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Browse files- ai/environments/vec_env_rust.py +131 -0
ai/environments/vec_env_rust.py
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import json
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import os
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import engine_rust
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import numpy as np
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from gymnasium import spaces
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from stable_baselines3.common.vec_env import VecEnv
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class RustVectorEnv(VecEnv):
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def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1, mcts_sims=50):
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# 1. Load DB
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db_path = "data/cards_compiled.json"
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if not os.path.exists(db_path):
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raise FileNotFoundError(f"Card DB not found at {db_path}")
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with open(db_path, "r", encoding="utf-8") as f:
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json_str = f.read()
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self.db = engine_rust.PyCardDatabase(json_str)
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# 2. Create Vector State
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self.game_state = engine_rust.PyVectorGameState(num_envs, self.db, opp_mode, mcts_sims)
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# 3. Setup Spaces
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obs_dim = 350
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self.observation_space = spaces.Box(low=0, high=1, shape=(obs_dim,), dtype=np.float32)
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if action_space is None:
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self.action_space = spaces.Discrete(2000)
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else:
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self.action_space = action_space
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self.num_envs = num_envs
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self.actions = None
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# Pre-allocate buffers for Zero-Copy
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self.obs_buffer = np.zeros((num_envs, obs_dim), dtype=np.float32)
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self.rewards_buffer = np.zeros(num_envs, dtype=np.float32)
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self.dones_buffer = np.zeros(num_envs, dtype=bool)
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# Term obs buffer needs to accommodate worst case (all done)
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self.term_obs_buffer = np.zeros((num_envs, obs_dim), dtype=np.float32)
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self.mask_buffer = np.zeros((num_envs, 2000), dtype=bool)
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# 4. Load Deck Config
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self._load_decks()
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# 5. Initialize (Warmup)
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self.reset()
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def _load_decks(self):
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m_ids = []
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l_ids = []
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try:
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with open("data/verified_card_pool.json", "r", encoding="utf-8") as f:
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pool = json.load(f)
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if self.db.has_member(1):
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m_ids = [1] * 48
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else:
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ids = self.db.get_member_ids()
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if ids:
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m_ids = [ids[0]] * 48
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l_ids = [100] * 12
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except Exception as e:
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print(f"Warning: Failed to load deck config: {e}")
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m_ids = [1] * 48
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l_ids = [100] * 12
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self.p0_deck = m_ids
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self.p1_deck = m_ids
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self.p0_lives = l_ids
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self.p1_lives = l_ids
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def reset(self):
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seed = np.random.randint(0, 1000000)
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self.game_state.initialize(self.p0_deck, self.p1_deck, self.p0_lives, self.p1_lives, seed)
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return self.get_observations()
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def step_async(self, actions):
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self.actions = actions
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def step_wait(self):
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if self.actions is None:
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return self.reset(), np.zeros(self.num_envs), np.zeros(self.num_envs, dtype=bool), [{}] * self.num_envs
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# Ensure int32
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actions = self.actions.astype(np.int32)
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# Call Rust step with pre-allocated buffers
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# Returns list of done indices
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done_indices = self.game_state.step(
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actions, self.obs_buffer, self.rewards_buffer, self.dones_buffer, self.term_obs_buffer
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)
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infos = [{} for _ in range(self.num_envs)]
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# Populate infos for done envs
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if done_indices:
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for i, env_idx in enumerate(done_indices):
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# Copy terminal obs from buffer to info dict
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infos[env_idx]["terminal_observation"] = self.term_obs_buffer[i].copy()
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# Return copies or views?
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# VecEnv expects new arrays usually, or we must ensure they aren't mutated during agent update.
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# SB3 PPO copies to rollout buffer, so views/buffers are fine IF they persist until next step.
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# But we overwrite them next step. This is fine.
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return self.obs_buffer.copy(), self.rewards_buffer.copy(), self.dones_buffer.copy(), infos
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def close(self):
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pass
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def get_attr(self, attr_name, indices=None):
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return [None] * self.num_envs
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def set_attr(self, attr_name, value, indices=None):
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pass
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def env_method(self, method_name, *method_args, **method_kwargs):
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return [None] * self.num_envs
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def env_is_wrapped(self, wrapper_class, indices=None):
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return [False] * self.num_envs
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def get_observations(self):
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self.game_state.get_observations(self.obs_buffer)
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return self.obs_buffer.copy()
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def action_masks(self):
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self.game_state.get_action_masks(self.mask_buffer)
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return self.mask_buffer.copy()
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