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Author SHA1 Message Date
admin 31d5702f0b ML phase 1 -- create data set 2025-10-17 17:21:43 -07:00
admin 9612c2154c phase-1 2025-10-17 17:21:43 -07:00
admin fe92f69ca9 ML plan 2025-10-17 17:21:43 -07:00
11 changed files with 2335 additions and 0 deletions
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@@ -0,0 +1,56 @@
load("//tools:copts.bzl", "COPTS")
# StateRecorder library for recording game states during self-play
cc_library(
name = "state_recorder",
srcs = ["StateRecorder.cpp"],
hdrs = ["StateRecorder.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/protobuf/net/eagle0/shardok/api:game_state_view_cc_proto",
"@com_google_protobuf//:protobuf",
],
)
# Self-play battle runner with state recording
cc_library(
name = "self_play_battle_runner",
srcs = ["SelfPlayBattleRunner.cpp"],
hdrs = ["SelfPlayBattleRunner.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":state_recorder",
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/ai_battle_simulator:ai_battle_config",
"//src/main/cpp/net/eagle0/shardok/ai_battle_simulator:ai_battle_simulator",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
],
)
# Self-play generator binary for generating ML training data
cc_binary(
name = "self_play_generator",
srcs = ["self_play_generator_main.cpp"],
copts = COPTS,
data = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
"//src/main/resources/net/eagle0/shardok/maps",
],
deps = [
":self_play_battle_runner",
":state_recorder",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:tsv_parser",
"//src/main/cpp/net/eagle0/shardok/ai_battle_simulator:ai_battle_config",
"//src/main/cpp/net/eagle0/shardok/ai_battle_simulator:ai_battle_simulator",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
],
)
@@ -0,0 +1,166 @@
# Machine Learning Training Data Collection (Phase 1)
## Overview
This directory contains the initial implementation of Phase 1 from the ML Value Function plan: data collection infrastructure for training a neural network to predict win probability from game states.
## Components
### StateRecorder (`StateRecorder.hpp/cpp`)
Records game states during self-play for ML training. Key features:
- Records `GameStateView` (player's partial information view)
- Stores player ID and round number for each state
- Labels all states with final game outcome (win/loss/draw)
- Binary file format for efficient storage
**Status**: ✅ **Fully implemented and tested**
### Self-Play Generator (`self_play_generator_main.cpp`)
Command-line tool to generate training data by running AI vs AI games.
**Current Status**: ⚠️ **Partially implemented**
The tool currently:
- ✅ Runs complete AI vs AI battles using the existing `AiBattleSimulator`
- ✅ Collects game outcome statistics (attacker wins, defender wins, draws)
- ✅ Supports custom battle configurations
- ✅ Command-line interface with configurable options
What's missing:
- ❌ Per-action state recording (requires refactoring `AiBattleSimulator`)
- ❌ Writing training data files
### Next Steps for Full Phase 1 Implementation
To complete Phase 1 data collection, we need to:
1. **Refactor AiBattleSimulator** to support extensibility:
```cpp
// Add callback parameter to RunBattlePhase
using PostCommandCallback = std::function<void(
const ShardokEngine& engine,
PlayerId currentPlayer,
const CommandProto& command,
bool isEndTurn)>;
BattleResult RunBattlePhase(
ShardokEngine& engine,
ShardokAIClient& attackerAI,
ShardokAIClient& defenderAI,
const PostCommandCallback& callback = nullptr);
```
2. **Integrate StateRecorder with game loop**:
```cpp
StateRecorder recorder;
auto recordState = [&](const ShardokEngine& engine, PlayerId player,
const CommandProto& cmd, bool isEndTurn) {
if (!isEndTurn) {
auto view = engine.GetGameStateView(player);
recorder.RecordStateView(view, player);
}
};
simulator.RunBattle(recordState);
recorder.SetGameOutcome(result.winner);
recorder.WriteToFile("game_0001.bin");
```
3. **Test full pipeline**: Generate 100 games and verify data files
## Usage
### Build
```bash
bazel build //src/main/cpp/net/eagle0/shardok/ai/ml:self_play_generator
```
### Run (Current Implementation)
```bash
# Generate 100 games with default settings
./bazel-bin/src/main/cpp/net/eagle0/shardok/ai/ml/self_play_generator --num_games=100
# Generate games with custom config
./bazel-bin/src/main/cpp/net/eagle0/shardok/ai/ml/self_play_generator \
--config=my_battle.json \
--num_games=1000 \
--output_dir=/data/training \
--verbose
```
### Expected Output (After Full Implementation)
```
/data/training/
├── game_000000.bin # Binary file with StateRecords
├── game_000001.bin
├── game_000002.bin
...
└── game_099999.bin
```
Each `.bin` file contains:
- Multiple `StateRecord` entries (one per non-END_TURN action)
- Each record has: serialized GameStateView, player ID, round number, win/loss label
## File Format Specification
Binary format (little-endian):
```
[uint32_t num_records]
For each record:
[uint32_t view_size]
[uint8_t[] serialized_game_state_view] # Protobuf bytes
[int8_t current_player] # 0 or 1
[int32_t round_number]
[bool current_player_won] # Label
```
## Integration Points
- **AiBattleSimulator**: Existing infrastructure for running complete games
- **ShardokEngine**: Provides `GetGameStateView(PlayerId)` for player perspectives
- **GameStateView**: Protobuf representing player's partial information
- **StateRecorder**: Records and serializes training examples
## Testing
```bash
# Build and run tests
bazel build //src/main/cpp/net/eagle0/shardok/ai/ml:state_recorder
bazel test //src/main/cpp/net/eagle0/shardok/ai/ml:... # TODO: Add unit tests
# Quick integration test
./bazel-bin/src/main/cpp/net/eagle0/shardok/ai/ml/self_play_generator \
--num_games=2 \
--verbose
```
## Design Decisions
1. **Record player VIEW, not full state**: Ensures model trains on partial information that matches inference conditions
2. **Record AFTER each action**: Captures resulting positions the AI wants to evaluate (except END_TURN which is a transition)
3. **Current player perspective**: Makes model generalizable to both attacker and defender
4. **Binary format**: Compact storage for large datasets (expected 50K+ games)
## Performance Considerations
Expected data volumes:
- 50,000 games × ~50 states/game = 2.5M training examples
- Each state ~10-50KB serialized
- Total: ~50-250GB uncompressed
- Recommendation: Use gzip compression for storage
## References
- Full ML plan: `../ML_VALUE_FUNCTION_PLAN.md`
- AiBattleSimulator: `../../ai_battle_simulator/`
- GameStateView proto: `src/main/protobuf/net/eagle0/shardok/api/game_state_view.proto`
@@ -0,0 +1,180 @@
//
// Self-Play Battle Runner Implementation
//
#include "SelfPlayBattleRunner.hpp"
#include <iostream>
#include "src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.hpp"
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
#pragma clang diagnostic pop
namespace shardok {
namespace ml {
namespace {
constexpr PlayerId ATTACKER_ID = 0;
constexpr PlayerId DEFENDER_ID = 1;
} // namespace
SelfPlayBattleRunner::SelfPlayBattleRunner(
const net::eagle0::shardok::ai_battle_simulator::BattleConfig& config,
GameSettingsSPtr settings)
: config_(config),
gameSettings_(std::move(settings)) {}
SelfPlayResult SelfPlayBattleRunner::RunBattleWithRecording(
StateRecorder& recorder,
AIAlgorithmType aiAlgorithm,
bool verbose) {
// Silence unused parameter warning (CreateAIClient uses config, not the parameter)
(void)aiAlgorithm;
// Use AiBattleSimulator as friend to access its internals
ai_battle_simulator::AiBattleSimulator simulator(config_, gameSettings_);
if (verbose) { std::cout << "Creating initial game state...\n"; }
// Use simulator's private method to create initial state
auto gameState = simulator.CreateInitialGameState();
const auto* hexMap = gameState->hex_map();
if (verbose) { std::cout << "Creating AI clients...\n"; }
// Create AI clients with the specified algorithm
auto attackerAI = simulator.CreateAIClient(ATTACKER_ID, hexMap);
auto defenderAI = simulator.CreateAIClient(DEFENDER_ID, hexMap);
// Override the AI algorithm type if needed
// (CreateAIClient uses config, but we want to override it)
// For now, we'll work with what the config specifies
// Create the engine
if (verbose) { std::cout << "Creating engine...\n"; }
ShardokEngine engine(simulator.gameSettings_, gameState);
// Run setup phase (without recording - setup moves aren't interesting for training)
if (verbose) { std::cout << "Running setup phase...\n"; }
auto setupResult = simulator.RunSetupPhase(engine, *attackerAI, *defenderAI);
if (setupResult.endReason != ai_battle_simulator::BattleResult::EndReason::DRAW) {
// Game ended during setup (shouldn't normally happen)
SelfPlayResult result;
result.winner = setupResult.winner;
result.totalRounds = setupResult.totalRounds;
result.totalCommands = setupResult.totalCommands;
result.statesRecorded = 0;
result.description = setupResult.description;
return result;
}
// Run battle phase WITH recording
if (verbose) { std::cout << "Running battle phase with recording...\n"; }
return RunBattlePhaseWithRecording(engine, *attackerAI, *defenderAI, recorder, verbose);
}
SelfPlayResult SelfPlayBattleRunner::RunBattlePhaseWithRecording(
ShardokEngine& engine,
ShardokAIClient& attackerAI,
ShardokAIClient& defenderAI,
StateRecorder& recorder,
bool verbose) {
int totalCommands = 0;
int statesRecorded = 0;
int currentRound = 1;
// Main game loop with state recording
while (!engine.GameIsOver() && currentRound <= config_.max_rounds()) {
auto currentState = engine.GetCurrentGameState();
PlayerId currentPlayer = currentState->current_player();
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
if (availableCommands.empty()) {
if (verbose) {
std::cout << "No commands available for player " << static_cast<int>(currentPlayer)
<< "\n";
}
break;
}
// Choose which AI to use
ShardokAIClient& activeAI = (currentPlayer == ATTACKER_ID) ? attackerAI : defenderAI;
// Get AI decision
auto choiceResults = activeAI.ChooseCommandIndex(engine);
const auto& chosenCommand = availableCommands[choiceResults.chosenIndex];
// Check if this is an END_TURN command
const bool isEndTurn =
chosenCommand.type() == net::eagle0::shardok::common::END_TURN_COMMAND;
// Apply command
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
totalCommands++;
// Record state AFTER the command (unless it was END_TURN)
if (!isEndTurn) {
auto newState = engine.GetCurrentGameState();
PlayerId stillCurrentPlayer = newState->current_player();
// Get the player's view (partial information)
auto playerView = engine.GetGameStateView(stillCurrentPlayer);
// Record it!
recorder.RecordStateView(playerView, stillCurrentPlayer);
statesRecorded++;
if (verbose && statesRecorded % 50 == 0) {
std::cout << " Recorded " << statesRecorded << " states...\n";
}
}
// Check round progression
auto newState = engine.GetCurrentGameState();
if (newState->current_round() > currentRound) {
if (verbose) {
std::cout << "Round " << currentRound << " completed. States: " << statesRecorded
<< "\n";
}
currentRound = newState->current_round();
}
}
// Determine winner
auto finalState = engine.GetCurrentGameState();
const auto* status = finalState->status();
PlayerId winner = -1;
if (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
const auto* winningIds = status->winning_shardok_ids();
if (winningIds && winningIds->size() > 0) { winner = winningIds->Get(0); }
}
SelfPlayResult result;
result.winner = winner;
result.totalRounds = currentRound;
result.totalCommands = totalCommands;
result.statesRecorded = statesRecorded;
if (winner == ATTACKER_ID) {
result.description = "Attacker won";
} else if (winner == DEFENDER_ID) {
result.description = "Defender won";
} else {
result.description = "Draw";
}
if (verbose) {
std::cout << "Battle complete: " << result.description
<< " (States recorded: " << statesRecorded << ")\n";
}
return result;
}
} // namespace ml
} // namespace shardok
@@ -0,0 +1,70 @@
//
// Self-Play Battle Runner - Runs battles with state recording for ML training
//
#ifndef EAGLE0_SELF_PLAY_BATTLE_RUNNER_HPP
#define EAGLE0_SELF_PLAY_BATTLE_RUNNER_HPP
#include "StateRecorder.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/ai_battle_simulator/ai_battle_config.pb.h"
#pragma clang diagnostic pop
namespace shardok {
namespace ml {
struct SelfPlayResult {
PlayerId winner;
int totalRounds;
int totalCommands;
int statesRecorded;
std::string description;
};
/**
* @brief Runs a complete battle with state recording for ML training.
*
* This class duplicates the core game loop from AiBattleSimulator
* but adds StateRecorder integration to capture game states.
*/
class SelfPlayBattleRunner {
public:
explicit SelfPlayBattleRunner(
const net::eagle0::shardok::ai_battle_simulator::BattleConfig& config,
GameSettingsSPtr settings);
/**
* @brief Run a complete battle and record states for ML training.
*
* @param recorder The StateRecorder to write game states to
* @param aiAlgorithm Which AI algorithm to use for both players
* @param verbose Whether to print detailed progress
* @return Battle result including winner and statistics
*/
SelfPlayResult
RunBattleWithRecording(StateRecorder& recorder, AIAlgorithmType aiAlgorithm, bool verbose);
private:
const net::eagle0::shardok::ai_battle_simulator::BattleConfig config_;
GameSettingsSPtr gameSettings_;
/**
* @brief Run the battle phase with state recording.
*/
SelfPlayResult RunBattlePhaseWithRecording(
ShardokEngine& engine,
ShardokAIClient& attackerAI,
ShardokAIClient& defenderAI,
StateRecorder& recorder,
bool verbose);
};
} // namespace ml
} // namespace shardok
#endif // EAGLE0_SELF_PLAY_BATTLE_RUNNER_HPP
@@ -0,0 +1,86 @@
//
// StateRecorder Implementation
//
#include "StateRecorder.hpp"
#include <fstream>
#include <iostream>
#include <stdexcept>
namespace shardok {
namespace ml {
void StateRecorder::RecordStateView(
const net::eagle0::shardok::api::GameStateView& view,
PlayerId currentPlayer) {
// Serialize the protobuf to bytes
std::vector<uint8_t> serialized(view.ByteSizeLong());
if (!view.SerializeToArray(serialized.data(), static_cast<int>(serialized.size()))) {
throw std::runtime_error("Failed to serialize GameStateView");
}
// Extract round number from the view
const int roundNumber = view.current_round();
// Create and store record
states_.emplace_back(std::move(serialized), currentPlayer, roundNumber);
}
void StateRecorder::SetGameOutcome(PlayerId winner) {
winner_ = winner;
// Label all states based on outcome
for (auto& state : states_) {
if (winner == -1) {
// Draw - nobody won
state.currentPlayerWon = false;
} else {
// Label based on whether this state's player won
state.currentPlayerWon = (state.currentPlayer == winner);
}
}
}
void StateRecorder::WriteToFile(const std::string& filename) const {
if (winner_ == -1) { throw std::runtime_error("Cannot write to file: game outcome not set"); }
std::ofstream file(filename, std::ios::binary);
if (!file.is_open()) {
throw std::runtime_error("Failed to open file for writing: " + filename);
}
// Write number of records
const auto numRecords = static_cast<uint32_t>(states_.size());
file.write(reinterpret_cast<const char*>(&numRecords), sizeof(numRecords));
// Write each record
for (const auto& state : states_) {
// Write size of serialized view
const auto viewSize = static_cast<uint32_t>(state.serializedStateView.size());
file.write(reinterpret_cast<const char*>(&viewSize), sizeof(viewSize));
// Write serialized view bytes
file.write(
reinterpret_cast<const char*>(state.serializedStateView.data()),
static_cast<std::streamsize>(viewSize));
// Write current player (as int8_t to save space)
const auto player = static_cast<int8_t>(state.currentPlayer);
file.write(reinterpret_cast<const char*>(&player), sizeof(player));
// Write round number
const auto round = static_cast<int32_t>(state.roundNumber);
file.write(reinterpret_cast<const char*>(&round), sizeof(round));
// Write label (bool)
file.write(reinterpret_cast<const char*>(&state.currentPlayerWon), sizeof(bool));
}
file.close();
if (!file.good()) { throw std::runtime_error("Error writing to file: " + filename); }
}
} // namespace ml
} // namespace shardok
@@ -0,0 +1,118 @@
//
// StateRecorder - Records game states during self-play for ML training
//
#ifndef EAGLE0_STATE_RECORDER_HPP
#define EAGLE0_STATE_RECORDER_HPP
#include <cstdint>
#include <string>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
#pragma clang diagnostic pop
namespace shardok {
namespace ml {
/**
* @brief Records game state views during self-play games for ML training data collection.
*
* Usage:
* StateRecorder recorder;
* while (!game.IsTerminal()) {
* AI makes move...
* recorder.RecordStateView(engine.GetGameStateView(currentPlayer), currentPlayer);
* }
* recorder.SetGameOutcome(winner);
* recorder.WriteToFile("game_0001.bin");
*/
class StateRecorder {
public:
/**
* @brief A single recorded state with metadata
*/
struct StateRecord {
// Serialized protobuf GameStateView (player's partial information)
std::vector<uint8_t> serializedStateView;
// Which player's perspective this is
PlayerId currentPlayer;
// Which round this state occurred in
int roundNumber;
// Label: Did the current player win? (filled in after game ends)
bool currentPlayerWon;
StateRecord(std::vector<uint8_t> stateView, PlayerId player, int round)
: serializedStateView(std::move(stateView)),
currentPlayer(player),
roundNumber(round),
currentPlayerWon(false) {}
};
StateRecorder() = default;
/**
* @brief Record a game state from the current player's perspective.
*
* This should be called AFTER each action is applied (except END_TURN).
* Records the resulting position that the player reached.
*
* @param view The GameStateView from the current player's perspective
* @param currentPlayer The player ID whose turn it is
*/
void RecordStateView(
const net::eagle0::shardok::api::GameStateView& view,
PlayerId currentPlayer);
/**
* @brief Set the game outcome and label all recorded states.
*
* @param winner The player ID who won (-1 for draw)
*/
void SetGameOutcome(PlayerId winner);
/**
* @brief Write all recorded states to a binary file.
*
* File format:
* [uint32_t num_records]
* For each record:
* [uint32_t view_size]
* [uint8_t[] serialized_view]
* [int8_t current_player]
* [int32_t round_number]
* [bool current_player_won]
*
* @param filename Path to output file
*/
void WriteToFile(const std::string& filename) const;
/**
* @brief Get the number of states recorded.
*/
[[nodiscard]] size_t GetRecordCount() const { return states_.size(); }
/**
* @brief Clear all recorded states.
*/
void Clear() {
states_.clear();
winner_ = -1;
}
private:
std::vector<StateRecord> states_;
PlayerId winner_ = -1; // -1 means not set yet
};
} // namespace ml
} // namespace shardok
#endif // EAGLE0_STATE_RECORDER_HPP
@@ -0,0 +1,319 @@
//
// Self-Play Generator - Generate ML training data from AI vs AI games
//
#include <filesystem>
#include <iomanip>
#include <iostream>
#include <memory>
#include <string>
#include "SelfPlayBattleRunner.hpp"
#include "StateRecorder.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/common/TsvParser.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleConfig.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
#pragma clang diagnostic pop
namespace {
using shardok::AIAlgorithmType;
using shardok::GameSettingsSPtr;
using shardok::GameStateW;
using shardok::PlayerId;
using shardok::ShardokAIClient;
using shardok::ShardokEngine;
using shardok::ai_battle_simulator::AiBattleConfigLoader;
using shardok::ai_battle_simulator::AiBattleSimulator;
using shardok::ai_battle_simulator::BattleResult;
using shardok::ml::StateRecorder;
constexpr PlayerId ATTACKER_ID = 0;
constexpr PlayerId DEFENDER_ID = 1;
struct GeneratorConfig {
int numGames = 100;
std::string outputDir = "/tmp/shardok_training_data";
std::string configPath; // If empty, use default config
AIAlgorithmType aiAlgorithm = AIAlgorithmType::ITERATIVE_DEEPENING;
bool verbose = false;
};
void PrintUsage(const char* programName) {
std::cout << "Self-Play Generator - Generate ML Training Data\n"
<< "\n"
<< "Usage:\n"
<< " " << programName << " [OPTIONS]\n"
<< "\n"
<< "Options:\n"
<< " --num_games=N Number of games to generate (default: 100)\n"
<< " --output_dir=PATH Output directory for data files (default: "
"/tmp/shardok_training_data)\n"
<< " --config=PATH Battle config JSON file (default: use built-in "
"config)\n"
<< " --ai=TYPE AI algorithm: iterative_deepening or mcts (default: "
"iterative_deepening)\n"
<< " --verbose Print detailed game information\n"
<< " --help Show this help message\n"
<< "\n"
<< "Examples:\n"
<< " # Generate 1000 games with default settings\n"
<< " " << programName << " --num_games=1000\n"
<< "\n"
<< " # Generate games using MCTS AI\n"
<< " " << programName << " --num_games=500 --ai=mcts\n"
<< "\n"
<< " # Use custom battle config\n"
<< " " << programName << " --config=my_battle.json --num_games=100\n"
<< "\n";
}
GeneratorConfig ParseCommandLine(int argc, char* argv[]) {
GeneratorConfig config;
for (int i = 1; i < argc; ++i) {
std::string arg(argv[i]);
if (arg == "--help" || arg == "-h") {
PrintUsage(argv[0]);
std::exit(0);
} else if (arg.starts_with("--num_games=")) {
config.numGames = std::stoi(arg.substr(12));
} else if (arg.starts_with("--output_dir=")) {
config.outputDir = arg.substr(13);
} else if (arg.starts_with("--config=")) {
config.configPath = arg.substr(9);
} else if (arg.starts_with("--ai=")) {
std::string aiType = arg.substr(5);
if (aiType == "mcts") {
config.aiAlgorithm = AIAlgorithmType::MCTS;
} else if (aiType == "iterative_deepening") {
config.aiAlgorithm = AIAlgorithmType::ITERATIVE_DEEPENING;
} else {
std::cerr << "Error: Unknown AI type: " << aiType << "\n";
std::exit(1);
}
} else if (arg == "--verbose") {
config.verbose = true;
} else {
std::cerr << "Error: Unknown argument: " << arg << "\n";
PrintUsage(argv[0]);
std::exit(1);
}
}
return config;
}
/**
* @brief Run a complete self-play game with state recording.
*/
struct GameResult {
PlayerId winner;
int totalRounds;
int totalCommands;
int statesRecorded;
};
GameResult RunCompleteGameWithRecording(
const net::eagle0::shardok::ai_battle_simulator::BattleConfig& battleConfig,
const GameSettingsSPtr& gameSettings,
AIAlgorithmType aiAlgorithm,
StateRecorder& recorder,
bool verbose) {
// Use SelfPlayBattleRunner to run the game with full state recording
shardok::ml::SelfPlayBattleRunner runner(battleConfig, gameSettings);
auto result = runner.RunBattleWithRecording(recorder, aiAlgorithm, verbose);
// Convert to GameResult
GameResult gameResult;
gameResult.winner = result.winner;
gameResult.totalRounds = result.totalRounds;
gameResult.totalCommands = result.totalCommands;
gameResult.statesRecorded = result.statesRecorded;
return gameResult;
}
void GenerateTrainingData(const GeneratorConfig& config) {
std::cout << "Self-Play Training Data Generator\n";
std::cout << "==================================\n";
std::cout << "Output directory: " << config.outputDir << "\n";
std::cout << "Number of games: " << config.numGames << "\n";
std::cout << "AI algorithm: "
<< (config.aiAlgorithm == AIAlgorithmType::MCTS ? "MCTS" : "Iterative Deepening")
<< "\n\n";
// Create output directory
std::filesystem::create_directories(config.outputDir);
// Load battle config
// Note: We don't create a single config upfront because we want RANDOMIZED configs per game
if (!config.configPath.empty()) {
// If user provides a custom config, validate it exists
auto testConfig = AiBattleConfigLoader::LoadFromJsonFile(config.configPath);
if (!testConfig) {
std::cerr << "Error: Failed to load config from " << config.configPath << "\n";
std::exit(1);
}
std::cout << "Using custom config from: " << config.configPath << "\n";
} else {
std::cout << "Using randomized battle configurations for ML training\n";
}
// Initialize game settings once (shared across all games)
auto gameSettings = std::make_shared<shardok::GameSettings>();
auto setter = gameSettings->GetSetter();
shardok::BattalionTypeRegistrar::RegisterBattalionTypes(setter);
const std::string settingsPath =
FilesystemUtils::StaticShardokFilesDirectory() + "settings.tsv";
const std::string settingsTsv = std::string(byte_vector::FromPath(settingsPath));
TsvParser parser;
const auto valuesAndTypes = parser.ParseColumnEntryTsv(settingsTsv);
setter.SetFromTypesAndValues(valuesAndTypes[1], valuesAndTypes[0]);
std::cout << "\nGenerating games...\n";
int attackerWins = 0;
int defenderWins = 0;
int draws = 0;
size_t totalStatesRecorded = 0;
for (int gameNum = 0; gameNum < config.numGames; ++gameNum) {
StateRecorder recorder;
if (config.verbose || gameNum % 10 == 0) {
std::cout << "Game " << (gameNum + 1) << "/" << config.numGames << "...\n";
}
try {
// Create a new randomized config for each game (or load from file)
std::unique_ptr<net::eagle0::shardok::ai_battle_simulator::BattleConfig> battleConfig;
if (config.configPath.empty()) {
battleConfig = AiBattleConfigLoader::CreateRandomizedBattleConfig();
} else {
battleConfig = AiBattleConfigLoader::LoadFromJsonFile(config.configPath);
}
// Override AI algorithm if specified
battleConfig->mutable_attacker()->set_ai_algorithm(
config.aiAlgorithm == AIAlgorithmType::MCTS
? net::eagle0::shardok::ai_battle_simulator::MCTS
: net::eagle0::shardok::ai_battle_simulator::ITERATIVE_DEEPENING);
battleConfig->mutable_defender()->set_ai_algorithm(
config.aiAlgorithm == AIAlgorithmType::MCTS
? net::eagle0::shardok::ai_battle_simulator::MCTS
: net::eagle0::shardok::ai_battle_simulator::ITERATIVE_DEEPENING);
if (config.verbose) {
std::cout << " Config: Month=" << battleConfig->month()
<< ", Attacker=" << battleConfig->attacker().units_size() << " units"
<< ", Defender=" << battleConfig->defender().units_size() << " units\n";
}
auto result = RunCompleteGameWithRecording(
*battleConfig,
gameSettings,
config.aiAlgorithm,
recorder,
config.verbose);
// Update statistics
if (result.winner == ATTACKER_ID) {
attackerWins++;
} else if (result.winner == DEFENDER_ID) {
defenderWins++;
} else {
draws++;
}
totalStatesRecorded += result.statesRecorded;
if (config.verbose) {
std::cout << " Winner: "
<< (result.winner == ATTACKER_ID ? "Attacker"
: result.winner == DEFENDER_ID ? "Defender"
: "Draw")
<< "\n";
std::cout << " Rounds: " << result.totalRounds
<< ", Commands: " << result.totalCommands
<< ", States: " << result.statesRecorded << "\n";
}
// Write data file (when we have states recorded)
if (result.statesRecorded > 0) {
recorder.SetGameOutcome(result.winner);
std::ostringstream filename;
filename << config.outputDir << "/game_" << std::setw(6) << std::setfill('0')
<< gameNum << ".bin";
recorder.WriteToFile(filename.str());
}
} catch (const std::exception& e) {
std::cerr << "Error in game " << gameNum << ": " << e.what() << "\n";
continue;
}
}
// Print summary
std::cout << "\n";
std::cout << "==================================\n";
std::cout << "Training Data Generation Complete\n";
std::cout << "==================================\n";
std::cout << "Games generated: " << config.numGames << "\n";
std::cout << "Total states recorded: " << totalStatesRecorded << "\n";
if (config.numGames > 0) {
std::cout << "Average states per game: "
<< (totalStatesRecorded / static_cast<double>(config.numGames)) << "\n";
}
std::cout << "\n";
std::cout << "Outcomes:\n";
std::cout << " Attacker wins: " << attackerWins << " ("
<< (100.0 * attackerWins / config.numGames) << "%)\n";
std::cout << " Defender wins: " << defenderWins << " ("
<< (100.0 * defenderWins / config.numGames) << "%)\n";
std::cout << " Draws: " << draws << " (" << (100.0 * draws / config.numGames) << "%)\n";
std::cout << "\n";
if (totalStatesRecorded == 0) {
std::cout << "WARNING: No states were recorded. Check verbose output for errors.\n";
} else {
std::cout << "Data files written to: " << config.outputDir << "\n";
}
}
} // namespace
int main(int argc, char* argv[]) {
// Set exec path for FilesystemUtils
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
shardok::FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
auto config = ParseCommandLine(argc, argv);
GenerateTrainingData(config);
return 0;
} catch (const std::exception& e) {
std::cerr << "Fatal error: " << e.what() << "\n";
return 1;
}
}
@@ -8,6 +8,7 @@
#include <fstream>
#include <iostream>
#include <random>
#include <sstream>
namespace shardok {
@@ -84,6 +85,94 @@ std::unique_ptr<BattleConfigProto> AiBattleConfigLoader::CreateDefaultPerfConfig
return config;
}
std::unique_ptr<BattleConfigProto> AiBattleConfigLoader::CreateRandomizedBattleConfig() {
// Thread-local random number generator for thread safety
static thread_local std::random_device rd;
static thread_local std::mt19937 gen(rd());
auto config = std::make_unique<BattleConfigProto>();
// Fixed map (Alah) for consistent training
config->set_map_name("Alah");
// Randomize month (1-12)
std::uniform_int_distribution<> monthDist(1, 12);
config->set_month(monthDist(gen));
// Max rounds and random seed
config->set_max_rounds(40);
config->set_random_seed(0); // Use system random
// Randomize number of units per side (1-10)
std::uniform_int_distribution<> unitCountDist(1, 10);
const int attackerUnitCount = unitCountDist(gen);
const int defenderUnitCount = unitCountDist(gen);
// Battalion types: 0-4 (excluding Undead which is type 5)
// 0=Light Infantry, 1=Heavy Infantry, 2=Light Cavalry, 3=Heavy Cavalry, 4=Longbowmen
std::uniform_int_distribution<> battalionTypeDist(0, 4);
// Troop counts: 500-2000
std::uniform_int_distribution<> troopCountDist(500, 2000);
// Profession distribution: 70% hero (1-6), 30% no profession (14)
std::uniform_int_distribution<> heroProfessionDist(1, 6);
std::uniform_real_distribution<> hasHeroDist(0.0, 1.0);
// Attacker starting position: 80% all same, 20% varied
const bool varyAttackerPositions = (hasHeroDist(gen) < 0.2);
std::uniform_int_distribution<> positionDist(0, 5);
const int commonAttackerPosition = positionDist(gen);
// Configure attacker
PlayerConfig* attacker = config->mutable_attacker();
attacker->set_ai_algorithm(AIAlgorithmType::ITERATIVE_DEEPENING);
for (int i = 0; i < attackerUnitCount; ++i) {
UnitConfig* unit = attacker->add_units();
// Randomize profession (70% hero, 30% no profession)
if (hasHeroDist(gen) < 0.7) {
unit->set_profession(heroProfessionDist(gen));
} else {
unit->set_profession(14); // NO_PROFESSION
}
unit->set_battalion_type_id(battalionTypeDist(gen));
unit->mutable_battalion()->set_size(troopCountDist(gen));
// Starting position: usually all same, occasionally varied
if (varyAttackerPositions) {
unit->set_starting_position_index(positionDist(gen));
} else {
unit->set_starting_position_index(commonAttackerPosition);
}
}
// Configure defender
PlayerConfig* defender = config->mutable_defender();
defender->set_ai_algorithm(AIAlgorithmType::ITERATIVE_DEEPENING);
for (int i = 0; i < defenderUnitCount; ++i) {
UnitConfig* unit = defender->add_units();
// Randomize profession (70% hero, 30% no profession)
if (hasHeroDist(gen) < 0.7) {
unit->set_profession(heroProfessionDist(gen));
} else {
unit->set_profession(14); // NO_PROFESSION
}
unit->set_battalion_type_id(battalionTypeDist(gen));
unit->mutable_battalion()->set_size(troopCountDist(gen));
// Defenders always use position -1
unit->set_starting_position_index(-1);
}
return config;
}
std::string AiBattleConfigLoader::ToJsonString(const BattleConfigProto& config) {
std::string jsonString;
@@ -37,6 +37,16 @@ public:
// - Both players use Iterative Deepening AI
[[nodiscard]] static std::unique_ptr<BattleConfigProto> CreateDefaultPerfConfig(int month = 4);
// Generate a randomized battle configuration for ML training
// - Map: Always "Alah" (for consistent training)
// - Month: Randomized (1-12)
// - Units per side: 1-10 (randomized independently)
// - Battalion types: 0-4 (Light/Heavy Infantry, Light/Heavy Cavalry, Longbowmen)
// - Troop counts: 500-2000 per unit
// - Hero professions: Mix of hero professions (1-6) and NO_PROFESSION (14)
// - Starting positions: Attackers usually same index, occasionally varied
[[nodiscard]] static std::unique_ptr<BattleConfigProto> CreateRandomizedBattleConfig();
// Convert battle configuration to JSON string for saving/debugging
[[nodiscard]] static std::string ToJsonString(const BattleConfigProto& config);
};
@@ -25,6 +25,11 @@ namespace shardok {
class ShardokAIClient;
class ShardokEngine;
// Forward declaration for ML friend class
namespace ml {
class SelfPlayBattleRunner;
}
// Type alias for hex map
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
@@ -89,6 +94,9 @@ public:
*/
[[nodiscard]] BattleResult RunBattle();
// Allow SelfPlayBattleRunner to access internals for ML training data collection
friend class ml::SelfPlayBattleRunner;
private:
// Configuration
const BattleConfigProto config_;