Align interleaved outcome targets and add open diagnostics
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#!/usr/bin/env python
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"""Analyze current-network advantages on first-open action candidates."""
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from __future__ import annotations
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import argparse
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import json
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from collections import defaultdict
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from dataclasses import dataclass, field
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from pathlib import Path
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import numpy as np
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import torch
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from coolrl_lost_cities.games.classic.deep_cfr.encoding import encode_info_state
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from coolrl_lost_cities.games.classic.game import GameState, LostCitiesConfig
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from coolrl_lost_cities.games.classic.bots import build_bot
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from coolrl_lost_cities.games.classic.deep_cfr.config import config_from_dict
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from coolrl_lost_cities.games.classic.deep_cfr.networks import DeepCFRMLP
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@dataclass
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class BucketStats:
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values: list[float] = field(default_factory=list)
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policy_probs: list[float] = field(default_factory=list)
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selected: int = 0
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def add(self, value: float, policy_prob: float, *, selected: bool) -> None:
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self.values.append(float(value))
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self.policy_probs.append(float(policy_prob))
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self.selected += int(selected)
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def to_dict(self) -> dict[str, float | int]:
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return {
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"count": len(self.values),
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"adv_mean": _mean(self.values),
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"adv_p25": _percentile(self.values, 25),
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"adv_p50": _percentile(self.values, 50),
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"adv_p75": _percentile(self.values, 75),
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"policy_prob_mean": _mean(self.policy_probs),
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"selected": self.selected,
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"selected_rate": self.selected / max(1, len(self.values)),
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}
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def _mean(values: list[float]) -> float:
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return float(np.mean(values)) if values else 0.0
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def _percentile(values: list[float], percentile: float) -> float:
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return float(np.percentile(values, percentile)) if values else 0.0
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def _numeric_value(card, min_rank: int) -> int:
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if card.rank == 0:
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return 0
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return min_rank + card.rank - 1
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def _open_quality(state: GameState, player: int, color: int) -> str:
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expedition = state.expeditions[player][color]
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hand_cards = [
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card for card in state.hand_slots(player) if card is not None and card.color == color
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]
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last_numeric = state.last_numeric_rank(player, color)
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current_sum = sum(_numeric_value(card, state.config.min_rank) for card in expedition)
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current_wagers = sum(1 for card in expedition if card.rank == 0)
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playable_numeric = [card for card in hand_cards if card.rank > 0 and card.rank > last_numeric]
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playable_wagers = [card for card in hand_cards if card.rank == 0 and last_numeric == 0]
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projected_sum = current_sum + sum(
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_numeric_value(card, state.config.min_rank) for card in playable_numeric
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)
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projected_wagers = current_wagers + len(playable_wagers)
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projected_len = len(expedition) + len(playable_numeric) + len(playable_wagers)
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recoverable_score = (projected_sum + state.config.expedition_penalty) * (projected_wagers + 1)
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if recoverable_score >= 0:
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return "open_good"
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if projected_len >= state.config.bonus_threshold:
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return "open_weak"
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return "open_bad"
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def _regret_matching(
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advantages: np.ndarray,
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legal: np.ndarray,
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*,
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epsilon: float,
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fallback: str,
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) -> np.ndarray:
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legal_actions = np.flatnonzero(legal)
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positive = np.where(legal, np.maximum(advantages, 0.0), 0.0).astype(np.float32)
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total = float(positive.sum())
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if total > epsilon:
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return positive / total
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policy = np.zeros_like(advantages, dtype=np.float32)
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if len(legal_actions) == 0:
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return policy
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if fallback == "uniform":
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policy[legal_actions] = 1.0 / float(len(legal_actions))
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return policy
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best = float(np.max(advantages[legal_actions]))
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best_actions = legal_actions[advantages[legal_actions] == best]
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policy[int(best_actions[0])] = 1.0
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return policy
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def _classify_unified_action(state: GameState, unified_action: int, player: int) -> str:
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card_action_size = state.config.hand_size * 2
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if unified_action >= card_action_size:
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return "draw_deck" if unified_action == card_action_size else "draw_pile"
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if unified_action % 2 == 1:
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return "discard"
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hand = state.hand_slots(player)
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card = hand[unified_action // 2]
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if card is None:
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return "invalid_play"
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color = int(card.color)
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if state.expeditions[player][color]:
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return "play_existing"
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return _open_quality(state, player, color)
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def _select_current_action(
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advantages: np.ndarray,
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legal: np.ndarray,
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*,
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epsilon: float,
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fallback: str,
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) -> tuple[int, np.ndarray]:
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policy = _regret_matching(advantages, legal, epsilon=epsilon, fallback=fallback)
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legal_actions = np.flatnonzero(legal)
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if len(legal_actions) == 0:
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raise RuntimeError("no legal action available")
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return int(legal_actions[int(np.argmax(policy[legal_actions]))]), policy
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def load_checkpoint_networks(checkpoint: Path, device: torch.device | str):
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payload = torch.load(checkpoint, map_location="cpu")
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cfg = config_from_dict(payload["config"])
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game_config = LostCitiesConfig(**payload["game_config"])
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input_dim = int(payload["input_dim"])
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action_size = int(payload["action_size"])
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networks = [
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DeepCFRMLP.from_config(input_dim, action_size, cfg.network).to(device) for _ in range(2)
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]
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for network, state_dict in zip(networks, payload["advantage_networks"], strict=True):
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network.load_state_dict(state_dict)
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network.eval()
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return cfg, game_config, networks
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def analyze_checkpoint(
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checkpoint: Path,
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*,
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games: int,
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seed: int,
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opponent: str,
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device: torch.device | str,
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max_steps: int,
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) -> dict:
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cfg, game_config, networks = load_checkpoint_networks(checkpoint, device)
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buckets: dict[str, BucketStats] = defaultdict(BucketStats)
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selected_buckets: dict[str, int] = defaultdict(int)
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candidate_states = 0
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first_open_candidates = 0
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policy_turns = 0
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for game_index in range(games):
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game_seed = seed + game_index
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swap = game_index % 2 == 1
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policy_player = 1 if swap else 0
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opponent_policy = build_bot(opponent, seed=game_seed * 2 + (1 - policy_player))
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state = GameState.new_game(game_config, seed=game_seed)
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for _step in range(max_steps):
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if state.terminal:
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break
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player = int(state.current_player)
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if player != policy_player:
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state.apply_action(opponent_policy.act(state))
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continue
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policy_turns += 1
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legal = np.asarray(state.unified_legal_mask(), dtype=bool)
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info = encode_info_state(state, player, cfg.encoding)
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with torch.inference_mode():
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x = torch.as_tensor(info, dtype=torch.float32, device=device).unsqueeze(0)
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advantages = networks[player](x).squeeze(0).detach().cpu().numpy()
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selected_action, policy = _select_current_action(
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advantages,
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legal,
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epsilon=cfg.traversal.regret_matching_epsilon,
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fallback=cfg.regret_matching.all_negative_fallback,
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)
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labels = {
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int(action): _classify_unified_action(state, int(action), player)
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for action in np.flatnonzero(legal)
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}
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open_actions = [action for action, label in labels.items() if label.startswith("open_")]
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if open_actions:
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candidate_states += 1
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first_open_candidates += len(open_actions)
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selected_buckets[labels[selected_action]] += 1
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for action in open_actions:
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label = labels[action]
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buckets[label].add(
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float(advantages[action]),
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float(policy[action]),
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selected=action == selected_action,
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)
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non_open_advantages = [
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float(advantages[action])
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for action, label in labels.items()
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if not label.startswith("open_")
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]
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for value in non_open_advantages:
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buckets["non_open"].add(value, 0.0, selected=False)
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state.apply_action(state.from_unified_action(selected_action))
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iteration = int(torch.load(checkpoint, map_location="cpu").get("iteration", -1))
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return {
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"checkpoint": str(checkpoint),
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"iteration": iteration,
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"opponent": opponent,
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"games": games,
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"policy_turns": policy_turns,
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"candidate_states": candidate_states,
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"first_open_candidates": first_open_candidates,
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"selected_buckets": dict(sorted(selected_buckets.items())),
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"buckets": {key: value.to_dict() for key, value in sorted(buckets.items())},
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}
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def main() -> None:
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parser = argparse.ArgumentParser(description=__doc__)
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parser.add_argument("checkpoints", nargs="+", type=Path)
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parser.add_argument("--opponent", action="append", default=None)
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parser.add_argument("--games", type=int, default=100)
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parser.add_argument("--seed", type=int, default=91_000)
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parser.add_argument("--device", default="cuda")
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parser.add_argument("--max-steps", type=int, default=10_000)
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parser.add_argument("--output", type=Path, required=True)
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args = parser.parse_args()
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opponents = args.opponent or ["safe_heuristic_strict"]
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args.output.parent.mkdir(parents=True, exist_ok=True)
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rows = []
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for checkpoint in args.checkpoints:
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for opponent in opponents:
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row = analyze_checkpoint(
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checkpoint,
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games=args.games,
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seed=args.seed,
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opponent=opponent,
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device=args.device,
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max_steps=args.max_steps,
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)
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rows.append(row)
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print(json.dumps(row, sort_keys=True))
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args.output.write_text("\n".join(json.dumps(row, sort_keys=True) for row in rows) + "\n")
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print(f"wrote {args.output}")
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if __name__ == "__main__":
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main()
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