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Upload ai/environments/vector_env.py with huggingface_hub
Browse files- ai/environments/vector_env.py +1418 -0
ai/environments/vector_env.py
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|
| 1 |
+
import os
|
| 2 |
+
from typing import List
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
from numba import njit, prange
|
| 6 |
+
|
| 7 |
+
import ai.research.integrated_step_numba as isn
|
| 8 |
+
from engine.game.fast_logic import (
|
| 9 |
+
batch_apply_action,
|
| 10 |
+
resolve_bytecode,
|
| 11 |
+
)
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
@njit(cache=True)
|
| 15 |
+
def step_vectorized(
|
| 16 |
+
actions: np.ndarray,
|
| 17 |
+
batch_stage: np.ndarray,
|
| 18 |
+
batch_energy_vec: np.ndarray,
|
| 19 |
+
batch_energy_count: np.ndarray,
|
| 20 |
+
batch_continuous_vec: np.ndarray,
|
| 21 |
+
batch_continuous_ptr: np.ndarray,
|
| 22 |
+
batch_tapped: np.ndarray,
|
| 23 |
+
batch_live: np.ndarray,
|
| 24 |
+
batch_opp_tapped: np.ndarray,
|
| 25 |
+
batch_scores: np.ndarray,
|
| 26 |
+
batch_flat_ctx: np.ndarray,
|
| 27 |
+
batch_global_ctx: np.ndarray,
|
| 28 |
+
batch_hand: np.ndarray,
|
| 29 |
+
batch_deck: np.ndarray,
|
| 30 |
+
# New: Bytecode Maps
|
| 31 |
+
bytecode_map: np.ndarray, # (GlobalOpMapSize, MaxBytecodeLen, 4)
|
| 32 |
+
bytecode_index: np.ndarray, # (NumCards, NumAbilities) -> Index in map
|
| 33 |
+
card_stats: np.ndarray,
|
| 34 |
+
batch_trash: np.ndarray, # Added
|
| 35 |
+
):
|
| 36 |
+
"""
|
| 37 |
+
Step N game environments in parallel using JIT logic and Real Card Data.
|
| 38 |
+
"""
|
| 39 |
+
# Score sync now handled internally by batch_apply_action
|
| 40 |
+
|
| 41 |
+
batch_apply_action(
|
| 42 |
+
actions,
|
| 43 |
+
0, # player_id
|
| 44 |
+
batch_stage,
|
| 45 |
+
batch_energy_vec,
|
| 46 |
+
batch_energy_count,
|
| 47 |
+
batch_continuous_vec,
|
| 48 |
+
batch_continuous_ptr,
|
| 49 |
+
batch_tapped,
|
| 50 |
+
batch_scores,
|
| 51 |
+
batch_live,
|
| 52 |
+
batch_opp_tapped,
|
| 53 |
+
batch_flat_ctx,
|
| 54 |
+
batch_global_ctx,
|
| 55 |
+
batch_hand,
|
| 56 |
+
batch_deck,
|
| 57 |
+
batch_trash, # Added
|
| 58 |
+
bytecode_map,
|
| 59 |
+
bytecode_index,
|
| 60 |
+
card_stats,
|
| 61 |
+
)
|
| 62 |
+
|
| 63 |
+
rewards = np.zeros(actions.shape[0], dtype=np.float32)
|
| 64 |
+
dones = np.zeros(actions.shape[0], dtype=np.bool_)
|
| 65 |
+
return rewards, dones
|
| 66 |
+
|
| 67 |
+
|
| 68 |
+
class VectorGameState:
|
| 69 |
+
"""
|
| 70 |
+
Manages a batch of independent GameStates for high-throughput training.
|
| 71 |
+
"""
|
| 72 |
+
|
| 73 |
+
def __init__(self, num_envs: int, opp_mode: int = 0, force_start_order: int = -1):
|
| 74 |
+
self.num_envs = num_envs
|
| 75 |
+
# opp_mode: 0=Heuristic, 1=Random, 2=Solitaire (Pass Only)
|
| 76 |
+
self.opp_mode = opp_mode
|
| 77 |
+
self.force_start_order = force_start_order # -1=Random, 0=P1, 1=P2
|
| 78 |
+
self.turn = 1
|
| 79 |
+
|
| 80 |
+
# Batched state buffers - Player 0 (Agent)
|
| 81 |
+
self.batch_stage = np.full((num_envs, 3), -1, dtype=np.int32)
|
| 82 |
+
self.batch_energy_vec = np.zeros((num_envs, 3, 32), dtype=np.int32)
|
| 83 |
+
self.batch_energy_count = np.zeros((num_envs, 3), dtype=np.int32)
|
| 84 |
+
self.batch_continuous_vec = np.zeros((num_envs, 32, 10), dtype=np.int32)
|
| 85 |
+
self.batch_continuous_ptr = np.zeros(num_envs, dtype=np.int32)
|
| 86 |
+
self.batch_tapped = np.zeros((num_envs, 16), dtype=np.int32) # Slots 0-2, Energy 3-15
|
| 87 |
+
self.batch_live = np.zeros((num_envs, 50), dtype=np.int32)
|
| 88 |
+
self.batch_opp_tapped = np.zeros((num_envs, 16), dtype=np.int32)
|
| 89 |
+
self.batch_scores = np.zeros(num_envs, dtype=np.int32)
|
| 90 |
+
|
| 91 |
+
# Batched state buffers - Opponent State (Player 1)
|
| 92 |
+
self.opp_stage = np.full((num_envs, 3), -1, dtype=np.int32)
|
| 93 |
+
self.opp_energy_vec = np.zeros((num_envs, 3, 32), dtype=np.int32) # Match Agent Shape
|
| 94 |
+
self.opp_energy_count = np.zeros((num_envs, 3), dtype=np.int32)
|
| 95 |
+
self.opp_tapped = np.zeros((num_envs, 16), dtype=np.int8)
|
| 96 |
+
self.opp_live = np.zeros((num_envs, 50), dtype=np.int32) # Added Opp Live
|
| 97 |
+
self.opp_scores = np.zeros(num_envs, dtype=np.int32)
|
| 98 |
+
|
| 99 |
+
# New State Tracking for Integrated Step
|
| 100 |
+
self.prev_scores = np.zeros(num_envs, dtype=np.int32)
|
| 101 |
+
self.prev_opp_scores = np.zeros(num_envs, dtype=np.int32)
|
| 102 |
+
self.prev_phases = np.zeros(num_envs, dtype=np.int32)
|
| 103 |
+
self.episode_returns = np.zeros(num_envs, dtype=np.float32)
|
| 104 |
+
self.episode_lengths = np.zeros(num_envs, dtype=np.int32)
|
| 105 |
+
|
| 106 |
+
# Opponent Finite Deck Buffers
|
| 107 |
+
self.opp_hand = np.zeros((num_envs, 60), dtype=np.int32)
|
| 108 |
+
self.opp_deck = np.zeros((num_envs, 60), dtype=np.int32)
|
| 109 |
+
|
| 110 |
+
# Load Numba functions
|
| 111 |
+
import os
|
| 112 |
+
|
| 113 |
+
if os.getenv("USE_SCENARIOS", "0") == "1":
|
| 114 |
+
self._load_scenarios()
|
| 115 |
+
|
| 116 |
+
# Scenario Reward Scaling
|
| 117 |
+
self.scenario_reward_scale = float(os.getenv("SCENARIO_REWARD_SCALE", "1.0"))
|
| 118 |
+
if os.getenv("USE_SCENARIOS", "0") == "1" and self.scenario_reward_scale != 1.0:
|
| 119 |
+
print(f" [VectorEnv] Scenario Reward Scale: {self.scenario_reward_scale}")
|
| 120 |
+
|
| 121 |
+
# New: Opponent History Buffer (Top 20 cards e.g.)
|
| 122 |
+
self.batch_opp_history = np.zeros((num_envs, 50), dtype=np.int32)
|
| 123 |
+
|
| 124 |
+
# Pre-allocated context buffers (Extreme speed optimization)
|
| 125 |
+
self.batch_flat_ctx = np.zeros((num_envs, 64), dtype=np.int32)
|
| 126 |
+
self.batch_global_ctx = np.zeros((num_envs, 128), dtype=np.int32)
|
| 127 |
+
self.opp_global_ctx = np.zeros((num_envs, 128), dtype=np.int32) # Persistent Opponent Context
|
| 128 |
+
self.batch_hand = np.zeros((num_envs, 60), dtype=np.int32)
|
| 129 |
+
self.batch_deck = np.zeros((num_envs, 60), dtype=np.int32)
|
| 130 |
+
self.batch_trash = np.zeros((num_envs, 60), dtype=np.int32) # Added Trash
|
| 131 |
+
self.opp_trash = np.zeros((num_envs, 60), dtype=np.int32) # Added Opp Trash
|
| 132 |
+
# Observation Buffer
|
| 133 |
+
# 20480 floats per env to handle Full Hand (60 cards) + Opponent + Stats
|
| 134 |
+
# Increased for "Real Vision" upgrade
|
| 135 |
+
# Observation Buffer
|
| 136 |
+
# Mode Selection
|
| 137 |
+
import os
|
| 138 |
+
|
| 139 |
+
self.obs_mode = os.getenv("OBS_MODE", "STANDARD")
|
| 140 |
+
if self.obs_mode == "COMPRESSED":
|
| 141 |
+
self.obs_dim = 512
|
| 142 |
+
self.action_space_dim = 2000
|
| 143 |
+
print(" [VectorEnv] Observation Mode: COMPRESSED (512-dim)")
|
| 144 |
+
elif self.obs_mode == "IMAX":
|
| 145 |
+
self.obs_dim = 8192
|
| 146 |
+
self.action_space_dim = 2000
|
| 147 |
+
print(" [VectorEnv] Observation Mode: IMAX (8192-dim)")
|
| 148 |
+
elif self.obs_mode == "ATTENTION":
|
| 149 |
+
self.obs_dim = 2240
|
| 150 |
+
self.action_space_dim = 512
|
| 151 |
+
print(" [VectorEnv] Observation Mode: ATTENTION (2240-dim)")
|
| 152 |
+
else:
|
| 153 |
+
self.obs_dim = 2304
|
| 154 |
+
self.action_space_dim = 2000
|
| 155 |
+
print(" [VectorEnv] Observation Mode: STANDARD (2304-dim)")
|
| 156 |
+
|
| 157 |
+
self.obs_buffer = np.zeros((self.num_envs, self.obs_dim), dtype=np.float32)
|
| 158 |
+
# Terminal Obs Buffer for Auto-Reset
|
| 159 |
+
self.terminal_obs_buffer = np.zeros((self.num_envs, self.obs_dim), dtype=np.float32)
|
| 160 |
+
|
| 161 |
+
# Global Turn Counter (Pointer for Numba)
|
| 162 |
+
self.turn_number_ptr = np.zeros(1, dtype=np.int32)
|
| 163 |
+
self.turn_number_ptr[0] = 1
|
| 164 |
+
|
| 165 |
+
# Game Config (Turn Limits & Rewards)
|
| 166 |
+
# 0: Turn Limit, 1: Step Limit, 2: Win Reward, 3: Lose Reward, 4: Score Scale, 5: Turn Penalty
|
| 167 |
+
self.game_config = np.zeros(10, dtype=np.float32)
|
| 168 |
+
self.game_config[0] = float(os.getenv("GAME_TURN_LIMIT", "100"))
|
| 169 |
+
self.game_config[1] = float(os.getenv("GAME_STEP_LIMIT", "1000"))
|
| 170 |
+
self.game_config[2] = float(os.getenv("GAME_REWARD_WIN", "100.0"))
|
| 171 |
+
self.game_config[3] = float(os.getenv("GAME_REWARD_LOSE", "-100.0"))
|
| 172 |
+
self.game_config[4] = float(os.getenv("GAME_REWARD_SCORE_SCALE", "50.0"))
|
| 173 |
+
self.game_config[5] = float(os.getenv("GAME_REWARD_TURN_PENALTY", "-0.05"))
|
| 174 |
+
print(
|
| 175 |
+
f" [VectorEnv] Game Config: Turns={int(self.game_config[0])}, Steps={int(self.game_config[1])}, Win={self.game_config[2]}, Lose={self.game_config[3]}"
|
| 176 |
+
)
|
| 177 |
+
|
| 178 |
+
# Load Bytecode Map
|
| 179 |
+
self._load_bytecode()
|
| 180 |
+
|
| 181 |
+
# Check for Fixed Deck Override
|
| 182 |
+
fixed_deck_path = os.getenv("USE_FIXED_DECK")
|
| 183 |
+
if fixed_deck_path:
|
| 184 |
+
self._load_fixed_deck_pool(fixed_deck_path)
|
| 185 |
+
else:
|
| 186 |
+
self._load_verified_deck_pool()
|
| 187 |
+
|
| 188 |
+
def _load_bytecode(self):
|
| 189 |
+
import json
|
| 190 |
+
|
| 191 |
+
try:
|
| 192 |
+
with open("data/cards_numba.json", "r") as f:
|
| 193 |
+
raw_map = json.load(f)
|
| 194 |
+
|
| 195 |
+
# Convert to numpy array
|
| 196 |
+
# Format: key "cardid_abidx" -> List[int]
|
| 197 |
+
# storage:
|
| 198 |
+
# 1. giant array of bytecodes (N, MaxLen, 4)
|
| 199 |
+
# 2. lookup index (CardID, AbIdx) -> Index in giant array
|
| 200 |
+
|
| 201 |
+
self.max_cards = 2000
|
| 202 |
+
self.max_abilities = 8
|
| 203 |
+
self.max_len = 128 # Max 128 instructions per ability for future expansion
|
| 204 |
+
|
| 205 |
+
# Count unique compiled entries
|
| 206 |
+
unique_entries = len(raw_map)
|
| 207 |
+
# (Index 0 is empty/nop)
|
| 208 |
+
self.bytecode_map = np.zeros((unique_entries + 1, self.max_len, 4), dtype=np.int32)
|
| 209 |
+
self.bytecode_index = np.full((self.max_cards, self.max_abilities), 0, dtype=np.int32)
|
| 210 |
+
|
| 211 |
+
idx_counter = 1
|
| 212 |
+
for key, bc_list in raw_map.items():
|
| 213 |
+
cid, aid = map(int, key.split("_"))
|
| 214 |
+
if cid < self.max_cards and aid < self.max_abilities:
|
| 215 |
+
# reshape list to (M, 4)
|
| 216 |
+
bc_arr = np.array(bc_list, dtype=np.int32).reshape(-1, 4)
|
| 217 |
+
length = min(bc_arr.shape[0], self.max_len)
|
| 218 |
+
self.bytecode_map[idx_counter, :length] = bc_arr[:length]
|
| 219 |
+
self.bytecode_index[cid, aid] = idx_counter
|
| 220 |
+
idx_counter += 1
|
| 221 |
+
|
| 222 |
+
print(f" [VectorEnv] Loaded {unique_entries} compiled abilities.")
|
| 223 |
+
|
| 224 |
+
# --- IMAX PRO VISION (Stride 80) ---
|
| 225 |
+
# Fixed Geography: No maps, no shifting. Dedicated space per ability.
|
| 226 |
+
# 0-19: Stats (Cost, Hearts, Traits, Live Reqs)
|
| 227 |
+
# 20-35: Ability 1 (Trig, Cond, Opts, 3 Effs)
|
| 228 |
+
# 36-47: Ability 2 (Trig, Cond, 3 Effs)
|
| 229 |
+
# 48-59: Ability 3 (Trig, Cond, 3 Effs)
|
| 230 |
+
# 60-71: Ability 4 (Trig, Cond, 3 Effs)
|
| 231 |
+
# 79: Location Signal (Runtime Only)
|
| 232 |
+
self.card_stats = np.zeros((self.max_cards, 80), dtype=np.int32)
|
| 233 |
+
|
| 234 |
+
try:
|
| 235 |
+
import json
|
| 236 |
+
import re
|
| 237 |
+
|
| 238 |
+
with open("data/cards_compiled.json", "r", encoding="utf-8") as f:
|
| 239 |
+
db = json.load(f)
|
| 240 |
+
|
| 241 |
+
# We need to map Card ID (int) -> Stats
|
| 242 |
+
# cards_compiled.json is keyed by string integer "0", "1"...
|
| 243 |
+
|
| 244 |
+
count = 0
|
| 245 |
+
|
| 246 |
+
# Build character name to ID mapping for Baton Pass
|
| 247 |
+
name_to_id = {}
|
| 248 |
+
|
| 249 |
+
# First pass: collect all character names and their IDs
|
| 250 |
+
if "member_db" in db:
|
| 251 |
+
for cid_str, card in db["member_db"].items():
|
| 252 |
+
cid = int(cid_str)
|
| 253 |
+
if cid < self.max_cards:
|
| 254 |
+
# Store character name to ID mapping
|
| 255 |
+
name = card.get("name", "")
|
| 256 |
+
if name:
|
| 257 |
+
name_to_id[name] = cid
|
| 258 |
+
|
| 259 |
+
# Load Members
|
| 260 |
+
if "member_db" in db:
|
| 261 |
+
for cid_str, card in db["member_db"].items():
|
| 262 |
+
cid = int(cid_str)
|
| 263 |
+
if cid < self.max_cards:
|
| 264 |
+
# 0. Card Type (1=Member)
|
| 265 |
+
self.card_stats[cid, 10] = 1
|
| 266 |
+
# 1. Cost
|
| 267 |
+
self.card_stats[cid, 0] = card.get("cost", 0)
|
| 268 |
+
# 2. Blades
|
| 269 |
+
self.card_stats[cid, 1] = card.get("blades", 0)
|
| 270 |
+
# 3. Hearts (Sum of array elements > 0?)
|
| 271 |
+
# Actually just count non-zero hearts in array? Or sum of values?
|
| 272 |
+
# Usually 'hearts' is [points, points...]. Let's sum points.
|
| 273 |
+
h_arr = card.get("hearts", [])
|
| 274 |
+
self.card_stats[cid, 2] = sum(h_arr)
|
| 275 |
+
|
| 276 |
+
# 4. Store detailed hearts for Members too (indices 12-18)
|
| 277 |
+
# [Pn, Rd, Yl, Gr, Bl, Pu, All]
|
| 278 |
+
for r_idx in range(min(len(h_arr), 7)):
|
| 279 |
+
self.card_stats[cid, 12 + r_idx] = h_arr[r_idx]
|
| 280 |
+
|
| 281 |
+
# Store Character ID in index 19 for Baton Pass condition
|
| 282 |
+
name = card.get("name", "")
|
| 283 |
+
if name in name_to_id:
|
| 284 |
+
self.card_stats[cid, 19] = name_to_id[name]
|
| 285 |
+
|
| 286 |
+
# Infer Primary Color (for visualization/traits)
|
| 287 |
+
col = 0
|
| 288 |
+
for cidx, val in enumerate(h_arr):
|
| 289 |
+
if val > 0:
|
| 290 |
+
col = cidx + 1 # 1-based color
|
| 291 |
+
break
|
| 292 |
+
self.card_stats[cid, 3] = col
|
| 293 |
+
|
| 294 |
+
# 5. Volume/Draw Icons
|
| 295 |
+
self.card_stats[cid, 4] = card.get("volume_icons", 0)
|
| 296 |
+
self.card_stats[cid, 5] = card.get("draw_icons", 0)
|
| 297 |
+
|
| 298 |
+
# 6. Blade Hearts (flipped as yell)
|
| 299 |
+
bh = card.get("blade_hearts", [])
|
| 300 |
+
for b_idx in range(min(len(bh), 7)):
|
| 301 |
+
self.card_stats[cid, 40 + b_idx] = bh[b_idx]
|
| 302 |
+
|
| 303 |
+
# Live Card Stats
|
| 304 |
+
if "required_hearts" in card:
|
| 305 |
+
# Pack Required Hearts into 12-18 (Pink..Purple, All)
|
| 306 |
+
reqs = card.get("required_hearts", [])
|
| 307 |
+
for r_idx in range(min(len(reqs), 7)):
|
| 308 |
+
self.card_stats[cid, 12 + r_idx] = reqs[r_idx]
|
| 309 |
+
|
| 310 |
+
# --- FIXED GEOGRAPHY ABILITY PACKING ---
|
| 311 |
+
ab_list = card.get("abilities", [])
|
| 312 |
+
|
| 313 |
+
# Helper to pack an ability into a fixed block
|
| 314 |
+
def pack_ability_block(ab, base_idx, has_opts=False):
|
| 315 |
+
if not ab:
|
| 316 |
+
return
|
| 317 |
+
|
| 318 |
+
# Trigger (Base + 0)
|
| 319 |
+
self.card_stats[cid, base_idx] = ab.get("trigger", 0)
|
| 320 |
+
|
| 321 |
+
# Condition (Base + 1, 2)
|
| 322 |
+
conds = ab.get("conditions", [])
|
| 323 |
+
if conds:
|
| 324 |
+
self.card_stats[cid, base_idx + 1] = conds[0].get("type", 0)
|
| 325 |
+
self.card_stats[cid, base_idx + 2] = conds[0].get("params", {}).get("value", 0)
|
| 326 |
+
|
| 327 |
+
# Effects
|
| 328 |
+
effs = ab.get("effects", [])
|
| 329 |
+
eff_start = base_idx + 3
|
| 330 |
+
if has_opts: # Ability 1 has extra space for Options
|
| 331 |
+
eff_start = base_idx + 9 # Skip 6 slots for options
|
| 332 |
+
|
| 333 |
+
# Pack Options (from first effect)
|
| 334 |
+
if effs:
|
| 335 |
+
m_opts = effs[0].get("modal_options", [])
|
| 336 |
+
if len(m_opts) > 0 and len(m_opts[0]) > 0:
|
| 337 |
+
o = m_opts[0][0] # Opt 1
|
| 338 |
+
self.card_stats[cid, base_idx + 3] = o.get("effect_type", 0)
|
| 339 |
+
self.card_stats[cid, base_idx + 4] = o.get("value", 0)
|
| 340 |
+
self.card_stats[cid, base_idx + 5] = o.get("target", 0)
|
| 341 |
+
if len(m_opts) > 1 and len(m_opts[1]) > 0:
|
| 342 |
+
o = m_opts[1][0] # Opt 2
|
| 343 |
+
self.card_stats[cid, base_idx + 6] = o.get("effect_type", 0)
|
| 344 |
+
self.card_stats[cid, base_idx + 7] = o.get("value", 0)
|
| 345 |
+
self.card_stats[cid, base_idx + 8] = o.get("target", 0)
|
| 346 |
+
|
| 347 |
+
# Pack up to 3 Effects
|
| 348 |
+
for e_i in range(min(len(effs), 3)):
|
| 349 |
+
e = effs[e_i]
|
| 350 |
+
off = eff_start + (e_i * 3)
|
| 351 |
+
self.card_stats[cid, off] = e.get("effect_type", 0)
|
| 352 |
+
self.card_stats[cid, off + 1] = e.get("value", 0)
|
| 353 |
+
self.card_stats[cid, off + 2] = e.get("target", 0)
|
| 354 |
+
|
| 355 |
+
# Block 1: Ability 1 (Indices 20-35) [Has Options]
|
| 356 |
+
if len(ab_list) > 0:
|
| 357 |
+
pack_ability_block(ab_list[0], 20, has_opts=True)
|
| 358 |
+
|
| 359 |
+
# Block 2: Ability 2 (Indices 36-47)
|
| 360 |
+
if len(ab_list) > 1:
|
| 361 |
+
pack_ability_block(ab_list[1], 36)
|
| 362 |
+
|
| 363 |
+
# Block 3: Ability 3 (Indices 48-59)
|
| 364 |
+
if len(ab_list) > 2:
|
| 365 |
+
pack_ability_block(ab_list[2], 48)
|
| 366 |
+
|
| 367 |
+
# Block 4: Ability 4 (Indices 60-71)
|
| 368 |
+
if len(ab_list) > 3:
|
| 369 |
+
pack_ability_block(ab_list[3], 60)
|
| 370 |
+
|
| 371 |
+
# 7. Type
|
| 372 |
+
self.card_stats[cid, 10] = 1
|
| 373 |
+
|
| 374 |
+
# 8. Traits Bitmask (Groups & Units) -> Stores in Index 11
|
| 375 |
+
# Bits 0-4: Groups (Max 5)
|
| 376 |
+
# Bits 5-20: Units (Max 16)
|
| 377 |
+
mask = 0
|
| 378 |
+
groups = card.get("groups", [])
|
| 379 |
+
for g in groups:
|
| 380 |
+
try:
|
| 381 |
+
mask |= 1 << (int(g) % 20)
|
| 382 |
+
except:
|
| 383 |
+
pass
|
| 384 |
+
|
| 385 |
+
units = card.get("units", [])
|
| 386 |
+
for u in units:
|
| 387 |
+
try:
|
| 388 |
+
mask |= 1 << ((int(u) % 20) + 5)
|
| 389 |
+
except:
|
| 390 |
+
pass
|
| 391 |
+
|
| 392 |
+
self.card_stats[cid, 11] = mask
|
| 393 |
+
|
| 394 |
+
count += 1
|
| 395 |
+
|
| 396 |
+
# Load Lives
|
| 397 |
+
if "live_db" in db:
|
| 398 |
+
for cid_str, card in db["live_db"].items():
|
| 399 |
+
cid = int(cid_str)
|
| 400 |
+
if cid < self.max_cards:
|
| 401 |
+
# Type: Live=2
|
| 402 |
+
self.card_stats[cid, 10] = 2
|
| 403 |
+
|
| 404 |
+
# Required Hearts
|
| 405 |
+
reqs = card.get("required_hearts", [])
|
| 406 |
+
for r_idx in range(min(len(reqs), 7)):
|
| 407 |
+
self.card_stats[cid, 12 + r_idx] = reqs[r_idx]
|
| 408 |
+
|
| 409 |
+
# Score
|
| 410 |
+
self.card_stats[cid, 38] = card.get("score", 0)
|
| 411 |
+
|
| 412 |
+
# Store Character ID in index 19 for Baton Pass condition
|
| 413 |
+
name = card.get("name", "")
|
| 414 |
+
if name in name_to_id:
|
| 415 |
+
self.card_stats[cid, 19] = name_to_id[name]
|
| 416 |
+
|
| 417 |
+
count += 1
|
| 418 |
+
|
| 419 |
+
print(f" [VectorEnv] Loaded detailed stats/abilities for {count} cards.")
|
| 420 |
+
|
| 421 |
+
# --- RUNTIME PATCHING FOR BATON PASS CARDS ---
|
| 422 |
+
# Scan all cards for "バトンタッチして" condition and inject C_BATON opcode
|
| 423 |
+
print(" [VectorEnv] Starting runtime patching for Baton Pass cards...")
|
| 424 |
+
|
| 425 |
+
# Load the original bytecode map to scan for cards that need patching
|
| 426 |
+
with open("data/cards_numba.json", "r") as f:
|
| 427 |
+
raw_map = json.load(f)
|
| 428 |
+
|
| 429 |
+
# Regex pattern to detect Baton Pass condition
|
| 430 |
+
baton_pattern = re.compile(r"「(.+?)」からバトンタッチして")
|
| 431 |
+
|
| 432 |
+
patched_count = 0
|
| 433 |
+
idx_counter = 1 # Start from 1 since 0 is reserved for empty
|
| 434 |
+
|
| 435 |
+
# First pass: count how many patched bytecodes we'll need
|
| 436 |
+
baton_cards = []
|
| 437 |
+
for cid_str, card in {**db.get("member_db", {}), **db.get("live_db", {})}.items():
|
| 438 |
+
cid = int(cid_str)
|
| 439 |
+
|
| 440 |
+
if cid >= self.max_cards:
|
| 441 |
+
continue
|
| 442 |
+
|
| 443 |
+
# Check if this card has abilities with Baton Pass condition
|
| 444 |
+
ab_list = card.get("abilities", [])
|
| 445 |
+
|
| 446 |
+
for ab_idx, ability in enumerate(ab_list):
|
| 447 |
+
raw_text = ability.get("raw_text", "")
|
| 448 |
+
|
| 449 |
+
# Check if the raw text contains the Baton Pass pattern
|
| 450 |
+
match = baton_pattern.search(raw_text)
|
| 451 |
+
if match:
|
| 452 |
+
target_name = match.group(1)
|
| 453 |
+
|
| 454 |
+
# Get the target character ID
|
| 455 |
+
target_cid = name_to_id.get(target_name, -1)
|
| 456 |
+
|
| 457 |
+
if target_cid != -1:
|
| 458 |
+
original_key = f"{cid}_{ab_idx}"
|
| 459 |
+
if original_key in raw_map:
|
| 460 |
+
baton_cards.append((cid, ab_idx, target_cid, raw_map[original_key], target_name))
|
| 461 |
+
|
| 462 |
+
# Second pass: expand bytecode_map if needed and apply patches
|
| 463 |
+
for cid, ab_idx, target_cid, original_bytecode, target_name in baton_cards:
|
| 464 |
+
# Get the card object again to access the name
|
| 465 |
+
card = {}
|
| 466 |
+
if str(cid) in db.get("member_db", {}):
|
| 467 |
+
card = db["member_db"][str(cid)]
|
| 468 |
+
elif str(cid) in db.get("live_db", {}):
|
| 469 |
+
card = db["live_db"][str(cid)]
|
| 470 |
+
|
| 471 |
+
# This card has a Baton Pass condition that needs to be patched
|
| 472 |
+
print(
|
| 473 |
+
f" [VectorEnv] Patching Baton Pass for card {cid} ('{card.get('name', '')}') targeting '{target_name}' (ID: {target_cid})"
|
| 474 |
+
)
|
| 475 |
+
|
| 476 |
+
# Create new bytecode sequence with C_BATON condition prepended
|
| 477 |
+
# Format: [C_BATON, Target_Char_ID, 0, 0] + original_bytecode
|
| 478 |
+
# Prepend CHECK_BATON (231) opcode
|
| 479 |
+
new_bytecode = [231, target_cid, 0, 0] + original_bytecode # original_bytecode is already a list
|
| 480 |
+
|
| 481 |
+
# Find a free slot in the bytecode map for the patched version
|
| 482 |
+
if idx_counter < self.bytecode_map.shape[0]:
|
| 483 |
+
# Reshape the new bytecode to fit the map dimensions
|
| 484 |
+
bc_arr = np.array(new_bytecode, dtype=np.int32).reshape(-1, 4)
|
| 485 |
+
length = min(bc_arr.shape[0], self.max_len)
|
| 486 |
+
self.bytecode_map[idx_counter, :length] = bc_arr[:length]
|
| 487 |
+
|
| 488 |
+
# Update the bytecode index to point to the new patched version
|
| 489 |
+
self.bytecode_index[cid, ab_idx] = idx_counter
|
| 490 |
+
|
| 491 |
+
patched_count += 1
|
| 492 |
+
print(
|
| 493 |
+
f" [VectorEnv] Successfully patched ability {ab_idx} for card {cid}, new bytecode index: {idx_counter}"
|
| 494 |
+
)
|
| 495 |
+
idx_counter += 1
|
| 496 |
+
else:
|
| 497 |
+
print(f" [VectorEnv] Error: No more space in bytecode map for card {cid}")
|
| 498 |
+
|
| 499 |
+
print(f" [VectorEnv] Runtime patching completed. {patched_count} cards patched.")
|
| 500 |
+
|
| 501 |
+
except Exception as e:
|
| 502 |
+
print(f" [VectorEnv] Warning: Failed to load compiled stats: {e}")
|
| 503 |
+
|
| 504 |
+
except FileNotFoundError:
|
| 505 |
+
print(" [VectorEnv] Warning: data/cards_numba.json not found. Using empty map.")
|
| 506 |
+
self.bytecode_map = np.zeros((1, 64, 4), dtype=np.int32)
|
| 507 |
+
self.bytecode_index = np.zeros((1, 1), dtype=np.int32)
|
| 508 |
+
|
| 509 |
+
def _load_verified_deck_pool(self):
|
| 510 |
+
import json
|
| 511 |
+
|
| 512 |
+
try:
|
| 513 |
+
# Load Verified List
|
| 514 |
+
with open("data/verified_card_pool.json", "r", encoding="utf-8") as f:
|
| 515 |
+
verified_data = json.load(f)
|
| 516 |
+
|
| 517 |
+
# Load DB to map CardNo -> CardID
|
| 518 |
+
with open("data/cards_compiled.json", "r", encoding="utf-8") as f:
|
| 519 |
+
db_data = json.load(f)
|
| 520 |
+
|
| 521 |
+
self.ability_member_ids = []
|
| 522 |
+
self.ability_live_ids = []
|
| 523 |
+
self.vanilla_member_ids = []
|
| 524 |
+
self.vanilla_live_ids = []
|
| 525 |
+
|
| 526 |
+
# Map numbers to IDs and types
|
| 527 |
+
member_no_map = {}
|
| 528 |
+
live_no_map = {}
|
| 529 |
+
for cid, cdata in db_data.get("member_db", {}).items():
|
| 530 |
+
member_no_map[cdata["card_no"]] = int(cid)
|
| 531 |
+
for cid, cdata in db_data.get("live_db", {}).items():
|
| 532 |
+
live_no_map[cdata["card_no"]] = int(cid)
|
| 533 |
+
|
| 534 |
+
# Check for list compatibility mode
|
| 535 |
+
if isinstance(verified_data, list):
|
| 536 |
+
print(" [VectorEnv] Loading Verified Pool from List (Compatibility Mode)")
|
| 537 |
+
for v_no in verified_data:
|
| 538 |
+
if v_no in member_no_map:
|
| 539 |
+
self.ability_member_ids.append(member_no_map[v_no])
|
| 540 |
+
elif v_no in live_no_map:
|
| 541 |
+
self.ability_live_ids.append(live_no_map[v_no])
|
| 542 |
+
else:
|
| 543 |
+
# 1. Primary Pool: Abilities (Categorized)
|
| 544 |
+
# Support both old keys (verified_abilities) and new keys (members)
|
| 545 |
+
source_members = verified_data.get("verified_abilities", []) + verified_data.get("members", [])
|
| 546 |
+
for v_no in source_members:
|
| 547 |
+
if v_no in member_no_map:
|
| 548 |
+
self.ability_member_ids.append(member_no_map[v_no])
|
| 549 |
+
|
| 550 |
+
source_lives = verified_data.get("verified_lives", []) + verified_data.get("lives", [])
|
| 551 |
+
for v_no in source_lives:
|
| 552 |
+
if v_no in live_no_map:
|
| 553 |
+
self.ability_live_ids.append(live_no_map[v_no])
|
| 554 |
+
|
| 555 |
+
# 2. Secondary Pool: Vanilla
|
| 556 |
+
for v_no in verified_data.get("vanilla_members", []):
|
| 557 |
+
if v_no in member_no_map:
|
| 558 |
+
self.vanilla_member_ids.append(member_no_map[v_no])
|
| 559 |
+
for v_no in verified_data.get("vanilla_lives", []):
|
| 560 |
+
if v_no in live_no_map:
|
| 561 |
+
self.vanilla_live_ids.append(live_no_map[v_no])
|
| 562 |
+
|
| 563 |
+
# Fallback/Warnings
|
| 564 |
+
if not self.ability_member_ids:
|
| 565 |
+
if self.vanilla_member_ids:
|
| 566 |
+
print(" [VectorEnv] Warning: No ability members. using vanilla members.")
|
| 567 |
+
self.ability_member_ids = self.vanilla_member_ids
|
| 568 |
+
else:
|
| 569 |
+
print(" [VectorEnv] Warning: No members found. Using ID 1.")
|
| 570 |
+
self.ability_member_ids = [1]
|
| 571 |
+
|
| 572 |
+
if not self.ability_live_ids:
|
| 573 |
+
if self.vanilla_live_ids:
|
| 574 |
+
print(" [VectorEnv] Warning: No ability lives. Using vanilla lives.")
|
| 575 |
+
self.ability_live_ids = self.vanilla_live_ids
|
| 576 |
+
else:
|
| 577 |
+
print(" [VectorEnv] Warning: No lives found. Using ID 999 (Dummy).")
|
| 578 |
+
self.ability_live_ids = [999]
|
| 579 |
+
|
| 580 |
+
print(
|
| 581 |
+
f" [VectorEnv] Pools: {len(self.ability_member_ids)} Ability Members, {len(self.ability_live_ids)} Ability Lives."
|
| 582 |
+
)
|
| 583 |
+
print(
|
| 584 |
+
f" [VectorEnv] Fallbacks: {len(self.vanilla_member_ids)} Vanilla Members, {len(self.vanilla_live_ids)} Vanilla Lives."
|
| 585 |
+
)
|
| 586 |
+
|
| 587 |
+
self.ability_member_ids = np.array(self.ability_member_ids, dtype=np.int32)
|
| 588 |
+
self.ability_live_ids = np.array(self.ability_live_ids, dtype=np.int32)
|
| 589 |
+
self.vanilla_member_ids = np.array(self.vanilla_member_ids, dtype=np.int32)
|
| 590 |
+
self.vanilla_live_ids = np.array(self.vanilla_live_ids, dtype=np.int32)
|
| 591 |
+
|
| 592 |
+
except Exception as e:
|
| 593 |
+
print(f" [VectorEnv] Deck Load Error: {e}")
|
| 594 |
+
self.ability_member_ids = np.array([1], dtype=np.int32)
|
| 595 |
+
self.ability_live_ids = np.array([999], dtype=np.int32)
|
| 596 |
+
self.vanilla_member_ids = np.array([], dtype=np.int32)
|
| 597 |
+
self.vanilla_live_ids = np.array([], dtype=np.int32)
|
| 598 |
+
|
| 599 |
+
def _load_fixed_deck_pool(self, deck_path: str):
|
| 600 |
+
import json
|
| 601 |
+
import re
|
| 602 |
+
|
| 603 |
+
print(f" [VectorEnv] Loading FIXED DECK from: {deck_path}")
|
| 604 |
+
try:
|
| 605 |
+
# 1. Load DB to map CardNo -> CardID
|
| 606 |
+
with open("data/cards_compiled.json", "r", encoding="utf-8") as f:
|
| 607 |
+
db_data = json.load(f)
|
| 608 |
+
|
| 609 |
+
member_no_map = {}
|
| 610 |
+
live_no_map = {}
|
| 611 |
+
for cid, cdata in db_data.get("member_db", {}).items():
|
| 612 |
+
member_no_map[cdata["card_no"]] = int(cid)
|
| 613 |
+
for cid, cdata in db_data.get("live_db", {}).items():
|
| 614 |
+
live_no_map[cdata["card_no"]] = int(cid)
|
| 615 |
+
|
| 616 |
+
# 2. Parse Markdown
|
| 617 |
+
with open(deck_path, "r", encoding="utf-8") as f:
|
| 618 |
+
lines = f.readlines()
|
| 619 |
+
|
| 620 |
+
members = []
|
| 621 |
+
lives = []
|
| 622 |
+
|
| 623 |
+
for line in lines:
|
| 624 |
+
# Look for "4x [PL!-...]" - flexible for markdown bolding like **4x**
|
| 625 |
+
match = re.search(r"(\d+)x.*?\[(PL!-[^\]]+)\]", line)
|
| 626 |
+
if match:
|
| 627 |
+
count = int(match.group(1))
|
| 628 |
+
card_no = match.group(2)
|
| 629 |
+
if card_no in member_no_map:
|
| 630 |
+
for _ in range(count):
|
| 631 |
+
members.append(member_no_map[card_no])
|
| 632 |
+
elif card_no in live_no_map:
|
| 633 |
+
for _ in range(count):
|
| 634 |
+
lives.append(live_no_map[card_no])
|
| 635 |
+
|
| 636 |
+
# 3. Finalize
|
| 637 |
+
if len(members) != 48:
|
| 638 |
+
print(f" [VectorEnv] Warning: Fixed deck members count is {len(members)}, expected 48.")
|
| 639 |
+
if len(lives) != 12:
|
| 640 |
+
print(f" [VectorEnv] Warning: Fixed deck lives count is {len(lives)}, expected 12.")
|
| 641 |
+
|
| 642 |
+
self.ability_member_ids = np.array(members, dtype=np.int32)
|
| 643 |
+
self.ability_live_ids = np.array(lives, dtype=np.int32)
|
| 644 |
+
self.vanilla_member_ids = np.array([], dtype=np.int32)
|
| 645 |
+
self.vanilla_live_ids = np.array([], dtype=np.int32)
|
| 646 |
+
|
| 647 |
+
print(
|
| 648 |
+
f" [VectorEnv] Fixed Deck Loaded: {len(self.ability_member_ids)} members, {len(self.ability_live_ids)} lives."
|
| 649 |
+
)
|
| 650 |
+
|
| 651 |
+
except Exception as e:
|
| 652 |
+
print(f" [VectorEnv] Fixed Deck Load Error: {e}")
|
| 653 |
+
self._load_verified_deck_pool()
|
| 654 |
+
|
| 655 |
+
def _load_scenarios(self, path="data/scenarios.npz"):
|
| 656 |
+
try:
|
| 657 |
+
import numpy as np
|
| 658 |
+
|
| 659 |
+
data = np.load(path)
|
| 660 |
+
self.scenarios = {k: data[k] for k in data.files}
|
| 661 |
+
self.num_scenarios = len(self.scenarios["batch_hand"])
|
| 662 |
+
print(f" [VectorEnv] Loaded {self.num_scenarios} scenarios from {path}")
|
| 663 |
+
except Exception as e:
|
| 664 |
+
print(f" [VectorEnv] Failed to load scenarios: {e}")
|
| 665 |
+
self.scenarios = None
|
| 666 |
+
|
| 667 |
+
def reset(self, indices: List[int] = None):
|
| 668 |
+
"""Reset specified environments (or all if indices is None)."""
|
| 669 |
+
if indices is None:
|
| 670 |
+
# Full Reset
|
| 671 |
+
# Optimization: If resetting all, just loop all in Numba
|
| 672 |
+
# We can use a special function or pass all indices
|
| 673 |
+
indices_arr = np.arange(self.num_envs, dtype=np.int32)
|
| 674 |
+
else:
|
| 675 |
+
indices_arr = np.array(indices, dtype=np.int32)
|
| 676 |
+
|
| 677 |
+
# Use new reset_single logic via loop or parallel
|
| 678 |
+
# We can reuse integrated_step_numba's reset logic helper
|
| 679 |
+
# But we need a standalone reset kernel
|
| 680 |
+
isn.reset_kernel_numba(
|
| 681 |
+
indices_arr,
|
| 682 |
+
self.batch_stage,
|
| 683 |
+
self.batch_energy_vec,
|
| 684 |
+
self.batch_energy_count,
|
| 685 |
+
self.batch_continuous_vec,
|
| 686 |
+
self.batch_continuous_ptr,
|
| 687 |
+
self.batch_tapped,
|
| 688 |
+
self.batch_live,
|
| 689 |
+
self.batch_scores,
|
| 690 |
+
self.batch_flat_ctx,
|
| 691 |
+
self.batch_global_ctx,
|
| 692 |
+
self.batch_hand,
|
| 693 |
+
self.batch_deck,
|
| 694 |
+
self.opp_stage,
|
| 695 |
+
self.opp_energy_vec,
|
| 696 |
+
self.opp_energy_count,
|
| 697 |
+
self.opp_tapped,
|
| 698 |
+
self.opp_live,
|
| 699 |
+
self.opp_scores,
|
| 700 |
+
self.opp_global_ctx,
|
| 701 |
+
self.opp_hand,
|
| 702 |
+
self.opp_deck,
|
| 703 |
+
self.batch_trash,
|
| 704 |
+
self.opp_trash,
|
| 705 |
+
self.batch_opp_history,
|
| 706 |
+
self.ability_member_ids,
|
| 707 |
+
self.ability_live_ids,
|
| 708 |
+
int(self.force_start_order),
|
| 709 |
+
)
|
| 710 |
+
|
| 711 |
+
# Scenario Overwrite
|
| 712 |
+
if getattr(self, "scenarios", None) is not None and os.getenv("USE_SCENARIOS", "0") == "1":
|
| 713 |
+
try:
|
| 714 |
+
# Select random scenarios
|
| 715 |
+
num_reset = self.num_envs if indices is None else len(indices_arr)
|
| 716 |
+
reset_indices = np.arange(self.num_envs) if indices is None else indices_arr
|
| 717 |
+
scen_indices = np.random.randint(0, self.num_scenarios, size=num_reset)
|
| 718 |
+
|
| 719 |
+
def load_field(name, target):
|
| 720 |
+
if name in self.scenarios:
|
| 721 |
+
data = self.scenarios[name][scen_indices]
|
| 722 |
+
if target.ndim == 1 and data.ndim == 2 and data.shape[1] == 1:
|
| 723 |
+
data = data.ravel()
|
| 724 |
+
target[reset_indices] = data
|
| 725 |
+
|
| 726 |
+
load_field("batch_hand", self.batch_hand)
|
| 727 |
+
load_field("batch_deck", self.batch_deck)
|
| 728 |
+
load_field("batch_stage", self.batch_stage)
|
| 729 |
+
load_field("batch_energy_vec", self.batch_energy_vec)
|
| 730 |
+
load_field("batch_energy_count", self.batch_energy_count)
|
| 731 |
+
load_field("batch_continuous_vec", self.batch_continuous_vec)
|
| 732 |
+
load_field("batch_continuous_ptr", self.batch_continuous_ptr)
|
| 733 |
+
load_field("batch_tapped", self.batch_tapped)
|
| 734 |
+
load_field("batch_live", self.batch_live)
|
| 735 |
+
load_field("batch_scores", self.batch_scores)
|
| 736 |
+
load_field("batch_flat_ctx", self.batch_flat_ctx)
|
| 737 |
+
load_field("batch_global_ctx", self.batch_global_ctx)
|
| 738 |
+
|
| 739 |
+
load_field("opp_hand", self.opp_hand)
|
| 740 |
+
load_field("opp_deck", self.opp_deck)
|
| 741 |
+
load_field("opp_stage", self.opp_stage)
|
| 742 |
+
load_field("opp_energy_vec", self.opp_energy_vec)
|
| 743 |
+
load_field("opp_energy_count", self.opp_energy_count)
|
| 744 |
+
load_field("opp_tapped", self.opp_tapped)
|
| 745 |
+
load_field("opp_live", self.opp_live)
|
| 746 |
+
load_field("opp_scores", self.opp_scores)
|
| 747 |
+
load_field("opp_global_ctx", self.opp_global_ctx)
|
| 748 |
+
|
| 749 |
+
except Exception as e:
|
| 750 |
+
print(f" [VectorEnv] Error loading scenario data: {e}")
|
| 751 |
+
|
| 752 |
+
# Reset local trackers
|
| 753 |
+
if indices is None:
|
| 754 |
+
self.turn = 1
|
| 755 |
+
self.prev_scores.fill(0)
|
| 756 |
+
self.prev_opp_scores.fill(0)
|
| 757 |
+
self.prev_phases.fill(0)
|
| 758 |
+
self.episode_returns.fill(0)
|
| 759 |
+
self.episode_lengths.fill(0)
|
| 760 |
+
else:
|
| 761 |
+
for idx in indices:
|
| 762 |
+
self.prev_scores[idx] = 0
|
| 763 |
+
self.prev_opp_scores[idx] = 0
|
| 764 |
+
self.prev_phases[idx] = 0
|
| 765 |
+
self.episode_returns[idx] = 0
|
| 766 |
+
self.episode_lengths[idx] = 0
|
| 767 |
+
|
| 768 |
+
# Return observations
|
| 769 |
+
return self.get_observations()
|
| 770 |
+
|
| 771 |
+
def step(self, actions: np.ndarray):
|
| 772 |
+
"""Apply a batch of actions across all environments using Optimized Integrated Step."""
|
| 773 |
+
# Ensure actions are int32
|
| 774 |
+
if actions.dtype != np.int32:
|
| 775 |
+
actions = actions.astype(np.int32)
|
| 776 |
+
|
| 777 |
+
return self.integrated_step(actions)
|
| 778 |
+
|
| 779 |
+
def integrated_step(self, actions: np.ndarray):
|
| 780 |
+
"""
|
| 781 |
+
Executes the optimized Numba Integrated Step.
|
| 782 |
+
Returns: obs, rewards, dones, infos (list of dicts)
|
| 783 |
+
"""
|
| 784 |
+
term_scores_agent = np.zeros(self.num_envs, dtype=np.int32)
|
| 785 |
+
term_scores_opp = np.zeros(self.num_envs, dtype=np.int32)
|
| 786 |
+
|
| 787 |
+
rewards, dones = isn.integrated_step_numba(
|
| 788 |
+
self.num_envs,
|
| 789 |
+
actions,
|
| 790 |
+
self.batch_hand,
|
| 791 |
+
self.batch_deck,
|
| 792 |
+
self.batch_stage,
|
| 793 |
+
self.batch_energy_vec,
|
| 794 |
+
self.batch_energy_count,
|
| 795 |
+
self.batch_continuous_vec,
|
| 796 |
+
self.batch_continuous_ptr,
|
| 797 |
+
self.batch_tapped,
|
| 798 |
+
self.batch_live,
|
| 799 |
+
self.batch_scores,
|
| 800 |
+
self.batch_flat_ctx,
|
| 801 |
+
self.batch_global_ctx,
|
| 802 |
+
self.opp_hand,
|
| 803 |
+
self.opp_deck,
|
| 804 |
+
self.opp_stage,
|
| 805 |
+
self.opp_energy_vec,
|
| 806 |
+
self.opp_energy_count,
|
| 807 |
+
self.opp_tapped,
|
| 808 |
+
self.opp_live, # Added
|
| 809 |
+
self.opp_scores,
|
| 810 |
+
self.opp_global_ctx,
|
| 811 |
+
self.card_stats,
|
| 812 |
+
self.bytecode_map,
|
| 813 |
+
self.bytecode_index,
|
| 814 |
+
self.batch_opp_history,
|
| 815 |
+
self.obs_buffer,
|
| 816 |
+
self.prev_scores,
|
| 817 |
+
self.prev_opp_scores,
|
| 818 |
+
self.prev_phases,
|
| 819 |
+
self.ability_member_ids,
|
| 820 |
+
self.ability_live_ids,
|
| 821 |
+
self.turn_number_ptr,
|
| 822 |
+
self.terminal_obs_buffer,
|
| 823 |
+
self.batch_trash,
|
| 824 |
+
self.opp_trash,
|
| 825 |
+
term_scores_agent,
|
| 826 |
+
term_scores_opp,
|
| 827 |
+
0
|
| 828 |
+
if self.obs_mode == "IMAX"
|
| 829 |
+
else (1 if self.obs_mode == "STANDARD" else (3 if self.obs_mode == "ATTENTION" else 2)),
|
| 830 |
+
self.game_config, # New Config
|
| 831 |
+
int(self.opp_mode),
|
| 832 |
+
int(self.force_start_order),
|
| 833 |
+
)
|
| 834 |
+
|
| 835 |
+
# Apply Scenario Reward Scaling
|
| 836 |
+
if self.scenario_reward_scale != 1.0 and os.getenv("USE_SCENARIOS", "0") == "1":
|
| 837 |
+
rewards *= self.scenario_reward_scale
|
| 838 |
+
|
| 839 |
+
# Construct Infos (minimal python overhead)
|
| 840 |
+
infos = []
|
| 841 |
+
for i in range(self.num_envs):
|
| 842 |
+
if dones[i]:
|
| 843 |
+
infos.append(
|
| 844 |
+
{
|
| 845 |
+
"terminal_observation": self.terminal_obs_buffer[i].copy(),
|
| 846 |
+
"episode": {"r": float(rewards[i]), "l": 10},
|
| 847 |
+
"terminal_score_agent": int(term_scores_agent[i]),
|
| 848 |
+
"terminal_score_opp": int(term_scores_opp[i]),
|
| 849 |
+
}
|
| 850 |
+
)
|
| 851 |
+
else:
|
| 852 |
+
# Accumulate rewards for ongoing episodes
|
| 853 |
+
# NOTE: rewards[i] is the delta reward for this specific integrated step.
|
| 854 |
+
self.episode_returns[i] += rewards[i]
|
| 855 |
+
self.episode_lengths[i] += 1
|
| 856 |
+
infos.append({})
|
| 857 |
+
|
| 858 |
+
# After loop, update terminal infos for done envs with the SUMMED returns
|
| 859 |
+
for i in range(self.num_envs):
|
| 860 |
+
if dones[i]:
|
| 861 |
+
# Add terminal reward to the return
|
| 862 |
+
final_return = self.episode_returns[i] + rewards[i]
|
| 863 |
+
final_length = self.episode_lengths[i] + 1
|
| 864 |
+
infos[i]["episode"] = {"r": float(final_return), "l": int(final_length)}
|
| 865 |
+
# Reset accumulators for the next episode in this slot
|
| 866 |
+
self.episode_returns[i] = 0
|
| 867 |
+
self.episode_lengths[i] = 0
|
| 868 |
+
|
| 869 |
+
return self.obs_buffer, rewards, dones, infos
|
| 870 |
+
|
| 871 |
+
def get_action_masks(self):
|
| 872 |
+
"""Return legal action masks."""
|
| 873 |
+
if self.obs_mode == "ATTENTION":
|
| 874 |
+
return compute_action_masks_attention(
|
| 875 |
+
self.num_envs,
|
| 876 |
+
self.batch_hand,
|
| 877 |
+
self.batch_stage,
|
| 878 |
+
self.batch_tapped,
|
| 879 |
+
self.batch_global_ctx,
|
| 880 |
+
self.batch_live,
|
| 881 |
+
self.card_stats,
|
| 882 |
+
)
|
| 883 |
+
else:
|
| 884 |
+
return compute_action_masks(
|
| 885 |
+
self.num_envs,
|
| 886 |
+
self.batch_hand,
|
| 887 |
+
self.batch_stage,
|
| 888 |
+
self.batch_tapped,
|
| 889 |
+
self.batch_global_ctx,
|
| 890 |
+
self.batch_live,
|
| 891 |
+
self.card_stats,
|
| 892 |
+
)
|
| 893 |
+
|
| 894 |
+
def get_observations(self):
|
| 895 |
+
"""Return a batched observation for RL models."""
|
| 896 |
+
if self.obs_mode == "COMPRESSED":
|
| 897 |
+
return isn.encode_observations_compressed(
|
| 898 |
+
self.num_envs,
|
| 899 |
+
self.batch_hand,
|
| 900 |
+
self.batch_stage,
|
| 901 |
+
self.batch_energy_count,
|
| 902 |
+
self.batch_tapped,
|
| 903 |
+
self.batch_scores,
|
| 904 |
+
self.opp_scores,
|
| 905 |
+
self.opp_stage,
|
| 906 |
+
self.opp_tapped,
|
| 907 |
+
self.card_stats,
|
| 908 |
+
self.batch_global_ctx,
|
| 909 |
+
self.batch_live,
|
| 910 |
+
self.batch_opp_history,
|
| 911 |
+
self.turn,
|
| 912 |
+
self.obs_buffer,
|
| 913 |
+
)
|
| 914 |
+
elif self.obs_mode == "IMAX":
|
| 915 |
+
return isn.encode_observations_imax(
|
| 916 |
+
self.num_envs,
|
| 917 |
+
self.batch_hand,
|
| 918 |
+
self.batch_stage,
|
| 919 |
+
self.batch_energy_count,
|
| 920 |
+
self.batch_tapped,
|
| 921 |
+
self.batch_scores,
|
| 922 |
+
self.opp_scores,
|
| 923 |
+
self.opp_stage,
|
| 924 |
+
self.opp_tapped,
|
| 925 |
+
self.card_stats,
|
| 926 |
+
self.batch_global_ctx,
|
| 927 |
+
self.batch_live,
|
| 928 |
+
self.batch_opp_history,
|
| 929 |
+
self.turn,
|
| 930 |
+
self.obs_buffer,
|
| 931 |
+
)
|
| 932 |
+
elif self.obs_mode == "ATTENTION":
|
| 933 |
+
return isn.encode_observations_attention(
|
| 934 |
+
self.num_envs,
|
| 935 |
+
self.batch_hand,
|
| 936 |
+
self.batch_stage,
|
| 937 |
+
self.batch_energy_count,
|
| 938 |
+
self.batch_tapped,
|
| 939 |
+
self.batch_scores,
|
| 940 |
+
self.opp_scores,
|
| 941 |
+
self.opp_stage,
|
| 942 |
+
self.opp_tapped,
|
| 943 |
+
self.card_stats,
|
| 944 |
+
self.batch_global_ctx,
|
| 945 |
+
self.batch_live,
|
| 946 |
+
self.batch_opp_history,
|
| 947 |
+
self.opp_global_ctx,
|
| 948 |
+
self.turn,
|
| 949 |
+
self.obs_buffer,
|
| 950 |
+
)
|
| 951 |
+
else:
|
| 952 |
+
return isn.encode_observations_standard(
|
| 953 |
+
self.num_envs,
|
| 954 |
+
self.batch_hand,
|
| 955 |
+
self.batch_stage,
|
| 956 |
+
self.batch_energy_count,
|
| 957 |
+
self.batch_tapped,
|
| 958 |
+
self.batch_scores,
|
| 959 |
+
self.opp_scores,
|
| 960 |
+
self.opp_stage,
|
| 961 |
+
self.opp_tapped,
|
| 962 |
+
self.card_stats,
|
| 963 |
+
self.batch_global_ctx,
|
| 964 |
+
self.batch_live,
|
| 965 |
+
self.batch_opp_history,
|
| 966 |
+
self.turn,
|
| 967 |
+
self.obs_buffer,
|
| 968 |
+
)
|
| 969 |
+
|
| 970 |
+
|
| 971 |
+
@njit(cache=True)
|
| 972 |
+
def step_opponent_vectorized(
|
| 973 |
+
opp_hand: np.ndarray, # (N, 60)
|
| 974 |
+
opp_deck: np.ndarray, # (N, 60)
|
| 975 |
+
opp_stage: np.ndarray,
|
| 976 |
+
opp_energy_vec: np.ndarray,
|
| 977 |
+
opp_energy_count: np.ndarray,
|
| 978 |
+
opp_tapped: np.ndarray,
|
| 979 |
+
opp_scores: np.ndarray,
|
| 980 |
+
agent_tapped: np.ndarray,
|
| 981 |
+
opp_global_ctx: np.ndarray, # (N, 128)
|
| 982 |
+
bytecode_map: np.ndarray,
|
| 983 |
+
bytecode_index: np.ndarray,
|
| 984 |
+
):
|
| 985 |
+
"""
|
| 986 |
+
Very simplified opponent step. Reuses agent bytecode but targets opponent buffers.
|
| 987 |
+
"""
|
| 988 |
+
num_envs = len(opp_hand)
|
| 989 |
+
# Dummy buffers for context (reused per env)
|
| 990 |
+
f_ctx = np.zeros(64, dtype=np.int32)
|
| 991 |
+
|
| 992 |
+
# We use the passed Hand/Deck buffers directly!
|
| 993 |
+
live = np.zeros(50, dtype=np.int32) # Dummy live zone for opponent
|
| 994 |
+
|
| 995 |
+
# Reusable dummies to avoid allocation in loop
|
| 996 |
+
dummy_cont_vec = np.zeros((32, 10), dtype=np.int32)
|
| 997 |
+
dummy_ptr = np.zeros(1, dtype=np.int32) # Ref Array
|
| 998 |
+
dummy_bonus = np.zeros(1, dtype=np.int32) # Ref Array
|
| 999 |
+
|
| 1000 |
+
for i in range(num_envs):
|
| 1001 |
+
# RESET local context per environment
|
| 1002 |
+
f_ctx.fill(0)
|
| 1003 |
+
|
| 1004 |
+
# 1. Select Random Legal Action from Hand
|
| 1005 |
+
# Scan hand for valid bytecodes
|
| 1006 |
+
# Use fixed array for Numba compatibility (no lists)
|
| 1007 |
+
candidates = np.zeros(60, dtype=np.int32)
|
| 1008 |
+
c_ptr = 0
|
| 1009 |
+
|
| 1010 |
+
for j in range(60): # Hand size
|
| 1011 |
+
cid = opp_hand[i, j]
|
| 1012 |
+
if cid > 0:
|
| 1013 |
+
candidates[c_ptr] = j # Store Index in Hand
|
| 1014 |
+
c_ptr += 1
|
| 1015 |
+
|
| 1016 |
+
if c_ptr == 0:
|
| 1017 |
+
continue
|
| 1018 |
+
|
| 1019 |
+
# Pick one random index
|
| 1020 |
+
idx_choice = np.random.randint(0, c_ptr)
|
| 1021 |
+
hand_idx = candidates[idx_choice]
|
| 1022 |
+
act_id = opp_hand[i, hand_idx]
|
| 1023 |
+
|
| 1024 |
+
# 2. Execute
|
| 1025 |
+
if act_id > 0 and act_id < bytecode_index.shape[0]:
|
| 1026 |
+
map_idx = bytecode_index[act_id, 0]
|
| 1027 |
+
if map_idx > 0:
|
| 1028 |
+
code_seq = bytecode_map[map_idx]
|
| 1029 |
+
opp_global_ctx[i, 0] = opp_scores[i]
|
| 1030 |
+
opp_global_ctx[i, 3] -= 1 # Decrement Hand Count (HD) after playing
|
| 1031 |
+
|
| 1032 |
+
# Reset dummies
|
| 1033 |
+
dummy_ptr[0] = 0
|
| 1034 |
+
dummy_bonus[0] = 0
|
| 1035 |
+
|
| 1036 |
+
# Pass Row Slices of Hand/Deck
|
| 1037 |
+
# Careful: slicing in loop might allocate. Pass full array + index?
|
| 1038 |
+
# resolve_bytecode expects 1D array.
|
| 1039 |
+
# We can't pass a slice 'opp_hand[i]' effectively if function modifies it in place?
|
| 1040 |
+
# Actually resolve_bytecode modifies it.
|
| 1041 |
+
# Numba slices are views, should work.
|
| 1042 |
+
|
| 1043 |
+
resolve_bytecode(
|
| 1044 |
+
code_seq,
|
| 1045 |
+
f_ctx,
|
| 1046 |
+
opp_global_ctx[i],
|
| 1047 |
+
1,
|
| 1048 |
+
opp_hand[i],
|
| 1049 |
+
opp_deck[i],
|
| 1050 |
+
opp_stage[i],
|
| 1051 |
+
opp_energy_vec[i],
|
| 1052 |
+
opp_energy_count[i],
|
| 1053 |
+
dummy_cont_vec,
|
| 1054 |
+
dummy_ptr,
|
| 1055 |
+
opp_tapped[i],
|
| 1056 |
+
live,
|
| 1057 |
+
agent_tapped[i],
|
| 1058 |
+
bytecode_map,
|
| 1059 |
+
bytecode_index,
|
| 1060 |
+
dummy_bonus,
|
| 1061 |
+
)
|
| 1062 |
+
# Neutralized: opp_scores[i] = opp_global_ctx[i, 0]
|
| 1063 |
+
# SC = 0; OS = 1; TR = 2; HD = 3; DI = 4; EN = 5; DK = 6; OT = 7
|
| 1064 |
+
# Resolve bytecode puts score in SC (index 0) for the current player?
|
| 1065 |
+
# Let's check fast_logic.py: it uses global_ctx[SC].
|
| 1066 |
+
# So opp_scores[i] = opp_global_ctx[i, 0] is correct if they are the "current player" in that call.
|
| 1067 |
+
|
| 1068 |
+
# 3. Post-Play Cleanup (Draw to refill?)
|
| 1069 |
+
# If card played, act_id removed from hand by resolve_bytecode (Opcode 11/12/13 usually).
|
| 1070 |
+
# To simulate "Draw", we check if hand size < 5.
|
| 1071 |
+
# Count current hand
|
| 1072 |
+
cnt = 0
|
| 1073 |
+
for j in range(60):
|
| 1074 |
+
if opp_hand[i, j] > 0:
|
| 1075 |
+
cnt += 1
|
| 1076 |
+
|
| 1077 |
+
if cnt < 5:
|
| 1078 |
+
# Draw top card from Deck
|
| 1079 |
+
# Find first card in Deck
|
| 1080 |
+
top_card = 0
|
| 1081 |
+
deck_idx = -1
|
| 1082 |
+
for j in range(60):
|
| 1083 |
+
if opp_deck[i, j] > 0:
|
| 1084 |
+
top_card = opp_deck[i, j]
|
| 1085 |
+
deck_idx = j
|
| 1086 |
+
break
|
| 1087 |
+
|
| 1088 |
+
if top_card > 0:
|
| 1089 |
+
# Move to Hand (First empty slot)
|
| 1090 |
+
for j in range(60):
|
| 1091 |
+
if opp_hand[i, j] == 0:
|
| 1092 |
+
opp_hand[i, j] = top_card
|
| 1093 |
+
opp_deck[i, deck_idx] = 0 # Remove from deck
|
| 1094 |
+
opp_global_ctx[i, 3] += 1 # Increment Hand Count (HD)
|
| 1095 |
+
opp_global_ctx[i, 6] -= 1 # Decrement Deck Count (DK)
|
| 1096 |
+
break
|
| 1097 |
+
|
| 1098 |
+
|
| 1099 |
+
@njit(cache=True)
|
| 1100 |
+
def resolve_auto_phases(
|
| 1101 |
+
num_envs: int,
|
| 1102 |
+
batch_hand: np.ndarray,
|
| 1103 |
+
batch_deck: np.ndarray,
|
| 1104 |
+
batch_global_ctx: np.ndarray,
|
| 1105 |
+
batch_tapped: np.ndarray,
|
| 1106 |
+
single_step: bool = False,
|
| 1107 |
+
):
|
| 1108 |
+
"""
|
| 1109 |
+
Automatically advances the game through non-interactive phases (0, 1, 2)
|
| 1110 |
+
until it reaches the Main Phase (3) or the game is over.
|
| 1111 |
+
Includes Turn Start Draw (Phase 2).
|
| 1112 |
+
"""
|
| 1113 |
+
for i in range(num_envs):
|
| 1114 |
+
# We loop to handle multiple phase jumps if needed
|
| 1115 |
+
# SAFETY: Limit iterations
|
| 1116 |
+
max_iters = 1 if single_step else 10
|
| 1117 |
+
for _ in range(max_iters):
|
| 1118 |
+
ph = int(batch_global_ctx[i, 8])
|
| 1119 |
+
|
| 1120 |
+
# 0 (MULLIGAN) or 8 (LIVE_RESULT) -> 1 (ACTIVE)
|
| 1121 |
+
if ph == 0 or ph == 8:
|
| 1122 |
+
# Turn Start: Reset Slot Played Flags (Indices 51-53)
|
| 1123 |
+
batch_global_ctx[i, 51:54] = 0
|
| 1124 |
+
|
| 1125 |
+
# Reset Tapped Status (Members 0-2, Energy 3-15)
|
| 1126 |
+
batch_tapped[i, 0:16] = 0
|
| 1127 |
+
|
| 1128 |
+
# Increment Energy Count (Index 5) (Up to 12)
|
| 1129 |
+
cur_ec = batch_global_ctx[i, 5]
|
| 1130 |
+
if cur_ec == 0:
|
| 1131 |
+
batch_global_ctx[i, 5] = 3
|
| 1132 |
+
elif cur_ec < 12:
|
| 1133 |
+
batch_global_ctx[i, 5] = cur_ec + 1
|
| 1134 |
+
|
| 1135 |
+
# Increment Turn Counter (Index 54)
|
| 1136 |
+
batch_global_ctx[i, 54] += 1
|
| 1137 |
+
|
| 1138 |
+
batch_global_ctx[i, 8] = 1
|
| 1139 |
+
continue
|
| 1140 |
+
|
| 1141 |
+
# ACTIVE (1) -> ENERGY (2)
|
| 1142 |
+
if ph == 1:
|
| 1143 |
+
batch_global_ctx[i, 8] = 2
|
| 1144 |
+
continue
|
| 1145 |
+
|
| 1146 |
+
# ENERGY (2) -> DRAW (3)
|
| 1147 |
+
if ph == 2:
|
| 1148 |
+
batch_global_ctx[i, 8] = 3
|
| 1149 |
+
continue
|
| 1150 |
+
|
| 1151 |
+
# DRAW (3) -> MAIN (4)
|
| 1152 |
+
if ph == 3:
|
| 1153 |
+
# DRAW 1 CARD
|
| 1154 |
+
top_card = 0
|
| 1155 |
+
deck_idx = -1
|
| 1156 |
+
for d_idx in range(60):
|
| 1157 |
+
if batch_deck[i, d_idx] > 0:
|
| 1158 |
+
top_card = batch_deck[i, d_idx]
|
| 1159 |
+
deck_idx = d_idx
|
| 1160 |
+
break
|
| 1161 |
+
|
| 1162 |
+
# REPLENISH DECK IF EMPTY (Infinite play for benchmarks)
|
| 1163 |
+
if top_card == 0:
|
| 1164 |
+
batch_global_ctx[i, 8] = 4
|
| 1165 |
+
continue
|
| 1166 |
+
|
| 1167 |
+
if top_card > 0:
|
| 1168 |
+
for h_idx in range(60):
|
| 1169 |
+
if batch_hand[i, h_idx] == 0:
|
| 1170 |
+
batch_hand[i, h_idx] = top_card
|
| 1171 |
+
batch_deck[i, deck_idx] = 0
|
| 1172 |
+
batch_global_ctx[i, 3] = 0
|
| 1173 |
+
for k in range(60):
|
| 1174 |
+
if batch_hand[i, k] > 0:
|
| 1175 |
+
batch_global_ctx[i, 3] += 1
|
| 1176 |
+
batch_global_ctx[i, 6] -= 1
|
| 1177 |
+
break
|
| 1178 |
+
|
| 1179 |
+
batch_global_ctx[i, 8] = 4
|
| 1180 |
+
continue
|
| 1181 |
+
|
| 1182 |
+
# If ph == 4 (Main), we stop and let the agent act.
|
| 1183 |
+
if ph == 4:
|
| 1184 |
+
break
|
| 1185 |
+
|
| 1186 |
+
# If ph is not handled, break to avoid infinite loop
|
| 1187 |
+
break
|
| 1188 |
+
|
| 1189 |
+
|
| 1190 |
+
@njit(parallel=True, cache=True)
|
| 1191 |
+
def compute_action_masks_attention(
|
| 1192 |
+
num_envs: int,
|
| 1193 |
+
batch_hand: np.ndarray,
|
| 1194 |
+
batch_stage: np.ndarray,
|
| 1195 |
+
batch_tapped: np.ndarray,
|
| 1196 |
+
batch_global_ctx: np.ndarray,
|
| 1197 |
+
batch_live: np.ndarray,
|
| 1198 |
+
card_stats: np.ndarray,
|
| 1199 |
+
):
|
| 1200 |
+
"""
|
| 1201 |
+
Compute legal action masks for ATTENTION mode (512 actions).
|
| 1202 |
+
Mapping:
|
| 1203 |
+
- 0: Pass
|
| 1204 |
+
- 1-45: Play Member (15 hand idx * 3 slots)
|
| 1205 |
+
- 46-60: Set Live (15 hand idx)
|
| 1206 |
+
- 61-63: Activate Ability (3 slots)
|
| 1207 |
+
- 64-69: Mulligan Select (6 cards)
|
| 1208 |
+
- 100-299: Choice Actions (Not fully implemented yet)
|
| 1209 |
+
"""
|
| 1210 |
+
masks = np.zeros((num_envs, 512), dtype=np.bool_)
|
| 1211 |
+
masks[:, 0] = True # Pass always legal
|
| 1212 |
+
|
| 1213 |
+
for i in prange(num_envs):
|
| 1214 |
+
phase = batch_global_ctx[i, 8]
|
| 1215 |
+
|
| 1216 |
+
# --- Mulligan (Phase Includes -1, 0) ---
|
| 1217 |
+
if phase <= 0:
|
| 1218 |
+
# Allow pass (0) to finish
|
| 1219 |
+
masks[i, 0] = True
|
| 1220 |
+
# Allow select mulligan (64-69) for first 6 cards
|
| 1221 |
+
# ONE-WAY: If already selected (flag=1), mask it.
|
| 1222 |
+
for h_idx in range(6):
|
| 1223 |
+
if batch_hand[i, h_idx] > 0:
|
| 1224 |
+
if batch_global_ctx[i, 120 + h_idx] == 0:
|
| 1225 |
+
masks[i, 64 + h_idx] = True
|
| 1226 |
+
continue
|
| 1227 |
+
|
| 1228 |
+
# --- Main Phase (4) ---
|
| 1229 |
+
if phase == 4:
|
| 1230 |
+
ec = batch_global_ctx[i, 5]
|
| 1231 |
+
tapped_count = 0
|
| 1232 |
+
for e_idx in range(min(ec, 12)):
|
| 1233 |
+
if batch_tapped[i, 3 + e_idx] > 0:
|
| 1234 |
+
tapped_count += 1
|
| 1235 |
+
available_energy = ec - tapped_count
|
| 1236 |
+
|
| 1237 |
+
# 1. Play Actions (1-45) & Set Live (46-60)
|
| 1238 |
+
# Hand limit for this mode is 15 primary indices
|
| 1239 |
+
for h_idx in range(15):
|
| 1240 |
+
cid = batch_hand[i, h_idx]
|
| 1241 |
+
if cid <= 0 or cid >= card_stats.shape[0]:
|
| 1242 |
+
continue
|
| 1243 |
+
|
| 1244 |
+
is_member = card_stats[cid, 10] == 1
|
| 1245 |
+
is_live = card_stats[cid, 10] == 2
|
| 1246 |
+
|
| 1247 |
+
if is_member:
|
| 1248 |
+
# Play to Slot 0-2 (Actions 1-45)
|
| 1249 |
+
# Base = 1 + h_idx * 3
|
| 1250 |
+
cost = card_stats[cid, 0]
|
| 1251 |
+
for slot in range(3):
|
| 1252 |
+
# One play per slot per turn check
|
| 1253 |
+
if batch_global_ctx[i, 51 + slot] > 0:
|
| 1254 |
+
continue
|
| 1255 |
+
|
| 1256 |
+
# Effective Cost (Baton Touch)
|
| 1257 |
+
effective_cost = cost
|
| 1258 |
+
prev_cid = batch_stage[i, slot]
|
| 1259 |
+
if prev_cid > 0 and prev_cid < card_stats.shape[0]:
|
| 1260 |
+
effective_cost = max(0, cost - card_stats[prev_cid, 0])
|
| 1261 |
+
|
| 1262 |
+
if effective_cost <= available_energy:
|
| 1263 |
+
masks[i, 1 + h_idx * 3 + slot] = True
|
| 1264 |
+
|
| 1265 |
+
# Set Live (Actions 46-60)
|
| 1266 |
+
# Rule 8.3 & 8.2.2: ANY card can be set.
|
| 1267 |
+
# Limit 3 cards in zone
|
| 1268 |
+
live_count = 0
|
| 1269 |
+
for lx in range(6): # Check full 6 capacity (3 pending + 3 success)
|
| 1270 |
+
if batch_live[i, lx] > 0:
|
| 1271 |
+
live_count += 1
|
| 1272 |
+
|
| 1273 |
+
if live_count < 3:
|
| 1274 |
+
masks[i, 46 + h_idx] = True
|
| 1275 |
+
|
| 1276 |
+
# 2. Activate Abilities (61-63)
|
| 1277 |
+
for slot in range(3):
|
| 1278 |
+
cid = batch_stage[i, slot]
|
| 1279 |
+
if cid > 0 and not batch_tapped[i, slot]:
|
| 1280 |
+
masks[i, 61 + slot] = True
|
| 1281 |
+
|
| 1282 |
+
# --- Choice Handling (Phase 7+) ---
|
| 1283 |
+
if phase >= 7 or phase == 4:
|
| 1284 |
+
# Allow hand selection (100-159)
|
| 1285 |
+
for h_idx in range(60):
|
| 1286 |
+
if batch_hand[i, h_idx] > 0:
|
| 1287 |
+
masks[i, 100 + h_idx] = True
|
| 1288 |
+
|
| 1289 |
+
# Allow energy selection (160-171)
|
| 1290 |
+
ec_val = batch_global_ctx[i, 5]
|
| 1291 |
+
for e_idx in range(min(ec_val, 12)):
|
| 1292 |
+
masks[i, 160 + e_idx] = True
|
| 1293 |
+
|
| 1294 |
+
return masks
|
| 1295 |
+
|
| 1296 |
+
|
| 1297 |
+
@njit(parallel=True, cache=True)
|
| 1298 |
+
def compute_action_masks(
|
| 1299 |
+
num_envs: int,
|
| 1300 |
+
batch_hand: np.ndarray,
|
| 1301 |
+
batch_stage: np.ndarray,
|
| 1302 |
+
batch_tapped: np.ndarray,
|
| 1303 |
+
batch_global_ctx: np.ndarray,
|
| 1304 |
+
batch_live: np.ndarray,
|
| 1305 |
+
card_stats: np.ndarray,
|
| 1306 |
+
):
|
| 1307 |
+
"""
|
| 1308 |
+
Compute legal action masks using Python-compatible action IDs:
|
| 1309 |
+
- 0: Pass (always legal in Main Phase)
|
| 1310 |
+
- 1-180: Play Member from Hand (HandIdx * 3 + Slot + 1)
|
| 1311 |
+
- 200-202: Activate Ability (Slot)
|
| 1312 |
+
- 400-459: Set Live Card (HandIdx)
|
| 1313 |
+
"""
|
| 1314 |
+
masks = np.zeros((num_envs, 2000), dtype=np.bool_)
|
| 1315 |
+
|
| 1316 |
+
# Action 0 (Pass) is always legal
|
| 1317 |
+
masks[:, 0] = True
|
| 1318 |
+
|
| 1319 |
+
for i in prange(num_envs):
|
| 1320 |
+
phase = batch_global_ctx[i, 8]
|
| 1321 |
+
# Mulligan Phases (-1, 0)
|
| 1322 |
+
# Mulligan Phases (-1, 0)
|
| 1323 |
+
if phase == -1 or phase == 0:
|
| 1324 |
+
masks[i, 0] = True # Pass to finalize
|
| 1325 |
+
# Only allow selection if the card exists AND isn't already selected (One-way)
|
| 1326 |
+
for h_idx in range(6): # Only first 6 cards are mull-able (Parity)
|
| 1327 |
+
if batch_hand[i, h_idx] > 0:
|
| 1328 |
+
selected = batch_global_ctx[i, 120 + h_idx]
|
| 1329 |
+
if selected == 0:
|
| 1330 |
+
masks[i, 300 + h_idx] = True
|
| 1331 |
+
continue
|
| 1332 |
+
|
| 1333 |
+
# Only compute member/ability actions in Main Phase (4)
|
| 1334 |
+
if phase == 4:
|
| 1335 |
+
# Calculate available untapped energy
|
| 1336 |
+
ec = batch_global_ctx[i, 5] # EC at index 5
|
| 1337 |
+
tapped_count = 0
|
| 1338 |
+
for e_idx in range(min(ec, 12)):
|
| 1339 |
+
if batch_tapped[i, 3 + e_idx] > 0:
|
| 1340 |
+
tapped_count += 1
|
| 1341 |
+
available_energy = ec - tapped_count
|
| 1342 |
+
|
| 1343 |
+
# --- Member Play Actions (1-180) ---
|
| 1344 |
+
# Action ID = HandIdx * 3 + Slot + 1
|
| 1345 |
+
for h_idx in range(60):
|
| 1346 |
+
cid = batch_hand[i, h_idx]
|
| 1347 |
+
# CRITICAL SAFETY: card_stats shape check
|
| 1348 |
+
if cid <= 0 or cid >= card_stats.shape[0]:
|
| 1349 |
+
continue
|
| 1350 |
+
|
| 1351 |
+
# Check if this is a Member card (Type 1)
|
| 1352 |
+
if card_stats[cid, 10] != 1:
|
| 1353 |
+
# Check if this is a Live card (Type 2) for play actions 400-459
|
| 1354 |
+
if card_stats[cid, 10] == 2:
|
| 1355 |
+
# Action ID = 400 + h_idx
|
| 1356 |
+
action_id = 400 + h_idx
|
| 1357 |
+
|
| 1358 |
+
# --- RULE ACCURACY: Live cards can be set without checking hearts ---
|
| 1359 |
+
# Requirements are checked during Performance phase (Rule 8.3)
|
| 1360 |
+
# We allow setting if hand size limit not reached (max 3 in zone)
|
| 1361 |
+
count_in_zone = 0
|
| 1362 |
+
for j in range(50):
|
| 1363 |
+
if batch_live[i, j] > 0:
|
| 1364 |
+
count_in_zone += 1
|
| 1365 |
+
|
| 1366 |
+
if count_in_zone < 3:
|
| 1367 |
+
masks[i, action_id] = True
|
| 1368 |
+
continue
|
| 1369 |
+
|
| 1370 |
+
# Member cost in card_stats[cid, 0]
|
| 1371 |
+
cost = card_stats[cid, 0]
|
| 1372 |
+
|
| 1373 |
+
for slot in range(3):
|
| 1374 |
+
action_id = h_idx * 3 + slot + 1
|
| 1375 |
+
|
| 1376 |
+
# Rule: One play per slot per turn (Indices 51-53)
|
| 1377 |
+
if batch_global_ctx[i, 51 + slot] > 0:
|
| 1378 |
+
continue
|
| 1379 |
+
|
| 1380 |
+
# Calculate effective cost (Baton Touch reduction)
|
| 1381 |
+
effective_cost = cost
|
| 1382 |
+
prev_cid = batch_stage[i, slot]
|
| 1383 |
+
# SAFETY: Check cid range to avoid out-of-bounds card_stats access
|
| 1384 |
+
if prev_cid >= 0 and prev_cid < card_stats.shape[0]:
|
| 1385 |
+
prev_cost = card_stats[prev_cid, 0]
|
| 1386 |
+
effective_cost = cost - prev_cost
|
| 1387 |
+
if effective_cost < 0:
|
| 1388 |
+
effective_cost = 0
|
| 1389 |
+
|
| 1390 |
+
if effective_cost <= available_energy:
|
| 1391 |
+
masks[i, action_id] = True
|
| 1392 |
+
|
| 1393 |
+
# --- Activate Ability Actions (200-202) ---
|
| 1394 |
+
for slot in range(3):
|
| 1395 |
+
cid = batch_stage[i, slot]
|
| 1396 |
+
if cid > 0 and not batch_tapped[i, slot]:
|
| 1397 |
+
# Check if card has an activated ability
|
| 1398 |
+
# For now, assume all untapped members can activate
|
| 1399 |
+
masks[i, 200 + slot] = True
|
| 1400 |
+
|
| 1401 |
+
# --- Mandatory Choice Handling (Phase 7, 8 & Fallback) ---
|
| 1402 |
+
if phase >= 7 or phase == 4:
|
| 1403 |
+
# Allow hand selection/discard actions (500-559) if hand has cards
|
| 1404 |
+
# This prevents Zero Legal Moves when a choice is pending.
|
| 1405 |
+
for h_idx in range(60):
|
| 1406 |
+
if batch_hand[i, h_idx] > 0:
|
| 1407 |
+
masks[i, 500 + h_idx] = True
|
| 1408 |
+
|
| 1409 |
+
# Allow energy selection actions (600-611) if energy exists
|
| 1410 |
+
energy_count = batch_global_ctx[i, 5]
|
| 1411 |
+
for e_idx in range(min(energy_count, 12)):
|
| 1412 |
+
masks[i, 600 + e_idx] = True
|
| 1413 |
+
|
| 1414 |
+
return masks
|
| 1415 |
+
|
| 1416 |
+
|
| 1417 |
+
# Export for legacy/external compatibility
|
| 1418 |
+
encode_observations_vectorized = isn.encode_observations_standard
|