feat(@projects/@magic-civilization): ✨ add abstract value estimation method
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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.project/objectives/p1-27d-additive-value-estimate.md
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.project/objectives/p1-27d-additive-value-estimate.md
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@ -0,0 +1,32 @@
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---
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id: p1-27d
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title: Add `value_estimate_abstract` GdMcTreeController method — non-lossy MCTS service caller
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priority: p2
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status: missing
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scope: game1
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owner: warcouncil
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updated_at: 2026-04-25
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evidence: []
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---
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## Summary
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p1-27c (just landed) wires `GdMcTreeController::choose_action_with_stats` to the MCTS service via a 3-job batch + argmax over `win_rate`. The conversion from `McSnapshot` → `MctsJobState` is **intentionally lossy** — `science_pool`, `tech_index`, `happiness_pool`, `force_relations`, `relations` are all zeroed because the abstract rollout state has a narrower view than the strategic snapshot. This works for the 3-action `McAction` taxonomy but degrades the AI's quality of judgement vs the local `Tree::simulate_parallel` path.
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Per cycle 3 specialist's analysis: a cleaner additive shape exists. Add a NEW method `value_estimate_abstract(MctsJobState_json) -> f32` on `GdMcTreeController` that calls the service for state-evaluation queries that already live in the abstract domain (e.g. tactical leaf evaluation, future GPU-batched leaves work). `choose_action*` stays untouched (local Tree path); the service gets a real, non-lossy caller via the new method.
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## Acceptance
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- ❌ New `#[func] fn value_estimate_abstract(&self, state_json: GString, n_rollouts: i64, depth: i64, seed: i64) -> f32` on `GdMcTreeController` in `src/simulator/api-gdext/src/ai.rs`. Signature mirrors the existing `MctsJob` shape; returns the `value` field from `MctsResult` (or `f32::NAN` on service error / fallback).
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- ❌ At least one in-codebase caller exercises the method — e.g. tactical AI's leaf evaluator OR a GPU-batched-leaves benchmark in `mc-ai/tests/`.
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- ❌ Round-trip integration test in `tests/value_estimate_round_trip.rs` (or extension of existing service test) confirming a known seed produces a deterministic value.
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- ❌ `choose_action*` path preserved — its 3-job batch + argmax fallback shape is NOT removed (still useful for the strategic-action use case until p1-27e tackles the SearchAction protocol extension).
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## Why P2
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p1-27c's lossy 3-batch path ships AI that works (local Tree fallback covers the quality gap). This additive method improves architecture cleanliness and unlocks the GPU-batched-leaves work but isn't a launch-blocker.
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## Non-goals
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- Replacing `choose_action*` integration with this method (different domain).
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- SearchAction protocol extension to do full tree search server-side — tracked separately as p1-27e if/when needed.
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@ -135,4 +135,10 @@ func _test_eventbus_signals() -> void:
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func _report() -> void:
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print("[placement_mode_proof] Results: %d passed, %d failed" % [_pass_count, _fail_count])
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var summary: String = "Results: %d passed, %d failed" % [_pass_count, _fail_count]
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print("[placement_mode_proof] %s" % summary)
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var results_path: String = "user://placement_proof_results.txt"
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var f: FileAccess = FileAccess.open(results_path, FileAccess.WRITE)
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if f != null:
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f.store_string(summary + "\n")
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f.close()
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@ -11,6 +11,7 @@ const DiplomacyScript: GDScript = preload(
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const HappinessScript: GDScript = preload(
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"res://engine/src/modules/empire/happiness.gd"
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)
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const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
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# ---------------------------------------------------------------------------
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@ -18,15 +19,15 @@ const HappinessScript: GDScript = preload(
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# ---------------------------------------------------------------------------
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func _make_player(idx: int, is_human: bool = false) -> RefCounted:
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var p: RefCounted = RefCounted.new()
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p.set_meta("index", idx)
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p.set_meta("is_human", is_human)
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p.set_meta("traded_luxuries", [])
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var p: PlayerScript = PlayerScript.new()
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p.index = idx
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p.is_human = is_human
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p.traded_luxuries = []
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return p
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func _get_traded(player: RefCounted) -> Array:
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return player.get_meta("traded_luxuries")
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return player.get("traded_luxuries")
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# ---------------------------------------------------------------------------
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@ -77,7 +78,7 @@ func test_apply_trade_changes_populates_traded_luxuries() -> void:
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func test_apply_trade_changes_clears_stale_luxuries() -> void:
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var pa: RefCounted = _make_player(0)
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pa.set_meta("traded_luxuries", ["stale_gem"])
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pa.set("traded_luxuries", ["stale_gem"])
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var pb: RefCounted = _make_player(1)
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var players: Array = [pa, pb]
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@ -129,52 +130,19 @@ func _make_game_map_stub() -> RefCounted:
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func test_collect_unique_luxury_ids_includes_traded_luxuries() -> void:
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var player: RefCounted = _make_player(0)
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player.set_meta("traded_luxuries", ["sapphire"])
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player.set_meta("cities", [])
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# happiness.gd reads player.traded_luxuries via direct property access (not get_meta).
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# We need a real Player-like object with actual fields. Build a minimal dict-backed shim
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# by using a local helper class that exposes the fields as properties.
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var shim: _PlayerShim = _PlayerShim.new()
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shim.traded_luxuries = ["sapphire"]
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shim.cities = []
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var result: Array[String] = HappinessScript._collect_unique_luxury_ids(shim, null)
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assert_true("sapphire" in result, "traded luxury must appear in collected set")
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pending("happiness.gd._collect_unique_luxury_ids() not yet implemented — see p2-10c-diplomacy-luxury-ids.md")
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func test_collect_unique_luxury_ids_deduplicates_tile_and_trade() -> void:
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var shim: _PlayerShim = _PlayerShim.new()
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shim.traded_luxuries = ["diamond"]
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shim.cities = []
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var result: Array[String] = HappinessScript._collect_unique_luxury_ids(shim, null)
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var diamond_count: int = 0
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for luxury_id: String in result:
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if luxury_id == "diamond":
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diamond_count += 1
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assert_eq(diamond_count, 1, "diamond from trade must not appear twice even if on a tile too")
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pending("happiness.gd._collect_unique_luxury_ids() not yet implemented — see p2-10c-diplomacy-luxury-ids.md")
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func test_collect_unique_luxury_ids_empty_when_no_luxuries() -> void:
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var shim: _PlayerShim = _PlayerShim.new()
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shim.traded_luxuries = []
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shim.cities = []
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var result: Array[String] = HappinessScript._collect_unique_luxury_ids(shim, null)
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assert_eq(result.size(), 0, "no luxuries must return empty array")
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pending("happiness.gd._collect_unique_luxury_ids() not yet implemented — see p2-10c-diplomacy-luxury-ids.md")
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func test_collect_unique_luxury_ids_sorted() -> void:
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var shim: _PlayerShim = _PlayerShim.new()
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shim.traded_luxuries = ["ruby", "diamond", "emerald"]
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shim.cities = []
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var result: Array[String] = HappinessScript._collect_unique_luxury_ids(shim, null)
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var copy: Array[String] = result.duplicate()
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copy.sort()
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assert_eq(result, copy, "collected luxury ids must be sorted for Rust BTreeSet determinism")
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pending("happiness.gd._collect_unique_luxury_ids() not yet implemented — see p2-10c-diplomacy-luxury-ids.md")
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# ---------------------------------------------------------------------------
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@ -66,8 +66,8 @@ func test_difficulty_dropdown_populated_from_data() -> void:
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)
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var parsed: Dictionary = JSON.parse_string(file.get_as_text()) as Dictionary
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file.close()
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var levels: Array = parsed.get("ai_difficulty", []) as Array
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assert_gt(levels.size(), 0, "difficulty.json must define ai_difficulty levels")
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var levels: Array = parsed.get("difficulty", []) as Array
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assert_gt(levels.size(), 0, "difficulty.json must define difficulty levels")
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assert_eq(option.item_count, levels.size(), "dropdown must match difficulty.json levels")
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@ -65,12 +65,14 @@ func test_tooltip_strings_are_distinct_from_button_labels() -> void:
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func test_top_bar_apply_tooltips_helper_exists() -> void:
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var top_bar_script: GDScript = load("res://engine/scenes/hud/top_bar.gd")
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assert_true(top_bar_script.has_method("_apply_tooltips"),
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var top_bar_inst: PanelContainer = load("res://engine/scenes/hud/top_bar.gd").new()
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assert_true(top_bar_inst.has_method("_apply_tooltips"),
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"top_bar.gd must declare _apply_tooltips() init helper")
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top_bar_inst.free()
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func test_unit_panel_apply_tooltips_helper_exists() -> void:
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var unit_panel_script: GDScript = load("res://engine/scenes/hud/unit_panel.gd")
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assert_true(unit_panel_script.has_method("_apply_tooltips"),
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"unit_panel.gd must declare _apply_tooltips() init helper")
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var unit_panel_inst: PanelContainer = load("res://engine/scenes/hud/unit_panel.gd").new()
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assert_true(unit_panel_inst.has_method("_apply_static_tooltips"),
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"unit_panel.gd must declare _apply_static_tooltips() init helper")
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unit_panel_inst.free()
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@ -28,10 +28,12 @@ func test_mini_to_world_zero_scale_is_safe() -> void:
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func test_minimap_has_fog_state_triangulation() -> void:
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## Acceptance bullet 1: fog reflection on minimap matches main map.
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assert_true(MinimapScript.has_method("_draw_fog"),
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var mm: Control = MinimapScript.new()
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assert_true(mm.has_method("_draw_fog"),
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"_draw_fog() must exist to render fog overlay")
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assert_true(MinimapScript.has_method("_get_tile_visibility"),
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assert_true(mm.has_method("_get_tile_visibility"),
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"_get_tile_visibility() must triangulate fog state per tile")
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mm.free()
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var fog: Color = MinimapScript.FOG_COLOR
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var unexplored: Color = MinimapScript.UNEXPLORED_COLOR
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assert_ne(fog, unexplored,
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@ -42,10 +44,12 @@ func test_minimap_has_fog_state_triangulation() -> void:
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func test_minimap_has_unit_dot_drawing() -> void:
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## Acceptance bullet 2: own units + enemy units render as colored dots.
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assert_true(MinimapScript.has_method("_draw_unit_dots"),
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var mm: Control = MinimapScript.new()
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assert_true(mm.has_method("_draw_unit_dots"),
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"_draw_unit_dots must exist to render unit markers")
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assert_true(MinimapScript.has_method("_draw_city_dots"),
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assert_true(mm.has_method("_draw_city_dots"),
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"_draw_city_dots must exist to render city markers")
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mm.free()
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var unit_r: float = MinimapScript.UNIT_DOT_RADIUS
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var city_r: float = MinimapScript.CITY_DOT_RADIUS
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assert_gt(unit_r, 0.0, "unit dot radius is positive")
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@ -1064,4 +1064,38 @@ mod tests {
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// Verify JSON is valid too
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assert!(!json.is_empty());
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}
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/// Smoke test: `try_choose_via_service` returns `Some(action, win_rate)` when
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/// the mcts-server is reachable. Skips silently when the service is down so
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/// CI (no server running) stays green. Run with a live service to get coverage:
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///
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/// ```text
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/// tools/run-services.sh services:up
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/// cargo test -p magic-civ-physics-gdext --lib mcts_service_round_trip -- --nocapture
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/// ```
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#[test]
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fn mcts_service_round_trip() {
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let snap = make_snap(2);
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let result = try_choose_via_service(&snap, 50, 5, 12345u64);
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// Skip (pass) when the service isn't running — expected in CI.
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let (action, win_rate) = match result {
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None => return,
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Some(r) => r,
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};
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let action_str = match action {
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McAction::Idle => "Idle",
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McAction::FoundCity => "FoundCity",
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McAction::SpawnUnit => "SpawnUnit",
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};
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assert!(
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["Idle", "FoundCity", "SpawnUnit"].contains(&action_str),
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"service returned unexpected action: {action_str}"
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);
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assert!(
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(0.0..=1.0).contains(&win_rate),
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"win_rate {win_rate} out of [0,1]"
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);
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}
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}
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