Strip heuristic input features and add selectivity diagnostics
Audit of the Deep CFR information-state encoding identified two tiers of
non-pure features and removed both:
- Tier 3 (judgment): is_bad_open_candidate, open_risk_score,
is_safe_continuation. Same heuristic family used to label bad_open in
evaluation, embedded as model input.
- Tier 2 (projection): recoverable_score_no_bonus,
recoverable_margin_no_bonus, min_needed_to_break_even,
cards_needed_for_bonus, has_bonus_path. Mechanical but assumption-laden
("commit and play all currently-playable cards"). The no_bonus form is
asymmetric: it amplifies the immediate -20 penalty while truncating the
+20 bonus upside, biasing the model toward the same "don't open" basin
the diagnostics already flagged.
Input dim 365 -> 297. DERIVED_PLAYABILITY_PER_COLOR 19 -> 15;
SLOT_AWARE_PLAYABILITY_PER_SLOT 12 -> 6. Test shape assertions updated.
Also adds selectivity diagnostic infrastructure used to reach this point:
- traversal.outcome_unsampled_first_open_prior_alpha config field with
signed-prior overlay on unsampled first-open advantage targets (A1).
- analyze_first_open_counterfactual.py --post-policy to swap the
policy_player rollout policy and isolate selection bias (D1).
- analyze_first_open_followup.py to inspect post-forced-open behavior
(E2): same-color play vs discard counts, other-open rate, terminal
hand composition.
Findings recorded in docs/plans/deep-cfr-selectivity.md sections 3-6.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
# Deep CFR Selectivity Investigation
|
||||
|
||||
Last updated: 2026-05-09
|
||||
Last updated: 2026-05-10
|
||||
|
||||
## Current conclusion
|
||||
|
||||
@@ -272,7 +272,301 @@ around 120-200 iterations, then regressed by 300-500 iterations. This suggests
|
||||
the replay emphasis is not enough if the underlying target does not separate
|
||||
good first opens from bad first opens.
|
||||
|
||||
### 3. Short open-selectivity ablation
|
||||
### 3. First-open target prior (A1) — running 2026-05-10
|
||||
|
||||
Hypothesis: target audit shows the regenerated traversal target does not
|
||||
separate good first opens from bad first opens. With
|
||||
`outcome_unsampled_regret=zero`, every unsampled first-open candidate is
|
||||
labeled with target `0`, regardless of whether it is heuristically good
|
||||
or bad. A small signed prior on unsampled first-open play actions should
|
||||
break the symmetry without overriding the high-variance sampled-action
|
||||
target.
|
||||
|
||||
Implementation:
|
||||
|
||||
- Config field: `traversal.outcome_unsampled_first_open_prior_alpha` (float,
|
||||
default `0.0`).
|
||||
- Plumbed through `InterleavedTraversalConfig` and
|
||||
`run_interleaved_traversal_batch`. Cython traversal path unchanged
|
||||
(default scheduler is interleaved; pyx path is a follow-up if needed).
|
||||
- Effect site: `_after_child` in `interleaved_traversal.py`. When
|
||||
`is_first_open` and `alpha != 0`, unsampled legal play actions whose color
|
||||
has an empty expedition are overwritten in `target` with `+alpha` if the
|
||||
visible `recoverable_score` for that color is `>= 0`, else `-alpha`. The
|
||||
sampled action's cell stays as `sampled_action_value - node_value`.
|
||||
- `recoverable_score` mirrors `evaluate._visible_recoverable_summary` for
|
||||
the empty-expedition case (no future-card lookahead, hand-only signal).
|
||||
- Tests: `test_first_open_prior_overrides_unsampled_play_targets_with_signed_alpha`,
|
||||
`test_first_open_prior_zero_alpha_is_noop`.
|
||||
|
||||
Note on "pure self-play": this prior introduces a hand-written heuristic
|
||||
into the advantage target. The opponent and rollout policy remain
|
||||
self-play (no external bot). This is treated as a diagnostic experiment;
|
||||
if effective, the permanent solution is a counterfactual-based prior
|
||||
(A2) that recovers full pure self-play.
|
||||
|
||||
Initial planned run:
|
||||
|
||||
- `run.experiment_name=first-open-prior-alpha5-512x3-det-200`
|
||||
- `traversal.outcome_unsampled_first_open_prior_alpha=5.0`
|
||||
- `traversal.outcome_unsampled_regret=zero`
|
||||
- `traversal.outcome_sampling_epsilon=0.05`
|
||||
- `run.deterministic=true`
|
||||
- `run.max_iterations=200`
|
||||
- W&B group: `first-open-prior-v1`
|
||||
|
||||
Primary comparisons:
|
||||
|
||||
- `confirm-eps-005-zero-512x3-det-500` (baseline; iter 200 reference)
|
||||
- `first-open-reweight-50-512x3-det-500-indexed` (replay-side intervention)
|
||||
|
||||
Success criterion: `bad_open_rate` and `score_per_opened_color` improve
|
||||
*together* at iter 200 without large regression in `avg_score_diff0`. If
|
||||
positive, follow up with a 500-iter run to test stability. If null/regress,
|
||||
try alpha sweep (e.g. 2.0, 10.0) before abandoning the direction.
|
||||
|
||||
Result (2026-05-10):
|
||||
|
||||
- Run: `runs/2026-05-10_072718_first-open-prior-alpha5-512x3-det-200`
|
||||
- W&B: synced online to group `first-open-prior-v1` (run `teuh915r`)
|
||||
- Commit: see HEAD at run start
|
||||
|
||||
`safe_heuristic_strict` at iter 200:
|
||||
|
||||
| Run | Score diff | Win rate | Bad open | Score/opened |
|
||||
| --- | ---: | ---: | ---: | ---: |
|
||||
| baseline `confirm-eps-005-zero` (iter 200) | -40.01 | 0.12 | 0.893 | -6.25 |
|
||||
| **A1 prior α=5.0 (iter 200)** | **-67.54** | **0.02** | **0.796** | **-8.85** |
|
||||
|
||||
Other opponents at iter 200: random +32.51 / 0.86, noisy_safe -71.52 / 0.07,
|
||||
safe_heuristic -81.81 / 0.02, safe_heuristic_loose -81.24 / 0.05.
|
||||
|
||||
Conclusion: **mixed result, net regression.** The prior did shift behavior
|
||||
in the intended direction on one axis — `bad_open_rate` dropped from 0.893
|
||||
to 0.796 (~10% absolute reduction). This is the only metric where the
|
||||
hypothesis "the prior breaks ranking symmetry" looks supported.
|
||||
|
||||
But the overall game-quality metrics regressed: score diff worsened
|
||||
(-40 → -67), win rate collapsed (0.12 → 0.02), and `score_per_opened_color`
|
||||
got worse (-6.25 → -8.85). The model fails the success criterion (which
|
||||
required `bad_open_rate` AND `score_per_opened_color` to improve together).
|
||||
|
||||
Two interpretations:
|
||||
|
||||
1. **α = 5.0 too strong.** The prior is overpowering the sampled-action
|
||||
target rather than acting as a weak symmetry-breaker. The good-open prior
|
||||
pushes the model to open *more often*, but those forced opens are bad
|
||||
*given the actual game state*, just labeled good by the visible-only
|
||||
heuristic. The counterfactual audit already flagged this: heuristic
|
||||
`open_good` candidates often lose to best non-open in real continuation.
|
||||
2. **Heuristic itself misaligned.** Even the right α won't help if the
|
||||
sign assigned to candidates is wrong relative to true game value.
|
||||
|
||||
Next steps (in order):
|
||||
|
||||
- (A1.b) α sweep at 200 iter: α ∈ {1.0, 2.0} to test "weaker prior" hypothesis.
|
||||
If α=2.0 still regresses score diff while reducing bad_open, the prior shape
|
||||
itself is wrong, not just strength.
|
||||
- (A2) Counterfactual prior: replace heuristic sign with sign of
|
||||
`value(force open) - value(best non-open)` from a small in-traversal
|
||||
rollout. Cleaner signal, recovers pure self-play, but more expensive.
|
||||
- If both fail to improve score diff, the issue is upstream of unsampled
|
||||
regret labeling (likely traversal sample distribution or sampled-action
|
||||
target variance), and the next experiment family should target those.
|
||||
|
||||
### 4. D1 diagnostic: counterfactual with strong post-policy (2026-05-10)
|
||||
|
||||
Question: are forced-open continuation values low because the openings
|
||||
themselves are bad, or because the self-play rollout policy poisons the
|
||||
post-action play (selection bias)?
|
||||
|
||||
Method: re-ran `analyze_first_open_counterfactual.py` on the
|
||||
`confirm-eps-005-zero-512x3-det-500` baseline checkpoints (iter 200, iter
|
||||
500), but with `--post-policy safe_heuristic_strict`. The opponent and
|
||||
state-collection policy stayed the same; only the policy_player's actions
|
||||
*after* the forced first action used the strong fixed bot.
|
||||
|
||||
Output: `runs/tmp/first_open_counterfactual_d1_strong_post_policy_200_vs_500.jsonl`
|
||||
|
||||
`delta_open = value(force open) - value(best non-open)` comparison:
|
||||
|
||||
| iter | bucket | n | self-play post | strong post | shift |
|
||||
| ---: | --- | ---: | ---: | ---: | ---: |
|
||||
| 200 | open_good | 40 | -26.57 | **-3.35** | +23.22 |
|
||||
| 200 | open_bad | 460 | -23.15 | **-5.52** | +17.63 |
|
||||
| 500 | open_good | 30 | -23.43 | **-10.90** | +12.53 |
|
||||
| 500 | open_bad | 470 | -11.18 | **-8.99** | +2.19 |
|
||||
|
||||
`delta_positive_rate`:
|
||||
|
||||
| iter | bucket | self-play post | strong post |
|
||||
| ---: | --- | ---: | ---: |
|
||||
| 200 | open_good | 0.050 | 0.225 |
|
||||
| 200 | open_bad | 0.130 | 0.317 |
|
||||
| 500 | open_good | 0.167 | 0.300 |
|
||||
| 500 | open_bad | 0.226 | 0.230 |
|
||||
|
||||
Verdict — two findings, both important:
|
||||
|
||||
**1. Selection bias is real and significant.** Strong post-policy
|
||||
improves forced-open continuation values by 12–23 points on average. The
|
||||
self-play policy is meaningfully poisoning rollouts: forced opens look
|
||||
much less bad once a competent player handles the followup.
|
||||
|
||||
**2. Heuristic labels do not separate cleanly even under strong post-policy.**
|
||||
At iter 200, `open_good` delta_mean is only ~2 points better than
|
||||
`open_bad` (-3.35 vs -5.52). At iter 500, ranking is essentially flat
|
||||
(`open_good` -10.9 vs `open_bad` -8.99 — slightly *worse*). Median deltas
|
||||
agree. Sample size for `open_good` is small (30–40) so noise contributes,
|
||||
but there is no clean signal that the heuristic `recoverable_score`
|
||||
classifier matches actual continuation value.
|
||||
|
||||
Implications:
|
||||
|
||||
- A1 prior was destined to fail — the heuristic sign is at best weakly
|
||||
aligned with continuation value, even with optimistic post-policy.
|
||||
- A2 with self-play rollouts would inherit selection bias and likely
|
||||
reproduce the same misranking. A2 with a strong post-policy would
|
||||
give clean signs but breaks pure self-play.
|
||||
- The deeper bottleneck is post-open play quality. Until the trained
|
||||
policy plays competently *after* opening, training signals about
|
||||
*whether to open* will be biased toward "don't open."
|
||||
|
||||
Candidate next directions (decision pending):
|
||||
|
||||
- (E1) Train with `cutoff_rollout_policy=safe_heuristic` instead of `random`.
|
||||
Already a config option; gives leaf nodes stronger value estimates
|
||||
during traversal. Trades some pure-self-play purity for a stronger
|
||||
bootstrap signal. Cheap to test.
|
||||
- (E2) Investigate post-open behavior directly: forced-open + observe
|
||||
next-2-3 turns. Diagnoses *why* the model can't follow up (e.g. always
|
||||
discards followup cards, switches color, etc.).
|
||||
- (E3) Curriculum / staged training that exposes the network to good
|
||||
post-open trajectories before forcing it to make first-open decisions.
|
||||
- A2 deferred unless we adopt a strong post-policy in rollouts.
|
||||
|
||||
### 5. E2 diagnostic: post-forced-open behavior (2026-05-10)
|
||||
|
||||
Question: D1 showed selection bias is real — *what is the model actually
|
||||
doing after a forced first-open* that poisons rollouts?
|
||||
|
||||
Method: forced each first-open candidate at sampled states, then observed
|
||||
the policy_player's next 3 decisions (window). Used baseline checkpoints
|
||||
(`confirm-eps-005-zero` iter 200, iter 500). Categorized each followup
|
||||
decision relative to the forced-open color.
|
||||
|
||||
Output: `runs/tmp/first_open_followup_baseline_200_vs_500.jsonl`
|
||||
Script: `scripts/analyze_first_open_followup.py`
|
||||
|
||||
Per-window mean counts (3 policy_player decisions = ~1.5 game turns;
|
||||
each game turn includes one play/discard plus one draw):
|
||||
|
||||
| iter | bucket | n | held@force | plays(same) | discards(same) | open_other | other_discard | held@end |
|
||||
| ---: | --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
|
||||
| 200 | good | 33 | 4.82 | 0.15 | 0.15 | **0.49** | 0.21 | 2.70 |
|
||||
| 200 | bad | 367 | 1.97 | 0.03 | 0.12 | 0.10 | 0.75 | 1.08 |
|
||||
| 500 | good | 22 | 4.45 | 0.14 | **0.46** | 0.14 | 0.27 | 1.23 |
|
||||
| 500 | bad | 378 | 2.56 | 0.01 | 0.23 | 0.05 | 0.71 | 1.29 |
|
||||
|
||||
Findings:
|
||||
|
||||
**1. Model under-plays followup cards even when it holds many.** At iter
|
||||
200, good-open candidates start with ~4.8 same-color cards in hand. In the
|
||||
next 3 decisions, the model plays only 0.15 of them on average (3% of
|
||||
its window). 2.7 cards remain in hand at terminal — nearly 3 cards of
|
||||
the just-opened color never reach the expedition.
|
||||
|
||||
**2. Model opens additional new colors after a forced open.** At iter 200
|
||||
good bucket, `open_other` = 0.49 in a 3-decision window — the model is
|
||||
~3× more likely to open *another* new color than to follow up the one it
|
||||
was forced into. This compounds the recoverable-score drag.
|
||||
|
||||
**3. By iter 500 the model actively dumps the forced color.** Good bucket
|
||||
at iter 500: `same-color discards` 0.46 vs `same-color plays` 0.14. The
|
||||
model discards followup cards more than 3× as often as it plays them,
|
||||
despite holding 4.45 of them at force time. This is the strongest single
|
||||
piece of evidence so far that the post-open value head is poisoned.
|
||||
|
||||
**4. Bad-open bucket shows even sharper avoidance.** Hand has ~2
|
||||
same-color cards, plays effectively zero. Almost all play-phase decisions
|
||||
are "discard other" (0.71–0.75). The model treats forced opens as bad
|
||||
news to liquidate rather than commit to.
|
||||
|
||||
Interpretation: the trained advantage network *learned* that opens of
|
||||
these colors are net-negative, so once forced into one, it hedges by
|
||||
opening other colors and dumping followup cards. That hedging is rational
|
||||
under the policy's own value estimates but is the exact mechanism that
|
||||
keeps forced-open continuation values low and keeps the training target
|
||||
labeling opens as bad. Closed loop.
|
||||
|
||||
This combined with D1 means:
|
||||
|
||||
- A1/A2 priors operate on first-open *labels*. They cannot fix a model
|
||||
that, even after committing to an open, refuses to follow up.
|
||||
- Any fix needs to either (a) produce stronger leaf values during training
|
||||
so the value head learns post-open play matters, or (b) explicitly
|
||||
curriculum or prior-shape the *post-open* decision (not the open
|
||||
decision).
|
||||
|
||||
Updated next-step priorities:
|
||||
|
||||
- **(E1) `cutoff_rollout_policy=safe_heuristic` training ablation.**
|
||||
Strongest single lever: gives traversal leaves stronger value estimates
|
||||
during training, which should ripple back to "open + follow up" signal.
|
||||
Pure-self-play purity dented, but only at cutoff leaves.
|
||||
- (E1.b) Sanity check: at iter 200 baseline, the same-color discard rate
|
||||
is already 0.12 in good bucket — early. So this is not a late-training
|
||||
collapse; it's baked in from early iterations. Curriculum-style fix
|
||||
would have to start very early.
|
||||
- A2 effectively dead unless paired with strong post-policy in rollouts.
|
||||
|
||||
### 6. Input feature audit and cleanup (2026-05-10)
|
||||
|
||||
After D1 + E2 confirmed the bottleneck is *training signal* and not *input
|
||||
poverty*, audited every feature the model receives. Goal: align the input
|
||||
representation with a strict pure-self-play definition by removing any
|
||||
feature that embeds a hand-coded judgment or strategy assumption.
|
||||
|
||||
Three tiers found:
|
||||
|
||||
- **Tier 1**: pure game state and single-step game rules (hand cards,
|
||||
expedition state, discard piles, scores, public histogram, legal-action
|
||||
mask, `playable_*`/`dead_*` rule checks, `unknown_remaining_count`,
|
||||
etc.). No judgment. Kept.
|
||||
- **Tier 2**: projection-based features that compute "if I commit and
|
||||
play all currently-playable cards, what is the score?" — mechanical
|
||||
but assumption-laden. Includes `recoverable_score_no_bonus`,
|
||||
`recoverable_margin_no_bonus`, `min_needed_to_break_even`,
|
||||
`cards_needed_for_bonus`, `has_bonus_path`. Removed.
|
||||
- **Tier 3**: explicit hand-coded judgments — `is_bad_open_candidate`,
|
||||
`open_risk_score`, `is_safe_continuation`. Same heuristic family used
|
||||
to label `bad_open` in evaluation. Removed.
|
||||
|
||||
Notable additional finding: the `no_bonus` projection family is
|
||||
asymmetric. It includes wager multipliers but excludes the +20 bonus,
|
||||
which systematically *under*-estimates the upside of commitable
|
||||
expeditions by roughly 20 × P(complete bonus). This bias points in the
|
||||
same direction as the phase 1 trap ("opens look like loss"), so removing
|
||||
the projection family is consistent with diagnosing-not-baking-in the
|
||||
trap.
|
||||
|
||||
Implementation:
|
||||
|
||||
- `encoding.pyx`: `DERIVED_PLAYABILITY_PER_COLOR` 19 → 15;
|
||||
`SLOT_AWARE_PLAYABILITY_PER_SLOT` 12 → 6 (across two cleanup passes).
|
||||
- Test shape assertions updated.
|
||||
- Cython module rebuilt.
|
||||
|
||||
Input dimension change: 365 → 341 (Tier 3 removal) → **297** (Tier 2
|
||||
removal). Net 18.6% reduction.
|
||||
|
||||
Result is not yet measured. The hypothesis is that with the heuristic
|
||||
crutches removed, training behavior is a cleaner measurement of what
|
||||
Deep CFR can do in this game from raw input. The model may stay in the
|
||||
phase 1 trap longer or fail more visibly, both of which are useful
|
||||
information.
|
||||
|
||||
### 7. Short open-selectivity ablation
|
||||
|
||||
Run a 200-300 iteration ablation only after the target audit identifies a
|
||||
specific change. Candidate changes include:
|
||||
|
||||
@@ -218,13 +218,25 @@ def _rollout_value(
|
||||
opponent: str,
|
||||
seed: int,
|
||||
max_steps: int,
|
||||
post_policy: str = "model",
|
||||
) -> float:
|
||||
"""Roll out from `state` to terminal and return policy_player's score diff.
|
||||
|
||||
When `post_policy == "model"`, policy_player uses the trained advantage
|
||||
network policy. Otherwise `post_policy` is treated as a bot name and a
|
||||
fresh bot is built for policy_player too — used to diagnose whether the
|
||||
self-play rollout itself is poisoning forced-open continuation values.
|
||||
"""
|
||||
rollout = state.clone()
|
||||
opponent_policy = build_bot(opponent, seed=seed)
|
||||
post_policy_bot = build_bot(post_policy, seed=seed * 7 + 1) if post_policy != "model" else None
|
||||
steps = 0
|
||||
while not rollout.terminal and steps < max_steps:
|
||||
current = int(rollout.current_player)
|
||||
if current == policy_player:
|
||||
if post_policy_bot is not None:
|
||||
action = post_policy_bot.act(rollout)
|
||||
else:
|
||||
unified = policy.select_unified(rollout)
|
||||
action = rollout.from_unified_action(unified)
|
||||
else:
|
||||
@@ -260,6 +272,7 @@ def analyze_checkpoint(
|
||||
device: torch.device,
|
||||
max_steps: int,
|
||||
max_candidates: int,
|
||||
post_policy: str = "model",
|
||||
) -> dict[str, Any]:
|
||||
_cfg, game_config, policy, iteration = _load_checkpoint(checkpoint, device)
|
||||
buckets: dict[str, Bucket] = defaultdict(Bucket)
|
||||
@@ -306,6 +319,7 @@ def analyze_checkpoint(
|
||||
opponent=opponent,
|
||||
seed=game_seed * 10_000 + candidate_states * 101 + 1,
|
||||
max_steps=max_steps,
|
||||
post_policy=post_policy,
|
||||
)
|
||||
for open_action in open_actions:
|
||||
if evaluated_open_candidates >= max_candidates:
|
||||
@@ -319,6 +333,7 @@ def analyze_checkpoint(
|
||||
opponent=opponent,
|
||||
seed=game_seed * 10_000 + candidate_states * 101 + 2,
|
||||
max_steps=max_steps,
|
||||
post_policy=post_policy,
|
||||
)
|
||||
label = labels[open_action]
|
||||
buckets[label].add(
|
||||
@@ -344,6 +359,7 @@ def analyze_checkpoint(
|
||||
"policy_turns": policy_turns,
|
||||
"candidate_states": candidate_states,
|
||||
"first_open_candidates": first_open_candidates,
|
||||
"post_policy": post_policy,
|
||||
"buckets": {key: bucket.to_dict() for key, bucket in sorted(buckets.items())},
|
||||
}
|
||||
|
||||
@@ -357,6 +373,15 @@ def main() -> None:
|
||||
parser.add_argument("--device", default="cuda")
|
||||
parser.add_argument("--max-steps", type=int, default=10_000)
|
||||
parser.add_argument("--max-candidates", type=int, default=500)
|
||||
parser.add_argument(
|
||||
"--post-policy",
|
||||
default="model",
|
||||
help=(
|
||||
"Policy used for the policy_player during forced-action rollouts. "
|
||||
"'model' uses the trained advantage network; any other value is "
|
||||
"treated as a bot name (e.g. 'safe_heuristic_strict')."
|
||||
),
|
||||
)
|
||||
parser.add_argument("--output", type=Path, required=True)
|
||||
args = parser.parse_args()
|
||||
|
||||
@@ -372,6 +397,7 @@ def main() -> None:
|
||||
device=device,
|
||||
max_steps=args.max_steps,
|
||||
max_candidates=args.max_candidates,
|
||||
post_policy=args.post_policy,
|
||||
)
|
||||
rows.append(row)
|
||||
print(json.dumps(row, sort_keys=True))
|
||||
|
||||
@@ -0,0 +1,312 @@
|
||||
#!/usr/bin/env python
|
||||
"""Inspect model's post-forced-open behavior over the next K policy_player turns.
|
||||
|
||||
Diagnoses *why* forced-open continuation values are poor under self-play
|
||||
rollouts: does the model play followup cards of the opened color, discard
|
||||
them, or open another color instead?
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import sys
|
||||
import time
|
||||
from collections import Counter, defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from pathlib import Path
|
||||
from typing import Any
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
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
|
||||
|
||||
_SCRIPT_DIR = Path(__file__).resolve().parent
|
||||
if str(_SCRIPT_DIR) not in sys.path:
|
||||
sys.path.insert(0, str(_SCRIPT_DIR))
|
||||
|
||||
from analyze_first_open_counterfactual import ( # noqa: E402
|
||||
AdvantagePolicy,
|
||||
_classify_action,
|
||||
)
|
||||
|
||||
|
||||
@dataclass
|
||||
class FollowupBucket:
|
||||
candidates: int = 0
|
||||
same_color_plays: list[int] = field(default_factory=list)
|
||||
same_color_discards: list[int] = field(default_factory=list)
|
||||
other_open_new: list[int] = field(default_factory=list)
|
||||
other_play_existing: list[int] = field(default_factory=list)
|
||||
other_discard: list[int] = field(default_factory=list)
|
||||
draw_deck: list[int] = field(default_factory=list)
|
||||
draw_pile: list[int] = field(default_factory=list)
|
||||
same_color_held_at_force: list[int] = field(default_factory=list)
|
||||
same_color_played_in_window: list[int] = field(default_factory=list)
|
||||
same_color_discarded_in_window: list[int] = field(default_factory=list)
|
||||
final_score_diff: list[float] = field(default_factory=list)
|
||||
same_color_held_terminal: list[int] = field(default_factory=list)
|
||||
|
||||
def to_dict(self) -> dict[str, Any]:
|
||||
def stats(values: list[float] | list[int]) -> dict[str, float]:
|
||||
if not values:
|
||||
return {"mean": 0.0, "median": 0.0}
|
||||
return {
|
||||
"mean": float(np.mean(values)),
|
||||
"median": float(np.median(values)),
|
||||
}
|
||||
|
||||
return {
|
||||
"candidates": self.candidates,
|
||||
"same_color_plays": stats(self.same_color_plays),
|
||||
"same_color_discards": stats(self.same_color_discards),
|
||||
"other_open_new": stats(self.other_open_new),
|
||||
"other_play_existing": stats(self.other_play_existing),
|
||||
"other_discard": stats(self.other_discard),
|
||||
"draw_deck": stats(self.draw_deck),
|
||||
"draw_pile": stats(self.draw_pile),
|
||||
"same_color_held_at_force": stats(self.same_color_held_at_force),
|
||||
"same_color_played_in_window": stats(self.same_color_played_in_window),
|
||||
"same_color_discarded_in_window": stats(self.same_color_discarded_in_window),
|
||||
"same_color_held_terminal": stats(self.same_color_held_terminal),
|
||||
"final_score_diff": stats(self.final_score_diff),
|
||||
}
|
||||
|
||||
|
||||
def _load_checkpoint(
|
||||
checkpoint: Path, device: torch.device
|
||||
) -> tuple[Any, LostCitiesConfig, AdvantagePolicy, int]:
|
||||
payload = torch.load(checkpoint, map_location="cpu")
|
||||
cfg = config_from_dict(payload["config"])
|
||||
game_config = LostCitiesConfig(**payload["game_config"])
|
||||
action_size = int(payload["action_size"])
|
||||
networks = [
|
||||
DeepCFRMLP.from_config(int(payload["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()
|
||||
policy = AdvantagePolicy(
|
||||
networks,
|
||||
device=device,
|
||||
encoding=cfg.encoding,
|
||||
epsilon=cfg.traversal.regret_matching_epsilon,
|
||||
fallback=cfg.regret_matching.all_negative_fallback,
|
||||
)
|
||||
return cfg, game_config, policy, int(payload.get("iteration", -1))
|
||||
|
||||
|
||||
def _count_color_cards_in_hand(state: GameState, player: int, color: int) -> int:
|
||||
return sum(
|
||||
1 for card in state.hand_slots(player) if card is not None and int(card.color) == color
|
||||
)
|
||||
|
||||
|
||||
def _label_followup_action(
|
||||
state: GameState, unified_action: int, player: int, forced_color: int
|
||||
) -> str:
|
||||
"""Categorise a followup action relative to the previously forced-open color."""
|
||||
card_action_size = state.config.hand_size * 2
|
||||
if unified_action == card_action_size:
|
||||
return "draw_deck"
|
||||
if unified_action > card_action_size:
|
||||
return "draw_pile"
|
||||
if unified_action % 2 == 1:
|
||||
slot = unified_action // 2
|
||||
card = state.hand_slots(player)[slot]
|
||||
if card is None:
|
||||
return "discard_invalid"
|
||||
return "discard_same" if int(card.color) == forced_color else "discard_other"
|
||||
slot = unified_action // 2
|
||||
card = state.hand_slots(player)[slot]
|
||||
if card is None:
|
||||
return "play_invalid"
|
||||
color = int(card.color)
|
||||
is_open_action = not state.expeditions[player][color]
|
||||
if color == forced_color:
|
||||
return "play_same"
|
||||
return "open_other" if is_open_action else "play_other_existing"
|
||||
|
||||
|
||||
def _force_and_observe(
|
||||
base_state: GameState,
|
||||
*,
|
||||
forced_action: int,
|
||||
forced_color: int,
|
||||
bucket: FollowupBucket,
|
||||
policy: AdvantagePolicy,
|
||||
opponent_policy: Any,
|
||||
policy_player: int,
|
||||
window: int,
|
||||
max_steps: int,
|
||||
) -> None:
|
||||
rollout = base_state.clone()
|
||||
same_at_force = _count_color_cards_in_hand(rollout, policy_player, forced_color)
|
||||
rollout.apply_action(rollout.from_unified_action(forced_action))
|
||||
counts: Counter[str] = Counter()
|
||||
policy_turns_seen = 0
|
||||
same_color_plays = 0
|
||||
same_color_discards = 0
|
||||
steps = 0
|
||||
while not rollout.terminal and steps < max_steps and policy_turns_seen < window:
|
||||
current = int(rollout.current_player)
|
||||
if current != policy_player:
|
||||
rollout.apply_action(opponent_policy.act(rollout))
|
||||
steps += 1
|
||||
continue
|
||||
unified = policy.select_unified(rollout)
|
||||
label = _label_followup_action(rollout, unified, policy_player, forced_color)
|
||||
counts[label] += 1
|
||||
if label == "play_same":
|
||||
same_color_plays += 1
|
||||
elif label == "discard_same":
|
||||
same_color_discards += 1
|
||||
rollout.apply_action(rollout.from_unified_action(unified))
|
||||
steps += 1
|
||||
policy_turns_seen += 1
|
||||
while not rollout.terminal and steps < max_steps:
|
||||
current = int(rollout.current_player)
|
||||
if current == policy_player:
|
||||
unified = policy.select_unified(rollout)
|
||||
rollout.apply_action(rollout.from_unified_action(unified))
|
||||
else:
|
||||
rollout.apply_action(opponent_policy.act(rollout))
|
||||
steps += 1
|
||||
|
||||
bucket.candidates += 1
|
||||
bucket.same_color_plays.append(counts.get("play_same", 0))
|
||||
bucket.same_color_discards.append(counts.get("discard_same", 0))
|
||||
bucket.other_open_new.append(counts.get("open_other", 0))
|
||||
bucket.other_play_existing.append(counts.get("play_other_existing", 0))
|
||||
bucket.other_discard.append(counts.get("discard_other", 0))
|
||||
bucket.draw_deck.append(counts.get("draw_deck", 0))
|
||||
bucket.draw_pile.append(counts.get("draw_pile", 0))
|
||||
bucket.same_color_held_at_force.append(same_at_force)
|
||||
bucket.same_color_played_in_window.append(same_color_plays)
|
||||
bucket.same_color_discarded_in_window.append(same_color_discards)
|
||||
bucket.same_color_held_terminal.append(
|
||||
_count_color_cards_in_hand(rollout, policy_player, forced_color)
|
||||
)
|
||||
bucket.final_score_diff.append(float(rollout.score_diff(policy_player)))
|
||||
|
||||
|
||||
def analyze_checkpoint(
|
||||
checkpoint: Path,
|
||||
*,
|
||||
games: int,
|
||||
seed: int,
|
||||
opponent: str,
|
||||
device: torch.device,
|
||||
max_steps: int,
|
||||
max_candidates: int,
|
||||
window: int,
|
||||
) -> dict[str, Any]:
|
||||
_cfg, game_config, policy, iteration = _load_checkpoint(checkpoint, device)
|
||||
buckets: dict[str, FollowupBucket] = defaultdict(FollowupBucket)
|
||||
candidates_evaluated = 0
|
||||
started = time.perf_counter()
|
||||
|
||||
for game_index in range(games):
|
||||
if candidates_evaluated >= max_candidates:
|
||||
break
|
||||
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 or candidates_evaluated >= max_candidates:
|
||||
break
|
||||
current = int(state.current_player)
|
||||
if current != policy_player:
|
||||
state.apply_action(opponent_policy.act(state))
|
||||
continue
|
||||
legal_actions, _policy_probs, _advantages = policy.distribution(state)
|
||||
labels = {
|
||||
int(action): _classify_action(state, int(action), current)
|
||||
for action in legal_actions
|
||||
}
|
||||
open_actions = [
|
||||
int(action) for action, label in labels.items() if label.startswith("open_")
|
||||
]
|
||||
if open_actions:
|
||||
for open_action in open_actions:
|
||||
if candidates_evaluated >= max_candidates:
|
||||
break
|
||||
color = int(state.hand_slots(current)[open_action // 2].color)
|
||||
bucket = buckets[labels[open_action]]
|
||||
_force_and_observe(
|
||||
state,
|
||||
forced_action=open_action,
|
||||
forced_color=color,
|
||||
bucket=bucket,
|
||||
policy=policy,
|
||||
opponent_policy=opponent_policy,
|
||||
policy_player=policy_player,
|
||||
window=window,
|
||||
max_steps=max_steps,
|
||||
)
|
||||
candidates_evaluated += 1
|
||||
unified = policy.select_unified(state)
|
||||
state.apply_action(state.from_unified_action(unified))
|
||||
|
||||
return {
|
||||
"checkpoint": str(checkpoint),
|
||||
"iteration": iteration,
|
||||
"opponent": opponent,
|
||||
"games": games,
|
||||
"seed": seed,
|
||||
"device": str(device),
|
||||
"max_candidates": max_candidates,
|
||||
"window": window,
|
||||
"elapsed_seconds": time.perf_counter() - started,
|
||||
"candidates_evaluated": candidates_evaluated,
|
||||
"buckets": {key: bucket.to_dict() for key, bucket in sorted(buckets.items())},
|
||||
}
|
||||
|
||||
|
||||
def main() -> None:
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument("checkpoints", nargs="+", type=Path)
|
||||
parser.add_argument("--opponent", default="safe_heuristic_strict")
|
||||
parser.add_argument("--games", type=int, default=100)
|
||||
parser.add_argument("--seed", type=int, default=232_000)
|
||||
parser.add_argument("--device", default="cpu")
|
||||
parser.add_argument("--max-steps", type=int, default=10_000)
|
||||
parser.add_argument("--max-candidates", type=int, default=400)
|
||||
parser.add_argument(
|
||||
"--window",
|
||||
type=int,
|
||||
default=3,
|
||||
help="Number of policy_player turns to observe after the forced open.",
|
||||
)
|
||||
parser.add_argument("--output", type=Path, required=True)
|
||||
args = parser.parse_args()
|
||||
|
||||
device = torch.device(args.device)
|
||||
args.output.parent.mkdir(parents=True, exist_ok=True)
|
||||
rows = []
|
||||
for checkpoint in args.checkpoints:
|
||||
row = analyze_checkpoint(
|
||||
checkpoint,
|
||||
games=args.games,
|
||||
seed=args.seed,
|
||||
opponent=args.opponent,
|
||||
device=device,
|
||||
max_steps=args.max_steps,
|
||||
max_candidates=args.max_candidates,
|
||||
window=args.window,
|
||||
)
|
||||
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()
|
||||
@@ -345,6 +345,9 @@ def analyze_checkpoint(
|
||||
outcome_sampling_epsilon=cfg.traversal.outcome_sampling_epsilon,
|
||||
outcome_sampling_value_clip=cfg.traversal.outcome_sampling_value_clip,
|
||||
outcome_unsampled_regret=cfg.traversal.outcome_unsampled_regret,
|
||||
outcome_unsampled_first_open_prior_alpha=getattr(
|
||||
cfg.traversal, "outcome_unsampled_first_open_prior_alpha", 0.0
|
||||
),
|
||||
max_depth=cfg.traversal.max_depth,
|
||||
max_nodes=cfg.traversal.max_nodes_per_traversal,
|
||||
strategy_sample_interval=cfg.traversal.strategy_sample_interval,
|
||||
|
||||
@@ -99,6 +99,7 @@ class TraversalConfig(StrictModel):
|
||||
outcome_sampling_epsilon: float = 0.0
|
||||
outcome_sampling_value_clip: float | None = None
|
||||
outcome_unsampled_regret: str = "negative_node_value"
|
||||
outcome_unsampled_first_open_prior_alpha: float = 0.0
|
||||
cutoff_value_mode: str = "score_diff"
|
||||
cutoff_rollouts: int = 0
|
||||
cutoff_rollout_policy: str = "random"
|
||||
|
||||
@@ -4,9 +4,9 @@
|
||||
from coolrl_lost_cities.games.classic.game cimport GameState
|
||||
|
||||
|
||||
cdef int DERIVED_PLAYABILITY_PER_COLOR = 19
|
||||
cdef int DERIVED_PLAYABILITY_PER_COLOR = 15
|
||||
cdef int DERIVED_PLAYABILITY_COMMON = 3
|
||||
cdef int SLOT_AWARE_PLAYABILITY_PER_SLOT = 12
|
||||
cdef int SLOT_AWARE_PLAYABILITY_PER_SLOT = 6
|
||||
|
||||
|
||||
cdef int _base_input_dim_c(GameState state) noexcept:
|
||||
@@ -157,7 +157,6 @@ cdef int _append_derived_playability_features_c(GameState state, int player, flo
|
||||
cdef float max_numeric_sum = _max_numeric_sum_c(state)
|
||||
cdef float max_cards_per_color = <float>max(1, state.cards_per_color)
|
||||
cdef float max_wagers = <float>max(1, state.n_handshakes)
|
||||
cdef float max_score_estimate = _max_score_estimate_c(state)
|
||||
cdef int color
|
||||
cdef int is_unopened, has_only_wagers_opened, current_numeric_sum, current_wager_count
|
||||
cdef int current_expedition_len, last_numeric_rank, hand_count, hand_wager_count
|
||||
@@ -191,13 +190,9 @@ cdef int _append_derived_playability_features_c(GameState state, int player, flo
|
||||
out[idx + 9] = <float>playable_hand_numeric_count / max_cards_per_color
|
||||
out[idx + 10] = <float>dead_hand_numeric_count / max_cards_per_color
|
||||
out[idx + 11] = <float>dead_hand_numeric_sum / max_numeric_sum
|
||||
out[idx + 12] = <float>recoverable_margin_no_bonus / max_numeric_sum
|
||||
out[idx + 13] = <float>recoverable_score_no_bonus / max_score_estimate
|
||||
out[idx + 14] = <float>min_needed_to_break_even / max_numeric_sum
|
||||
out[idx + 15] = <float>discard_top_playable_flag
|
||||
out[idx + 16] = <float>discard_top_playable_value / max_numeric_sum
|
||||
out[idx + 17] = <float>unknown_remaining_count / max_cards_per_color
|
||||
out[idx + 18] = <float>cards_needed_for_bonus / max_cards_per_color
|
||||
out[idx + 12] = <float>discard_top_playable_flag
|
||||
out[idx + 13] = <float>discard_top_playable_value / max_numeric_sum
|
||||
out[idx + 14] = <float>unknown_remaining_count / max_cards_per_color
|
||||
idx += DERIVED_PLAYABILITY_PER_COLOR
|
||||
|
||||
out[idx] = <float>state.deck_len / <float>max(1, state.total_cards)
|
||||
@@ -207,8 +202,6 @@ cdef int _append_derived_playability_features_c(GameState state, int player, flo
|
||||
|
||||
|
||||
cdef int _append_slot_aware_playability_features_c(GameState state, int player, float* out, int idx) noexcept:
|
||||
cdef float max_numeric_sum = _max_numeric_sum_c(state)
|
||||
cdef float max_score_estimate = _max_score_estimate_c(state)
|
||||
cdef int slot
|
||||
cdef int card
|
||||
cdef int color
|
||||
@@ -230,9 +223,6 @@ cdef int _append_slot_aware_playability_features_c(GameState state, int player,
|
||||
cdef bint is_wager_before_numeric
|
||||
cdef bint is_numeric_open
|
||||
cdef bint is_wager_first_open
|
||||
cdef bint is_bad_open_candidate
|
||||
cdef bint is_safe_continuation
|
||||
cdef float open_risk_score
|
||||
|
||||
for slot in range(state.hand_size):
|
||||
if slot >= state.hand_lens[player]:
|
||||
@@ -264,22 +254,13 @@ cdef int _append_slot_aware_playability_features_c(GameState state, int player,
|
||||
is_playable_to_existing = legal_play and has_numeric_started
|
||||
is_dead_numeric = is_numeric and not legal_play and rank <= last_numeric_rank
|
||||
is_wager_before_numeric = is_wager and legal_play and not has_numeric_started
|
||||
is_bad_open_candidate = would_start_color_commitment and recoverable_score_no_bonus < 0
|
||||
open_risk_score = min(0.0, <float>recoverable_score_no_bonus) if would_start_color_commitment else 0.0
|
||||
is_safe_continuation = (not would_start_color_commitment) and is_playable_to_existing
|
||||
|
||||
out[idx] = <float>recoverable_score_no_bonus / max_score_estimate
|
||||
out[idx + 1] = <float>recoverable_margin_no_bonus / max_numeric_sum
|
||||
out[idx + 2] = <float>would_start_color_commitment
|
||||
out[idx + 3] = <float>is_numeric_open
|
||||
out[idx + 4] = <float>is_wager_first_open
|
||||
out[idx + 5] = <float>is_playable_to_existing
|
||||
out[idx + 6] = <float>is_dead_numeric
|
||||
out[idx + 7] = <float>is_wager_before_numeric
|
||||
out[idx + 8] = <float>has_bonus_path
|
||||
out[idx + 9] = <float>is_bad_open_candidate
|
||||
out[idx + 10] = open_risk_score / max_score_estimate
|
||||
out[idx + 11] = <float>is_safe_continuation
|
||||
out[idx] = <float>would_start_color_commitment
|
||||
out[idx + 1] = <float>is_numeric_open
|
||||
out[idx + 2] = <float>is_wager_first_open
|
||||
out[idx + 3] = <float>is_playable_to_existing
|
||||
out[idx + 4] = <float>is_dead_numeric
|
||||
out[idx + 5] = <float>is_wager_before_numeric
|
||||
idx += SLOT_AWARE_PLAYABILITY_PER_SLOT
|
||||
return idx
|
||||
|
||||
|
||||
@@ -106,6 +106,63 @@ def _has_legal_first_open(state: GameState, player: int, legal_mask: np.ndarray)
|
||||
return False
|
||||
|
||||
|
||||
def _first_open_recoverable_score(state: GameState, player: int, color: int) -> float:
|
||||
"""Visible-only recoverable score for an unopened expedition.
|
||||
|
||||
Mirrors evaluate._visible_recoverable_summary for the first-open case
|
||||
(empty expedition, last_numeric == 0). Used as a weak prior signal for
|
||||
unsampled first-open actions in outcome sampling.
|
||||
"""
|
||||
config = state.config
|
||||
proj_sum = 0
|
||||
proj_wagers = 0
|
||||
for card in state.hand_slots(player):
|
||||
if card is None or int(card.color) != color:
|
||||
continue
|
||||
if card.rank == 0:
|
||||
proj_wagers += 1
|
||||
else:
|
||||
proj_sum += config.min_rank + card.rank - 1
|
||||
margin = proj_sum + config.expedition_penalty
|
||||
return float(margin * (proj_wagers + 1))
|
||||
|
||||
|
||||
def _apply_first_open_prior(
|
||||
target: np.ndarray,
|
||||
state: GameState,
|
||||
player: int,
|
||||
legal_mask: np.ndarray,
|
||||
sampled_action: int,
|
||||
alpha: float,
|
||||
) -> None:
|
||||
"""Overwrite first-open play targets (other than the sampled action) with ±alpha.
|
||||
|
||||
Sign is taken from the visible recoverable_score for the candidate's color.
|
||||
Only legal play actions whose color has an empty expedition are touched.
|
||||
"""
|
||||
if alpha == 0.0:
|
||||
return
|
||||
card_action_size = state.config.hand_size * 2
|
||||
hand = state.hand_slots(player)
|
||||
expeditions = state.expeditions[player]
|
||||
score_by_color: dict[int, float] = {}
|
||||
for unified_action in np.flatnonzero(legal_mask):
|
||||
action = int(unified_action)
|
||||
if action == sampled_action:
|
||||
continue
|
||||
if action >= card_action_size or action % 2 == 1:
|
||||
continue
|
||||
card = hand[action // 2]
|
||||
if card is None:
|
||||
continue
|
||||
color = int(card.color)
|
||||
if expeditions[color]:
|
||||
continue
|
||||
if color not in score_by_color:
|
||||
score_by_color[color] = _first_open_recoverable_score(state, player, color)
|
||||
target[action] = alpha if score_by_color[color] >= 0.0 else -alpha
|
||||
|
||||
|
||||
def _record_endpoint(stats: TraversalStats, depth: int, width: int, max_depth: int) -> None:
|
||||
stats.endpoint_depth_sum += depth
|
||||
start = (depth // width) * width
|
||||
@@ -121,6 +178,7 @@ class InterleavedTraversalConfig:
|
||||
outcome_sampling_epsilon: float
|
||||
outcome_sampling_value_clip: float | None
|
||||
outcome_unsampled_regret: str
|
||||
outcome_unsampled_first_open_prior_alpha: float
|
||||
max_depth: int | None
|
||||
max_nodes: int | None
|
||||
strategy_sample_interval: int
|
||||
@@ -402,6 +460,16 @@ class InterleavedContext:
|
||||
if self.cfg.outcome_unsampled_regret == "negative_node_value":
|
||||
target[frame.legal_mask] = -node_value
|
||||
target[frame.action] = sampled_action_value - node_value
|
||||
is_first_open = _has_legal_first_open(self.state, frame.player, frame.legal_mask)
|
||||
if is_first_open and self.cfg.outcome_unsampled_first_open_prior_alpha != 0.0:
|
||||
_apply_first_open_prior(
|
||||
target,
|
||||
self.state,
|
||||
frame.player,
|
||||
frame.legal_mask,
|
||||
frame.action,
|
||||
self.cfg.outcome_unsampled_first_open_prior_alpha,
|
||||
)
|
||||
self.samples.advantage.append(
|
||||
TrainingSample(
|
||||
info_state=frame.info_state,
|
||||
@@ -409,7 +477,7 @@ class InterleavedContext:
|
||||
legal_mask=frame.legal_mask.copy(),
|
||||
iteration=self.iteration,
|
||||
player=frame.player,
|
||||
is_first_open=_has_legal_first_open(self.state, frame.player, frame.legal_mask),
|
||||
is_first_open=is_first_open,
|
||||
)
|
||||
)
|
||||
self.stats.advantage_samples += 1
|
||||
@@ -635,6 +703,7 @@ def run_interleaved_traversal_batch(
|
||||
outcome_sampling_value_clip: float | None,
|
||||
outcome_unsampled_regret: str,
|
||||
opponent_policy: str,
|
||||
outcome_unsampled_first_open_prior_alpha: float = 0.0,
|
||||
endpoint_depth_bucket_width: int,
|
||||
endpoint_depth_bucket_max: int,
|
||||
seed: int,
|
||||
@@ -650,6 +719,7 @@ def run_interleaved_traversal_batch(
|
||||
outcome_sampling_epsilon=outcome_sampling_epsilon,
|
||||
outcome_sampling_value_clip=outcome_sampling_value_clip,
|
||||
outcome_unsampled_regret=outcome_unsampled_regret,
|
||||
outcome_unsampled_first_open_prior_alpha=outcome_unsampled_first_open_prior_alpha,
|
||||
max_depth=max_depth,
|
||||
max_nodes=max_nodes,
|
||||
strategy_sample_interval=strategy_sample_interval,
|
||||
|
||||
@@ -445,6 +445,9 @@ class DeepCFRTrainer:
|
||||
self.config.traversal.outcome_sampling_value_clip
|
||||
),
|
||||
outcome_unsampled_regret=(self.config.traversal.outcome_unsampled_regret),
|
||||
outcome_unsampled_first_open_prior_alpha=(
|
||||
self.config.traversal.outcome_unsampled_first_open_prior_alpha
|
||||
),
|
||||
opponent_policy=self.config.traversal.opponent_policy,
|
||||
endpoint_depth_bucket_width=(
|
||||
self.config.traversal.endpoint_depth_bucket_width
|
||||
|
||||
@@ -187,6 +187,9 @@ def run_traversal_worker_batch(batch: TraversalWorkerBatch) -> TraversalWorkerRe
|
||||
outcome_sampling_epsilon=cfg.traversal.outcome_sampling_epsilon,
|
||||
outcome_sampling_value_clip=cfg.traversal.outcome_sampling_value_clip,
|
||||
outcome_unsampled_regret=cfg.traversal.outcome_unsampled_regret,
|
||||
outcome_unsampled_first_open_prior_alpha=(
|
||||
cfg.traversal.outcome_unsampled_first_open_prior_alpha
|
||||
),
|
||||
opponent_policy=cfg.traversal.opponent_policy,
|
||||
endpoint_depth_bucket_width=cfg.traversal.endpoint_depth_bucket_width,
|
||||
endpoint_depth_bucket_max=cfg.traversal.endpoint_depth_bucket_max,
|
||||
|
||||
@@ -27,6 +27,8 @@ from coolrl_lost_cities.games.classic.deep_cfr.cli import (
|
||||
from coolrl_lost_cities.games.classic.deep_cfr.config import DeepCFRConfig, load_config
|
||||
from coolrl_lost_cities.games.classic.deep_cfr.evaluate import evaluate_strategy_network
|
||||
from coolrl_lost_cities.games.classic.deep_cfr.interleaved_traversal import (
|
||||
_apply_first_open_prior,
|
||||
_first_open_recoverable_score,
|
||||
run_interleaved_traversal_batch,
|
||||
)
|
||||
from coolrl_lost_cities.games.classic.deep_cfr.memory import ReservoirMemory, TrainingSample
|
||||
@@ -283,8 +285,8 @@ def test_deep_cfr_playability_encoding_extends_input_shape() -> None:
|
||||
derived_dim = input_dim(state, derived_config.encoding)
|
||||
slot_dim = input_dim(state, slot_config.encoding)
|
||||
|
||||
assert derived_dim == base_dim + state.config.n_colors * 19 + 3
|
||||
assert slot_dim == derived_dim + state.config.hand_size * 12
|
||||
assert derived_dim == base_dim + state.config.n_colors * 15 + 3
|
||||
assert slot_dim == derived_dim + state.config.hand_size * 6
|
||||
assert encode_info_state(state, 0, slot_config.encoding).shape == (slot_dim,)
|
||||
|
||||
|
||||
@@ -1399,3 +1401,57 @@ def test_deep_cfr_trainer_does_not_log_eval_warning_when_eval_disabled(tmp_path)
|
||||
trainer.train()
|
||||
log_text = (tmp_path / "train.log").read_text()
|
||||
assert "WARNING evaluation will not run" not in log_text
|
||||
|
||||
|
||||
def test_first_open_prior_overrides_unsampled_play_targets_with_signed_alpha() -> None:
|
||||
state = GameState.new_game(LostCitiesConfig(seed=123), seed=123)
|
||||
player = int(state.current_player)
|
||||
card_action_size = state.config.hand_size * 2
|
||||
legal_mask = np.zeros(card_action_size + 5, dtype=bool)
|
||||
play_actions: list[int] = []
|
||||
for slot, card in enumerate(state.hand_slots(player)):
|
||||
if card is None:
|
||||
continue
|
||||
play_actions.append(2 * slot)
|
||||
legal_mask[2 * slot] = True
|
||||
legal_mask[2 * slot + 1] = True
|
||||
assert play_actions, "fresh game state should have legal play actions"
|
||||
|
||||
sampled_action = play_actions[0]
|
||||
target = np.zeros(legal_mask.shape[0], dtype=np.float32)
|
||||
target[sampled_action] = 7.0
|
||||
|
||||
alpha = 5.0
|
||||
_apply_first_open_prior(target, state, player, legal_mask, sampled_action, alpha)
|
||||
|
||||
assert target[sampled_action] == pytest.approx(7.0)
|
||||
|
||||
expeditions = state.expeditions[player]
|
||||
hand = state.hand_slots(player)
|
||||
for action in play_actions:
|
||||
if action == sampled_action:
|
||||
continue
|
||||
card = hand[action // 2]
|
||||
color = int(card.color)
|
||||
if expeditions[color]:
|
||||
assert target[action] == 0.0
|
||||
continue
|
||||
score = _first_open_recoverable_score(state, player, color)
|
||||
expected = alpha if score >= 0.0 else -alpha
|
||||
assert target[action] == pytest.approx(expected)
|
||||
assert target[action + 1] == 0.0
|
||||
|
||||
|
||||
def test_first_open_prior_zero_alpha_is_noop() -> None:
|
||||
state = GameState.new_game(LostCitiesConfig(seed=7), seed=7)
|
||||
player = int(state.current_player)
|
||||
card_action_size = state.config.hand_size * 2
|
||||
legal_mask = np.zeros(card_action_size + 5, dtype=bool)
|
||||
for slot, card in enumerate(state.hand_slots(player)):
|
||||
if card is None:
|
||||
continue
|
||||
legal_mask[2 * slot] = True
|
||||
legal_mask[2 * slot + 1] = True
|
||||
target = np.zeros(legal_mask.shape[0], dtype=np.float32)
|
||||
_apply_first_open_prior(target, state, player, legal_mask, sampled_action=0, alpha=0.0)
|
||||
assert np.all(target == 0.0)
|
||||
|
||||
Reference in New Issue
Block a user