LovecaSim / ai /utils /record_game.py
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import argparse
import json
import os
import random
import sys
# Add project root to path
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
import engine_rust
from ai.benchmark_decks import parse_deck
def get_action_name(action_id, game, db_json):
"""Decodes Action ID into a human-readable name."""
if action_id == 0:
return "Pass/End Phase"
phase = game.phase
p_idx = game.current_player
p_state = game.get_player(p_idx)
if phase in [-1, 0]: # Mulligan
indices = [i for i in range(len(p_state.hand)) if (action_id >> i) & 1]
return f"Mulligan: Discard indices {indices}"
if phase == 4: # Main
if 1 <= action_id <= 180:
adj = action_id - 1
hand_idx = adj // 3
slot_idx = adj % 3
if hand_idx < len(p_state.hand):
cid = p_state.hand[hand_idx]
card = db_json["member_db"].get(str(cid), {"name": f"Unknown Member {cid}"})
return f"Play {card['name']} to Slot {slot_idx}"
elif 200 <= action_id < 400:
adj = action_id - 200
slot_idx = adj // 10
ab_idx = adj % 10
return f"Activate Ability {ab_idx} in Slot {slot_idx}"
if phase == 5: # LiveSet
if 400 <= action_id < 500:
hand_idx = action_id - 400
if hand_idx < len(p_state.hand):
cid = p_state.hand[hand_idx]
card = db_json["live_db"].get(str(cid), {"name": f"Unknown Live {cid}"})
return f"Set Live: {card['name']}"
return f"Unknown Action ({action_id})"
def record_game(output_file, sims=200):
with open("data/cards_compiled.json", "r", encoding="utf-8") as f:
db_content = f.read()
db_json = json.loads(db_content)
db = engine_rust.PyCardDatabase(db_content)
game = engine_rust.PyGameState(db)
muse_deck_path = "ai/decks/muse_cup.txt"
p_deck, p_lives, p_energy = parse_deck(
muse_deck_path, db_json["member_db"], db_json["live_db"], db_json.get("energy_db", {})
)
game.initialize_game(p_deck, p_deck, p_energy, p_energy, p_lives, p_lives)
with open(output_file, "w", encoding="utf-8") as f:
f.write(f"--- GAME RECORD: MCTS ({sims} sims) vs RANDOM ---\n")
f.write(f"Deck: {muse_deck_path}\n\n")
step = 0
while not game.is_terminal() and step < 1000:
cp = game.current_player
phase = game.phase
p_state = game.get_player(cp)
phase_names = {
-1: "MulliganP1",
0: "MulliganP2",
1: "Active",
2: "Energy",
3: "Draw",
4: "Main",
5: "LiveSet",
6: "PerfP1",
7: "PerfP2",
8: "LiveResult",
}
p_name = phase_names.get(phase, f"Phase {phase}")
f.write(f"[Step {step} | Turn {game.turn} | Player {cp} ({'MCTS' if cp == 0 else 'RANDOM'}) | {p_name}]\n")
is_interactive = phase in [-1, 0, 4, 5]
if is_interactive:
tapped = sum(1 for t in p_state.tapped_energy if t)
total_en = len(p_state.energy_zone)
f.write(f" Energy: {total_en - tapped}/{total_en}\n")
f.write(f" Hand: {p_state.hand}\n")
f.write(f" Stage: {p_state.stage}\n")
f.write(f" Live Zone: {p_state.live_zone} (Revealed: {p_state.live_zone_revealed})\n")
f.write(f" Score: {p_state.score}\n")
if cp == 0:
suggestions = game.get_mcts_suggestions(sims, engine_rust.SearchHorizon.TurnEnd)
action = suggestions[0][0] if suggestions else 0
else:
legal = game.get_legal_action_ids()
action = random.choice(legal) if legal else 0
f.write(f" Action: {action} ({get_action_name(action, game, db_json)})\n")
game.step(action)
else:
game.step(0)
f.write("\n")
step += 1
f.write("\n--- GAME COMPLETE ---\n")
p0 = game.get_player(0)
p1 = game.get_player(1)
f.write(f"Final Outcome: winner={game.get_winner()}\n")
f.write(f"P0 (MCTS): Score {p0.score}, Success Lives: {len(p0.success_lives)}\n")
f.write(f"P1 (RANDOM): Score {p1.score}, Success Lives: {len(p1.success_lives)}\n")
print(f"Game record saved to {output_file}")
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--output", default="game_record.txt")
parser.add_argument("--sims", type=int, default=200)
args = parser.parse_args()
record_game(args.output, sims=args.sims)