import os import numpy as np from gymnasium import spaces from stable_baselines3.common.vec_env import VecEnv # RUST Engine Toggle USE_RUST_ENGINE = os.getenv("USE_RUST_ENGINE", "0") == "1" if USE_RUST_ENGINE: print(" [VecEnvAdapter] RUST Engine ENABLED (USE_RUST_ENGINE=1)") from ai.vec_env_rust import RustVectorEnv # Wrapper to inject MCTS_SIMS from env class VectorEnvAdapter(RustVectorEnv): def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1): mcts_sims = int(os.getenv("MCTS_SIMS", "50")) super().__init__(num_envs, action_space, opp_mode, force_start_order, mcts_sims) else: # GPU Environment Toggle USE_GPU_ENV = os.getenv("USE_GPU_ENV", "0") == "1" or os.getenv("GPU_ENV", "0") == "1" if USE_GPU_ENV: try: from ai.vector_env_gpu import HAS_CUDA, VectorEnvGPU if HAS_CUDA: print(" [VecEnvAdapter] GPU Environment ENABLED (USE_GPU_ENV=1)") else: print(" [VecEnvAdapter] Warning: USE_GPU_ENV=1 but CUDA not available. Falling back to CPU.") USE_GPU_ENV = False except ImportError as e: print(f" [VecEnvAdapter] Warning: Failed to import GPU env: {e}. Falling back to CPU.") USE_GPU_ENV = False if not USE_GPU_ENV: from ai.environments.vector_env import VectorGameState class VectorEnvAdapter(VecEnv): """ Wraps the Numba-accelerated VectorGameState to be compatible with Stable-Baselines3. When USE_GPU_ENV=1 is set, uses VectorEnvGPU for GPU-resident environments with zero-copy observation transfer to PyTorch. """ metadata = {"render_modes": ["rgb_array"]} def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1): self.num_envs = num_envs self.use_gpu = USE_GPU_ENV # For Legacy Adapter: Read MCTS_SIMS env var or default mcts_sims = int(os.getenv("MCTS_SIMS", "50")) if self.use_gpu: # GPU Env doesn't support MCTS yet, pass legacy args self.game_state = VectorEnvGPU(num_envs, opp_mode=opp_mode, force_start_order=force_start_order) else: self.game_state = VectorGameState(num_envs, opp_mode=opp_mode, force_start_order=force_start_order) # Use Dynamic Dimension from Engine (IMAX 8k, Standard 2k, or Compressed 512) obs_dim = self.game_state.obs_dim self.observation_space = spaces.Box(low=0, high=1, shape=(obs_dim,), dtype=np.float32) if action_space is None: # Check if game_state has defined action_space_dim (default 2000) if hasattr(self.game_state, "action_space_dim"): action_dim = self.game_state.action_space_dim else: # Fallback: The Engine always produces 2000-dim masks (Action IDs 0-1999) action_dim = 2000 action_space = spaces.Discrete(action_dim) # Manually initialize VecEnv fields to bypass render_modes crash self.action_space = action_space self.actions = None self.render_mode = None # Track previous scores for delta-based rewards self.prev_scores = np.zeros(num_envs, dtype=np.int32) self.prev_turns = np.zeros(num_envs, dtype=np.int32) # Pre-allocate empty infos list (reused when no envs done) self._empty_infos = [{} for _ in range(num_envs)] def reset(self): """ Reset all environments. """ self.game_state.reset() self.prev_scores.fill(0) # Reset score tracking self.prev_turns.fill(0) # Reset turn tracking obs = self.game_state.get_observations() # Convert CuPy to NumPy if using GPU (SB3 expects numpy) if self.use_gpu: try: import cupy as cp if isinstance(obs, cp.ndarray): obs = cp.asnumpy(obs) except: pass return obs def step_async(self, actions): """ Tell the generic VecEnv wrapper to hold these actions. """ self.actions = actions def step_wait(self): """ Execute the actions on the Numba engine. """ # Ensure actions are int32 for Numba (avoid copy if already correct type) if self.actions.dtype != np.int32: actions_int32 = self.actions.astype(np.int32) else: actions_int32 = self.actions # Step the engine obs, rewards, dones, infos = self.game_state.step(actions_int32) # Convert CuPy arrays to NumPy if using GPU (SB3 expects numpy) if self.use_gpu: try: import cupy as cp if isinstance(obs, cp.ndarray): obs = cp.asnumpy(obs) if isinstance(rewards, cp.ndarray): rewards = cp.asnumpy(rewards) if isinstance(dones, cp.ndarray): dones = cp.asnumpy(dones) except: pass return obs, rewards, dones, infos def close(self): pass def get_attr(self, attr_name, indices=None): """ Return attribute from vectorized environments. """ if attr_name == "action_masks": # Return function reference or result? SB3 usually looks for method pass return [None] * self.num_envs def set_attr(self, attr_name, value, indices=None): pass def env_method(self, method_name, *method_args, **method_kwargs): """ Call instance methods of vectorized environments. """ if method_name == "action_masks": # Return list of masks for all envs masks = self.game_state.get_action_masks() if self.use_gpu: try: import cupy as cp if isinstance(masks, cp.ndarray): masks = cp.asnumpy(masks) except: pass return [masks[i] for i in range(self.num_envs)] return [None] * self.num_envs def env_is_wrapped(self, wrapper_class, indices=None): return [False] * self.num_envs def action_masks(self): """ Required for MaskablePPO. Returns (num_envs, action_space.n) boolean array. """ masks = self.game_state.get_action_masks() if self.use_gpu: try: import cupy as cp if isinstance(masks, cp.ndarray): masks = cp.asnumpy(masks) except: pass return masks