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Upload ai/utils/obs_adapters.py with huggingface_hub
Browse files- ai/utils/obs_adapters.py +182 -0
ai/utils/obs_adapters.py
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import numpy as np
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from engine.game.game_state import GameState
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class UnifiedObservationEncoder:
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"""
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Translates current GameState into various historic observation formats.
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"""
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@staticmethod
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def encode(state: GameState, dim: int, player_idx: int = None) -> np.ndarray:
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if player_idx is None:
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player_idx = state.current_player
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if dim == 8192:
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return UnifiedObservationEncoder._encode_8192(state, player_idx)
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elif dim == 2048:
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return UnifiedObservationEncoder._encode_2048(state, player_idx)
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elif dim == 320:
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return UnifiedObservationEncoder._encode_320(state, player_idx)
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elif dim == 128:
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return UnifiedObservationEncoder._encode_128(state, player_idx)
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else:
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raise ValueError(f"Unsupported observation dimension: {dim}")
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@staticmethod
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def _encode_8192(state: GameState, player_idx: int) -> np.ndarray:
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from ai.vector_env import VectorGameState as VGS
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from ai.vector_env import encode_observations_vectorized
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p = state.players[player_idx]
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opp = state.players[1 - player_idx]
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# Prepare arrays (mirroring VectorGameState layout)
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batch_hand = np.zeros((1, 60), dtype=np.int32)
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h_len = min(len(p.hand), 60)
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for i in range(h_len):
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batch_hand[0, i] = p.hand[i]
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batch_stage = np.full((1, 3), -1, dtype=np.int32)
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for i in range(3):
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if i < len(p.stage):
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batch_stage[0, i] = p.stage[i]
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batch_energy_count = np.zeros((1, 3), dtype=np.int32)
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# Assuming p.stage_energy_count exists (based on _encode_2048)
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if hasattr(p, "stage_energy_count"):
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for i in range(3):
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if i < len(p.stage_energy_count):
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batch_energy_count[0, i] = p.stage_energy_count[i]
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# NOTE: VectorEnv uses size 16 for tapped (Energy Tapping)
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batch_tapped = np.zeros((1, 16), dtype=np.int32)
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if hasattr(p, "tapped_members"):
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for i in range(min(3, len(p.tapped_members))):
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batch_tapped[0, i] = 1 if p.tapped_members[i] else 0
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batch_scores = np.array([len(p.success_lives)], dtype=np.int32)
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opp_scores = np.array([len(opp.success_lives)], dtype=np.int32)
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opp_stage = np.full((1, 3), -1, dtype=np.int32)
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for i in range(3):
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if i < len(opp.stage):
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opp_stage[0, i] = opp.stage[i]
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opp_tapped = np.zeros((1, 16), dtype=np.int32)
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if hasattr(opp, "tapped_members"):
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for i in range(min(3, len(opp.tapped_members))):
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opp_tapped[0, i] = 1 if opp.tapped_members[i] else 0
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# Global Context - FIXED MAPPING
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# Index 0 (SC): len(p.success_lives)
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# Index 1 (OS): len(opp.success_lives)
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# Index 2 (TR): len(p.discard)
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# Index 3 (HD): len(p.hand)
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# Index 4 (DI): len(opp.hand)
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# Index 5 (EN): p.energy_count
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# Index 6 (DK): len(p.main_deck)
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# Index 7 (OT): len(opp.discard)
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# Index 8 (PH): int(state.phase)
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# Index 9 (OD): len(opp.main_deck)
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g_ctx = np.zeros((1, 128), dtype=np.int32)
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g_ctx[0, 0] = len(p.success_lives)
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g_ctx[0, 1] = len(opp.success_lives)
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g_ctx[0, 2] = len(p.discard)
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g_ctx[0, 3] = len(p.hand)
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g_ctx[0, 4] = len(opp.hand)
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g_ctx[0, 5] = p.energy_count
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g_ctx[0, 6] = len(p.main_deck)
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g_ctx[0, 7] = len(opp.discard)
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g_ctx[0, 8] = int(state.phase)
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g_ctx[0, 9] = len(opp.main_deck)
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# Additional Buffers for Updated Signature
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batch_live = np.zeros((1, 50), dtype=np.int32)
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batch_opp_history = np.zeros((1, 50), dtype=np.int32)
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# Fill opp history with discard (Top Cards)
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d_len = min(len(opp.discard), 50)
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# VectorEnv assumes LIFO/Top-is-last.
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for i in range(d_len):
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batch_opp_history[0, i] = opp.discard[-(i + 1)]
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# VGS Cache
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if not hasattr(UnifiedObservationEncoder, "_vgs_cache"):
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UnifiedObservationEncoder._vgs_cache = VGS(1)
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vgs = UnifiedObservationEncoder._vgs_cache
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# Output
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obs = np.zeros((1, 8192), dtype=np.float32)
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encode_observations_vectorized(
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1,
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batch_hand,
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batch_stage,
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batch_energy_count,
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batch_tapped,
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batch_scores,
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opp_scores,
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opp_stage,
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opp_tapped,
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vgs.card_stats,
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g_ctx,
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batch_live,
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batch_opp_history,
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state.turn_number,
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obs,
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)
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return obs[0]
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@staticmethod
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def _encode_320(state: GameState, player_idx: int) -> np.ndarray:
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# LEGACY 320 (First Speed-up Era)
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# Replicates the encoding from ai/vector_env_legacy.py exactly.
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# This era ONLY saw Self Stage and Self Score. Hand/Opp were 0.
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obs = np.zeros(320, dtype=np.float32)
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p = state.players[player_idx]
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max_id_val = 2000.0 # Standard for VectorEnv
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# Phase [5] = 1.0 (Mocking Main Phase index from Legacy VectorEnv)
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obs[5] = 1.0
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# Current Player [16]
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obs[16] = 1.0
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# Stage [168:204] (3 slots * 12 features)
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# Note: Hand [36:168] remains 0.0 as in legacy training.
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for i in range(3):
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cid = p.stage[i]
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base = 168 + i * 12
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if cid >= 0:
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obs[base] = 1.0 # Exist
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obs[base + 1] = cid / max_id_val
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# Legacy energy count was normalized by 5.0
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obs[base + 11] = min(p.stage_energy_count[i] / 5.0, 1.0)
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# Score [270] (Self Score normalized by 5.0 in legacy)
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obs[270] = min(len(p.success_lives) / 5.0, 1.0)
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return obs
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@staticmethod
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def _encode_128(state: GameState, player_idx: int) -> np.ndarray:
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# 128-dim is the global_ctx vector
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p = state.players[player_idx]
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opp = state.players[1 - player_idx]
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g_ctx = np.zeros(128, dtype=np.float32)
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# Standard normalization from AlphaZero era
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g_ctx[0] = len(p.success_lives) / 3.0
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g_ctx[1] = len(opp.success_lives) / 3.0
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g_ctx[2] = len(p.discard) / 50.0
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g_ctx[3] = len(p.hand) / 50.0 # Normalized to deck size usually
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g_ctx[5] = p.energy_count / 10.0
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g_ctx[6] = len(p.main_deck) / 50.0
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# Turn info
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g_ctx[10] = state.turn_number / 20.0
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g_ctx[11] = 1.0 if state.current_player == player_idx else 0.0
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return g_ctx
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