s in data.get("history", [])]
bel = init_belief()
r_idx = max(0, len(hist) - 1)
if hist:
restore_into(st, hist[-1])
st.event_log.append("Imported run.")
return st, hist, bel, r_idx
# -----------------------------
# UI glue
# -----------------------------
def build_views(state: WorldState, beliefs: Dict[str, np.ndarray]) -> Tuple[np.ndarray, Image.Image, Image.Image, Image.Image, str, str, str]:
for nm, a in state.agents.items():
update_belief_for_agent(state, beliefs[nm], a)
pov = raycast_view(state, state.agents[state.pov])
truth_np = np.array(state.grid, dtype=np.int16)
truth_img = render_topdown(truth_np, state.agents, f"Truth Map — t={state.step} seed={state.seed}", show_agents=True)
ctrl = state.controlled
other = "Prey" if ctrl == "Predator" else "Predator"
b_ctrl = render_topdown(beliefs[ctrl], state.agents, f"{ctrl} Belief", show_agents=True)
b_other = render_topdown(beliefs[other], state.agents, f"{other} Belief", show_agents=True)
m = state.metrics
pred = state.agents["Predator"]
prey = state.agents["Prey"]
scout = state.agents["Scout"]
status = (
f"Controlled={state.controlled} | POV={state.pov} | caught={state.caught} | eps={m.epsilon:.3f}\n"
f"Episodes={m.episodes} | catches={m.catches} | avgStepsToCatch~{m.avg_steps_to_catch:.2f} | avgEff~{m.avg_path_efficiency:.2f}\n"
f"Pred({pred.x},{pred.y}) o={pred.ori} | Prey({prey.x},{prey.y}) o={prey.ori} e={prey.energy} | Scout({scout.x},{scout.y}) o={scout.ori}"
)
events = "\n".join(state.event_log[-18:])
trace = "\n".join(state.trace_log[-18:])
return pov, truth_img, b_ctrl, b_other, status, events, trace
def grid_click_to_tile(evt: gr.SelectData, selected_tile: int, state: WorldState) -> WorldState:
x_px, y_px = evt.index
y_px -= 28
if y_px < 0:
return state
gx = int(x_px // TILE)
gy = int(y_px // TILE)
if not in_bounds(gx, gy):
return state
if gx == 0 or gy == 0 or gx == GRID_W - 1 or gy == GRID_H - 1:
return state
state.grid[gy][gx] = selected_tile
state.event_log.append(f"t={state.step}: Tile ({gx},{gy}) -> {TILE_NAMES.get(selected_tile)}")
return state
# -----------------------------
# Gradio App
# -----------------------------
with gr.Blocks(title="Agent POV") as demo:
gr.Markdown(
"## Agent-POV by ZEN AI Co.\n"
"Track every interaction, train policies, and audit why outcomes happened.\n"
"No timers (compatibility). Use Tick/Run/Train for controlled experiments."
)
st = gr.State(init_state(1337))
history = gr.State([snapshot_of(init_state(1337))])
beliefs = gr.State(init_belief())
rewind_idx = gr.State(0)
with gr.Row():
pov_img = gr.Image(label="POV (Pseudo-3D)", type="numpy", width=VIEW_W, height=VIEW_H)
with gr.Column():
status = gr.Textbox(label="Status + Metrics", lines=4)
events = gr.Textbox(label="Event Log", lines=10)
trace = gr.Textbox(label="Step Trace (why it happened)", lines=10)
with gr.Row():
truth = gr.Image(label="Truth Map (click to edit tiles)", type="pil")
belief_a = gr.Image(label="Belief (Controlled)", type="pil")
belief_b = gr.Image(label="Belief (Other)", type="pil")
with gr.Row():
with gr.Column(scale=2):
gr.Markdown("### Manual Controls")
with gr.Row():
btn_L = gr.Button("L")
btn_F = gr.Button("F")
btn_R = gr.Button("R")
with gr.Row():
btn_tick = gr.Button("Tick")
run_steps = gr.Number(value=25, label="Run N steps", precision=0)
btn_run = gr.Button("Run")
with gr.Row():
btn_toggle_control = gr.Button("Toggle Controlled")
btn_toggle_pov = gr.Button("Toggle POV")
overlay = gr.Checkbox(False, label="Overlay reticle")
tile_pick = gr.Radio(
choices=[(TILE_NAMES[k], k) for k in [EMPTY, WALL, FOOD, NOISE, DOOR, TELE]],
value=WALL,
label="Paint tile type"
)
with gr.Column(scale=3):
gr.Markdown("### Training Controls (Q-learning)")
use_q_pred = gr.Checkbox(True, label="Use Q-learning: Predator")
use_q_prey = gr.Checkbox(True, label="Use Q-learning: Prey")
alpha = gr.Slider(0.01, 0.5, value=0.15, step=0.01, label="alpha (learn rate)")
gamma = gr.Slider(0.5, 0.99, value=0.95, step=0.01, label="gamma (discount)")
eps = gr.Slider(0.0, 0.5, value=0.10, step=0.01, label="epsilon (exploration)")
eps_decay = gr.Slider(0.90, 0.999, value=0.995, step=0.001, label="epsilon decay")
eps_min = gr.Slider(0.0, 0.2, value=0.02, step=0.01, label="epsilon min")
episodes = gr.Number(value=50, label="Train episodes", precision=0)
max_steps = gr.Number(value=250, label="Max steps per episode", precision=0)
btn_train = gr.Button("Train")
btn_reset = gr.Button("Reset Episode")
btn_reset_all = gr.Button("Reset ALL (wipe Q + metrics)")
with gr.Row():
with gr.Column():
rewind = gr.Slider(0, 0, value=0, step=1, label="Rewind (history index)")
btn_jump = gr.Button("Jump")
with gr.Column():
export_box = gr.Textbox(label="Export JSON", lines=10)
btn_export = gr.Button("Export")
with gr.Column():
import_box = gr.Textbox(label="Import JSON", lines=10)
btn_import = gr.Button("Import")
def refresh(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r: int):
r_max = max(0, len(hist) - 1)
r = max(0, min(int(r), r_max))
pov, tr, ba, bb, stxt, etxt, ttxt = build_views(state, bel)
return (
pov, tr, ba, bb,
stxt, etxt, ttxt,
gr.update(maximum=r_max, value=r),
r
)
def push_hist(state: WorldState, hist: List[Snapshot]) -> List[Snapshot]:
hist.append(snapshot_of(state))
if len(hist) > MAX_HISTORY:
hist.pop(0)
return hist
def set_cfg(state: WorldState, uq_pred: bool, uq_prey: bool, a: float, g: float, e: float, ed: float, emin: float):
state.cfg.use_q_pred = bool(uq_pred)
state.cfg.use_q_prey = bool(uq_prey)
state.cfg.alpha = float(a)
state.cfg.gamma = float(g)
state.metrics.epsilon = float(e)
state.cfg.epsilon_decay = float(ed)
state.cfg.epsilon_min = float(emin)
return state
def do_manual(state, hist, bel, r, act):
tick(state, manual_action=act)
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def do_tick(state, hist, bel, r):
tick(state, manual_action=None)
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def do_run(state, hist, bel, r, n):
n = max(1, int(n))
for _ in range(n):
if state.caught:
break
tick(state, manual_action=None)
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def toggle_control(state, hist, bel, r):
order = ["Predator", "Prey", "Scout"]
i = order.index(state.controlled)
state.controlled = order[(i + 1) % len(order)]
state.event_log.append(f"Controlled -> {state.controlled}")
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def toggle_pov(state, hist, bel, r):
order = ["Predator", "Prey", "Scout"]
i = order.index(state.pov)
state.pov = order[(i + 1) % len(order)]
state.event_log.append(f"POV -> {state.pov}")
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def set_overlay(state, hist, bel, r, ov):
state.overlay = bool(ov)
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def click_truth(tile, state, hist, bel, r, evt: gr.SelectData):
state = grid_click_to_tile(evt, int(tile), state)
hist = push_hist(state, hist)
r = len(hist) - 1
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def jump(state, hist, bel, r, idx):
if not hist:
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
idx = max(0, min(int(idx), len(hist) - 1))
restore_into(state, hist[idx])
r = idx
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def reset_ep(state, hist, bel, r):
reset_episode(state, seed=state.seed)
hist = [snapshot_of(state)]
r = 0
bel = init_belief()
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def reset_all(state, hist, bel, r):
seed = state.seed
state = init_state(seed)
hist = [snapshot_of(state)]
bel = init_belief()
r = 0
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def do_train(state, hist, bel, r,
uq_pred, uq_prey, a, g, e, ed, emin,
eps_count, max_s):
state = set_cfg(state, uq_pred, uq_prey, a, g, e, ed, emin)
train(state, episodes=max(1, int(eps_count)), max_steps=max(10, int(max_s)))
# After training, reset to a clean episode so user sees improved behavior
reset_episode(state, seed=state.seed)
hist = [snapshot_of(state)]
bel = init_belief()
r = 0
out = refresh(state, hist, bel, r)
return out + (state, hist, bel, r)
def export_fn(state, hist):
return export_run(state, hist)
def import_fn(txt):
state, hist, bel, r = import_run(txt)
pov, tr, ba, bb, stxt, etxt, ttxt = build_views(state, bel)
r_max = max(0, len(hist) - 1)
return (
pov, tr, ba, bb, stxt, etxt, ttxt,
gr.update(maximum=r_max, value=r),
state, hist, bel, r
)
# --- Wire buttons (no fn_kwargs; use lambdas) ---
btn_L.click(lambda s,h,b,r: do_manual(s,h,b,r,"L"),
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_F.click(lambda s,h,b,r: do_manual(s,h,b,r,"F"),
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_R.click(lambda s,h,b,r: do_manual(s,h,b,r,"R"),
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_tick.click(do_tick,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_run.click(do_run,
inputs=[st, history, beliefs, rewind_idx, run_steps],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_toggle_control.click(toggle_control,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_toggle_pov.click(toggle_pov,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
overlay.change(set_overlay,
inputs=[st, history, beliefs, rewind_idx, overlay],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
truth.select(click_truth,
inputs=[tile_pick, st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_jump.click(jump,
inputs=[st, history, beliefs, rewind_idx, rewind],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_reset.click(reset_ep,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_reset_all.click(reset_all,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_train.click(do_train,
inputs=[st, history, beliefs, rewind_idx,
use_q_pred, use_q_prey, alpha, gamma, eps, eps_decay, eps_min,
episodes, max_steps],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx, st, history, beliefs, rewind_idx],
queue=True)
btn_export.click(export_fn, inputs=[st, history], outputs=[export_box], queue=True)
btn_import.click(import_fn,
inputs=[import_box],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, st, history, beliefs, rewind_idx],
queue=True)
demo.load(refresh,
inputs=[st, history, beliefs, rewind_idx],
outputs=[pov_img, truth, belief_a, belief_b, status, events, trace, rewind, rewind_idx],
queue=True)
demo.queue().launch()
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