Upload 4 files
Browse files- recommendation/__init__.py +0 -0
- recommendation/features.py +239 -0
- recommendation/recommendation_routes.py +361 -0
- recommendation/simulator.py +234 -0
recommendation/__init__.py
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recommendation/features.py
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| 1 |
+
"""
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| 2 |
+
Shared feature engineering.
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| 3 |
+
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| 4 |
+
CRITICAL: this module is imported by BOTH generate_data.py (to build training
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| 5 |
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rows) and ml_policy.py (to build live scoring rows). Using the exact same
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+
functions in both places is what guarantees train/serve parity for
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| 7 |
+
`current_level_*`, rolling stats, the estimated-ability proxy, etc.
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| 8 |
+
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| 9 |
+
No function here ever reads Child.ability, Child.learning_rate, or
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| 10 |
+
Child.fatigue_factor (the hidden simulator ground truth). Everything is
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| 11 |
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derived from observable history only.
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| 12 |
+
"""
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+
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from __future__ import annotations
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| 15 |
+
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from datetime import datetime
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import numpy as np
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import pandas as pd
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| 21 |
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from recommendation.simulator import (
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CATEGORIES,
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| 23 |
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CATEGORY_METRIC,
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| 24 |
+
DIFFICULTY_B,
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DISCRIMINATION_EASY,
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| 26 |
+
GAME_BY_CATEGORY,
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+
GAME_IDS,
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| 28 |
+
GAMES,
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| 29 |
+
ROLLING_WINDOWS,
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| 30 |
+
Child,
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| 31 |
+
logit,
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| 32 |
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)
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| 33 |
+
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| 34 |
+
# ---------------------------------------------------------------------------
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| 35 |
+
# Rolling / history helpers
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| 36 |
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# ---------------------------------------------------------------------------
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| 37 |
+
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| 38 |
+
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| 39 |
+
def _metric_key(category: str) -> str:
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| 40 |
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return "accuracy_score" if CATEGORY_METRIC[category] == "accuracy" else "efficiency_score"
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| 41 |
+
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| 42 |
+
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| 43 |
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def rolling_values(history, category, n):
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| 44 |
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key = _metric_key(category)
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| 45 |
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vals = [r[key] for r in history if r["game_category"] == category and pd.notna(r[key])]
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| 46 |
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return vals[-n:]
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| 47 |
+
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| 48 |
+
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| 49 |
+
def rolling_mean(history, category, n):
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| 50 |
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vals = rolling_values(history, category, n)
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| 51 |
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return float(np.mean(vals)) if vals else np.nan
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| 52 |
+
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| 53 |
+
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| 54 |
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def rolling_std(history, category, n):
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| 55 |
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vals = rolling_values(history, category, n)
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| 56 |
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return float(np.std(vals)) if len(vals) >= 2 else np.nan
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| 57 |
+
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| 58 |
+
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| 59 |
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def rolling_mean_by_game(history, game_id, n):
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| 60 |
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cfg = GAMES[game_id]
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| 61 |
+
key = "accuracy_score" if cfg["metric"] == "accuracy" else "efficiency_score"
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| 62 |
+
vals = [r[key] for r in history if r["game_id"] == game_id and pd.notna(r[key])]
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| 63 |
+
vals = vals[-n:]
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| 64 |
+
return float(np.mean(vals)) if vals else np.nan
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| 65 |
+
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| 66 |
+
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| 67 |
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def weakest_category(history, excluded: set) -> str:
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| 68 |
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eligible = [c for c in CATEGORIES if c not in excluded] or list(CATEGORIES)
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| 69 |
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scores = {}
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| 70 |
+
for c in eligible:
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| 71 |
+
m = rolling_mean(history, c, 5)
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| 72 |
+
scores[c] = m if not np.isnan(m) else -1.0
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| 73 |
+
return min(scores, key=scores.get)
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| 74 |
+
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| 75 |
+
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| 76 |
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def pick_game_in_category(history, category) -> str:
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| 77 |
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candidates = GAME_BY_CATEGORY[category]
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| 78 |
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if len(candidates) == 1:
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| 79 |
+
return candidates[0]
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| 80 |
+
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| 81 |
+
def game_score(gid):
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| 82 |
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v = rolling_mean_by_game(history, gid, 5)
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| 83 |
+
return v if not np.isnan(v) else -1.0
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| 84 |
+
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| 85 |
+
return min(candidates, key=game_score)
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| 86 |
+
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| 87 |
+
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| 88 |
+
# ---------------------------------------------------------------------------
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| 89 |
+
# Estimated ability (observable proxy for hidden theta — NOT ground truth)
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| 90 |
+
# ---------------------------------------------------------------------------
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| 91 |
+
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| 92 |
+
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| 93 |
+
def estimate_theta(history, category) -> float:
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| 94 |
+
"""
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| 95 |
+
Statistical point estimate of the child's theta in `category`, derived
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| 96 |
+
only from observed (difficulty, score) pairs in history. Uses a simple
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| 97 |
+
inverse-IRT approximation (assumes the "easy" discrimination constant,
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| 98 |
+
which is an approximation but a reasonable, stable proxy — this is a
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| 99 |
+
feature, not a claim of ground truth).
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| 100 |
+
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| 101 |
+
Falls back to 0.0 (== ability 0.5) when there is no history yet.
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| 102 |
+
"""
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| 103 |
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metric = CATEGORY_METRIC[category]
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| 104 |
+
key = "accuracy_score" if metric == "accuracy" else "efficiency_score"
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| 105 |
+
obs = [
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| 106 |
+
(r["difficulty"], r[key])
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| 107 |
+
for r in history
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| 108 |
+
if r["game_category"] == category and pd.notna(r[key])
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| 109 |
+
]
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| 110 |
+
obs = obs[-10:] # recency-weighted via truncation, simple and stable
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| 111 |
+
if not obs:
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| 112 |
+
return 0.0
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| 113 |
+
thetas = []
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| 114 |
+
for difficulty, score in obs:
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| 115 |
+
b = DIFFICULTY_B[difficulty]
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| 116 |
+
thetas.append(b + logit(score) / DISCRIMINATION_EASY)
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| 117 |
+
return float(np.mean(thetas))
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| 118 |
+
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| 119 |
+
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| 120 |
+
# ---------------------------------------------------------------------------
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| 121 |
+
# Learner-state (context) features — identical across all candidates for a
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| 122 |
+
# given decision point.
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| 123 |
+
# ---------------------------------------------------------------------------
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| 124 |
+
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| 125 |
+
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| 126 |
+
def build_learner_context(child: Child, timestamp: datetime) -> dict:
|
| 127 |
+
feats = {
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| 128 |
+
"age": child.age,
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| 129 |
+
"plays_in_session": child.plays_in_session,
|
| 130 |
+
"is_onboarding": int(bool(child.onboarding_queue)),
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| 131 |
+
"last_game_category": (child.history[-1]["game_category"] if child.history else "none"),
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| 132 |
+
}
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| 133 |
+
|
| 134 |
+
for gid in GAME_IDS:
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| 135 |
+
idx = child.game_last_index.get(gid)
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| 136 |
+
feats[f"games_since_played_{gid}"] = (
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| 137 |
+
child.games_played_count - idx if idx is not None else np.nan
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| 138 |
+
)
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| 139 |
+
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| 140 |
+
for cat in CATEGORIES:
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| 141 |
+
idx = child.category_last_index.get(cat)
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| 142 |
+
since_played = child.games_played_count - idx if idx is not None else np.nan
|
| 143 |
+
feats[f"category_since_played_{cat}"] = since_played
|
| 144 |
+
feats[f"is_first_play_{cat}"] = int(idx is None)
|
| 145 |
+
|
| 146 |
+
for n in ROLLING_WINDOWS:
|
| 147 |
+
feats[f"rolling_{cat}_last{n}"] = rolling_mean(child.history, cat, n)
|
| 148 |
+
|
| 149 |
+
feats[f"rolling_std_{cat}_last5"] = rolling_std(child.history, cat, 5)
|
| 150 |
+
last3 = feats[f"rolling_{cat}_last3"]
|
| 151 |
+
last10 = feats[f"rolling_{cat}_last10"]
|
| 152 |
+
feats[f"trend_{cat}"] = (
|
| 153 |
+
last3 - last10 if not (np.isnan(last3) or np.isnan(last10)) else 0.0
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| 154 |
+
)
|
| 155 |
+
|
| 156 |
+
feats[f"sessions_played_{cat}"] = len(child.category_sessions_played[cat])
|
| 157 |
+
|
| 158 |
+
last_ts = child.category_last_ts.get(cat)
|
| 159 |
+
feats[f"days_since_last_played_{cat}"] = (
|
| 160 |
+
(timestamp - last_ts).total_seconds() / 86400.0 if last_ts is not None else np.nan
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| 161 |
+
)
|
| 162 |
+
|
| 163 |
+
feats[f"current_level_{cat}"] = child.category_level[cat]
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| 164 |
+
feats[f"estimated_theta_{cat}"] = estimate_theta(child.history, cat)
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| 165 |
+
|
| 166 |
+
return feats
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| 167 |
+
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| 168 |
+
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| 169 |
+
# ---------------------------------------------------------------------------
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| 170 |
+
# Candidate-action + interaction features
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| 171 |
+
# ---------------------------------------------------------------------------
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| 172 |
+
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| 173 |
+
|
| 174 |
+
def build_candidate_row(learner_ctx: dict, game_id: str, difficulty: int) -> dict:
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| 175 |
+
cfg = GAMES[game_id]
|
| 176 |
+
category = cfg["category"]
|
| 177 |
+
b = DIFFICULTY_B[difficulty]
|
| 178 |
+
est_theta = learner_ctx[f"estimated_theta_{category}"]
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| 179 |
+
current_level = learner_ctx[f"current_level_{category}"]
|
| 180 |
+
|
| 181 |
+
row = dict(learner_ctx)
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| 182 |
+
row.update(
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| 183 |
+
{
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| 184 |
+
"game_id": game_id,
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| 185 |
+
"game_category": category,
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| 186 |
+
"difficulty": difficulty,
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| 187 |
+
"difficulty_b": b,
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| 188 |
+
"theta_minus_difficulty_b": est_theta - b,
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| 189 |
+
"abs_theta_minus_difficulty_b": abs(est_theta - b),
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| 190 |
+
"candidate_level_diff": difficulty - current_level,
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| 191 |
+
"candidate_matches_current_level": int(difficulty == current_level),
|
| 192 |
+
"candidate_category_staleness": learner_ctx[f"category_since_played_{category}"],
|
| 193 |
+
"candidate_category_trend": learner_ctx[f"trend_{category}"],
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| 194 |
+
}
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| 195 |
+
)
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| 196 |
+
return row
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| 197 |
+
|
| 198 |
+
|
| 199 |
+
ALL_CANDIDATES = [(gid, d) for gid in GAME_IDS for d in (1, 2, 3)]
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| 200 |
+
|
| 201 |
+
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| 202 |
+
FEATURE_COLS = [
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| 203 |
+
"game_id",
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| 204 |
+
"game_category",
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| 205 |
+
"difficulty",
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| 206 |
+
"difficulty_b",
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| 207 |
+
"theta_minus_difficulty_b",
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| 208 |
+
"abs_theta_minus_difficulty_b",
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| 209 |
+
"candidate_level_diff",
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| 210 |
+
"candidate_matches_current_level",
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| 211 |
+
"candidate_category_staleness",
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| 212 |
+
"candidate_category_trend",
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| 213 |
+
"age",
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| 214 |
+
"is_onboarding",
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| 215 |
+
"plays_in_session",
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| 216 |
+
"last_game_category",
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| 217 |
+
] + [f"games_since_played_{g}" for g in GAME_IDS] + sum(
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| 218 |
+
(
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| 219 |
+
[
|
| 220 |
+
f"category_since_played_{c}",
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| 221 |
+
f"is_first_play_{c}",
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| 222 |
+
f"rolling_{c}_last3",
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| 223 |
+
f"rolling_{c}_last5",
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| 224 |
+
f"rolling_{c}_last10",
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| 225 |
+
f"rolling_std_{c}_last5",
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| 226 |
+
f"trend_{c}",
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| 227 |
+
f"sessions_played_{c}",
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| 228 |
+
f"days_since_last_played_{c}",
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| 229 |
+
f"current_level_{c}",
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| 230 |
+
f"estimated_theta_{c}",
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| 231 |
+
]
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| 232 |
+
for c in CATEGORIES
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| 233 |
+
),
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| 234 |
+
[],
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| 235 |
+
)
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| 236 |
+
|
| 237 |
+
CATEGORICAL_COLS = ["game_id", "game_category", "last_game_category"]
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| 238 |
+
TARGET_COL = "reward"
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| 239 |
+
GROUP_COL = "learner_id"
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recommendation/recommendation_routes.py
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|
| 1 |
+
import logging
|
| 2 |
+
from pathlib import Path
|
| 3 |
+
from typing import Dict, Optional
|
| 4 |
+
|
| 5 |
+
import joblib
|
| 6 |
+
import numpy as np
|
| 7 |
+
import pandas as pd
|
| 8 |
+
from fastapi import APIRouter, HTTPException
|
| 9 |
+
from pydantic import BaseModel, Field, validator
|
| 10 |
+
|
| 11 |
+
from recommendation.simulator import (
|
| 12 |
+
GAMES,
|
| 13 |
+
CATEGORIES,
|
| 14 |
+
GAME_IDS,
|
| 15 |
+
DIFFICULTIES,
|
| 16 |
+
)
|
| 17 |
+
from recommendation.features import build_candidate_row
|
| 18 |
+
|
| 19 |
+
logger = logging.getLogger("recommendation")
|
| 20 |
+
|
| 21 |
+
router = APIRouter()
|
| 22 |
+
|
| 23 |
+
ALL_CANDIDATES = [
|
| 24 |
+
(game_id, difficulty)
|
| 25 |
+
for game_id in GAME_IDS
|
| 26 |
+
for difficulty in DIFFICULTIES
|
| 27 |
+
]
|
| 28 |
+
|
| 29 |
+
VALID_LAST_GAME_CATEGORY = set(CATEGORIES) | {"none"}
|
| 30 |
+
|
| 31 |
+
# ============================================================
|
| 32 |
+
# Model
|
| 33 |
+
# ============================================================
|
| 34 |
+
|
| 35 |
+
# Quantile-75 is the deployed policy (chosen for category balance --
|
| 36 |
+
# 14.4% memory coverage vs. 3.2% for the mean-regression baseline, at a
|
| 37 |
+
# measured, accepted reward trade-off). Do NOT point this back at
|
| 38 |
+
# reward_model.joblib (the mean baseline) without re-approving that
|
| 39 |
+
# trade-off first.
|
| 40 |
+
BASE_DIR = Path(__file__).resolve().parent.parent
|
| 41 |
+
MODEL_PATH = BASE_DIR / "models" / "deployed_model.joblib"
|
| 42 |
+
|
| 43 |
+
try:
|
| 44 |
+
bundle = joblib.load(MODEL_PATH)
|
| 45 |
+
except Exception as e:
|
| 46 |
+
bundle = None
|
| 47 |
+
logger.error(f"Could not load model from {MODEL_PATH}: {e}")
|
| 48 |
+
|
| 49 |
+
|
| 50 |
+
# ============================================================
|
| 51 |
+
# Request schema
|
| 52 |
+
# ============================================================
|
| 53 |
+
|
| 54 |
+
class LearnerFeatures(BaseModel):
|
| 55 |
+
"""
|
| 56 |
+
The 33 learner-state columns not already top-level on
|
| 57 |
+
RecommendationRequest (age, plays_in_session, last_game_category) and
|
| 58 |
+
not part of current_level. Field names match features.py:FEATURE_COLS
|
| 59 |
+
exactly. Nulls are accepted only where BACKEND_FEATURE_SPEC.md allows
|
| 60 |
+
them (first play in a category / game never played).
|
| 61 |
+
"""
|
| 62 |
+
|
| 63 |
+
games_since_played_prob_maze: Optional[int] = None
|
| 64 |
+
games_since_played_att_odd_one_out: Optional[int] = None
|
| 65 |
+
games_since_played_mem_recognition: Optional[int] = None
|
| 66 |
+
|
| 67 |
+
category_since_played_attention: Optional[int] = None
|
| 68 |
+
category_since_played_memory: Optional[int] = None
|
| 69 |
+
category_since_played_problem_solving: Optional[int] = None
|
| 70 |
+
|
| 71 |
+
is_first_play_attention: int
|
| 72 |
+
is_first_play_memory: int
|
| 73 |
+
is_first_play_problem_solving: int
|
| 74 |
+
|
| 75 |
+
rolling_attention_last3: Optional[float] = None
|
| 76 |
+
rolling_memory_last3: Optional[float] = None
|
| 77 |
+
rolling_problem_solving_last3: Optional[float] = None
|
| 78 |
+
|
| 79 |
+
rolling_attention_last5: Optional[float] = None
|
| 80 |
+
rolling_memory_last5: Optional[float] = None
|
| 81 |
+
rolling_problem_solving_last5: Optional[float] = None
|
| 82 |
+
|
| 83 |
+
rolling_attention_last10: Optional[float] = None
|
| 84 |
+
rolling_memory_last10: Optional[float] = None
|
| 85 |
+
rolling_problem_solving_last10: Optional[float] = None
|
| 86 |
+
|
| 87 |
+
rolling_std_attention_last5: Optional[float] = None
|
| 88 |
+
rolling_std_memory_last5: Optional[float] = None
|
| 89 |
+
rolling_std_problem_solving_last5: Optional[float] = None
|
| 90 |
+
|
| 91 |
+
trend_attention: float = 0.0
|
| 92 |
+
trend_memory: float = 0.0
|
| 93 |
+
trend_problem_solving: float = 0.0
|
| 94 |
+
|
| 95 |
+
sessions_played_attention: int
|
| 96 |
+
sessions_played_memory: int
|
| 97 |
+
sessions_played_problem_solving: int
|
| 98 |
+
|
| 99 |
+
days_since_last_played_attention: Optional[float] = None
|
| 100 |
+
days_since_last_played_memory: Optional[float] = None
|
| 101 |
+
days_since_last_played_problem_solving: Optional[float] = None
|
| 102 |
+
|
| 103 |
+
estimated_theta_attention: float = 0.0
|
| 104 |
+
estimated_theta_memory: float = 0.0
|
| 105 |
+
estimated_theta_problem_solving: float = 0.0
|
| 106 |
+
|
| 107 |
+
|
| 108 |
+
class RecommendationRequest(BaseModel):
|
| 109 |
+
learner_id: str
|
| 110 |
+
# Accepted for logging/audit only. days_since_last_played_* is computed
|
| 111 |
+
# by the backend and sent inside `features`, so timestamp does not feed
|
| 112 |
+
# into any feature computation here.
|
| 113 |
+
timestamp: str
|
| 114 |
+
age: int
|
| 115 |
+
plays_in_session: int = 0
|
| 116 |
+
last_game_category: str = "none"
|
| 117 |
+
features: LearnerFeatures
|
| 118 |
+
current_level: Dict[str, int]
|
| 119 |
+
|
| 120 |
+
@validator("last_game_category")
|
| 121 |
+
def _valid_last_game_category(cls, v):
|
| 122 |
+
if v not in VALID_LAST_GAME_CATEGORY:
|
| 123 |
+
raise ValueError(
|
| 124 |
+
f"last_game_category must be one of {sorted(VALID_LAST_GAME_CATEGORY)}, got {v!r}"
|
| 125 |
+
)
|
| 126 |
+
return v
|
| 127 |
+
|
| 128 |
+
@validator("current_level")
|
| 129 |
+
def _valid_current_level(cls, v):
|
| 130 |
+
missing = [c for c in CATEGORIES if c not in v]
|
| 131 |
+
if missing:
|
| 132 |
+
raise ValueError(f"current_level is missing required categories: {missing}")
|
| 133 |
+
bad = {c: lvl for c, lvl in v.items() if lvl not in (1, 2, 3)}
|
| 134 |
+
if bad:
|
| 135 |
+
raise ValueError(f"current_level values must be 1, 2 or 3, got: {bad}")
|
| 136 |
+
return v
|
| 137 |
+
|
| 138 |
+
|
| 139 |
+
# ============================================================
|
| 140 |
+
# Health check
|
| 141 |
+
# ============================================================
|
| 142 |
+
|
| 143 |
+
@router.get("/health")
|
| 144 |
+
def health_check():
|
| 145 |
+
return {
|
| 146 |
+
"status": "ok",
|
| 147 |
+
"model_loaded": bundle is not None,
|
| 148 |
+
"model_path": str(MODEL_PATH),
|
| 149 |
+
}
|
| 150 |
+
|
| 151 |
+
|
| 152 |
+
# ============================================================
|
| 153 |
+
# Recommendation
|
| 154 |
+
# ============================================================
|
| 155 |
+
|
| 156 |
+
@router.post("/recommend")
|
| 157 |
+
def recommend(request: RecommendationRequest):
|
| 158 |
+
|
| 159 |
+
if bundle is None:
|
| 160 |
+
raise HTTPException(
|
| 161 |
+
status_code=500,
|
| 162 |
+
detail="ML model is not loaded.",
|
| 163 |
+
)
|
| 164 |
+
|
| 165 |
+
# ----------------------------------------------------
|
| 166 |
+
# 1. Onboarding check -- bypass the model entirely.
|
| 167 |
+
#
|
| 168 |
+
# The model was trained on data where the first play of each of the
|
| 169 |
+
# 3 games was ALWAYS forced (never chosen by the reward model), so
|
| 170 |
+
# calling the model for a learner who hasn't played all 3 games yet
|
| 171 |
+
# would feed it a context distribution it never saw in training.
|
| 172 |
+
# "Never played" is read from games_since_played_<game> being null,
|
| 173 |
+
# rather than trusting a client-supplied is_onboarding flag.
|
| 174 |
+
# ----------------------------------------------------
|
| 175 |
+
|
| 176 |
+
games_since_played = {
|
| 177 |
+
"prob_maze": request.features.games_since_played_prob_maze,
|
| 178 |
+
"att_odd_one_out": request.features.games_since_played_att_odd_one_out,
|
| 179 |
+
"mem_recognition": request.features.games_since_played_mem_recognition,
|
| 180 |
+
}
|
| 181 |
+
unplayed_games = [g for g in GAME_IDS if games_since_played[g] is None]
|
| 182 |
+
|
| 183 |
+
if unplayed_games:
|
| 184 |
+
# Deterministic order (GAME_IDS order) rather than the random
|
| 185 |
+
# shuffle used in training data generation -- onboarding order
|
| 186 |
+
# doesn't affect the reward objective, only which game happens
|
| 187 |
+
# to go first, so determinism here is a reasonable simplification.
|
| 188 |
+
game_id = unplayed_games[0]
|
| 189 |
+
difficulty = 1
|
| 190 |
+
category = GAMES[game_id]["category"]
|
| 191 |
+
|
| 192 |
+
logger.info(f"learner {request.learner_id}: onboarding -> {game_id} d{difficulty}")
|
| 193 |
+
|
| 194 |
+
return {
|
| 195 |
+
"learner_id": request.learner_id,
|
| 196 |
+
"game_id": game_id,
|
| 197 |
+
"category": category,
|
| 198 |
+
"difficulty": difficulty,
|
| 199 |
+
"predicted_reward": None,
|
| 200 |
+
"is_onboarding": True,
|
| 201 |
+
"candidates": None,
|
| 202 |
+
}
|
| 203 |
+
|
| 204 |
+
try:
|
| 205 |
+
# ----------------------------------------------------
|
| 206 |
+
# 2. Build learner context
|
| 207 |
+
# ----------------------------------------------------
|
| 208 |
+
|
| 209 |
+
learner_ctx = {
|
| 210 |
+
"age": request.age,
|
| 211 |
+
"plays_in_session": request.plays_in_session,
|
| 212 |
+
"is_onboarding": 0, # always 0 here -- onboarding returned above
|
| 213 |
+
"last_game_category": request.last_game_category,
|
| 214 |
+
}
|
| 215 |
+
learner_ctx.update(request.features.dict())
|
| 216 |
+
|
| 217 |
+
for category in CATEGORIES:
|
| 218 |
+
learner_ctx[f"current_level_{category}"] = request.current_level[category]
|
| 219 |
+
|
| 220 |
+
# ----------------------------------------------------
|
| 221 |
+
# 3. Generate candidate rows
|
| 222 |
+
# ----------------------------------------------------
|
| 223 |
+
|
| 224 |
+
rows = [
|
| 225 |
+
build_candidate_row(learner_ctx, game_id, difficulty)
|
| 226 |
+
for game_id, difficulty in ALL_CANDIDATES
|
| 227 |
+
]
|
| 228 |
+
|
| 229 |
+
# ----------------------------------------------------
|
| 230 |
+
# 4. Build feature matrix, same column order as training
|
| 231 |
+
# ----------------------------------------------------
|
| 232 |
+
|
| 233 |
+
X = pd.DataFrame(rows)
|
| 234 |
+
X = X[bundle["feature_cols"]]
|
| 235 |
+
|
| 236 |
+
# ----------------------------------------------------
|
| 237 |
+
# 5. Handle categorical features
|
| 238 |
+
# ----------------------------------------------------
|
| 239 |
+
|
| 240 |
+
lib = bundle.get("lib")
|
| 241 |
+
|
| 242 |
+
for column in bundle.get("cat_cols", []):
|
| 243 |
+
if lib == "catboost":
|
| 244 |
+
X[column] = X[column].astype(str)
|
| 245 |
+
else:
|
| 246 |
+
X[column] = X[column].astype("category")
|
| 247 |
+
|
| 248 |
+
# ----------------------------------------------------
|
| 249 |
+
# 6. Generate predictions (quantile/mean/UCB bundle types supported;
|
| 250 |
+
# Softmax changes selection policy, not reward prediction)
|
| 251 |
+
# ----------------------------------------------------
|
| 252 |
+
|
| 253 |
+
if bundle.get("type") == "ucb":
|
| 254 |
+
q10 = bundle["models"][0.1].predict(X)
|
| 255 |
+
q50 = bundle["models"][0.5].predict(X)
|
| 256 |
+
q90 = bundle["models"][0.9].predict(X)
|
| 257 |
+
predictions = q50 + bundle["k"] * (q90 - q10)
|
| 258 |
+
else:
|
| 259 |
+
predictions = bundle["model"].predict(X)
|
| 260 |
+
|
| 261 |
+
# ----------------------------------------------------
|
| 262 |
+
# 7. Apply category calibrators if this bundle uses them
|
| 263 |
+
# ----------------------------------------------------
|
| 264 |
+
|
| 265 |
+
calibrators = bundle.get("calibrators")
|
| 266 |
+
|
| 267 |
+
if calibrators:
|
| 268 |
+
categories = [row["game_category"] for row in rows]
|
| 269 |
+
predictions = np.array(
|
| 270 |
+
[
|
| 271 |
+
calibrators[category].predict([prediction])[0]
|
| 272 |
+
if category in calibrators
|
| 273 |
+
else prediction
|
| 274 |
+
for prediction, category in zip(predictions, categories)
|
| 275 |
+
]
|
| 276 |
+
)
|
| 277 |
+
|
| 278 |
+
# ----------------------------------------------------
|
| 279 |
+
# 8. Select candidate
|
| 280 |
+
# ----------------------------------------------------
|
| 281 |
+
# Default policy: deterministic argmax.
|
| 282 |
+
# Softmax policy: sample from a probability distribution derived
|
| 283 |
+
# from the predicted rewards. The model still predicts a reward
|
| 284 |
+
# for every candidate; Softmax only changes how the final action
|
| 285 |
+
# is selected.
|
| 286 |
+
#
|
| 287 |
+
# Expected bundle format for Softmax:
|
| 288 |
+
# {
|
| 289 |
+
# "type": "softmax",
|
| 290 |
+
# "T": 0.05,
|
| 291 |
+
# ...
|
| 292 |
+
# }
|
| 293 |
+
if bundle.get("type") == "softmax":
|
| 294 |
+
T = float(bundle["T"])
|
| 295 |
+
if T <= 0:
|
| 296 |
+
raise ValueError("Softmax temperature T must be > 0.")
|
| 297 |
+
|
| 298 |
+
# Subtract max for numerical stability.
|
| 299 |
+
z = (predictions - predictions.max()) / T
|
| 300 |
+
exp_z = np.exp(z)
|
| 301 |
+
probabilities = exp_z / exp_z.sum()
|
| 302 |
+
|
| 303 |
+
best_idx = int(
|
| 304 |
+
np.random.choice(
|
| 305 |
+
len(ALL_CANDIDATES),
|
| 306 |
+
p=probabilities,
|
| 307 |
+
)
|
| 308 |
+
)
|
| 309 |
+
else:
|
| 310 |
+
best_idx = int(np.argmax(predictions))
|
| 311 |
+
|
| 312 |
+
game_id, difficulty = ALL_CANDIDATES[best_idx]
|
| 313 |
+
category = GAMES[game_id]["category"]
|
| 314 |
+
|
| 315 |
+
candidates = [
|
| 316 |
+
{
|
| 317 |
+
"game_id": gid,
|
| 318 |
+
"difficulty": diff,
|
| 319 |
+
"predicted_reward": round(float(pred), 4),
|
| 320 |
+
}
|
| 321 |
+
for (gid, diff), pred in zip(ALL_CANDIDATES, predictions)
|
| 322 |
+
]
|
| 323 |
+
|
| 324 |
+
logger.info(
|
| 325 |
+
f"learner {request.learner_id}: recommended {game_id} d{difficulty} "
|
| 326 |
+
f"(reward={predictions[best_idx]:.4f})"
|
| 327 |
+
)
|
| 328 |
+
|
| 329 |
+
# ----------------------------------------------------
|
| 330 |
+
# 9. Return recommendation
|
| 331 |
+
# ----------------------------------------------------
|
| 332 |
+
|
| 333 |
+
return {
|
| 334 |
+
"learner_id": request.learner_id,
|
| 335 |
+
"game_id": game_id,
|
| 336 |
+
"category": category,
|
| 337 |
+
"difficulty": difficulty,
|
| 338 |
+
"predicted_reward": round(float(predictions[best_idx]), 4),
|
| 339 |
+
"is_onboarding": False,
|
| 340 |
+
"candidates": candidates,
|
| 341 |
+
}
|
| 342 |
+
|
| 343 |
+
except KeyError as e:
|
| 344 |
+
# a required feature/category was missing after validation --
|
| 345 |
+
# should be rare given the schema above, but keep this specific
|
| 346 |
+
# so it's obviously a data problem, not a model problem
|
| 347 |
+
logger.exception(f"learner {request.learner_id}: missing field {e}")
|
| 348 |
+
raise HTTPException(
|
| 349 |
+
status_code=422,
|
| 350 |
+
detail=f"Request is missing a required field: {e}",
|
| 351 |
+
)
|
| 352 |
+
|
| 353 |
+
except Exception as e:
|
| 354 |
+
# log the real exception server-side for debugging, but don't
|
| 355 |
+
# leak internal details (stack traces, file paths, library
|
| 356 |
+
# internals) to the caller
|
| 357 |
+
logger.exception(f"learner {request.learner_id}: recommendation failed")
|
| 358 |
+
raise HTTPException(
|
| 359 |
+
status_code=500,
|
| 360 |
+
detail="Recommendation failed due to an internal error.",
|
| 361 |
+
)
|
recommendation/simulator.py
ADDED
|
@@ -0,0 +1,234 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""
|
| 2 |
+
Aiko environment / simulator core.
|
| 3 |
+
|
| 4 |
+
This module preserves the original simulator's IRT-based game mechanics
|
| 5 |
+
and behavior policy unchanged (per the review's instruction to keep
|
| 6 |
+
proven simulator concepts intact). What changes lives in generate_data.py
|
| 7 |
+
(counterfactual, all-9-candidate labeling) and features.py (feature
|
| 8 |
+
engineering shared between training-time and inference-time).
|
| 9 |
+
"""
|
| 10 |
+
|
| 11 |
+
from __future__ import annotations
|
| 12 |
+
|
| 13 |
+
from dataclasses import dataclass, field
|
| 14 |
+
from datetime import datetime
|
| 15 |
+
|
| 16 |
+
import numpy as np
|
| 17 |
+
from scipy.stats import truncnorm
|
| 18 |
+
|
| 19 |
+
DIFFICULTIES = (1, 2, 3)
|
| 20 |
+
|
| 21 |
+
GAMES = {
|
| 22 |
+
"prob_maze": {
|
| 23 |
+
"category": "problem_solving",
|
| 24 |
+
"metric": "efficiency",
|
| 25 |
+
"comfort_target": 0.75,
|
| 26 |
+
"optimal_moves": {1: 5, 2: 9, 3: 14},
|
| 27 |
+
"seconds_per_move_mean": 3.0,
|
| 28 |
+
"difficulty_b": {1: -1.45, 2: -0.55, 3: 0.35},
|
| 29 |
+
},
|
| 30 |
+
"att_odd_one_out": {
|
| 31 |
+
"category": "attention",
|
| 32 |
+
"metric": "accuracy",
|
| 33 |
+
"comfort_target": 0.78,
|
| 34 |
+
"n_trials_range": (10, 16),
|
| 35 |
+
"difficulty_b": {1: -1.45, 2: -0.55, 3: 0.35},
|
| 36 |
+
},
|
| 37 |
+
"mem_recognition": {
|
| 38 |
+
"category": "memory",
|
| 39 |
+
"metric": "accuracy",
|
| 40 |
+
"comfort_target": 0.72,
|
| 41 |
+
"n_trials_range": (10, 18),
|
| 42 |
+
"difficulty_b": {1: -1.45, 2: -0.55, 3: 0.35},
|
| 43 |
+
},
|
| 44 |
+
}
|
| 45 |
+
|
| 46 |
+
DIFFICULTY_B = {1: -1.45, 2: -0.55, 3: 0.35}
|
| 47 |
+
|
| 48 |
+
CATEGORIES = sorted({g["category"] for g in GAMES.values()})
|
| 49 |
+
GAME_IDS = list(GAMES.keys())
|
| 50 |
+
GAME_BY_CATEGORY = {c: [g for g, cfg in GAMES.items() if cfg["category"] == c] for c in CATEGORIES}
|
| 51 |
+
CATEGORY_METRIC = {c: GAMES[GAME_BY_CATEGORY[c][0]]["metric"] for c in CATEGORIES}
|
| 52 |
+
CATEGORY_OF_GAME = {g: cfg["category"] for g, cfg in GAMES.items()}
|
| 53 |
+
|
| 54 |
+
EXPLORATION_RATE = 0.30
|
| 55 |
+
PASS_THRESHOLD = 0.50
|
| 56 |
+
HARD_FAIL_THRESHOLD = 0.20
|
| 57 |
+
|
| 58 |
+
FLOW_WIDTH_LOW = 0.13
|
| 59 |
+
FLOW_WIDTH_HIGH = 0.20
|
| 60 |
+
REWARD_FLOOR = 0.2
|
| 61 |
+
|
| 62 |
+
STALENESS_SATURATION_GAMES = 20.0
|
| 63 |
+
STALENESS_REWARD_WEIGHT = 0.15 # kept only as a diagnostic/feature weight now, not the training target
|
| 64 |
+
|
| 65 |
+
THETA_SCALE = 4.0
|
| 66 |
+
DISCRIMINATION_HARD = 3.5
|
| 67 |
+
DISCRIMINATION_EASY = 2.0
|
| 68 |
+
|
| 69 |
+
ROLLING_WINDOWS = (3, 5, 10)
|
| 70 |
+
|
| 71 |
+
|
| 72 |
+
def sigmoid(x):
|
| 73 |
+
return 1.0 / (1.0 + np.exp(-x))
|
| 74 |
+
|
| 75 |
+
|
| 76 |
+
def logit(p):
|
| 77 |
+
p = np.clip(p, 1e-4, 1 - 1e-4)
|
| 78 |
+
return float(np.log(p / (1 - p)))
|
| 79 |
+
|
| 80 |
+
|
| 81 |
+
def ability_to_theta(ability: float) -> float:
|
| 82 |
+
return (ability - 0.5) * THETA_SCALE
|
| 83 |
+
|
| 84 |
+
|
| 85 |
+
def irt_probability(theta: float, b: float) -> float:
|
| 86 |
+
diff = theta - b
|
| 87 |
+
a = DISCRIMINATION_HARD if diff < 0 else DISCRIMINATION_EASY
|
| 88 |
+
return sigmoid(a * diff)
|
| 89 |
+
|
| 90 |
+
|
| 91 |
+
for _cfg in GAMES.values():
|
| 92 |
+
_cfg["match_offset"] = logit(_cfg["comfort_target"]) / DISCRIMINATION_EASY
|
| 93 |
+
|
| 94 |
+
|
| 95 |
+
def natural_level(theta: float, cfg: dict) -> int:
|
| 96 |
+
adjusted = theta - cfg["match_offset"]
|
| 97 |
+
return min(DIFFICULTIES, key=lambda lvl: abs(adjusted - cfg["difficulty_b"][lvl]))
|
| 98 |
+
|
| 99 |
+
|
| 100 |
+
def flow_reward(score: float, target: float) -> float:
|
| 101 |
+
width = FLOW_WIDTH_LOW if score < target else FLOW_WIDTH_HIGH
|
| 102 |
+
gaussian = np.exp(-((score - target) ** 2) / (2 * width ** 2))
|
| 103 |
+
return REWARD_FLOOR + (1 - REWARD_FLOOR) * gaussian
|
| 104 |
+
|
| 105 |
+
|
| 106 |
+
def shape_reward_with_staleness(flow: float, category_since_played) -> float:
|
| 107 |
+
"""Diagnostic-only shaped reward (NOT the training target anymore)."""
|
| 108 |
+
if category_since_played is None or (
|
| 109 |
+
isinstance(category_since_played, float) and np.isnan(category_since_played)
|
| 110 |
+
):
|
| 111 |
+
staleness = 1.0
|
| 112 |
+
else:
|
| 113 |
+
staleness = min(1.0, float(category_since_played) / STALENESS_SATURATION_GAMES)
|
| 114 |
+
base = (1.0 - STALENESS_REWARD_WEIGHT) + STALENESS_REWARD_WEIGHT * staleness
|
| 115 |
+
return float(np.clip(flow * base, REWARD_FLOOR, 1.0))
|
| 116 |
+
|
| 117 |
+
|
| 118 |
+
def trunc_normal(mean, sd, low, high, size, rng):
|
| 119 |
+
a, b = (low - mean) / sd, (high - mean) / sd
|
| 120 |
+
return truncnorm.rvs(a, b, loc=mean, scale=sd, size=size, random_state=rng)
|
| 121 |
+
|
| 122 |
+
|
| 123 |
+
@dataclass
|
| 124 |
+
class Child:
|
| 125 |
+
learner_id: str
|
| 126 |
+
age: int
|
| 127 |
+
ability: dict # hidden ground truth — simulator-only, never exposed to model
|
| 128 |
+
learning_rate: float # hidden ground truth — simulator-only
|
| 129 |
+
fatigue_factor: float # hidden ground truth — simulator-only
|
| 130 |
+
|
| 131 |
+
category_level: dict = field(default_factory=lambda: {c: 1 for c in CATEGORIES})
|
| 132 |
+
onboarding_queue: list = field(default_factory=list)
|
| 133 |
+
|
| 134 |
+
games_played_count: int = 0
|
| 135 |
+
game_last_index: dict = field(default_factory=dict)
|
| 136 |
+
category_last_index: dict = field(default_factory=dict)
|
| 137 |
+
category_last_ts: dict = field(default_factory=dict)
|
| 138 |
+
category_sessions_played: dict = field(default_factory=lambda: {c: set() for c in CATEGORIES})
|
| 139 |
+
history: list = field(default_factory=list)
|
| 140 |
+
|
| 141 |
+
session_id: int = -1
|
| 142 |
+
position_in_session: int = 0
|
| 143 |
+
plays_in_session: int = 0
|
| 144 |
+
|
| 145 |
+
|
| 146 |
+
def sample_child(idx: int, rng: np.random.Generator) -> Child:
|
| 147 |
+
age = int(rng.integers(4, 10))
|
| 148 |
+
ability = {c: float(trunc_normal(0.5, 0.16, 0.05, 0.95, None, rng)) for c in CATEGORIES}
|
| 149 |
+
learning_rate = float(trunc_normal(0.02, 0.012, 0.0, 0.08, None, rng))
|
| 150 |
+
fatigue_factor = float(trunc_normal(0.03, 0.015, 0.0, 0.1, None, rng))
|
| 151 |
+
|
| 152 |
+
child = Child(
|
| 153 |
+
learner_id=f"child_{idx:04d}",
|
| 154 |
+
age=age,
|
| 155 |
+
ability=ability,
|
| 156 |
+
learning_rate=learning_rate,
|
| 157 |
+
fatigue_factor=fatigue_factor,
|
| 158 |
+
)
|
| 159 |
+
order = list(GAME_IDS)
|
| 160 |
+
rng.shuffle(order)
|
| 161 |
+
child.onboarding_queue = order
|
| 162 |
+
return child
|
| 163 |
+
|
| 164 |
+
|
| 165 |
+
def simulate_accuracy_game(child: Child, game_id: str, level: int, fatigue: float, rng: np.random.Generator) -> dict:
|
| 166 |
+
cfg = GAMES[game_id]
|
| 167 |
+
ability = child.ability[cfg["category"]]
|
| 168 |
+
theta = ability_to_theta(ability) - fatigue * THETA_SCALE
|
| 169 |
+
b = cfg["difficulty_b"][level]
|
| 170 |
+
p_correct = float(np.clip(irt_probability(theta, b), 0.02, 0.98))
|
| 171 |
+
n_trials = int(rng.integers(*cfg["n_trials_range"]))
|
| 172 |
+
correct = int(rng.binomial(n_trials, p_correct))
|
| 173 |
+
accuracy_score = correct / n_trials
|
| 174 |
+
return {
|
| 175 |
+
"accuracy_score": accuracy_score,
|
| 176 |
+
"efficiency_score": np.nan,
|
| 177 |
+
"time_taken_seconds": np.nan,
|
| 178 |
+
"n_trials": n_trials,
|
| 179 |
+
}
|
| 180 |
+
|
| 181 |
+
|
| 182 |
+
def simulate_efficiency_game(child: Child, game_id: str, level: int, fatigue: float, rng: np.random.Generator) -> dict:
|
| 183 |
+
cfg = GAMES[game_id]
|
| 184 |
+
ability = child.ability[cfg["category"]]
|
| 185 |
+
theta = ability_to_theta(ability) - fatigue * THETA_SCALE
|
| 186 |
+
b = cfg["difficulty_b"][level]
|
| 187 |
+
base_efficiency = irt_probability(theta, b)
|
| 188 |
+
noise = float(trunc_normal(0.0, 0.06, -0.2, 0.2, None, rng))
|
| 189 |
+
efficiency_score = float(np.clip(base_efficiency + noise, 0.03, 1.0))
|
| 190 |
+
effective_ability = float(np.clip(ability - fatigue, 0.05, 0.98))
|
| 191 |
+
optimal_moves = cfg["optimal_moves"][level]
|
| 192 |
+
moves_taken = max(optimal_moves, int(round(optimal_moves / efficiency_score)))
|
| 193 |
+
per_move_time = max(
|
| 194 |
+
0.5,
|
| 195 |
+
float(
|
| 196 |
+
trunc_normal(
|
| 197 |
+
cfg["seconds_per_move_mean"] * (1.15 - 0.3 * effective_ability), 0.6, 0.5, 8.0, None, rng
|
| 198 |
+
)
|
| 199 |
+
),
|
| 200 |
+
)
|
| 201 |
+
time_taken_seconds = round(moves_taken * per_move_time, 1)
|
| 202 |
+
return {
|
| 203 |
+
"accuracy_score": np.nan,
|
| 204 |
+
"efficiency_score": efficiency_score,
|
| 205 |
+
"time_taken_seconds": time_taken_seconds,
|
| 206 |
+
"n_trials": np.nan,
|
| 207 |
+
}
|
| 208 |
+
|
| 209 |
+
|
| 210 |
+
def simulate_game(child: Child, game_id: str, level: int, fatigue: float, rng: np.random.Generator) -> dict:
|
| 211 |
+
cfg = GAMES[game_id]
|
| 212 |
+
if cfg["metric"] == "accuracy":
|
| 213 |
+
return simulate_accuracy_game(child, game_id, level, fatigue, rng)
|
| 214 |
+
return simulate_efficiency_game(child, game_id, level, fatigue, rng)
|
| 215 |
+
|
| 216 |
+
|
| 217 |
+
def score_and_reward(game_id: str, outcome: dict) -> tuple[float, float]:
|
| 218 |
+
"""Return (raw_score, raw_flow_reward) for a simulated outcome."""
|
| 219 |
+
cfg = GAMES[game_id]
|
| 220 |
+
score = outcome["accuracy_score"] if cfg["metric"] == "accuracy" else outcome["efficiency_score"]
|
| 221 |
+
reward = flow_reward(score, cfg["comfort_target"])
|
| 222 |
+
return float(score), float(reward)
|
| 223 |
+
|
| 224 |
+
|
| 225 |
+
def update_behavior_policy_state(child: Child, category: str, score: float) -> None:
|
| 226 |
+
if score >= PASS_THRESHOLD:
|
| 227 |
+
child.category_level[category] = min(3, child.category_level[category] + 1)
|
| 228 |
+
elif score < HARD_FAIL_THRESHOLD:
|
| 229 |
+
child.category_level[category] = max(1, child.category_level[category] - 1)
|
| 230 |
+
|
| 231 |
+
|
| 232 |
+
def apply_learning(child: Child, categories_played) -> None:
|
| 233 |
+
for cat in categories_played:
|
| 234 |
+
child.ability[cat] = min(0.98, child.ability[cat] + child.learning_rate * (1 - child.ability[cat]))
|