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import argparse
import concurrent.futures
import json
import multiprocessing
import os
import random
import sys
import time
import numpy as np
from tqdm import tqdm
# Pin threads for performance
os.environ["RAYON_NUM_THREADS"] = "1"
# Add project root to path
sys.path.append(os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))))
import engine_rust
from ai.utils.benchmark_decks import parse_deck
# Global cache for workers (optional, for NN mode)
_WORKER_MODEL_PATH = None
def worker_init(db_content, model_path=None):
global _WORKER_DB, _WORKER_MODEL_PATH
_WORKER_DB = engine_rust.PyCardDatabase(db_content)
_WORKER_MODEL_PATH = model_path
def run_self_play_game(g_idx, sims, p0_deck_info, p1_deck_info):
if _WORKER_DB is None:
return None
game = engine_rust.PyGameState(_WORKER_DB)
game.silent = True
p0_deck, p0_lives, p0_energy = p0_deck_info
p1_deck, p1_lives, p1_energy = p1_deck_info
game.initialize_game(p0_deck, p1_deck, p0_energy, p1_energy, p0_lives, p1_lives)
game_states = []
game_policies = []
game_turns_remaining = []
game_player_turn = []
game_score_diffs = []
# Target values will be backfilled after game ends
step = 0
max_turns = 150 # Estimated max turns for normalization
while not game.is_terminal() and step < 1000:
cp = game.current_player
phase = game.phase
# Interactive Phases: Mulligan (-1, 0), Main (4), LiveSet (5)
is_interactive = phase in [-1, 0, 4, 5]
if is_interactive:
# Observation (now 1200)
encoded = game.get_observation()
if len(encoded) != 1200:
# Pad to 1200 if engine mismatch
if len(encoded) < 1200:
encoded = encoded + [0.0] * (1200 - len(encoded))
else:
encoded = encoded[:1200]
# Use MCTS with Original Heuristic (Teacher Mode)
# If _WORKER_MODEL_PATH is None, we use pure MCTS
h_type = "original" if _WORKER_MODEL_PATH is None else "hybrid"
suggestions = game.search_mcts(
num_sims=sims, seconds=0.0, heuristic_type=h_type, model_path=_WORKER_MODEL_PATH
)
# Build policy
policy = np.zeros(2000, dtype=np.float32)
action_ids = []
visit_counts = []
total_visits = 0
for action, _, visits in suggestions:
if action < 2000:
action_ids.append(int(action))
visit_counts.append(visits)
total_visits += visits
if total_visits == 0:
legal = list(game.get_legal_action_ids())
action_ids = [int(a) for a in legal if a < 2000]
visit_counts = [1.0] * len(action_ids)
total_visits = len(action_ids)
probs = np.array(visit_counts, dtype=np.float32) / total_visits
# Add Noise (Dirichlet) for exploration
if len(probs) > 1:
noise = np.random.dirichlet([0.3] * len(probs))
probs = 0.75 * probs + 0.25 * noise
# CRITICAL: Re-normalize for np.random.choice float precision
probs = probs / np.sum(probs)
for i, aid in enumerate(action_ids):
policy[aid] = probs[i]
game_states.append(encoded)
game_policies.append(policy)
game_player_turn.append(cp)
game_turns_remaining.append(float(game.turn)) # Store current turn, normalize later
# Action Selection
if step < 40: # Explore in early game
action = np.random.choice(action_ids, p=probs)
else: # Exploit
action = action_ids[np.argmax(probs)]
try:
game.step(int(action))
except:
break
else:
# Auto-step
try:
game.step(0)
except:
break
step += 1
if not game.is_terminal():
return None
winner = game.get_winner()
s0 = float(game.get_player(0).score)
s1 = float(game.get_player(1).score)
final_turn = float(game.turn)
# Process rewards and normalized turns
winners = []
scores = []
turns_normalized = []
for i in range(len(game_player_turn)):
p_idx = game_player_turn[i]
# Win Signal (1, 0, -1)
if winner == 2:
winners.append(0.0)
elif p_idx == winner:
winners.append(1.0)
else:
winners.append(-1.0)
# Score Diff (Normalized)
diff = (s0 - s1) if p_idx == 0 else (s1 - s0)
score_norm = np.tanh(diff / 50.0) # Scale roughly to [-1, 1]
scores.append(score_norm)
# Turns Remaining (Normalized 0..1)
# 1.0 at start, 0.0 at end
rem = (final_turn - game_turns_remaining[i]) / max_turns
turns_normalized.append(np.clip(rem, 0.0, 1.0))
return {
"states": np.array(game_states, dtype=np.float32),
"policies": np.array(game_policies, dtype=np.float32),
"winners": np.array(winners, dtype=np.float32),
"scores": np.array(scores, dtype=np.float32),
"turns_left": np.array(turns_normalized, dtype=np.float32),
"outcome": {"winner": winner, "score": (s0, s1), "turns": game.turn},
}
def generate_self_play(
num_games=100,
model_path="ai/models/alphanet.onnx",
output_file="ai/data/self_play_0.npz",
sims=100,
weight=0.3,
skip_rollout=False,
workers=0,
):
db_path = "engine/data/cards_compiled.json"
with open(db_path, "r", encoding="utf-8") as f:
db_content = f.read()
db_json = json.loads(db_content)
# Load Decks (Standard Pool)
deck_paths = [
"ai/decks/aqours_cup.txt",
"ai/decks/hasunosora_cup.txt",
"ai/decks/liella_cup.txt",
"ai/decks/muse_cup.txt",
"ai/decks/nijigaku_cup.txt",
]
decks = []
for dp in deck_paths:
if os.path.exists(dp):
decks.append(parse_deck(dp, db_json["member_db"], db_json["live_db"], db_json.get("energy_db", {})))
all_states, all_policies, all_winners = [], [], []
all_scores, all_turns = [], []
total_completed = 0
total_samples = 0
chunk_size = 100 # Save every 100 games
stats = {"wins": 0, "losses": 0, "draws": 0}
if model_path == "None":
model_path = None
max_workers = workers if workers > 0 else min(multiprocessing.cpu_count(), 12)
mode_str = "Teacher (Heuristic MCTS)" if model_path is None else "Student (Hybrid MCTS)"
print(f"Starting Self-Play: {num_games} games using {max_workers} workers... Mode: {mode_str}")
def save_chunk():
nonlocal all_states, all_policies, all_winners, all_scores, all_turns
if not all_states:
return
ts = int(time.time())
path = output_file.replace(".npz", f"_chunk_{total_completed // chunk_size}_{ts}.npz")
print(f"\n[Disk] Saving {len(all_states)} samples to {path}...")
np.savez(
path,
states=np.array(all_states, dtype=np.float32),
policies=np.array(all_policies, dtype=np.float32),
winners=np.array(all_winners, dtype=np.float32),
scores=np.array(all_scores, dtype=np.float32),
turns_left=np.array(all_turns, dtype=np.float32),
)
all_states, all_policies, all_winners = [], [], []
all_scores, all_turns = [], []
with concurrent.futures.ProcessPoolExecutor(
max_workers=max_workers, initializer=worker_init, initargs=(db_content, model_path)
) as executor:
pending = {}
batch_cap = max_workers * 2
games_submitted = 0
pbar = tqdm(total=num_games)
while total_completed < num_games or pending:
while len(pending) < batch_cap and games_submitted < num_games:
p0, p1 = random.randint(0, len(decks) - 1), random.randint(0, len(decks) - 1)
f = executor.submit(run_self_play_game, games_submitted, sims, decks[p0], decks[p1])
pending[f] = games_submitted
games_submitted += 1
if not pending:
break
done, _ = concurrent.futures.wait(pending.keys(), return_when=concurrent.futures.FIRST_COMPLETED)
for f in done:
pending.pop(f)
try:
res = f.result()
if res:
all_states.extend(res["states"])
all_policies.extend(res["policies"])
all_winners.extend(res["winners"])
all_scores.extend(res["scores"])
all_turns.extend(res["turns_left"])
total_completed += 1
total_samples += len(res["states"])
# Update stats
outcome = res["outcome"]
w_idx = outcome["winner"]
turns = outcome["turns"]
win_str = "DRAW" if w_idx == 2 else f"P{w_idx} WIN"
if w_idx == 2:
stats["draws"] += 1
elif w_idx == 0:
stats["wins"] += 1
else:
stats["losses"] += 1
# Reduce log spam for large runs
if total_completed % 10 == 0 or total_completed < 10:
print(
f" [Game {total_completed}] {win_str} in {turns} turns | Samples: {len(res['states'])} | Total W/L/D: {stats['wins']}/{stats['losses']}/{stats['draws']}"
)
pbar.update(1)
if total_completed % chunk_size == 0:
save_chunk()
except Exception as e:
print(f"Game failed: {e}")
pbar.close()
if all_states:
save_chunk()
print(f"Self-play generation complete. Total samples: {total_samples}")
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--games", type=int, default=100)
parser.add_argument("--sims", type=int, default=100)
parser.add_argument("--model", type=str, default="ai/models/alphanet_best.onnx")
parser.add_argument("--weight", type=float, default=0.3)
parser.add_argument("--workers", type=int, default=0, help="Number of workers (0 = auto)")
parser.add_argument("--fast", action="store_true", help="Skip rollouts, use pure NN value (faster)")
args = parser.parse_args()
generate_self_play(
num_games=args.games,
model_path=args.model,
sims=args.sims,
weight=args.weight,
skip_rollout=args.fast,
workers=args.workers,
)