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Wraps N sequential LiveSessions (one per game) with warmup + real phases,
Prolific metadata, and a completion code generated on finish. Generic
across envs: each EnvRenderer supplies its own StudyConfig.
"""
from __future__ import annotations
import random
import string
import threading
import time
from dataclasses import dataclass, field
from typing import Optional
from .envs import EnvRenderer, get as get_env
from .sessions import LiveSession, SessionManager
@dataclass
class ProlificMeta:
"""Prolific URL params attached to a study session for trajectory metadata."""
prolific_pid: Optional[str] = None
study_id: Optional[str] = None
prolific_session_id: Optional[str] = None
data_source: str = ""
@dataclass
class StudyConfig:
"""Per-env study setup: how many games of each kind + per-game env_kwargs."""
num_warmup: int
num_real: int
game_env_kwargs: list[dict] # len == num_warmup + num_real
warmup_partner_keys: Optional[list[str]] = None # if None, picks randomly per game
real_partner_keys: Optional[list[str]] = None # if None, picks randomly per game
def total_games(self) -> int:
return self.num_warmup + self.num_real
@dataclass
class StudySession:
"""One Prolific worker's run through a study. Holds a list of game
session_ids, advances on completion, generates a completion code."""
study_id: str
env_name: str
config: StudyConfig
prolific: ProlificMeta
current_game_index: int = 0
game_session_ids: list[Optional[str]] = field(default_factory=list)
completion_code: Optional[str] = None
session_complete: bool = False
last_seen_at: float = field(default_factory=time.time)
def is_warmup(self) -> bool:
return self.current_game_index < self.config.num_warmup
def current_game_id(self) -> Optional[str]:
if 0 <= self.current_game_index < len(self.game_session_ids):
return self.game_session_ids[self.current_game_index]
return None
class StudySessionManager:
def __init__(self, session_manager: SessionManager):
self._sm = session_manager
self._lock = threading.Lock()
self._active: dict[str, StudySession] = {}
def start(self, env_name: str, prolific: ProlificMeta,
config: Optional[StudyConfig] = None) -> StudySession:
renderer = get_env(env_name)
cfg = config or renderer.study_config()
if len(cfg.game_env_kwargs) != cfg.total_games():
raise ValueError(
f"study config: {len(cfg.game_env_kwargs)} game_env_kwargs "
f"!= {cfg.total_games()} total games"
)
study_id = _gen_id("study_")
study = StudySession(
study_id=study_id,
env_name=env_name,
config=cfg,
prolific=prolific,
game_session_ids=[None] * cfg.total_games(),
)
# Kick off game 0 immediately so the client gets a state to render.
first_sid = self._launch_game(renderer, study, 0)
study.game_session_ids[0] = first_sid
with self._lock:
self._active[study_id] = study
return study
def get(self, study_id: str) -> StudySession:
with self._lock:
s = self._active.get(study_id)
if s is None:
raise KeyError(f"study {study_id} expired or unknown")
s.last_seen_at = time.time()
return s
def step(self, study_id: str, ui_action: dict) -> dict:
"""Step current game (mirrors /play/step's full flow: human action +
partner action if their turn next). On game-done, advance to next;
on study-done, generate completion code."""
study = self.get(study_id)
renderer = get_env(study.env_name)
cur_sid = study.current_game_id()
if cur_sid is None:
raise RuntimeError(f"study {study_id}: no current game")
live = self._sm.get(cur_sid)
from .helpers import current_player as _current_player, next_rng
human_idx = renderer.HUMAN_AGENT_IDX
partner_idx = 1 - human_idx
# Same shape as /play/step: human action, then partner if next.
action = renderer.action_from_ui(ui_action, live.state)
state_before_human = live.state
obs, state, reward, done, info = renderer.step(
live.env, live.state, {human_idx: action}, next_rng(),
)
live.state = state
human_event = renderer.describe_action(
action, state_before_human, live.state, float(reward), human_idx,
)
events: list[dict] = [human_event]
live.history.append(human_event)
partner_acted = False
if not done:
cur_player = _current_player(live.state, human_idx)
if cur_player == partner_idx:
partner_action = int(live.partner.get_action(obs, live.state, next_rng()))
state_before_partner = live.state
obs, state, p_reward, done, info = renderer.step(
live.env, live.state, {partner_idx: partner_action}, next_rng(),
)
live.state = state
reward += float(p_reward)
partner_event = renderer.describe_action(
partner_action, state_before_partner, live.state,
float(p_reward), partner_idx,
)
events.append(partner_event)
live.history.append(partner_event)
partner_acted = True
advanced = False
prev_idx = study.current_game_index
if done:
# Stamp end_time on the game that just finished (for per-game duration metric).
live.end_time = time.time()
if study.current_game_index < study.config.total_games() - 1:
study.current_game_index += 1
next_sid = self._launch_game(renderer, study, study.current_game_index)
study.game_session_ids[study.current_game_index] = next_sid
advanced = True
else:
study.session_complete = True
study.completion_code = _gen_completion_code()
return {
"study_id": study.study_id,
"current_game_index": study.current_game_index,
"total_games": study.config.total_games(),
"num_warmup": study.config.num_warmup,
"is_warmup": study.is_warmup(),
"session_complete": study.session_complete,
"completion_code": study.completion_code,
"game_just_advanced": advanced,
"prev_game_index": prev_idx if advanced else None,
"reward": float(reward),
"done": bool(done),
"partner_acted": partner_acted,
"events": events,
}
def save_all(self, study_id: str, agent_name: str = "Anonymous") -> list[dict]:
"""Build rich trajectory dicts for every completed game in this study.
Caller (route handler) persists them via TrajectoryStore.
Per-trajectory metadata mirrors Johnny's human_data_collecting save_episode:
timing (start_time/end_time/duration), env_kwargs (grid_size/num_food/...),
partner identity, warmup flag, sequence-aware kind tag for folder split.
"""
study = self.get(study_id)
trajs: list[dict] = []
for idx, sid in enumerate(study.game_session_ids):
if sid is None:
continue
try:
live = self._sm.get(sid)
except KeyError:
continue
is_warmup = idx < study.config.num_warmup
env_kwargs = (
study.config.game_env_kwargs[idx]
if idx < len(study.config.game_env_kwargs) else {}
)
start = getattr(live, "start_time", None)
end = getattr(live, "end_time", None) or time.time()
traj = {
"env": study.env_name,
"agent_name": agent_name,
"partner_key": live.partner_key,
"score": live.renderer.score_summary(live.state, {}),
"history": live.history,
"prolific": {
"prolific_pid": study.prolific.prolific_pid,
"study_id": study.prolific.study_id,
"prolific_session_id": study.prolific.prolific_session_id,
"data_source": study.prolific.data_source,
},
"study_id": study.study_id,
"game_index": idx,
"is_warmup": is_warmup,
"kind": "warmup" if is_warmup else "real",
"env_kwargs": env_kwargs,
"start_time": start,
"end_time": end,
"duration": (end - start) if (start and end) else None,
"total_steps": len(live.history),
"completion_code": study.completion_code,
}
trajs.append(traj)
return trajs
def _launch_game(self, renderer: EnvRenderer, study: StudySession, idx: int) -> str:
env_kwargs = study.config.game_env_kwargs[idx]
partner_key = self._pick_partner(renderer, study, idx)
# SessionManager.start() handles the env+partner+state setup.
live, _obs = self._sm.start(
env_name=study.env_name,
partner_key=partner_key,
env_kwargs=env_kwargs,
seed=None,
)
# Stamp start_time so save_all can record per-game duration.
live.start_time = time.time()
return live.session_id
def _pick_partner(self, renderer: EnvRenderer, study: StudySession, idx: int) -> str:
cfg = study.config
is_warmup = idx < cfg.num_warmup
pool = (cfg.warmup_partner_keys if is_warmup else cfg.real_partner_keys)
if pool:
return random.choice(pool)
# Fallback: pick from full available_partners list (Johnny's _choose_agent equivalent).
partners = [p.key for p in renderer.available_partners()]
return random.choice(partners) if partners else renderer.default_partner_key()
def purge_stale(self, ttl_seconds: int = 7200) -> int:
cutoff = time.time() - ttl_seconds
with self._lock:
stale = [sid for sid, s in self._active.items() if s.last_seen_at < cutoff]
for sid in stale:
self._active.pop(sid)
return len(stale)
def _gen_id(prefix: str = "study_") -> str:
import uuid
return prefix + uuid.uuid4().hex[:12]
def _gen_completion_code(length: int = 8) -> str:
chars = string.ascii_uppercase + string.digits
return "".join(random.choice(chars) for _ in range(length))
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