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  1. ai/utils/verify_ai_abilities.py +166 -0
ai/utils/verify_ai_abilities.py ADDED
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+ import json
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+ import os
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+ import sys
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+
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+ # Add project root to path
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+ sys.path.append(os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))))
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+
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+ import engine_rust
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+
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+ from ai.utils.benchmark_decks import parse_deck
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+ from engine.game.data_loader import CardDataLoader # Only for descriptions
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+ from engine.game.desc_utils import get_action_desc
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+ from engine.game.game_state import GameState # Only for descriptions
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+
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+
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+ def verify_abilities():
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+ print("--- AI Ability Visibility Verification (Rust Engine) ---")
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+
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+ # 1. Load DB
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+ db_path = "engine/data/cards_compiled.json"
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+ with open(db_path, "r", encoding="utf-8") as f:
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+ db_content = f.read()
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+ db_json = json.loads(db_content)
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+
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+ # Initialize Python GameState for descriptions
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+ loader = CardDataLoader(db_path)
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+ members, lives, energy = loader.load()
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+ GameState.initialize_class_db(members, lives)
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+ py_gs = GameState()
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+
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+ # 2. Setup Rust Engine State
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+ db = engine_rust.PyCardDatabase(db_content)
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+ gs = engine_rust.PyGameState(db)
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+
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+ # Load a benchmark deck to get valid IDs
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+ deck_file = "ai/decks/liella_cup.txt"
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+ main_deck, lives_deck, energy_deck = parse_deck(
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+ deck_file, db_json["member_db"], db_json["live_db"], db_json.get("energy_db", {})
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+ )
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+
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+ # Standard sizes
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+ test_lives = (lives_deck * 10)[:12]
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+ test_deck = (main_deck * 10)[:48]
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+ test_energy = (energy_deck * 10)[:12]
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+
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+ gs.initialize_game(test_deck, test_deck, test_energy, test_energy, test_lives, test_lives)
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+
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+ # Fast-forward to Main Phase
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+ # Phase Flow: MULLIGAN_P1 -> MULLIGAN_P2 -> LIVE_SET -> MAIN
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+ print(f"Skipping Mulligan P1 (Current: {gs.phase})...")
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+ gs.step(0) # Confirm Mulligan P1
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+ print(f"Skipping Mulligan P2 (Current: {gs.phase})...")
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+ gs.step(0) # Confirm Mulligan P2
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+
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+ # In Live Set, we need to set a card.
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+ # Actions 400-459 are Live Set.
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+ # Player 1 (index 0) sets a card.
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+ print(f"Setting Live Card (Current: {gs.phase})...")
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+ gs.step(400) # Set first card in hand as live
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+ # Player 2 (index 1) sets a card.
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+ gs.step(400)
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+
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+ # Sync Python GS for descriptions
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+ hand = list(gs.get_player(0).hand)
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+ py_gs.players[0].hand = hand
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+ py_gs.current_player = gs.current_player
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+ py_gs.phase = gs.phase
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+
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+ # 3. Find or Inject Ability Card
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+ ability_card_id = -1
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+ hand_idx = -1
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+ for i, cid in enumerate(hand):
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+ if cid in members:
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+ card = members[cid]
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+ # Check for ACTIVATED trigger
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+ if any(ab.trigger.name == "ACTIVATED" for ab in card.abilities):
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+ ability_card_id = cid
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+ hand_idx = i
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+ break
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+
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+ # Sync Python GS for descriptions
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+ hand = list(gs.get_player(0).hand)
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+ py_gs.players[0].hand = hand
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+ py_gs.current_player = gs.current_player
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+ py_gs.phase = gs.phase
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+
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+ # 3. Inject and Play Ability Card (Keke ID 247)
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+ target_cid = 247
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+ print(f"Injecting Card ID {target_cid} into hand...")
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+ # Update Rust State
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+ gs.get_player(0).hand = [target_cid] + list(gs.get_player(0).hand)
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+ # Update Python Stage for get_action_desc
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+ py_gs.players[0].hand = [target_cid] + list(py_gs.players[0].hand)
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+
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+ # Check if card has an activated ability in py_gs
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+ card = members[target_cid]
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+ abs = [ab for ab in card.abilities if ab.trigger.name == "ACTIVATED"]
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+ print(f"Card {card.name} has {len(abs)} activated abilities.")
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+ for ab in abs:
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+ print(f" - Ability: {ab.raw_text}")
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+
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+ print(f"Playing {get_action_desc(500, py_gs)} to Center...")
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+ # Action ID 2 (Hand 0 to Center)
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+ gs.step(2)
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+
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+ # Update Python Stage
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+ py_gs.players[0].stage[1] = target_cid
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+ py_gs.players[0].hand = list(gs.get_player(0).hand)
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+
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+ # Check legality
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+ def check_legal(gs, py_gs):
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+ legal_actions = list(gs.get_legal_action_ids())
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+ print(f"Phase: {gs.phase} | Legal IDs: {len(legal_actions)}")
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+ if 201 in legal_actions:
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+ print("SUCCESS: Action 201 (Center Ability) is legal.")
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+ return True
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+ print("Action 201 is NOT legal.")
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+ if len(legal_actions) < 20: # Show only if list is small
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+ for a in legal_actions:
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+ print(f" - Action {a}: {get_action_desc(a, py_gs)}")
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+ return False
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+
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+ if not check_legal(gs, py_gs):
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+ print("Skipping to next turn's Main Phase...")
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+ # Finish Turn 1
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+ gs.step(0) # End Main
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+ gs.step(0) # End Live Start
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+ gs.step(0) # End Live Set
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+ gs.step(0) # End Performance
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+ gs.step(0) # End Turn
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+
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+ # Turn 2
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+ gs.step(0) # End Active/Standby
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+ gs.step(0) # End Draw
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+
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+ # Now we should be in Turn 2 Main Phase
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+ # Re-sync Python GS
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+ py_gs.phase = gs.phase
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+ py_gs.current_player = gs.current_player
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+
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+ check_legal(gs, py_gs)
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+
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+ # 4. Run MCTS
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+ model_path = "ai/models/alphanet_best.onnx"
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+ mcts = engine_rust.PyHybridMCTS(model_path, 0.0)
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+
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+ print("\nRunning MCTS (1600 sims)...")
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+ suggestions = mcts.get_suggestions(gs, 1600)
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+
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+ print("\nTop MCTS Suggestions:")
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+ for action_id, score, visits in sorted(suggestions, key=lambda x: x[2], reverse=True)[:10]:
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+ desc = get_action_desc(int(action_id), py_gs)
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+ print(f" Action {action_id:4}: {visits:5} visits | {score:.4f} score | {desc}")
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+
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+ # 5. Final confirmation
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+ ability_actions = [a for (a, s, v) in suggestions if 200 <= a <= 202]
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+ if ability_actions:
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+ print(f"\nCONFIRMED: MCTS explored ability actions: {[int(a) for a in ability_actions]}")
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+ for a in ability_actions:
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+ print(f" - {get_action_desc(int(a), py_gs)}")
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+ else:
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+ print("\nISSUE: MCTS did NOT explore ability actions.")
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+
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+
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+ if __name__ == "__main__":
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+ verify_abilities()