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Upload ai/utils/record_game.py with huggingface_hub
Browse files- ai/utils/record_game.py +134 -0
ai/utils/record_game.py
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import argparse
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import json
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import os
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import random
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import sys
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# Add project root to path
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sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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import engine_rust
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from ai.benchmark_decks import parse_deck
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def get_action_name(action_id, game, db_json):
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"""Decodes Action ID into a human-readable name."""
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if action_id == 0:
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return "Pass/End Phase"
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phase = game.phase
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p_idx = game.current_player
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p_state = game.get_player(p_idx)
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if phase in [-1, 0]: # Mulligan
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indices = [i for i in range(len(p_state.hand)) if (action_id >> i) & 1]
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return f"Mulligan: Discard indices {indices}"
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if phase == 4: # Main
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if 1 <= action_id <= 180:
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adj = action_id - 1
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hand_idx = adj // 3
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slot_idx = adj % 3
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if hand_idx < len(p_state.hand):
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cid = p_state.hand[hand_idx]
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card = db_json["member_db"].get(str(cid), {"name": f"Unknown Member {cid}"})
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return f"Play {card['name']} to Slot {slot_idx}"
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elif 200 <= action_id < 400:
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adj = action_id - 200
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slot_idx = adj // 10
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ab_idx = adj % 10
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return f"Activate Ability {ab_idx} in Slot {slot_idx}"
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if phase == 5: # LiveSet
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if 400 <= action_id < 500:
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hand_idx = action_id - 400
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if hand_idx < len(p_state.hand):
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cid = p_state.hand[hand_idx]
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card = db_json["live_db"].get(str(cid), {"name": f"Unknown Live {cid}"})
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return f"Set Live: {card['name']}"
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return f"Unknown Action ({action_id})"
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def record_game(output_file, sims=200):
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with open("data/cards_compiled.json", "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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db = engine_rust.PyCardDatabase(db_content)
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game = engine_rust.PyGameState(db)
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muse_deck_path = "ai/decks/muse_cup.txt"
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p_deck, p_lives, p_energy = parse_deck(
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muse_deck_path, db_json["member_db"], db_json["live_db"], db_json.get("energy_db", {})
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)
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game.initialize_game(p_deck, p_deck, p_energy, p_energy, p_lives, p_lives)
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with open(output_file, "w", encoding="utf-8") as f:
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f.write(f"--- GAME RECORD: MCTS ({sims} sims) vs RANDOM ---\n")
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f.write(f"Deck: {muse_deck_path}\n\n")
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step = 0
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while not game.is_terminal() and step < 1000:
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cp = game.current_player
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phase = game.phase
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p_state = game.get_player(cp)
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phase_names = {
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-1: "MulliganP1",
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0: "MulliganP2",
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1: "Active",
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2: "Energy",
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3: "Draw",
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4: "Main",
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5: "LiveSet",
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6: "PerfP1",
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7: "PerfP2",
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8: "LiveResult",
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}
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p_name = phase_names.get(phase, f"Phase {phase}")
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f.write(f"[Step {step} | Turn {game.turn} | Player {cp} ({'MCTS' if cp == 0 else 'RANDOM'}) | {p_name}]\n")
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is_interactive = phase in [-1, 0, 4, 5]
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if is_interactive:
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tapped = sum(1 for t in p_state.tapped_energy if t)
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total_en = len(p_state.energy_zone)
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f.write(f" Energy: {total_en - tapped}/{total_en}\n")
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f.write(f" Hand: {p_state.hand}\n")
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f.write(f" Stage: {p_state.stage}\n")
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f.write(f" Live Zone: {p_state.live_zone} (Revealed: {p_state.live_zone_revealed})\n")
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f.write(f" Score: {p_state.score}\n")
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if cp == 0:
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suggestions = game.get_mcts_suggestions(sims, engine_rust.SearchHorizon.TurnEnd)
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action = suggestions[0][0] if suggestions else 0
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else:
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legal = game.get_legal_action_ids()
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action = random.choice(legal) if legal else 0
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f.write(f" Action: {action} ({get_action_name(action, game, db_json)})\n")
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game.step(action)
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else:
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game.step(0)
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f.write("\n")
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step += 1
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f.write("\n--- GAME COMPLETE ---\n")
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p0 = game.get_player(0)
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p1 = game.get_player(1)
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f.write(f"Final Outcome: winner={game.get_winner()}\n")
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f.write(f"P0 (MCTS): Score {p0.score}, Success Lives: {len(p0.success_lives)}\n")
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f.write(f"P1 (RANDOM): Score {p1.score}, Success Lives: {len(p1.success_lives)}\n")
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print(f"Game record saved to {output_file}")
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if __name__ == "__main__":
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parser = argparse.ArgumentParser()
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parser.add_argument("--output", default="game_record.txt")
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parser.add_argument("--sims", type=int, default=200)
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args = parser.parse_args()
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record_game(args.output, sims=args.sims)
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