LovecaSim / ai /utils /verify_ai_abilities.py
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import json
import os
import sys
# 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
from engine.game.data_loader import CardDataLoader # Only for descriptions
from engine.game.desc_utils import get_action_desc
from engine.game.game_state import GameState # Only for descriptions
def verify_abilities():
print("--- AI Ability Visibility Verification (Rust Engine) ---")
# 1. Load DB
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)
# Initialize Python GameState for descriptions
loader = CardDataLoader(db_path)
members, lives, energy = loader.load()
GameState.initialize_class_db(members, lives)
py_gs = GameState()
# 2. Setup Rust Engine State
db = engine_rust.PyCardDatabase(db_content)
gs = engine_rust.PyGameState(db)
# Load a benchmark deck to get valid IDs
deck_file = "ai/decks/liella_cup.txt"
main_deck, lives_deck, energy_deck = parse_deck(
deck_file, db_json["member_db"], db_json["live_db"], db_json.get("energy_db", {})
)
# Standard sizes
test_lives = (lives_deck * 10)[:12]
test_deck = (main_deck * 10)[:48]
test_energy = (energy_deck * 10)[:12]
gs.initialize_game(test_deck, test_deck, test_energy, test_energy, test_lives, test_lives)
# Fast-forward to Main Phase
# Phase Flow: MULLIGAN_P1 -> MULLIGAN_P2 -> LIVE_SET -> MAIN
print(f"Skipping Mulligan P1 (Current: {gs.phase})...")
gs.step(0) # Confirm Mulligan P1
print(f"Skipping Mulligan P2 (Current: {gs.phase})...")
gs.step(0) # Confirm Mulligan P2
# In Live Set, we need to set a card.
# Actions 400-459 are Live Set.
# Player 1 (index 0) sets a card.
print(f"Setting Live Card (Current: {gs.phase})...")
gs.step(400) # Set first card in hand as live
# Player 2 (index 1) sets a card.
gs.step(400)
# Sync Python GS for descriptions
hand = list(gs.get_player(0).hand)
py_gs.players[0].hand = hand
py_gs.current_player = gs.current_player
py_gs.phase = gs.phase
# 3. Find or Inject Ability Card
ability_card_id = -1
hand_idx = -1
for i, cid in enumerate(hand):
if cid in members:
card = members[cid]
# Check for ACTIVATED trigger
if any(ab.trigger.name == "ACTIVATED" for ab in card.abilities):
ability_card_id = cid
hand_idx = i
break
# Sync Python GS for descriptions
hand = list(gs.get_player(0).hand)
py_gs.players[0].hand = hand
py_gs.current_player = gs.current_player
py_gs.phase = gs.phase
# 3. Inject and Play Ability Card (Keke ID 247)
target_cid = 247
print(f"Injecting Card ID {target_cid} into hand...")
# Update Rust State
gs.get_player(0).hand = [target_cid] + list(gs.get_player(0).hand)
# Update Python Stage for get_action_desc
py_gs.players[0].hand = [target_cid] + list(py_gs.players[0].hand)
# Check if card has an activated ability in py_gs
card = members[target_cid]
abs = [ab for ab in card.abilities if ab.trigger.name == "ACTIVATED"]
print(f"Card {card.name} has {len(abs)} activated abilities.")
for ab in abs:
print(f" - Ability: {ab.raw_text}")
print(f"Playing {get_action_desc(500, py_gs)} to Center...")
# Action ID 2 (Hand 0 to Center)
gs.step(2)
# Update Python Stage
py_gs.players[0].stage[1] = target_cid
py_gs.players[0].hand = list(gs.get_player(0).hand)
# Check legality
def check_legal(gs, py_gs):
legal_actions = list(gs.get_legal_action_ids())
print(f"Phase: {gs.phase} | Legal IDs: {len(legal_actions)}")
if 201 in legal_actions:
print("SUCCESS: Action 201 (Center Ability) is legal.")
return True
print("Action 201 is NOT legal.")
if len(legal_actions) < 20: # Show only if list is small
for a in legal_actions:
print(f" - Action {a}: {get_action_desc(a, py_gs)}")
return False
if not check_legal(gs, py_gs):
print("Skipping to next turn's Main Phase...")
# Finish Turn 1
gs.step(0) # End Main
gs.step(0) # End Live Start
gs.step(0) # End Live Set
gs.step(0) # End Performance
gs.step(0) # End Turn
# Turn 2
gs.step(0) # End Active/Standby
gs.step(0) # End Draw
# Now we should be in Turn 2 Main Phase
# Re-sync Python GS
py_gs.phase = gs.phase
py_gs.current_player = gs.current_player
check_legal(gs, py_gs)
# 4. Run MCTS
model_path = "ai/models/alphanet_best.onnx"
mcts = engine_rust.PyHybridMCTS(model_path, 0.0)
print("\nRunning MCTS (1600 sims)...")
suggestions = mcts.get_suggestions(gs, 1600)
print("\nTop MCTS Suggestions:")
for action_id, score, visits in sorted(suggestions, key=lambda x: x[2], reverse=True)[:10]:
desc = get_action_desc(int(action_id), py_gs)
print(f" Action {action_id:4}: {visits:5} visits | {score:.4f} score | {desc}")
# 5. Final confirmation
ability_actions = [a for (a, s, v) in suggestions if 200 <= a <= 202]
if ability_actions:
print(f"\nCONFIRMED: MCTS explored ability actions: {[int(a) for a in ability_actions]}")
for a in ability_actions:
print(f" - {get_action_desc(int(a), py_gs)}")
else:
print("\nISSUE: MCTS did NOT explore ability actions.")
if __name__ == "__main__":
verify_abilities()