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ddb2889 | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 | from __future__ import annotations
import argparse
import json
import re
import sys
from dataclasses import dataclass
from pathlib import Path
from typing import Any, Literal, Mapping
import numpy as np
ROOT = Path(__file__).resolve().parents[1]
if str(ROOT) not in sys.path:
sys.path.insert(0, str(ROOT))
from life_game.game import GAME_MODES, SANDBOX_MODE, new_game
from life_game.tuning import (
ALLOWED_DATA_KEYS,
DATA_RANGES,
ModeTuning,
TUNING_SCHEMA,
TuningProfile,
parse_tuning_profile,
tuning_profile_to_dict,
)
Direction = Literal["easier", "harder", "skip"]
EASIER_PATTERNS: tuple[tuple[str, int], ...] = (
("far too hard", 2),
("very hard", 2),
("too hard initially", 2),
("did not survive", 2),
("too many enemies", 1),
("too hard", 1),
("to hard", 1),
("bit hard", 1),
("cannot interact", 1),
)
HARDER_PATTERNS: tuple[tuple[str, int], ...] = (
("far too easy", 2),
("impossible to get killed", 2),
("have to do nothing", 2),
("make it a bit harder", 1),
("needs to be a bit harder", 1),
("bit harder", 1),
("too easy", 1),
("bit too easy", 1),
("bit easy", 1),
("difficulty is a bit low", 1),
("right now a bit easy", 1),
)
SKIP_PATTERNS = (
"drop this game",
"drop",
"keep as is",
"well calibrated",
"difficulty is good",
)
SEMANTIC_ONLY_PATTERNS = (
"extension",
"enemy types",
"shot types",
"different directions",
"does not end",
"phase",
"visible",
"visual",
)
TARGET_KEYS = ("target_score", "target_waves", "target", "target_claimed", "target_discharges", "target_allies")
@dataclass(frozen=True)
class AnnotationDecision:
mode: str
direction: Direction
severity: int
reason: str
def main() -> None:
parser = argparse.ArgumentParser(description="Generate deterministic tuning from gameplay annotation JSONL.")
parser.add_argument("--annotations", default="annotations/game_feedback.jsonl")
parser.add_argument("--output", default="profiles/annotation_tuning.json")
parser.add_argument("--size", type=int, default=24)
parser.add_argument("--report", action="store_true")
args = parser.parse_args()
records = _load_latest_annotations(Path(args.annotations))
profile, decisions = tune_from_annotations(records, max(12, int(args.size)))
output = Path(args.output).expanduser()
output.parent.mkdir(parents=True, exist_ok=True)
output.write_text(json.dumps(tuning_profile_to_dict(profile), indent=2, sort_keys=True) + "\n", encoding="utf-8")
print(f"Wrote {output}")
if args.report:
for decision in decisions:
print(f"{decision.mode}: {decision.direction} severity={decision.severity} - {decision.reason}")
def tune_from_annotations(records: Mapping[str, Mapping[str, Any]], size: int = 24) -> tuple[TuningProfile, tuple[AnnotationDecision, ...]]:
modes: dict[str, ModeTuning] = {}
decisions: list[AnnotationDecision] = []
for index, mode in enumerate(mode for mode in GAME_MODES if mode != SANDBOX_MODE):
record = records.get(mode)
if record is None:
decisions.append(AnnotationDecision(mode, "skip", 0, "no annotation"))
continue
decision = decide_annotation(record)
decisions.append(decision)
if decision.direction == "skip":
continue
game = new_game(size, mode, np.random.default_rng(index + 301))
tuning = _build_mode_tuning(game.health, game.max_health, dict(game.data), decision.direction, decision.severity)
if tuning.health is not None or tuning.max_health is not None or tuning.data:
modes[mode] = tuning
profile = TuningProfile(
modes=modes,
description=(
"Generated deterministically from annotations/game_feedback.jsonl. "
"Only health and existing target counters are tuned; semantic notes remain code-change candidates."
),
)
parse_tuning_profile(tuning_profile_to_dict(profile))
return profile, tuple(decisions)
def decide_annotation(record: Mapping[str, Any]) -> AnnotationDecision:
mode = str(record.get("mode", ""))
text = _normalized_feedback(record)
if not text:
return AnnotationDecision(mode, "skip", 0, "empty feedback")
if any(pattern in text for pattern in SKIP_PATTERNS):
if _contains_explicit_direction(text):
# Explicit difficulty feedback wins over broad extension prose, but not explicit drops.
if "drop" in text:
return AnnotationDecision(mode, "skip", 0, "drop annotation")
else:
return AnnotationDecision(mode, "skip", 0, "annotation says keep/drop/no difficulty change")
easier = _best_match(text, EASIER_PATTERNS)
harder = _best_match(text, HARDER_PATTERNS)
if harder[1] > easier[1] or (harder[1] > 0 and harder[1] == easier[1] and len(harder[0]) > len(easier[0])):
return AnnotationDecision(mode, "harder", _effective_severity(record, harder[1], "harder"), harder[0])
if easier[1] > 0:
return AnnotationDecision(mode, "easier", _effective_severity(record, easier[1], "easier"), easier[0])
progress_fraction = _progress_fraction(record)
if bool(record.get("failed")) and progress_fraction is not None and progress_fraction < 0.35:
if any(pattern in text for pattern in SEMANTIC_ONLY_PATTERNS) and "bug" in set(record.get("tags", ())):
return AnnotationDecision(mode, "skip", 0, "failed early but annotation is semantic/bug focused")
return AnnotationDecision(mode, "easier", 1, "failed early with low progress")
if bool(record.get("complete")) and _health_fraction(record) >= 0.8 and "very nice" not in text:
return AnnotationDecision(mode, "harder", 1, "completed with high remaining integrity")
return AnnotationDecision(mode, "skip", 0, "no deterministic parameter signal")
def _build_mode_tuning(
health: int,
max_health: int,
data: Mapping[str, object],
direction: Direction,
severity: int,
) -> ModeTuning:
severity = max(1, min(2, int(severity)))
health_delta = severity if direction == "easier" else -1
next_max_health = max(1, min(100, int(max_health) + health_delta))
next_health = max(1, min(next_max_health, int(health) + health_delta))
next_data: dict[str, int | float] = {}
for key, value in data.items():
if key not in ALLOWED_DATA_KEYS or isinstance(value, bool) or not isinstance(value, (int, float)):
continue
if key == "target_boss_health":
scale = 1.25 + 0.15 * (severity - 1) if direction == "easier" else 0.85
elif key == "max_phase":
next_data[key] = max(1, int(value) - 1) if direction == "easier" else int(value) + 1
continue
else:
scale = (0.85 - 0.05 * (severity - 1)) if direction == "easier" else (1.2 + 0.1 * (severity - 1))
low, high = DATA_RANGES[key]
next_data[key] = _scale_value(value, scale, low, high)
return ModeTuning(health=next_health, max_health=next_max_health, data=next_data)
def _load_latest_annotations(path: Path) -> dict[str, Mapping[str, Any]]:
latest: dict[str, Mapping[str, Any]] = {}
for line in path.read_text(encoding="utf-8").splitlines():
if not line.strip():
continue
record = json.loads(line)
mode = record.get("mode")
if isinstance(mode, str):
latest[mode] = record
return latest
def _normalized_feedback(record: Mapping[str, Any]) -> str:
feedback = str(record.get("feedback", "")).lower()
return re.sub(r"\s+", " ", feedback).strip()
def _best_match(text: str, patterns: tuple[tuple[str, int], ...]) -> tuple[str, int]:
for pattern, severity in patterns:
if pattern in text:
return pattern, severity
return "", 0
def _contains_explicit_direction(text: str) -> bool:
return _best_match(text, EASIER_PATTERNS)[1] > 0 or _best_match(text, HARDER_PATTERNS)[1] > 0
def _effective_severity(record: Mapping[str, Any], severity: int, direction: Direction) -> int:
if (
direction == "easier"
and int(record.get("health", 1)) <= 0
and _progress_fraction(record) == 0
and int(record.get("score", 0)) <= 0
):
return max(severity, 2)
return max(1, min(2, severity))
def _progress_fraction(record: Mapping[str, Any]) -> float | None:
progress = record.get("progress")
if not isinstance(progress, Mapping):
return None
value = progress.get("fraction")
if isinstance(value, bool) or not isinstance(value, (int, float)):
return None
return float(value)
def _health_fraction(record: Mapping[str, Any]) -> float:
health = record.get("health")
max_health = record.get("max_health")
if isinstance(health, bool) or isinstance(max_health, bool) or not isinstance(health, (int, float)) or not isinstance(max_health, (int, float)):
return 0.0
return float(health) / max(1.0, float(max_health))
def _scale_value(value: int | float, scale: float, low: float, high: float) -> int | float:
scaled = max(low, min(high, float(value) * scale))
if isinstance(value, int):
return max(1, int(round(scaled)))
return round(scaled, 3)
if __name__ == "__main__":
main()
|