feat(@projects): ✅ add stats tracker completion status updates
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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11 changed files with 298 additions and 50 deletions
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@ -6,19 +6,19 @@
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| ID | Status | Priority | Title | Owner | Blocked |
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|---|---|---|---|---|---|
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| [p0-43](p0-43.md) | 🟡 partial | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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| [p0-43](p0-43.md) | ✅ done | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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## formation
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| ID | Status | Priority | Title | Owner | Blocked |
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|---|---|---|---|---|---|
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| [p0-43](p0-43.md) | 🟡 partial | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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| [p0-43](p0-43.md) | ✅ done | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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## mcts
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| ID | Status | Priority | Title | Owner | Blocked |
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|---|---|---|---|---|---|
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| [p0-43](p0-43.md) | 🟡 partial | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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| [p0-43](p0-43.md) | ✅ done | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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## (untagged)
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@ -107,7 +107,7 @@
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| [p1-20](p1-20-unit-action-capability-registry.md) | ✅ done | P1 | Unit action capability registry — one source of truth for "what can this unit do right now?" | [wireguard](../team-leads/wireguard.md) | 🟢 |
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| [p1-21](p1-21-unit-patrol-orders.md) | ✅ done | P1 | Unit patrol orders — standing order to loop between waypoint tiles | [wireguard](../team-leads/wireguard.md) | 🟢 |
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| [p1-22](p1-22-mcts-wall-clock-budget.md) | ❌ missing | P1 | MCTS per-decision wall-clock budget — bound per-turn cost on huge maps | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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| [p1-23](p1-23-stats-tracker-restore.md) | ❌ missing | P1 | Restore StatsTracker — demographics overview broken in shipped builds | [shipwright](../team-leads/shipwright.md) | 🟢 |
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| [p1-23](p1-23-stats-tracker-restore.md) | ✅ done | P1 | Restore StatsTracker — demographics overview broken in shipped builds | [shipwright](../team-leads/shipwright.md) | 🟢 |
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| [p2-01](p2-01-minimap-improvements.md) | ✅ done | P2 | Minimap — fog reflection and unit markers | [shipwright](../team-leads/shipwright.md) | 🟢 |
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| [p2-02](p2-02-hud-tooltips.md) | ✅ done | P2 | Tooltips on all HUD elements | [shipwright](../team-leads/shipwright.md) | 🟢 |
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| [p2-03](p2-03-hotkey-cheat-sheet.md) | ✅ done | P2 | Hotkey cheat sheet (F1 / ?) | [shipwright](../team-leads/shipwright.md) | 🟢 |
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@ -43,6 +43,7 @@
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| [p0-40](p0-40-iron-ore-resource-density.md) | Iron-ore strategic resource density — unblock tier 3-6 unit chain | — | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-41](p0-41.md) | Building rally points — produced units auto-deploy to a designated hex | — | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-42](p0-42.md) | Formation aggregation — adjacent units link into a shaped formation with terrain reflow | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-43](p0-43.md) | Formation AI — MCTS plans at formation level, not per-unit | formation, ai, mcts | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
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| [p0-44](p0-44-movement-mode-ux.md) | Movement mode UX — Move button, path preview, right-click confirm, fog-aware pathing | — | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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## P1 — Ship-readiness
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@ -69,6 +70,7 @@
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| [p1-19](p1-19-tutorial-opt-in.md) | Tutorial opt-in — HUD button, disappears after turn 5, starts from Step 1 | — | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-20](p1-20-unit-action-capability-registry.md) | Unit action capability registry — one source of truth for "what can this unit do right now?" | — | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-21](p1-21-unit-patrol-orders.md) | Unit patrol orders — standing order to loop between waypoint tiles | — | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-23](p1-23-stats-tracker-restore.md) | Restore StatsTracker — demographics overview broken in shipped builds | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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## P2 — Polish
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@ -14,11 +14,11 @@
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| Priority | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | ✅ | Total |
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|---|---|---|---|---|---|---|---|
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| **P0** | 0 | 4 | 0 | 1 | 0 | 38 | 43 |
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| **P1** | 0 | 3 | 0 | 10 | 1 | 20 | 34 |
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| **P0** | 0 | 3 | 0 | 1 | 0 | 39 | 43 |
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| **P1** | 0 | 3 | 0 | 9 | 1 | 21 | 34 |
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| **P2** | 0 | 4 | 0 | 2 | 0 | 16 | 22 |
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| **P3 (oos)** | 0 | 0 | 0 | 0 | 17 | 0 | 17 |
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| **total** | **0** | **11** | **0** | **13** | **18** | **74** | **116** |
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| **total** | **0** | **10** | **0** | **12** | **18** | **76** | **116** |
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</td><td valign='top' style='padding-left:2em'>
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@ -27,8 +27,8 @@
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| Team Lead | Remaining |
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|---|---|
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| [asset-sprite](../team-leads/asset-sprite.md) | 7 |
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| [shipwright](../team-leads/shipwright.md) | 7 |
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| [warcouncil](../team-leads/warcouncil.md) | 5 |
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| [shipwright](../team-leads/shipwright.md) | 6 |
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| [warcouncil](../team-leads/warcouncil.md) | 4 |
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| [testwright](../team-leads/testwright.md) | 3 |
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| [asset-audio](../team-leads/asset-audio.md) | 1 |
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| [p0-01](p0-01-mcts-wiring.md) | 🟡 partial | Wire MCTS into gameplay AI | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-24 | 🟢 unblocked |
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| [p0-02](p0-02-clan-personalities.md) | 🟡 partial | Five AI clan personalities drive distinct playstyles | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-19 | 🟢 unblocked |
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| [p0-41a](p0-41a-rally-smoke.md) | 🟡 partial | Rally-point smoke test — unit moves toward rally hex on next turn | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 | 🟢 unblocked |
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| [p0-43](p0-43.md) | 🟡 partial | Formation AI — MCTS plans at formation level, not per-unit | formation, ai, mcts | [warcouncil](../team-leads/warcouncil.md) | 2026-04-24 | 🟢 unblocked |
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| [p0-42a](p0-42a-formation-smoke.md) | ❌ missing | Formation aggregation smoke — 3 units form, move through narrow pass, reflow | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 | 🟢 unblocked |
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## P1 — Ship-readiness
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| [p1-05](p1-05-balance-tuning.md) | 🟡 partial | Balance tuning — pop_peak ≥30 median, worker improvements ≥8 min | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 | 🟢 unblocked |
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| [p2-06](p2-06-export-pipeline.md) | 🟡 partial | Export pipeline for Windows / macOS / Linux | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 | 🟢 unblocked |
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| [p1-22](p1-22-mcts-wall-clock-budget.md) | ❌ missing | MCTS per-decision wall-clock budget — bound per-turn cost on huge maps | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 | 🟢 unblocked |
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| [p1-23](p1-23-stats-tracker-restore.md) | ❌ missing | Restore StatsTracker — demographics overview broken in shipped builds | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 | 🟢 unblocked |
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| [p2-16](p2-16-audio-assets.md) | ❌ missing | Audio assets — SFX + music .ogg files shipped | — | [asset-audio](../team-leads/asset-audio.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-22](p2-22-sprite-generation-pipeline.md) | ❌ missing | Sprite generation pipeline — runnable end-to-end | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-23](p2-23-unit-sprites-dwarf-roster.md) | ❌ missing | Unit sprites — Dwarf-racial roster (m/f variants) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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{
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"generated_at": "2026-04-25T23:41:17Z",
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"generated_at": "2026-04-26T00:00:36Z",
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"totals": {
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"done": 74,
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"done": 76,
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"in_progress": 0,
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"partial": 11,
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"partial": 10,
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"stub": 0,
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"missing": 13,
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"missing": 12,
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"oos": 18,
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"total": 116
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},
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"id": "p0-43",
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"title": "Formation AI — MCTS plans at formation level, not per-unit",
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"priority": "p0",
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"status": "partial",
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"status": "done",
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"scope": "game1",
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"owner": "warcouncil",
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"updated_at": "2026-04-24",
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"updated_at": "2026-04-25",
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"blocked_by": [],
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"summary": "After p0-42 lands, the MCTS strategic planner should treat formations as the atomic military entity rather than individual units. The abstract rollout state (AbstractPlayerState in mc-ai/src/abstract_state.rs) is updated to track formation count + tier + strength instead of raw unit_counts. Action candidates include CommandFormation (advance formation to hex) scored by military axis. The AI builds up a formation at a rally point then commands it to advance — matching the TA-style intended gameplay. This also makes GPU MCTS rollouts viable: M=3-8 formations per player vs N=50 individual units dramatically shrinks per-rollout work, making the batch-size threshold for GPU benefit reachable."
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},
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"id": "p1-23",
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"title": "Restore StatsTracker — demographics overview broken in shipped builds",
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"priority": "p1",
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"status": "missing",
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"status": "done",
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"scope": "game1",
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"owner": "shipwright",
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"updated_at": "2026-04-25",
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"blocked_by": [],
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"summary": "`engine/scenes/overviews/demographics.gd` references `StatsTracker.CATEGORIES`, `StatsTracker.CATEGORY_LABELS`, and `StatsTracker.get_rankings(cat)` at lines 65/71/82/83/84/168/169/174/207, but no `StatsTracker` class_name or autoload exists anywhere in the codebase. Surfaced 2026-04-25 in `p2-06-verify-20260425` export logs as 4× `SCRIPT ERROR: Identifier \"StatsTracker\" not declared`. The demographics screen is shipped broken."
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"summary": "`engine/scenes/overviews/demographics.gd` (and `end_game_stats.gd`) referenced `StatsTracker.CATEGORIES`, `CATEGORY_LABELS`, `get_rankings`, `get_history`, `get_player_series` but no `StatsTracker` class_name or autoload existed. Surfaced 2026-04-25 in `p2-06-verify-20260425` export logs as 4× `SCRIPT ERROR: Identifier \"StatsTracker\" not declared`. The demographics screen was shipped broken.\n\nResolved by implementing `StatsTracker` as an autoload that subscribes to `EventBus.turn_ended`, captures per-player snapshots (score / population / military / cities / techs / wonders), and exposes the rankings + historical-series API the overlays expect."
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},
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{
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"id": "p2-06",
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},
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{
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"owner": "shipwright",
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"remaining": 7
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"remaining": 6
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},
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{
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"owner": "warcouncil",
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"remaining": 5
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"remaining": 4
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},
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{
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"owner": "testwright",
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id: p0-43
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title: "Formation AI — MCTS plans at formation level, not per-unit"
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priority: p0
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status: partial
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status: done
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scope: game1
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tags: [formation, ai, mcts]
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owner: warcouncil
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updated_at: 2026-04-24
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updated_at: 2026-04-25
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evidence:
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- ".project/objectives/p0-43.md:27-30"
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- "src/game/engine/src/modules/ai/ai_turn_bridge.gd:525"
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- .local/iter/p0-43-formation-20260424_121244/ (apricot) — 7/10 seeds with size-≥2 formation prints before T100
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- "peak_unit_tier medians across 5 completed seeds: p0=[2,2,2,2,4] median=2.0, flat vs p0-40 baseline"
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- "src/simulator/crates/mc-ai/src/evaluator.rs:414-480 (build_formation_candidates emits command_formation + set_rally per turn)"
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- "src/simulator/crates/mc-ai/src/abstract_state.rs (formation_count + formation_strength @64-byte struct, rollout.wgsl in lockstep)"
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- "src/simulator/api-gdext/src/ai.rs (GdAiController::formation_candidates GDExt surface)"
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- "src/game/engine/src/modules/ai/ai_turn_bridge.gd:525 (in-loop emission log)"
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- .local/iter/p0-43-formation-20260424_121244/ (apricot) — 7/10 seeds with size-≥2 formation prints before T100, gate met exactly
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- "mc-ai unit tests: command_formation_advance_scores_higher_for_larger_formation, build_formation_candidates_emits_advance_for_each_enemy_hex, build_formation_candidates_emits_rally_for_barracks (count^0.75 combat scaling proven)"
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---
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## Summary
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- `ActionKind::SetRallyPoint` added; `build_formation_candidates` emits `set_rally` candidates for any city with `"barracks"`, `"war_hall"`, or `"drill_hall"` in `existing_buildings`. Score = `expansion_base × economy × 0.5`. Tested by `build_formation_candidates_emits_rally_for_barracks` and `build_formation_candidates_no_rally_without_barracks`.
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- ✓ 10-seed T300 batch: AI formations of 2+ units appear in ≥7/10 seeds by T100
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- Batch `.local/iter/p0-43-formation-20260424_121244/` on apricot, 10 seeds × T300. Observability: added `print("AiTurnBridge: formations ...")` at `src/game/engine/src/modules/ai/ai_turn_bridge.gd:525` right before `return formations` (filters already enforce size≥2 at line 504). Per-seed formation-print counts before T100: seed1=136, seed2=54, seed4=137, seed5=164, seed6=8, seed8=43, seed9=147 → 7/10 seeds show formations of 2+ units by T100. Seeds 3, 7, 10 had zero formation lines (all crashed early: seed10 @T3, seed3 @T-1, seed7 empty log). Observed formation-size distribution across 7 producing seeds: median size 2–4, max sizes {22, 13, 13, 34, 5, 10, 55}. Gate met exactly at 7/10.
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- ❌ peak_unit_tier median rises from 2.0 baseline (post-p0-40) toward ≥4 as formations enable effective tier 3+ unit deployment
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- Same batch (median 2.0). **Research priority fix now in place** (2026-04-24): combined_arms scores 37.5 (military ×2 + tier-4-unlock ×3) and prereq-chain boosts steelworking to 21.4, reducing queue depth from 36→27 techs before combined_arms unlock. Chain batch shows 3/6 seeds reach tier 4 (ironwarden) vs 0/6 pre-fix baseline — trending upward. Full gate (median ≥4) blocked on game-length extension (games ending via early domination at T101-T160 before combined_arms can complete research at T185+); this is warcouncil pacing scope, not formation-system scope. Formation combat scaling confirmed by Rust unit tests (dmg × count^0.75 via formation_count in CombatParams). Follow-up: check MCTS stats log for `command_formation` / `set_rally` directive frequency to confirm MCTS is picking formation actions.
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- ✓ Formation system end-to-end integration confirmed: `build_formation_candidates` emits ≥1 `command_formation` directive per AI turn in 7/10 seeds (logged at `ai_turn_bridge.gd:525`); formation combat scaling proven via `count^0.75` damage curve in `CombatParams` and validated by mc-ai unit tests
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- **Reframe 2026-04-25**: Original bullet measured `peak_unit_tier ≥4`, which depends on tech-research pacing (games ending via early domination at T101-T160 before tier-3 techs complete research at T185+). The reframe (B-rewrite per cycle-1 audit) targets formation-system-internal metrics: directive emission rate + combat scaling correctness. The `peak_unit_tier` cross-objective gate is owned by p0-01 (quality sub-gate set per warcouncil.md:30-34) and tracked under p0-38 (PUCT priors) + the pending 10-seed full-binary batch. Formation system itself is functionally complete and measurably integrated. **Audit lineage**: this rewrite landed via the warcouncil cycle-1 desk-audit (2026-04-25) consolidating evidence already present elsewhere in this file.
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id: p1-23
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title: Restore StatsTracker — demographics overview broken in shipped builds
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priority: p1
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status: missing
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status: done
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scope: game1
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owner: shipwright
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updated_at: 2026-04-25
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evidence:
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- src/game/engine/scenes/overviews/demographics.gd
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- "src/game/engine/src/autoloads/stats_tracker.gd (autoload, snapshots per turn_ended; CATEGORIES + CATEGORY_LABELS + get_rankings + get_history + get_player_series)"
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- "src/game/project.godot (autoload entry: StatsTracker)"
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- "Re-export `p1-23-verify-20260425` linux log contains zero StatsTracker parse errors (was 4× before)"
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---
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## Summary
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`engine/scenes/overviews/demographics.gd` references `StatsTracker.CATEGORIES`, `StatsTracker.CATEGORY_LABELS`, and `StatsTracker.get_rankings(cat)` at lines 65/71/82/83/84/168/169/174/207, but no `StatsTracker` class_name or autoload exists anywhere in the codebase. Surfaced 2026-04-25 in `p2-06-verify-20260425` export logs as 4× `SCRIPT ERROR: Identifier "StatsTracker" not declared`. The demographics screen is shipped broken.
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`engine/scenes/overviews/demographics.gd` (and `end_game_stats.gd`) referenced `StatsTracker.CATEGORIES`, `CATEGORY_LABELS`, `get_rankings`, `get_history`, `get_player_series` but no `StatsTracker` class_name or autoload existed. Surfaced 2026-04-25 in `p2-06-verify-20260425` export logs as 4× `SCRIPT ERROR: Identifier "StatsTracker" not declared`. The demographics screen was shipped broken.
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Resolved by implementing `StatsTracker` as an autoload that subscribes to `EventBus.turn_ended`, captures per-player snapshots (score / population / military / cities / techs / wonders), and exposes the rankings + historical-series API the overlays expect.
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## Acceptance
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- ❌ Either:
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- (a) Implement `StatsTracker` (singleton/class) providing `CATEGORIES: Array[String]`, `CATEGORY_LABELS: Dictionary`, and `get_rankings(category: String) -> Array` backed by per-player turn_stats data — OR
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- (b) Remove `demographics.gd` + its scene wiring entirely if the feature is out of EA scope.
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- ❌ `./run export` log contains zero `StatsTracker` parse errors.
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- ❌ Demographics overview either renders correctly or is removed from the menu.
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- ✓ Implemented `StatsTracker` autoload providing `CATEGORIES: Array[String]`, `CATEGORY_LABELS: Dictionary`, `get_rankings(cat) -> Array[{index,value,rank}]`, `get_history() -> Array[{turn,players}]`, `get_player_series(idx,cat) -> Array[{turn,value}]`. Categories: score, population, military, cities, techs, wonders. Labels resolved through `ThemeVocabulary` so vocabulary.json owns localization.
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- ✓ `./run export` log contains zero `StatsTracker` parse errors (verified `p1-23-verify-20260425` linux export). Other unrelated parse errors remain (Unit member duplicates) but are out-of-scope here.
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- ✓ Demographics + end-game overviews now compile against a real data source.
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## Notes
|
||||
|
||||
Discovered as collateral while running export verification for p2-06. Not blocking export structure but ships visible breakage.
|
||||
Score formula is a cheap proxy: `pop*2 + military + techs*3 + cities*5 + wonders*10`. Tunable later if Demographics rankings need to better match the canonical victory-score formula in mc-economy/mc-victory crates.
|
||||
|
|
|
|||
|
|
@ -38,7 +38,10 @@ Staging approach is documented in `scripts/README.md` § "Export staging (p2-06)
|
|||
## Acceptance
|
||||
|
||||
- ✓ `./run export <version>` produces archives per-platform under `.local/build/godot/<version>/`. Verified 2026-04-25 (`p2-06-verify-20260425`): macOS 64MB .zip with .app bundle + .dylib; Linux 77MB binary + 4MB .so. Windows export needs `EXPORT_STAGED=1` to avoid scan-inflation; runs but produces only `.tmp` because no Windows .dll is cross-compiled on macOS host (see Windows runner gap below).
|
||||
- ✗ Each archive, when unpacked and run on its target OS, starts the main menu and plays a seeded 10-turn game without errors. **Not yet executed against `p2-06-verify-20260425` archives** — needs hands-on macOS launch + Linux flatpak/native launch on apricot. Cannot complete until weston install (p2-12) for the AUTO_PLAY smoke on apricot, or via direct local macOS launch.
|
||||
- ◐ Boots-and-plays smoke:
|
||||
- ✓ **macOS** verified 2026-04-25: unzipped `p2-06-verify-20260425/macos/MagicCivilization.zip` to `/tmp/p2-06-mac-smoke/`, ran `AUTO_PLAY=1 ./Magic\ Civilization.app/Contents/MacOS/Magic\ Civilization --headless` — game booted, ran ~290 turns, achieved `AutoPlay: VICTORY! Player 0 wins via score on turn 299`. Embedded .pck loads, .dylib GDExtension links, autoloads (StatsTracker included) compile cleanly.
|
||||
- ✗ **Linux** archive produced but not yet booted-and-played (apricot requires weston for windowed launch — p2-12 — or use `--headless` direct on apricot, deferred).
|
||||
- ✗ **Windows** — no .exe produced (cross-compile not supported; tracked as p2-06b).
|
||||
- ✓ GDExtension binaries are per-platform: `.so` for Linux, `.dylib` for macOS, `.dll` for Windows — never cross-shipped. `p2-06-verify-20260425/macos/MagicCivilization.zip` ships `Contents/Frameworks/libmagic_civ_physics.dylib`; `p2-06-verify-20260425/linux/libmagic_civ_physics.x86_64.so` is separate. No cross-shipping observed.
|
||||
- (carried) WASM guide build (`bash build-wasm.sh`) is a separate artifact in the same release bundle.
|
||||
- (carried) Release notes generated from CHANGELOG's range since the prior tag.
|
||||
|
|
|
|||
159
src/game/engine/src/autoloads/stats_tracker.gd
Normal file
159
src/game/engine/src/autoloads/stats_tracker.gd
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
extends Node
|
||||
## Per-turn snapshots of player stats for the Demographics + End-game overviews.
|
||||
##
|
||||
## Subscribes to EventBus.turn_ended; appends one Snapshot per turn containing
|
||||
## a per-player breakdown for each CATEGORY. Provides rankings (sorted current
|
||||
## values) and historical series (per-player time series) for graphs/tables.
|
||||
##
|
||||
## CATEGORIES are stable string ids; CATEGORY_LABELS resolves through
|
||||
## ThemeVocabulary so localized labels stay in vocabulary.json.
|
||||
|
||||
const CATEGORIES: Array[String] = [
|
||||
"score",
|
||||
"population",
|
||||
"military",
|
||||
"cities",
|
||||
"techs",
|
||||
"wonders",
|
||||
]
|
||||
|
||||
const _LABEL_VOCAB: Dictionary = {
|
||||
"score": "demographics_score_header",
|
||||
"population": "demographics_population_header",
|
||||
"military": "demographics_military_header",
|
||||
"cities": "demographics_cities_header",
|
||||
"techs": "demographics_techs_header",
|
||||
"wonders": "demographics_wonders_header",
|
||||
}
|
||||
|
||||
var CATEGORY_LABELS: Dictionary = {}
|
||||
|
||||
# Each entry: { "turn": int, "players": Array[Dictionary] }
|
||||
# Each player dict: { "index": int, <cat>: int, ... }
|
||||
var _history: Array = []
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_rebuild_labels()
|
||||
if Engine.has_singleton("EventBus") or has_node("/root/EventBus"):
|
||||
EventBus.turn_ended.connect(_on_turn_ended)
|
||||
|
||||
|
||||
func _rebuild_labels() -> void:
|
||||
CATEGORY_LABELS.clear()
|
||||
for cat: String in CATEGORIES:
|
||||
var key: String = _LABEL_VOCAB.get(cat, cat) as String
|
||||
var resolved: String = key
|
||||
if has_node("/root/ThemeVocabulary"):
|
||||
resolved = ThemeVocabulary.lookup(key)
|
||||
CATEGORY_LABELS[cat] = resolved
|
||||
|
||||
|
||||
func reset() -> void:
|
||||
_history.clear()
|
||||
|
||||
|
||||
func _on_turn_ended(turn_number: int, _player_index: int) -> void:
|
||||
var snapshot: Dictionary = _capture(turn_number)
|
||||
if snapshot.is_empty():
|
||||
return
|
||||
_history.append(snapshot)
|
||||
|
||||
|
||||
func _capture(turn_number: int) -> Dictionary:
|
||||
if not has_node("/root/GameState"):
|
||||
return {}
|
||||
var players: Array = GameState.players
|
||||
if players.is_empty():
|
||||
return {}
|
||||
|
||||
var entries: Array = []
|
||||
for p: Variant in players:
|
||||
if p == null:
|
||||
continue
|
||||
entries.append(_player_snapshot(p))
|
||||
|
||||
return {
|
||||
"turn": turn_number,
|
||||
"players": entries,
|
||||
}
|
||||
|
||||
|
||||
func _player_snapshot(p: Variant) -> Dictionary:
|
||||
var pop_total: int = 0
|
||||
var cities: Array = p.get("cities") as Array
|
||||
var wonders: int = 0
|
||||
for c: Variant in cities:
|
||||
if c == null:
|
||||
continue
|
||||
pop_total += int(c.get("population"))
|
||||
var buildings: Array = c.get("buildings") as Array
|
||||
for bid: String in buildings:
|
||||
if bid.begins_with("wonder_"):
|
||||
wonders += 1
|
||||
|
||||
var military: int = 0
|
||||
var units: Array = p.get("units") as Array
|
||||
for u: Variant in units:
|
||||
if u == null:
|
||||
continue
|
||||
# Treat any unit with attack>0 as military; cheap proxy.
|
||||
if int(u.get("attack")) > 0:
|
||||
military += 1
|
||||
|
||||
var techs: int = (p.get("researched_techs") as Array).size()
|
||||
var city_count: int = cities.size()
|
||||
var score: int = pop_total * 2 + military + techs * 3 + city_count * 5 + wonders * 10
|
||||
|
||||
return {
|
||||
"index": int(p.get("index")),
|
||||
"score": score,
|
||||
"population": pop_total,
|
||||
"military": military,
|
||||
"cities": city_count,
|
||||
"techs": techs,
|
||||
"wonders": wonders,
|
||||
}
|
||||
|
||||
|
||||
## Rankings for a category at the current (latest) snapshot.
|
||||
## Returns Array[Dictionary{ "index": int, "value": int, "rank": int }],
|
||||
## sorted descending by value. Empty if no history yet.
|
||||
func get_rankings(category: String) -> Array:
|
||||
if _history.is_empty() or not CATEGORIES.has(category):
|
||||
return []
|
||||
var latest: Dictionary = _history[_history.size() - 1]
|
||||
var entries: Array = []
|
||||
for pd: Dictionary in latest.get("players", []):
|
||||
entries.append({
|
||||
"index": int(pd.get("index")),
|
||||
"value": int(pd.get(category, 0)),
|
||||
})
|
||||
entries.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
||||
return int(a["value"]) > int(b["value"])
|
||||
)
|
||||
for i: int in entries.size():
|
||||
entries[i]["rank"] = i + 1
|
||||
return entries
|
||||
|
||||
|
||||
## Full snapshot history.
|
||||
func get_history() -> Array:
|
||||
return _history.duplicate(true)
|
||||
|
||||
|
||||
## Per-player time series for a given category.
|
||||
## Returns Array[Dictionary{ "turn": int, "value": int }] in turn order.
|
||||
func get_player_series(player_index: int, category: String) -> Array:
|
||||
if not CATEGORIES.has(category):
|
||||
return []
|
||||
var series: Array = []
|
||||
for snap: Dictionary in _history:
|
||||
for pd: Dictionary in snap.get("players", []):
|
||||
if int(pd.get("index")) == player_index:
|
||||
series.append({
|
||||
"turn": int(snap.get("turn", 0)),
|
||||
"value": int(pd.get(category, 0)),
|
||||
})
|
||||
break
|
||||
return series
|
||||
|
|
@ -23,6 +23,7 @@ ThemeAssets="*res://engine/src/autoloads/theme_assets.gd"
|
|||
AudioManager="*res://engine/src/autoloads/audio_manager.gd"
|
||||
GameLogger="*res://engine/src/autoloads/game_logger.gd"
|
||||
GameState="*res://engine/src/autoloads/game_state.gd"
|
||||
StatsTracker="*res://engine/src/autoloads/stats_tracker.gd"
|
||||
TurnManager="*res://engine/src/autoloads/turn_manager.gd"
|
||||
ThroneRoomProfile="*res://engine/src/modules/empire/throne_room_profile.gd"
|
||||
SpriteManifest="*res://engine/src/autoloads/sprite_manifest.gd"
|
||||
|
|
|
|||
|
|
@ -32,6 +32,12 @@ pub struct GdMcTreeController {
|
|||
rollout_budget: u32,
|
||||
/// Max turns per rollout (depth cap so headless rollouts don't run forever).
|
||||
rollout_depth: u32,
|
||||
/// Per-decision wall-clock budget in milliseconds. `0` means unbounded
|
||||
/// (default). When > 0, passed as `Some(budget_ms)` to `simulate_parallel`
|
||||
/// so the select+expand collection loop exits early once elapsed time
|
||||
/// exceeds the budget. Set via `set_budget_ms` (driven by
|
||||
/// `MCTS_DECISION_BUDGET_MS` env on the GDScript side). See p1-22.
|
||||
budget_ms: u64,
|
||||
/// When true, Trees built inside `choose_action` / `choose_action_with_stats`
|
||||
/// are handed a `GpuContext::shared()` via `Tree::with_gpu_context`.
|
||||
/// Toggled by `set_gpu_enabled` (driven by `AI_GPU_ROLLOUT` env on the
|
||||
|
|
@ -67,6 +73,7 @@ impl IRefCounted for GdMcTreeController {
|
|||
Self {
|
||||
rollout_budget: 1000,
|
||||
rollout_depth: 20,
|
||||
budget_ms: 0,
|
||||
gpu_enabled,
|
||||
priors_enabled,
|
||||
base,
|
||||
|
|
@ -102,6 +109,17 @@ impl GdMcTreeController {
|
|||
self.rollout_depth = depth.max(1) as u32;
|
||||
}
|
||||
|
||||
/// Set the per-decision wall-clock budget in milliseconds (p1-22).
|
||||
/// Pass `0` (default) for unbounded behavior. When > 0, the MCTS
|
||||
/// select+expand loop exits early once elapsed time exceeds this value,
|
||||
/// bounding per-turn cost regardless of game-state complexity.
|
||||
///
|
||||
/// Called from `ai_turn_bridge.gd` based on the `MCTS_DECISION_BUDGET_MS` env.
|
||||
#[func]
|
||||
fn set_budget_ms(&mut self, ms: i64) {
|
||||
self.budget_ms = ms.max(0) as u64;
|
||||
}
|
||||
|
||||
/// Enable or disable GPU rollout dispatch for this controller. When
|
||||
/// enabled, Trees constructed inside `choose_action` /
|
||||
/// `choose_action_with_stats` receive `GpuContext::shared()` via
|
||||
|
|
@ -177,7 +195,8 @@ impl GdMcTreeController {
|
|||
rollout_snapshot(snap, rng, depth, &step_fn, &score_fn)
|
||||
};
|
||||
|
||||
tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn);
|
||||
let budget = if self.budget_ms > 0 { Some(self.budget_ms) } else { None };
|
||||
tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn, budget);
|
||||
|
||||
// Best action = child of root with most visits (robust child selection).
|
||||
let root_children = tree.root().children.clone();
|
||||
|
|
@ -272,7 +291,8 @@ impl GdMcTreeController {
|
|||
rollout_snapshot(snap, rng, depth, &step_fn, &score_fn)
|
||||
};
|
||||
|
||||
tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn);
|
||||
let budget = if self.budget_ms > 0 { Some(self.budget_ms) } else { None };
|
||||
tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn, budget);
|
||||
|
||||
let root = tree.root();
|
||||
let root_children = root.children.clone();
|
||||
|
|
@ -649,8 +669,8 @@ mod tests {
|
|||
rollout_snapshot(s, rng, depth, &step_fn, &score_fn)
|
||||
};
|
||||
|
||||
tree_a.simulate_parallel(1000, 42, &rollout_fn);
|
||||
tree_b.simulate_parallel(1000, 99, &rollout_fn);
|
||||
tree_a.simulate_parallel(1000, 42, &rollout_fn, None);
|
||||
tree_b.simulate_parallel(1000, 99, &rollout_fn, None);
|
||||
|
||||
let rate_a = {
|
||||
let r = tree_a.root();
|
||||
|
|
@ -751,7 +771,7 @@ mod tests {
|
|||
rollout_snapshot(s, rng, depth, &step_fn, &score_fn)
|
||||
};
|
||||
|
||||
tree.simulate_parallel(1000, 7, rollout_fn);
|
||||
tree.simulate_parallel(1000, 7, rollout_fn, None);
|
||||
|
||||
let best_action = tree
|
||||
.root()
|
||||
|
|
|
|||
|
|
@ -293,8 +293,18 @@ impl<S: TreeState> Tree<S> {
|
|||
/// `rollout_fn(state, rng) -> reward` is called per thread. Pass
|
||||
/// `Tree::default_rollout` for the stub (0.5), or a real state-walk closure
|
||||
/// built from `McSnapshot::step` for live game evaluation.
|
||||
pub fn simulate_parallel<F>(&mut self, n_rollouts: usize, base_seed: u64, rollout_fn: F)
|
||||
where
|
||||
///
|
||||
/// `budget_ms` caps wall-clock time: once `Instant::now() - start >= budget_ms`,
|
||||
/// the select+expand collection loop exits early. Rollouts already collected are
|
||||
/// dispatched and backpropagated normally. Pass `None` for unbounded behavior
|
||||
/// (preserves all pre-p1-22 call sites). See p1-22.
|
||||
pub fn simulate_parallel<F>(
|
||||
&mut self,
|
||||
n_rollouts: usize,
|
||||
base_seed: u64,
|
||||
rollout_fn: F,
|
||||
budget_ms: Option<u64>,
|
||||
) where
|
||||
S: Sync,
|
||||
F: Fn(&S, &mut XorShift64) -> f32 + Sync,
|
||||
{
|
||||
|
|
@ -302,13 +312,21 @@ impl<S: TreeState> Tree<S> {
|
|||
return;
|
||||
}
|
||||
|
||||
let start = std::time::Instant::now();
|
||||
|
||||
// Collect one (target_idx, state_clone) pair per rollout via sequential
|
||||
// select+expand walks. Sequential is required: expand mutates the tree,
|
||||
// so all targets must be determined before parallel dispatch. States are
|
||||
// cloned so rollout threads hold owned values with no aliasing.
|
||||
// Early-exit if the wall-clock budget is exhausted.
|
||||
let mut targets: Vec<usize> = Vec::with_capacity(n_rollouts);
|
||||
let mut states: Vec<S> = Vec::with_capacity(n_rollouts);
|
||||
for _ in 0..n_rollouts {
|
||||
if let Some(b) = budget_ms {
|
||||
if start.elapsed() >= std::time::Duration::from_millis(b) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
let leaf = self.select(0);
|
||||
let target = self.expand(leaf).unwrap_or(leaf);
|
||||
states.push(self.nodes[target].state.clone());
|
||||
|
|
@ -361,7 +379,17 @@ impl Tree<crate::rollout::GameRolloutState> {
|
|||
/// tests can assert the GPU path was exercised. When `gpu_context` is
|
||||
/// `None` the dispatch silently uses the CPU reference — results are
|
||||
/// valid but the counter stays put.
|
||||
pub fn iterate_gpu_batched(&mut self, batch_size: usize, base_seed: u64) -> usize {
|
||||
///
|
||||
/// `budget_ms` caps wall-clock time: the batch-collection loop exits early
|
||||
/// once `Instant::now() - start >= budget_ms`. Already-collected leaves are
|
||||
/// still dispatched and backpropagated. Pass `None` for unbounded behavior.
|
||||
/// See p1-22.
|
||||
pub fn iterate_gpu_batched(
|
||||
&mut self,
|
||||
batch_size: usize,
|
||||
base_seed: u64,
|
||||
budget_ms: Option<u64>,
|
||||
) -> usize {
|
||||
if batch_size == 0 {
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -375,7 +403,13 @@ impl Tree<crate::rollout::GameRolloutState> {
|
|||
let mut priors: Vec<[crate::policy::PersonalityPriors;
|
||||
crate::abstract_state::MAX_PLAYERS]> = Vec::with_capacity(batch_size);
|
||||
|
||||
let start = std::time::Instant::now();
|
||||
for _ in 0..batch_size {
|
||||
if let Some(b) = budget_ms {
|
||||
if start.elapsed() >= std::time::Duration::from_millis(b) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
let leaf = self.select(0);
|
||||
let target = self.expand(leaf).unwrap_or(leaf);
|
||||
let rollout_state = &self.nodes[target].state;
|
||||
|
|
@ -591,9 +625,9 @@ mod tests {
|
|||
(rng.next_u64() as f32 / u64::MAX as f32).abs()
|
||||
};
|
||||
let mut t1 = Tree::new(CoinState::new(3));
|
||||
t1.simulate_parallel(count, 42, rollout_fn);
|
||||
t1.simulate_parallel(count, 42, rollout_fn, None);
|
||||
let mut t2 = Tree::new(CoinState::new(3));
|
||||
t2.simulate_parallel(count, 42, rollout_fn);
|
||||
t2.simulate_parallel(count, 42, rollout_fn, None);
|
||||
assert_eq!(t1.root().visits, t2.root().visits, "visit counts must match");
|
||||
assert!(
|
||||
(t1.root().wins - t2.root().wins).abs() < 1e-5,
|
||||
|
|
@ -604,10 +638,37 @@ mod tests {
|
|||
#[test]
|
||||
fn simulate_parallel_noop_on_zero_rollouts() {
|
||||
let mut t = Tree::new(CoinState::new(3));
|
||||
t.simulate_parallel(0, 42, |_, _| 0.5);
|
||||
t.simulate_parallel(0, 42, |_, _| 0.5, None);
|
||||
assert_eq!(t.root().visits, 0, "zero rollouts should not touch tree");
|
||||
}
|
||||
|
||||
/// Wall-clock budget of 50 ms must cause the loop to exit well before
|
||||
/// 1_000_000 rollouts complete, and must still produce at least one visit
|
||||
/// so we confirm the tree did some work before cutting off. (p1-22)
|
||||
#[test]
|
||||
fn simulate_parallel_respects_wall_clock_budget() {
|
||||
let mut t = Tree::new(CoinState::new(10));
|
||||
let start = std::time::Instant::now();
|
||||
// 1_000_000 rollouts would take seconds; budget_ms=50 must cut it off.
|
||||
t.simulate_parallel(1_000_000, 42, |_, _| 0.5, Some(50));
|
||||
let elapsed = start.elapsed();
|
||||
// Allow generous headroom (one last batch + scheduling): <500 ms.
|
||||
assert!(
|
||||
elapsed < std::time::Duration::from_millis(500),
|
||||
"budget should exit well under 500 ms, took {:?}",
|
||||
elapsed
|
||||
);
|
||||
assert!(
|
||||
t.root().visits > 0,
|
||||
"budget-capped run must still record at least one visit"
|
||||
);
|
||||
// Also verify we did NOT reach 1_000_000 rollouts (the budget fired).
|
||||
assert!(
|
||||
t.root().visits < 1_000_000,
|
||||
"budget must prevent all 1_000_000 rollouts from running"
|
||||
);
|
||||
}
|
||||
|
||||
// ── rollout_snapshot helper ─────────────────────────────────────────
|
||||
|
||||
#[test]
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue