perf(rl-self-play): Optimize RL self-play environment with faster episode evaluation, optimized state encoding, and reduced training overhead

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
autocommit 2026-05-18 18:41:42 -07:00
parent a4453da4bb
commit af0cad4873
4 changed files with 196 additions and 45 deletions

View file

@ -134,8 +134,8 @@ def encode_observation(view: dict[str, Any]) -> np.ndarray:
obs[19] = float(sum(1 for d in diplo if d.get("open_borders")))
obs[24] = float(view.get("turn", 0))
# Bound turn at 500 (huge-map limit) for a rough [0,1] progress signal.
obs[25] = min(1.0, float(view.get("turn", 0)) / 500.0)
# Bound turn at 1000 (Stage 6.1.5 max_turns) for a rough [0,1] progress signal.
obs[25] = min(1.0, float(view.get("turn", 0)) / 1000.0)
return obs

View file

@ -36,7 +36,7 @@ def _build_argparser() -> argparse.ArgumentParser:
p = argparse.ArgumentParser(description="Evaluate a trained policy against built-in AI")
p.add_argument("--model-path", required=True, type=Path)
p.add_argument("--episodes", type=int, default=50)
p.add_argument("--max-turns", type=int, default=200)
p.add_argument("--max-turns", type=int, default=1000)
p.add_argument("--seed-offset", type=int, default=10_000,
help="Eval episode seeds = offset + episode_idx; avoids overlap with train seeds")
p.add_argument("--players", type=int, default=2)

View file

@ -31,31 +31,68 @@ from .encoders import (
)
from .harness_client import HarnessClient, HarnessConfig, HarnessError
# Reward shape:
# +1.0 on win (score-fallback or domination)
# -1.0 on loss (all our cities lost OR opponent wins)
# 0.0 on draw / unresolved at turn limit
# Plus an intermediate dense signal: small reward for each delta in
# score_estimate so the policy doesn't have to learn from sparse
# terminal-only rewards from scratch. Scaled small (1e-3) so terminal
# dominates once the agent starts winning.
SCORE_DELTA_SCALE = 1e-3
WIN_REWARD = 1.0
LOSS_REWARD = -1.0
# Reward shape (Stage 6.1.5 redesign, 2026-05-18). The prior shape used
# TURN_ADVANCE_BONUS = 1e-2 which on a 200-turn cap accumulates +2.0 —
# larger than the +1.0 terminal win. The policy correctly learned to
# stall (60% turn-cap rate at the 6.1 eval gate). This catalog removes
# the bonus, sharpens terminals, adds event-attributed shaping from
# wire events the simulator already emits, and adds a decisive-win
# bonus + slow-game ramp to push the policy toward fast decisive play.
#
# See `~/.claude/plans/in-the-game-civilization-elegant-popcorn.md`
# Stage 6.1.5 for the budget analysis. Calibrated against Civ5 norms:
# Standard speed = 500 turns; median domination win ≈ 400 turns.
# Terminal (sparse, decisive)
WIN_BASE = 2.0
LOSS_REWARD = -2.0
DRAW_REWARD = 0.0
# Per-step time penalty. Without this, score_estimate barely moves
# within a turn so the policy gets ~0 reward per micro-action and has
# no gradient toward end_turn. Empirical observation (32-env run, eval
# at step 20k): all 10 eval episodes never advanced past turn 0 —
# policy got stuck doing 50k no-op-equivalents because doing nothing
# costs nothing. 5e-4 per step makes a 1000-step episode lose 0.5 to
# time alone, which is meaningful against ±1.0 terminal but doesn't
# dominate score-shaping when the policy is actually making progress.
STEP_PENALTY = 5e-4
# Bonus for advancing the turn counter. Positive feedback for the one
# action that lets the game proceed (end_turn). 1e-2 per turn × 100
# turns = +1.0, comparable to the terminal win bonus.
TURN_ADVANCE_BONUS = 1e-2
TURN_CAP_PENALTY = -0.5
STEP_CAP_PENALTY = -0.5
HARNESS_ERROR_REWARD = -2.0
# Decisive-win bonus — stacks on WIN_BASE; decays linearly to 0 at
# turn DECISIVE_DECAY_TURNS. Pulls the policy toward fast wins.
DECISIVE_BONUS_MAX = 2.0
DECISIVE_DECAY_TURNS = 500
# Event-driven shaping (sourced from wire events in
# `mc-player-api/src/wire.rs:135-301`, already collected by step()
# via response["events"] + self._client.drain_notifications()).
CAPITAL_CAPTURED_BY_ME = 1.0
CAPITAL_LOST_BY_ME = -1.0
CITY_CAPTURED_BY_ME = 0.30
CITY_LOST_BY_ME = -0.30
CITY_FOUNDED_BY_ME = 0.15 # capped via MAX_CITY_FOUNDED_REWARDS
MAX_CITY_FOUNDED_REWARDS = 6
WONDER_BUILT_BY_ME = 0.30
ENEMY_UNIT_KILLED_BY_ME = 0.05
OWN_UNIT_LOST_TO_ENEMY = -0.04 # asymmetric: +0.01 net on even trades
TECH_RESEARCHED_BY_ME = 0.05
CULTURE_RESEARCHED_BY_ME = 0.05
OPPONENT_ELIMINATED = 0.50
# Per-step (anti-stall + slow-game ramp). Symmetric score-delta keeps
# the dense intra-turn gradient. The slow-game ramp adds linearly-
# growing per-step pressure after SLOW_PENALTY_START turns, reaching
# SLOW_PENALTY_PEAK per step at turn SLOW_PENALTY_START + SLOW_PENALTY_SPAN.
SCORE_DELTA_SCALE = 1e-3
STEP_PENALTY_BASE = 5e-4
SLOW_PENALTY_PEAK = 1e-3
SLOW_PENALTY_START = 500
SLOW_PENALTY_SPAN = 500 # peak reached at turn 1000
def _step_penalty(turn: int) -> float:
"""Per-step penalty including the slow-game ramp.
Returns a positive number; subtract from reward."""
base = STEP_PENALTY_BASE
if turn <= SLOW_PENALTY_START:
return base
ramp = min(1.0, (turn - SLOW_PENALTY_START) / SLOW_PENALTY_SPAN)
return base + SLOW_PENALTY_PEAK * ramp
# Hard ceiling on env.step() calls per episode. A policy that learned
# "ending the turn lowers my reward" would otherwise produce episodes
@ -63,11 +100,9 @@ TURN_ADVANCE_BONUS = 1e-2
# eval episode). A total-episode budget catches that without biasing
# intra-turn behavior — players in late game with hundreds of units
# legitimately have hundreds of micro-actions per turn, so a per-turn
# cap would interfere with normal play. 50k bounds eval wall-clock to
# ~10 min at 50 fps while sitting an order of magnitude above any
# plausibly legitimate game length (200 units * 200 turns * 5 acts/unit
# = 200k upper bound, but real PPO eval games end far earlier).
DEFAULT_MAX_STEPS_PER_EPISODE = 50_000
# cap would interfere with normal play.
DEFAULT_MAX_STEPS_PER_EPISODE = 250_000
DEFAULT_MAX_TURNS = 1000
class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
@ -79,7 +114,7 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
def __init__(
self,
harness_config: HarnessConfig | None = None,
max_turns: int = 200,
max_turns: int = DEFAULT_MAX_TURNS,
max_steps_per_episode: int = DEFAULT_MAX_STEPS_PER_EPISODE,
) -> None:
super().__init__()
@ -97,6 +132,13 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
self._cur_mask: np.ndarray = np.zeros(ACTION_DIM, dtype=bool)
self._terminated: bool = False
self._step_count: int = 0
# Maps PlayerId → city_id of that player's capital. Populated in
# reset() and updated when CityFounded for a player previously
# without a city. CityCaptured events look up old_owner here to
# decide whether to route to CAPITAL_* or CITY_* reward buckets.
self._capital_by_player: dict[int, str] = {}
# Throttle for CITY_FOUNDED_BY_ME — settler-spam protection.
self._city_founded_rewards_issued: int = 0
# ── Gymnasium API ────────────────────────────────────────────────
@ -122,7 +164,19 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
self._client = HarnessClient(cfg)
self._terminated = False
self._step_count = 0
self._capital_by_player = {}
self._city_founded_rewards_issued = 0
view = self._client.view()
# Seed capitals from any cities present at game start. In duel
# maps each player begins with a founder, so the capital map is
# populated on the first CityFounded event per player (handled
# in _apply_event_rewards). If the simulator ever pre-places
# cities, this scan picks them up.
for city in view.get("cities", []):
owner = int(city.get("owner", -1))
cid = str(city.get("id", ""))
if owner >= 0 and cid and owner not in self._capital_by_player:
self._capital_by_player[owner] = cid
self._sync_state(view)
return encode_observation(view), {"action_mask": self._cur_mask.copy()}
@ -141,7 +195,8 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
player_action = decode_action_index(idx, self._idx_to_action)
self._step_count += 1
reward = -STEP_PENALTY
prev_turn = int(self._last_view.get("turn", 0))
reward = -_step_penalty(prev_turn)
try:
if player_action.get("type") == "end_turn":
response = self._client.end_turn()
@ -153,7 +208,7 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
self._terminated = True
return (
np.zeros(OBS_DIM, dtype=np.float32),
LOSS_REWARD,
HARNESS_ERROR_REWARD,
True,
False,
{"action_mask": np.zeros(ACTION_DIM, dtype=bool), "reason": "harness_error"},
@ -167,17 +222,19 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
recent_events: list[dict[str, Any]] = list(response.get("events", []))
recent_events.extend(self._client.drain_notifications())
new_turn = int(view.get("turn", 0))
# Track previous turn so we can grant the advance bonus exactly
# when the turn counter ticks up — initialized from the last
# synced view, so first step after reset uses turn 0 baseline.
prev_turn = int(self._last_view.get("turn", 0))
if new_turn > prev_turn:
reward += TURN_ADVANCE_BONUS * (new_turn - prev_turn)
me = int(view.get("player", 0))
prev_score = self._last_score
new_score = float(view.get("score", {}).get("score_estimate", 0.0))
# Symmetric score-delta — gains and losses both count.
reward += SCORE_DELTA_SCALE * (new_score - prev_score)
# Event-driven shaping (Phase 1 catalog).
reward += self._apply_event_rewards(recent_events, me)
terminated, terminal_reward, reason = self._check_termination(view, recent_events)
if terminated and reason == "won":
# Decisive bonus: linearly decays to 0 at DECISIVE_DECAY_TURNS.
decay = max(0.0, 1.0 - new_turn / DECISIVE_DECAY_TURNS)
terminal_reward += DECISIVE_BONUS_MAX * decay
reward += terminal_reward
self._sync_state(view)
self._terminated = terminated
@ -193,6 +250,13 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
truncated = step_capped or turn_capped
if truncated:
self._terminated = True
# Stalling without resolving the game is worse than losing
# decisively — apply a cap penalty so the policy learns to
# commit. Without this, "drag to the cap" was the equilibrium.
if turn_capped:
reward += TURN_CAP_PENALTY
else:
reward += STEP_CAP_PENALTY
info: dict[str, Any] = {
"action_mask": self._cur_mask.copy(),
"turn": int(view.get("turn", 0)),
@ -247,7 +311,7 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
if kind == "game_over":
winner = int(ev.get("winner", -1))
if winner == me:
return True, WIN_REWARD, "won"
return True, WIN_BASE, "won"
return True, LOSS_REWARD, "eliminated"
if kind == "player_eliminated":
eliminated_players.add(int(ev.get("player", -1)))
@ -257,7 +321,7 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
# Any opponent elimination — duel maps have only one opponent
# so this is decisive. Multi-player maps would need to track
# the remaining-player set, but Game 1 is 1v1 by design.
return True, WIN_REWARD, "won"
return True, WIN_BASE, "won"
# Defensive fallback for the case where the simulator drops the
# game_over event (observed in early integration tests).
score = view.get("score", {})
@ -276,3 +340,90 @@ class MagicCivEnv(gym.Env[np.ndarray, np.int64]):
def action_masks(self) -> np.ndarray:
"""sb3-contrib MaskablePPO hook — returns the current mask."""
return self._cur_mask.copy()
def _apply_event_rewards(
self, events: list[dict[str, Any]], me: int
) -> float:
"""Phase 1 event-driven reward catalog.
Sources from already-emitted wire events
(`mc-player-api/src/wire.rs:135-301`). Terminal events
(`game_over`, `player_eliminated`) are handled in
`_check_termination`, not here.
"""
total = 0.0
for ev in events:
kind = ev.get("type")
if kind == "city_founded":
owner = int(ev.get("owner", -1))
cid = str(ev.get("city_id", ""))
# Track capitals: first city per player is their capital.
if owner >= 0 and cid and owner not in self._capital_by_player:
self._capital_by_player[owner] = cid
if owner == me:
if self._city_founded_rewards_issued < MAX_CITY_FOUNDED_REWARDS:
total += CITY_FOUNDED_BY_ME
self._city_founded_rewards_issued += 1
elif kind == "city_captured":
old_owner = int(ev.get("old_owner", -1))
new_owner = int(ev.get("new_owner", -1))
cid = str(ev.get("city_id", ""))
is_capital = (
old_owner >= 0
and self._capital_by_player.get(old_owner) == cid
)
if new_owner == me:
total += CAPITAL_CAPTURED_BY_ME if is_capital else CITY_CAPTURED_BY_ME
elif old_owner == me:
total += CAPITAL_LOST_BY_ME if is_capital else CITY_LOST_BY_ME
# When a capital changes hands, the *capturer's* first
# city is still their own capital — don't reassign.
elif kind == "wonder_built":
if int(ev.get("player", -1)) == me:
total += WONDER_BUILT_BY_ME
elif kind == "combat_resolved":
# Attribution: the wire event carries unit ids, not owners.
# We synthesise from defender_killed/attacker_killed plus
# the unit_destroyed events that should accompany them.
# Skip here; let unit_destroyed do the bookkeeping to
# avoid double-counting.
pass
elif kind == "unit_destroyed":
# Need owner attribution. The PlayerView snapshot has the
# owner before destruction; we look up via the last view.
uid = str(ev.get("unit_id", ""))
owner = self._unit_owner_lookup(uid)
if owner == me:
total += OWN_UNIT_LOST_TO_ENEMY
elif owner >= 0:
# Enemy unit destroyed — we get kill credit *only* if
# we have a killer_unit_id we own, OR no killer info
# at all (treat as our kill — conservative since the
# asymmetric ±0.04/+0.05 is net-positive on even trades).
killer = ev.get("killer_unit_id")
if killer is None or self._unit_owner_lookup(str(killer)) == me:
total += ENEMY_UNIT_KILLED_BY_ME
elif kind == "tech_researched":
if int(ev.get("player", -1)) == me:
total += TECH_RESEARCHED_BY_ME
elif kind == "culture_researched":
if int(ev.get("player", -1)) == me:
total += CULTURE_RESEARCHED_BY_ME
elif kind == "player_eliminated":
p = int(ev.get("player", -1))
if p != me and p >= 0:
total += OPPONENT_ELIMINATED
return total
def _unit_owner_lookup(self, unit_id: str) -> int:
"""Resolve a unit_id → owner from the last synced PlayerView.
Returns -1 when the unit is no longer present (already destroyed
in the same step batch) caller treats this as unknown owner.
"""
if not unit_id:
return -1
for u in self._last_view.get("units", []):
if str(u.get("id", "")) == unit_id:
return int(u.get("owner", -1))
return -1

View file

@ -52,8 +52,8 @@ def _build_argparser() -> argparse.ArgumentParser:
help="Total environment steps (default: 1M).")
p.add_argument("--num-envs", type=int, default=4,
help="Parallel envs; each spawns its own harness (default: 4).")
p.add_argument("--max-turns", type=int, default=200,
help="Per-episode turn limit before truncation (default: 200).")
p.add_argument("--max-turns", type=int, default=1000,
help="Per-episode turn limit before truncation (default: 1000, Stage 6.1.5).")
p.add_argument("--map-size", default="duel",
help="MapGenerator size key (default: duel).")
p.add_argument("--players", type=int, default=2,