LovecaSim / ai /environments /vec_env_adapter.py
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import os
import numpy as np
from gymnasium import spaces
from stable_baselines3.common.vec_env import VecEnv
# RUST Engine Toggle
USE_RUST_ENGINE = os.getenv("USE_RUST_ENGINE", "0") == "1"
if USE_RUST_ENGINE:
print(" [VecEnvAdapter] RUST Engine ENABLED (USE_RUST_ENGINE=1)")
from ai.vec_env_rust import RustVectorEnv
# Wrapper to inject MCTS_SIMS from env
class VectorEnvAdapter(RustVectorEnv):
def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1):
mcts_sims = int(os.getenv("MCTS_SIMS", "50"))
super().__init__(num_envs, action_space, opp_mode, force_start_order, mcts_sims)
else:
# GPU Environment Toggle
USE_GPU_ENV = os.getenv("USE_GPU_ENV", "0") == "1" or os.getenv("GPU_ENV", "0") == "1"
if USE_GPU_ENV:
try:
from ai.vector_env_gpu import HAS_CUDA, VectorEnvGPU
if HAS_CUDA:
print(" [VecEnvAdapter] GPU Environment ENABLED (USE_GPU_ENV=1)")
else:
print(" [VecEnvAdapter] Warning: USE_GPU_ENV=1 but CUDA not available. Falling back to CPU.")
USE_GPU_ENV = False
except ImportError as e:
print(f" [VecEnvAdapter] Warning: Failed to import GPU env: {e}. Falling back to CPU.")
USE_GPU_ENV = False
if not USE_GPU_ENV:
from ai.environments.vector_env import VectorGameState
class VectorEnvAdapter(VecEnv):
"""
Wraps the Numba-accelerated VectorGameState to be compatible with Stable-Baselines3.
When USE_GPU_ENV=1 is set, uses VectorEnvGPU for GPU-resident environments
with zero-copy observation transfer to PyTorch.
"""
metadata = {"render_modes": ["rgb_array"]}
def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1):
self.num_envs = num_envs
self.use_gpu = USE_GPU_ENV
# For Legacy Adapter: Read MCTS_SIMS env var or default
mcts_sims = int(os.getenv("MCTS_SIMS", "50"))
if self.use_gpu:
# GPU Env doesn't support MCTS yet, pass legacy args
self.game_state = VectorEnvGPU(num_envs, opp_mode=opp_mode, force_start_order=force_start_order)
else:
self.game_state = VectorGameState(num_envs, opp_mode=opp_mode, force_start_order=force_start_order)
# Use Dynamic Dimension from Engine (IMAX 8k, Standard 2k, or Compressed 512)
obs_dim = self.game_state.obs_dim
self.observation_space = spaces.Box(low=0, high=1, shape=(obs_dim,), dtype=np.float32)
if action_space is None:
# Check if game_state has defined action_space_dim (default 2000)
if hasattr(self.game_state, "action_space_dim"):
action_dim = self.game_state.action_space_dim
else:
# Fallback: The Engine always produces 2000-dim masks (Action IDs 0-1999)
action_dim = 2000
action_space = spaces.Discrete(action_dim)
# Manually initialize VecEnv fields to bypass render_modes crash
self.action_space = action_space
self.actions = None
self.render_mode = None
# Track previous scores for delta-based rewards
self.prev_scores = np.zeros(num_envs, dtype=np.int32)
self.prev_turns = np.zeros(num_envs, dtype=np.int32)
# Pre-allocate empty infos list (reused when no envs done)
self._empty_infos = [{} for _ in range(num_envs)]
def reset(self):
"""
Reset all environments.
"""
self.game_state.reset()
self.prev_scores.fill(0) # Reset score tracking
self.prev_turns.fill(0) # Reset turn tracking
obs = self.game_state.get_observations()
# Convert CuPy to NumPy if using GPU (SB3 expects numpy)
if self.use_gpu:
try:
import cupy as cp
if isinstance(obs, cp.ndarray):
obs = cp.asnumpy(obs)
except:
pass
return obs
def step_async(self, actions):
"""
Tell the generic VecEnv wrapper to hold these actions.
"""
self.actions = actions
def step_wait(self):
"""
Execute the actions on the Numba engine.
"""
# Ensure actions are int32 for Numba (avoid copy if already correct type)
if self.actions.dtype != np.int32:
actions_int32 = self.actions.astype(np.int32)
else:
actions_int32 = self.actions
# Step the engine
obs, rewards, dones, infos = self.game_state.step(actions_int32)
# Convert CuPy arrays to NumPy if using GPU (SB3 expects numpy)
if self.use_gpu:
try:
import cupy as cp
if isinstance(obs, cp.ndarray):
obs = cp.asnumpy(obs)
if isinstance(rewards, cp.ndarray):
rewards = cp.asnumpy(rewards)
if isinstance(dones, cp.ndarray):
dones = cp.asnumpy(dones)
except:
pass
return obs, rewards, dones, infos
def close(self):
pass
def get_attr(self, attr_name, indices=None):
"""
Return attribute from vectorized environments.
"""
if attr_name == "action_masks":
# Return function reference or result? SB3 usually looks for method
pass
return [None] * self.num_envs
def set_attr(self, attr_name, value, indices=None):
pass
def env_method(self, method_name, *method_args, **method_kwargs):
"""
Call instance methods of vectorized environments.
"""
if method_name == "action_masks":
# Return list of masks for all envs
masks = self.game_state.get_action_masks()
if self.use_gpu:
try:
import cupy as cp
if isinstance(masks, cp.ndarray):
masks = cp.asnumpy(masks)
except:
pass
return [masks[i] for i in range(self.num_envs)]
return [None] * self.num_envs
def env_is_wrapped(self, wrapper_class, indices=None):
return [False] * self.num_envs
def action_masks(self):
"""
Required for MaskablePPO. Returns (num_envs, action_space.n) boolean array.
"""
masks = self.game_state.get_action_masks()
if self.use_gpu:
try:
import cupy as cp
if isinstance(masks, cp.ndarray):
masks = cp.asnumpy(masks)
except:
pass
return masks