Align interleaved outcome targets and add open diagnostics

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2026-05-08 17:25:27 +09:00
parent b5550d3840
commit b33a55c76d
5 changed files with 277 additions and 1 deletions
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#!/usr/bin/env python
"""Analyze current-network advantages on first-open action candidates."""
from __future__ import annotations
import argparse
import json
from collections import defaultdict
from dataclasses import dataclass, field
from pathlib import Path
import numpy as np
import torch
from coolrl_lost_cities.games.classic.deep_cfr.encoding import encode_info_state
from coolrl_lost_cities.games.classic.game import GameState, LostCitiesConfig
from coolrl_lost_cities.games.classic.bots import build_bot
from coolrl_lost_cities.games.classic.deep_cfr.config import config_from_dict
from coolrl_lost_cities.games.classic.deep_cfr.networks import DeepCFRMLP
@dataclass
class BucketStats:
values: list[float] = field(default_factory=list)
policy_probs: list[float] = field(default_factory=list)
selected: int = 0
def add(self, value: float, policy_prob: float, *, selected: bool) -> None:
self.values.append(float(value))
self.policy_probs.append(float(policy_prob))
self.selected += int(selected)
def to_dict(self) -> dict[str, float | int]:
return {
"count": len(self.values),
"adv_mean": _mean(self.values),
"adv_p25": _percentile(self.values, 25),
"adv_p50": _percentile(self.values, 50),
"adv_p75": _percentile(self.values, 75),
"policy_prob_mean": _mean(self.policy_probs),
"selected": self.selected,
"selected_rate": self.selected / max(1, len(self.values)),
}
def _mean(values: list[float]) -> float:
return float(np.mean(values)) if values else 0.0
def _percentile(values: list[float], percentile: float) -> float:
return float(np.percentile(values, percentile)) if values else 0.0
def _numeric_value(card, min_rank: int) -> int:
if card.rank == 0:
return 0
return min_rank + card.rank - 1
def _open_quality(state: GameState, player: int, color: int) -> str:
expedition = state.expeditions[player][color]
hand_cards = [
card for card in state.hand_slots(player) if card is not None and card.color == color
]
last_numeric = state.last_numeric_rank(player, color)
current_sum = sum(_numeric_value(card, state.config.min_rank) for card in expedition)
current_wagers = sum(1 for card in expedition if card.rank == 0)
playable_numeric = [card for card in hand_cards if card.rank > 0 and card.rank > last_numeric]
playable_wagers = [card for card in hand_cards if card.rank == 0 and last_numeric == 0]
projected_sum = current_sum + sum(
_numeric_value(card, state.config.min_rank) for card in playable_numeric
)
projected_wagers = current_wagers + len(playable_wagers)
projected_len = len(expedition) + len(playable_numeric) + len(playable_wagers)
recoverable_score = (projected_sum + state.config.expedition_penalty) * (projected_wagers + 1)
if recoverable_score >= 0:
return "open_good"
if projected_len >= state.config.bonus_threshold:
return "open_weak"
return "open_bad"
def _regret_matching(
advantages: np.ndarray,
legal: np.ndarray,
*,
epsilon: float,
fallback: str,
) -> np.ndarray:
legal_actions = np.flatnonzero(legal)
positive = np.where(legal, np.maximum(advantages, 0.0), 0.0).astype(np.float32)
total = float(positive.sum())
if total > epsilon:
return positive / total
policy = np.zeros_like(advantages, dtype=np.float32)
if len(legal_actions) == 0:
return policy
if fallback == "uniform":
policy[legal_actions] = 1.0 / float(len(legal_actions))
return policy
best = float(np.max(advantages[legal_actions]))
best_actions = legal_actions[advantages[legal_actions] == best]
policy[int(best_actions[0])] = 1.0
return policy
def _classify_unified_action(state: GameState, unified_action: int, player: int) -> str:
card_action_size = state.config.hand_size * 2
if unified_action >= card_action_size:
return "draw_deck" if unified_action == card_action_size else "draw_pile"
if unified_action % 2 == 1:
return "discard"
hand = state.hand_slots(player)
card = hand[unified_action // 2]
if card is None:
return "invalid_play"
color = int(card.color)
if state.expeditions[player][color]:
return "play_existing"
return _open_quality(state, player, color)
def _select_current_action(
advantages: np.ndarray,
legal: np.ndarray,
*,
epsilon: float,
fallback: str,
) -> tuple[int, np.ndarray]:
policy = _regret_matching(advantages, legal, epsilon=epsilon, fallback=fallback)
legal_actions = np.flatnonzero(legal)
if len(legal_actions) == 0:
raise RuntimeError("no legal action available")
return int(legal_actions[int(np.argmax(policy[legal_actions]))]), policy
def load_checkpoint_networks(checkpoint: Path, device: torch.device | str):
payload = torch.load(checkpoint, map_location="cpu")
cfg = config_from_dict(payload["config"])
game_config = LostCitiesConfig(**payload["game_config"])
input_dim = int(payload["input_dim"])
action_size = int(payload["action_size"])
networks = [
DeepCFRMLP.from_config(input_dim, action_size, cfg.network).to(device) for _ in range(2)
]
for network, state_dict in zip(networks, payload["advantage_networks"], strict=True):
network.load_state_dict(state_dict)
network.eval()
return cfg, game_config, networks
def analyze_checkpoint(
checkpoint: Path,
*,
games: int,
seed: int,
opponent: str,
device: torch.device | str,
max_steps: int,
) -> dict:
cfg, game_config, networks = load_checkpoint_networks(checkpoint, device)
buckets: dict[str, BucketStats] = defaultdict(BucketStats)
selected_buckets: dict[str, int] = defaultdict(int)
candidate_states = 0
first_open_candidates = 0
policy_turns = 0
for game_index in range(games):
game_seed = seed + game_index
swap = game_index % 2 == 1
policy_player = 1 if swap else 0
opponent_policy = build_bot(opponent, seed=game_seed * 2 + (1 - policy_player))
state = GameState.new_game(game_config, seed=game_seed)
for _step in range(max_steps):
if state.terminal:
break
player = int(state.current_player)
if player != policy_player:
state.apply_action(opponent_policy.act(state))
continue
policy_turns += 1
legal = np.asarray(state.unified_legal_mask(), dtype=bool)
info = encode_info_state(state, player, cfg.encoding)
with torch.inference_mode():
x = torch.as_tensor(info, dtype=torch.float32, device=device).unsqueeze(0)
advantages = networks[player](x).squeeze(0).detach().cpu().numpy()
selected_action, policy = _select_current_action(
advantages,
legal,
epsilon=cfg.traversal.regret_matching_epsilon,
fallback=cfg.regret_matching.all_negative_fallback,
)
labels = {
int(action): _classify_unified_action(state, int(action), player)
for action in np.flatnonzero(legal)
}
open_actions = [action for action, label in labels.items() if label.startswith("open_")]
if open_actions:
candidate_states += 1
first_open_candidates += len(open_actions)
selected_buckets[labels[selected_action]] += 1
for action in open_actions:
label = labels[action]
buckets[label].add(
float(advantages[action]),
float(policy[action]),
selected=action == selected_action,
)
non_open_advantages = [
float(advantages[action])
for action, label in labels.items()
if not label.startswith("open_")
]
for value in non_open_advantages:
buckets["non_open"].add(value, 0.0, selected=False)
state.apply_action(state.from_unified_action(selected_action))
iteration = int(torch.load(checkpoint, map_location="cpu").get("iteration", -1))
return {
"checkpoint": str(checkpoint),
"iteration": iteration,
"opponent": opponent,
"games": games,
"policy_turns": policy_turns,
"candidate_states": candidate_states,
"first_open_candidates": first_open_candidates,
"selected_buckets": dict(sorted(selected_buckets.items())),
"buckets": {key: value.to_dict() for key, value in sorted(buckets.items())},
}
def main() -> None:
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument("checkpoints", nargs="+", type=Path)
parser.add_argument("--opponent", action="append", default=None)
parser.add_argument("--games", type=int, default=100)
parser.add_argument("--seed", type=int, default=91_000)
parser.add_argument("--device", default="cuda")
parser.add_argument("--max-steps", type=int, default=10_000)
parser.add_argument("--output", type=Path, required=True)
args = parser.parse_args()
opponents = args.opponent or ["safe_heuristic_strict"]
args.output.parent.mkdir(parents=True, exist_ok=True)
rows = []
for checkpoint in args.checkpoints:
for opponent in opponents:
row = analyze_checkpoint(
checkpoint,
games=args.games,
seed=args.seed,
opponent=opponent,
device=args.device,
max_steps=args.max_steps,
)
rows.append(row)
print(json.dumps(row, sort_keys=True))
args.output.write_text("\n".join(json.dumps(row, sort_keys=True) for row in rows) + "\n")
print(f"wrote {args.output}")
if __name__ == "__main__":
main()