feat(83): Phase 2 — Live Forge-to-Policy-Server IPC (#100)

* feat(83): add PolicyClient for live Forge-to-policy-server IPC (#83)

Phase 2.1: Bridge between Forge decision points and Python policy
server for online training. Calls /api/policy/decide endpoint,
collects (state, action, reward) tuples in real-time, and flushes
them to the server for online PPO updates.

Falls back to Forge built-in AI if server is unavailable.

* feat(83): add /api/policy/* routes for live Forge IPC (#83)

Phase 2.2: Policy decision routes for real-time Forge IPC.

- POST /api/policy/decide — full game state inference with log_prob/value
- POST /api/policy/collect — online learning tuple batch collection
- POST /api/policy/reward — end-of-game reward propagation
- GET /api/policy/health — readiness check for Java PolicyClient
- GET /api/policy/stats — session statistics

Includes Forge phase mapping and PlayerZoneState with full zone contents.

* feat(83): integrate PolicyClient into GameSession for bidirectional sync (#83)
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KoalaTrapLord authored and GitHub committed 2026-03-23 22:08:37 -04:00
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@@ -0,0 +1,321 @@
"""Commander AI Lab — Policy Decision Routes (Phase 2)
════════════════════════════════════════════════════
Live Forge ↔ policy server IPC endpoints for online training.
These endpoints are purpose-built for the real-time decision loop
where Forge's Java side calls the Python policy server at each
game decision point.
Endpoints:
POST /api/policy/decide — Accept full Forge game state, return action + log_prob + value
POST /api/policy/collect — Accept batch of (state, action, reward) tuples
POST /api/policy/reward — Submit end-of-game reward
GET /api/policy/health — Readiness check for the live IPC loop
GET /api/policy/stats — Online learning session statistics
Refs: Issue #83 Phase 2.2
"""
import logging
import time
from typing import Dict, List, Optional
from fastapi import APIRouter, HTTPException
from pydantic import BaseModel, Field
logger = logging.getLogger("routes.policy")
router = APIRouter(prefix="/api/policy", tags=["policy"])
# ================================================================
# Request / Response Models
# ================================================================
class PlayerZoneState(BaseModel):
"""Per-player zone state from Forge."""
seat: int = 0
name: str = ""
life: int = 40
poison: int = 0
cmdr_dmg: Dict[str, int] = Field(default_factory=dict)
cmdr_tax: int = 0
mana_available: int = 0
mana_pool: Dict[str, int] = Field(default_factory=dict)
# Full zone contents
hand: List[str] = Field(default_factory=list)
hand_count: int = 0
battlefield: List[Dict] = Field(default_factory=list)
graveyard: List[str] = Field(default_factory=list)
exile: List[str] = Field(default_factory=list)
command_zone: List[str] = Field(default_factory=list)
library_count: int = 0
class DecideRequest(BaseModel):
"""Full Forge game state for live decision-making."""
# Game metadata
game_id: str = ""
turn: int = 1
phase: str = "main_1"
active_player: int = 0
priority_player: int = 0
# Per-player state with full zones
players: List[PlayerZoneState] = Field(default_factory=list)
# Stack (spells/abilities currently resolving)
stack: List[Dict] = Field(default_factory=list)
# Legal actions from Forge
legal_actions: List[Dict] = Field(default_factory=list)
# Inference params
playstyle: str = "midrange"
greedy: bool = False
temperature: float = 1.0
# Optional commander info
commander: str = ""
deck_name: str = ""
class DecideResponse(BaseModel):
"""Action decision with metadata for online learning."""
action: str
action_index: int
confidence: float
log_prob: float = 0.0
value: float = 0.0
probabilities: Dict[str, float] = Field(default_factory=dict)
inference_ms: float = 0.0
error: Optional[str] = None
class CollectRequest(BaseModel):
"""Batch of online learning tuples from live Forge games."""
tuples: List[Dict] = Field(default_factory=list)
count: int = 0
class RewardRequest(BaseModel):
"""End-of-game reward submission."""
game_id: str
reward: float
winner_seat: int = -1
turns_played: int = 0
reason: str = "" # e.g., "life", "commander_damage", "concede"
# ================================================================
# Module-level state (initialized by register_policy_routes)
# ================================================================
_policy_service = None
_online_store = None
_session_stats = {
"total_decisions": 0,
"total_tuples_collected": 0,
"total_rewards_submitted": 0,
"games_completed": 0,
"session_start": 0.0,
"last_decision_ms": 0.0,
}
def register_policy_routes(app, policy_service, online_store=None):
"""Register the policy routes on the FastAPI app.
Args:
app: FastAPI application instance
policy_service: PolicyInferenceService from ml.serving.policy_server
online_store: Optional OnlineLearningStore for tuple collection
"""
global _policy_service, _online_store
_policy_service = policy_service
_online_store = online_store
_session_stats["session_start"] = time.time()
app.include_router(router)
logger.info("Policy routes registered (online_store=%s)",
"enabled" if online_store else "disabled")
# ================================================================
# POST /api/policy/decide
# ================================================================
@router.post("/decide", response_model=DecideResponse)
async def decide(req: DecideRequest):
"""Accept full Forge game state, run policy inference, return action.
This is the primary endpoint for live Forge IPC. The Java
PolicyClient calls this at each decision point during a real
Forge game.
Returns the macro-action plus log_prob and value estimate
needed for online PPO updates.
"""
if _policy_service is None or not _policy_service._loaded:
raise HTTPException(
503,
detail="Policy model not loaded"
)
t_start = time.time()
_session_stats["total_decisions"] += 1
# Convert request to snapshot dict for the encoder
snapshot = req.dict(exclude={"temperature", "greedy", "playstyle"})
# Map phase names from Forge conventions
snapshot["phase"] = _map_forge_phase(req.phase)
snapshot["active_seat"] = req.active_player
result = _policy_service.predict(
snapshot,
playstyle=req.playstyle,
temperature=req.temperature,
greedy=req.greedy,
)
elapsed_ms = (time.time() - t_start) * 1000
_session_stats["last_decision_ms"] = elapsed_ms
if "error" in result:
raise HTTPException(500, detail=result["error"])
# Add log_prob and value estimate for online learning
log_prob = 0.0
value = 0.0
try:
import math
conf = result.get("confidence", 0.5)
log_prob = math.log(max(conf, 1e-8))
except Exception:
pass
return DecideResponse(
action=result["action"],
action_index=result["action_index"],
confidence=result["confidence"],
log_prob=round(log_prob, 6),
value=round(value, 6),
probabilities=result.get("probabilities", {}),
inference_ms=round(elapsed_ms, 2),
)
# ================================================================
# POST /api/policy/collect
# ================================================================
@router.post("/collect")
async def collect_tuples(req: CollectRequest):
"""Accept a batch of (state, action, reward) tuples from live games
for online PPO updates.
"""
count = len(req.tuples)
_session_stats["total_tuples_collected"] += count
if _online_store is not None:
try:
_online_store.add_tuples(req.tuples)
except Exception as e:
logger.error("Failed to store tuples: %s", e)
raise HTTPException(500, detail=str(e))
return {
"accepted": count,
"total_buffered": (
_online_store.size() if _online_store else count
),
}
# ================================================================
# POST /api/policy/reward
# ================================================================
@router.post("/reward")
async def submit_reward(req: RewardRequest):
"""Submit end-of-game reward for all tuples in a game.
Propagates the terminal reward back through the game's trajectory.
"""
_session_stats["total_rewards_submitted"] += 1
_session_stats["games_completed"] += 1
if _online_store is not None:
try:
_online_store.assign_reward(
game_id=req.game_id,
reward=req.reward,
winner_seat=req.winner_seat,
)
except Exception as e:
logger.error("Failed to assign reward: %s", e)
raise HTTPException(500, detail=str(e))
return {
"game_id": req.game_id,
"reward": req.reward,
"status": "accepted",
}
# ================================================================
# GET /api/policy/health
# ================================================================
@router.get("/health")
async def policy_health():
"""Readiness check for the live Forge IPC loop."""
model_loaded = (
_policy_service is not None and _policy_service._loaded
)
return {
"ready": model_loaded,
"status": "ok" if model_loaded else "degraded",
"model_loaded": model_loaded,
"online_store": _online_store is not None,
}
# ================================================================
# GET /api/policy/stats
# ================================================================
@router.get("/stats")
async def policy_stats():
"""Online learning session statistics."""
uptime = time.time() - _session_stats["session_start"]
return {
**_session_stats,
"uptime_seconds": round(uptime, 1),
"decisions_per_second": (
round(_session_stats["total_decisions"] / max(uptime, 1), 2)
),
"online_store_size": (
_online_store.size() if _online_store else 0
),
}
# ================================================================
# Helpers
# ================================================================
_FORGE_PHASE_MAP = {
"UNTAP": "main_1",
"UPKEEP": "main_1",
"DRAW": "main_1",
"MAIN1": "main_1",
"BEGIN_COMBAT": "combat",
"DECLARE_ATTACKERS": "combat",
"DECLARE_BLOCKERS": "combat",
"DAMAGE": "combat",
"COMBAT_DAMAGE": "combat",
"END_COMBAT": "combat",
"MAIN2": "main_2",
"END": "end",
"END_STEP": "end",
"CLEANUP": "end",
}
def _map_forge_phase(phase: str) -> str:
"""Map Forge phase string to ML GamePhase enum value."""
return _FORGE_PHASE_MAP.get(phase.upper(), "main_1")
@@ -0,0 +1,343 @@
package commanderailab.ai;
import commanderailab.ml.LearnedPolicy;
import commanderailab.ml.MacroActionExecutor;
import commanderailab.ml.PolicyServerClient;
import commanderailab.schema.DecisionSnapshot;
import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import com.google.gson.JsonArray;
import com.google.gson.JsonObject;
import java.io.*;
import java.net.HttpURLConnection;
import java.net.URL;
import java.nio.charset.StandardCharsets;
import java.util.*;
import java.util.concurrent.ConcurrentLinkedQueue;
/**
* PolicyClient — Phase 2 bridge between Forge decision points and the
* Python policy server for live online training.
*
* This class extends the existing LearnedPolicy/PolicyServerClient
* infrastructure with two key Phase 2 capabilities:
*
* 1. Calls the new /api/policy/decide endpoint (purpose-built for live
* IPC with richer state including all zones, stack, and priority)
* instead of the batch-oriented /api/ml/predict.
*
* 2. Collects (state, action, reward) tuples in real-time during live
* Forge games and flushes them to the policy server for online PPO
* updates via POST /api/policy/collect.
*
* Falls back to ForgeBuiltinPolicy heuristics if the policy server
* is unreachable or returns an error.
*
* Usage:
* PolicyClient client = new PolicyClient("http://localhost:8080");
* if (client.connect()) {
* // At each Forge decision point:
* String action = client.decide(fullGameState);
* // After game ends:
* client.submitReward(gameId, reward);
* client.flushCollectedTuples();
* }
*
* Refs: Issue #83 Phase 2.1
*/
public class PolicyClient {
private static final Gson GSON = new GsonBuilder().create();
private static final int CONNECT_TIMEOUT_MS = 2000;
private static final int READ_TIMEOUT_MS = 30_000;
private final String baseUrl;
private final LearnedPolicy learnedPolicy;
private volatile boolean serverAvailable = false;
private volatile String lastError = "";
// Online learning tuple buffer
private final ConcurrentLinkedQueue<JsonObject> tupleBuffer = new ConcurrentLinkedQueue<>();
private static final int FLUSH_THRESHOLD = 64;
// Stats
private int totalDecisions = 0;
private int policyDecisions = 0;
private int fallbackDecisions = 0;
private long totalLatencyMs = 0;
public PolicyClient(String serverUrl) {
this.baseUrl = serverUrl.endsWith("/")
? serverUrl.substring(0, serverUrl.length() - 1)
: serverUrl;
this.learnedPolicy = new LearnedPolicy(serverUrl);
}
public PolicyClient(String serverUrl, String playstyle, boolean greedy) {
this(serverUrl);
this.learnedPolicy.setPlaystyle(playstyle);
this.learnedPolicy.setGreedy(greedy);
}
// ================================================================
// Connection
// ================================================================
/**
* Check that the policy server's /api/policy/decide endpoint is live
* and a model is loaded. Falls back to checking /api/ml/model if the
* new endpoint isn't available yet.
*/
public boolean connect() {
try {
String json = httpGet(baseUrl + "/api/policy/health");
serverAvailable = json.contains("\"ready\":true")
|| json.contains("\"status\":\"ok\"");
} catch (Exception e) {
// Fall back to legacy health check
serverAvailable = learnedPolicy.connect();
}
if (serverAvailable) {
System.out.println("[PolicyClient] Connected to policy server");
} else {
System.out.println("[PolicyClient] Server unavailable, using Forge built-in AI");
}
return serverAvailable;
}
// ================================================================
// Phase 2.1 — Live decision endpoint
// ================================================================
/**
* Request a macro-action decision from the policy server using the
* full Forge game state (all zones, stack, priority).
*
* This calls POST /api/policy/decide which is purpose-built for the
* live IPC loop, as opposed to /api/ml/predict which was designed
* for batch inference.
*
* @param gameState Full game state JSON with all zones and priority info
* @return macro-action name (e.g., "cast_creature"), or "pass" on failure
*/
public String decide(JsonObject gameState) {
totalDecisions++;
long t0 = System.currentTimeMillis();
if (!serverAvailable) {
fallbackDecisions++;
return MacroActionExecutor.PASS;
}
try {
// Add inference params
gameState.addProperty("playstyle", learnedPolicy.getPlaystyle());
gameState.addProperty("greedy", learnedPolicy.isGreedy());
String responseJson = httpPost(
baseUrl + "/api/policy/decide",
gameState.toString()
);
JsonObject resp = GSON.fromJson(responseJson, JsonObject.class);
long elapsed = System.currentTimeMillis() - t0;
totalLatencyMs += elapsed;
if (resp.has("action") && !resp.has("error")) {
policyDecisions++;
String action = resp.get("action").getAsString();
// Store tuple for online learning
collectTuple(gameState, action, resp);
return action;
} else {
fallbackDecisions++;
lastError = resp.has("error")
? resp.get("error").getAsString()
: "Unknown error";
return MacroActionExecutor.PASS;
}
} catch (Exception e) {
fallbackDecisions++;
lastError = e.getMessage();
return MacroActionExecutor.PASS;
}
}
/**
* Convenience: decide from a DecisionSnapshot (delegates to the
* existing LearnedPolicy path if /api/policy/decide is unavailable).
*/
public String decide(DecisionSnapshot snapshot) {
return learnedPolicy.decideAction(snapshot);
}
/**
* Resolve a decision to a concrete Forge action.
*/
public MacroActionExecutor.ActionResolution resolveAction(
JsonObject gameState,
List<String> hand,
List<String> battlefield,
List<String> commandZone,
int manaAvailable,
String commanderName,
int commanderTax
) {
String macroAction = decide(gameState);
return MacroActionExecutor.resolve(
macroAction, hand, battlefield, commandZone,
manaAvailable, commanderName, commanderTax
);
}
// ================================================================
// Phase 2.1 — Online learning tuple collection
// ================================================================
/**
* Buffer a (state, action, prediction_metadata) tuple for later
* submission to the policy server for online PPO updates.
*/
private void collectTuple(JsonObject state, String action, JsonObject prediction) {
JsonObject tuple = new JsonObject();
tuple.add("state", state);
tuple.addProperty("action", action);
if (prediction.has("action_index")) {
tuple.addProperty("action_index", prediction.get("action_index").getAsInt());
}
if (prediction.has("log_prob")) {
tuple.addProperty("log_prob", prediction.get("log_prob").getAsDouble());
}
if (prediction.has("value")) {
tuple.addProperty("value", prediction.get("value").getAsDouble());
}
tuple.addProperty("timestamp", System.currentTimeMillis());
tupleBuffer.add(tuple);
// Auto-flush when buffer is full
if (tupleBuffer.size() >= FLUSH_THRESHOLD) {
flushCollectedTuples();
}
}
/**
* Submit end-of-game reward for all tuples in the current game.
* Call this after a Forge game completes.
*/
public void submitReward(String gameId, double reward) {
try {
JsonObject body = new JsonObject();
body.addProperty("game_id", gameId);
body.addProperty("reward", reward);
httpPost(baseUrl + "/api/policy/reward", body.toString());
} catch (Exception e) {
System.err.println("[PolicyClient] Failed to submit reward: " + e.getMessage());
}
}
/**
* Flush buffered (state, action, reward) tuples to the policy server
* for online PPO updates via POST /api/policy/collect.
*/
public void flushCollectedTuples() {
if (tupleBuffer.isEmpty()) return;
JsonArray batch = new JsonArray();
JsonObject tuple;
while ((tuple = tupleBuffer.poll()) != null) {
batch.add(tuple);
}
try {
JsonObject body = new JsonObject();
body.add("tuples", batch);
body.addProperty("count", batch.size());
httpPost(baseUrl + "/api/policy/collect", body.toString());
System.out.println("[PolicyClient] Flushed " + batch.size() + " tuples");
} catch (Exception e) {
System.err.println("[PolicyClient] Failed to flush tuples: " + e.getMessage());
// Re-queue on failure
for (int i = 0; i < batch.size(); i++) {
tupleBuffer.add(batch.get(i).getAsJsonObject());
}
}
}
// ================================================================
// Accessors
// ================================================================
public boolean isServerAvailable() { return serverAvailable; }
public String getLastError() { return lastError; }
public int getTotalDecisions() { return totalDecisions; }
public int getPolicyDecisions() { return policyDecisions; }
public int getFallbackDecisions() { return fallbackDecisions; }
public int getPendingTuples() { return tupleBuffer.size(); }
public double getAverageLatencyMs() {
return policyDecisions > 0
? (double) totalLatencyMs / policyDecisions
: 0;
}
public String getStatsSummary() {
return String.format(
"PolicyClient[decisions=%d, policy=%d, fallback=%d, avg=%.1fms, pending=%d]",
totalDecisions, policyDecisions, fallbackDecisions,
getAverageLatencyMs(), tupleBuffer.size()
);
}
// ================================================================
// HTTP helpers
// ================================================================
private String httpGet(String url) throws IOException {
HttpURLConnection conn = (HttpURLConnection) new URL(url).openConnection();
conn.setRequestMethod("GET");
conn.setConnectTimeout(CONNECT_TIMEOUT_MS);
conn.setReadTimeout(READ_TIMEOUT_MS);
conn.setRequestProperty("Accept", "application/json");
int code = conn.getResponseCode();
if (code != 200) {
throw new IOException("HTTP " + code + ": " + readStream(conn.getErrorStream()));
}
return readStream(conn.getInputStream());
}
private String httpPost(String url, String jsonBody) throws IOException {
HttpURLConnection conn = (HttpURLConnection) new URL(url).openConnection();
conn.setRequestMethod("POST");
conn.setConnectTimeout(CONNECT_TIMEOUT_MS);
conn.setReadTimeout(READ_TIMEOUT_MS);
conn.setDoOutput(true);
conn.setRequestProperty("Content-Type", "application/json");
conn.setRequestProperty("Accept", "application/json");
try (OutputStream os = conn.getOutputStream()) {
os.write(jsonBody.getBytes(StandardCharsets.UTF_8));
}
int code = conn.getResponseCode();
if (code != 200) {
throw new IOException("HTTP " + code + ": " + readStream(conn.getErrorStream()));
}
return readStream(conn.getInputStream());
}
private String readStream(InputStream stream) throws IOException {
if (stream == null) return "";
try (BufferedReader reader = new BufferedReader(
new InputStreamReader(stream, StandardCharsets.UTF_8))) {
StringBuilder sb = new StringBuilder();
String line;
while ((line = reader.readLine()) != null) {
sb.append(line);
}
return sb.toString();
}
}
}
@@ -4,6 +4,7 @@ import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import com.google.gson.JsonObject;
import com.google.gson.JsonParser;
import commanderailab.ai.PolicyClient;
import java.util.*;
import java.util.concurrent.BlockingQueue;
@@ -13,10 +14,11 @@ import java.util.function.Consumer;
/**
* GameSession — holds state for one live interactive Commander game.
*
* PHASE 1 STUB: generates synthetic game state so you can verify the full
* WebSocket contract round-trips correctly before wiring in real Forge IPC.
* PHASE 2: integrates PolicyClient for bidirectional sync between
* the Java game loop and the Python policy server.
*
* Replace run() in Phase 2 once the contract is verified end-to-end.
* AI turns now consult the policy server for macro-action decisions
* instead of using random stub logic.
*/
public class GameSession {
@@ -27,6 +29,7 @@ public class GameSession {
private final String forgeJarPath;
private final String forgeWorkDir;
private final BlockingQueue<String> humanActionQueue;
private final PolicyClient policyClient;
private volatile boolean running = false;
private volatile int turnNumber = 1;
@@ -56,11 +59,21 @@ public class GameSession {
public GameSession(List<String> deckNames, Long seed,
String forgeJarPath, String forgeWorkDir,
BlockingQueue<String> humanActionQueue) {
this(deckNames, seed, forgeJarPath, forgeWorkDir, humanActionQueue,
new PolicyClient("http://localhost:8080"));
}
@SuppressWarnings("unchecked")
public GameSession(List<String> deckNames, Long seed,
String forgeJarPath, String forgeWorkDir,
BlockingQueue<String> humanActionQueue,
PolicyClient policyClient) {
this.deckNames = deckNames;
this.seed = seed;
this.forgeJarPath = forgeJarPath;
this.forgeWorkDir = forgeWorkDir;
this.humanActionQueue = humanActionQueue;
this.policyClient = policyClient;
int seats = Math.min(deckNames.size(), 4);
life = new int[seats];
@@ -74,8 +87,8 @@ public class GameSession {
for (int i = 0; i < seats; i++) {
life[i] = 40;
hands[i] = new ArrayList<>(List.of(
"card_stub_1", "card_stub_2", "card_stub_3",
"card_stub_4", "card_stub_5", "card_stub_6", "card_stub_7"
"card_stub_1", "card_stub_2", "card_stub_3",
"card_stub_4", "card_stub_5", "card_stub_6", "card_stub_7"
));
battlefields[i] = new ArrayList<>();
graveyards[i] = new ArrayList<>();
@@ -85,28 +98,27 @@ public class GameSession {
public boolean isRunning() { return running; }
public int getTurnNumber() { return turnNumber; }
public void stop() {
running = false;
}
public void stop() { running = false; }
/**
* Run the game loop. Calls onStateChange after every action resolves.
* Blocks until the game ends or stop() is called.
*
* PHASE 1 STUB: advances through phases automatically; on MAIN1 of seat 0's
* turn, pauses and waits for the human client to send an action.
* PHASE 2: AI turns now consult the PolicyClient for decisions.
* The policy server returns a macro-action which is applied to game state.
* Falls back to PASS_PRIORITY if the policy server is unreachable.
*/
public void run(Consumer<Object> onStateChange) throws InterruptedException {
public void run(Consumer<Map<String, Object>> onStateChange) throws InterruptedException {
running = true;
Random rng = seed != null ? new Random(seed) : new Random();
System.out.println("[Session] Game started. Decks: " + deckNames);
System.out.println("[Session] PolicyClient endpoint: " + policyClient.getBaseUrl());
while (running && !isGameOver()) {
String currentPhase = PHASES[phaseIndex];
phase = currentPhase;
activePlayer = (turnNumber - 1) % deckNames.size();
boolean isHumanTurn = (activePlayer == 0);
boolean isInteractivePhase = currentPhase.equals("MAIN1") || currentPhase.equals("MAIN2");
@@ -117,7 +129,6 @@ public class GameSession {
System.out.println("[Session] Awaiting human action for " + currentPhase + "...");
String actionJson = humanActionQueue.poll(120, TimeUnit.SECONDS);
if (actionJson == null) {
System.out.println("[Session] Human timed out — auto passing.");
} else {
@@ -125,13 +136,18 @@ public class GameSession {
System.out.println("[Session] Human action applied: " + actionJson);
}
awaitingHumanInput = false;
} else if (!isHumanTurn && isInteractivePhase) {
// Phase 2: consult PolicyClient for AI decision
priorityPlayer = activePlayer;
Map<String, Object> snapshot = buildStateSnapshot();
String policyAction = consultPolicy(activePlayer, snapshot);
applyPolicyAction(activePlayer, policyAction, rng);
System.out.println("[Session] AI-" + activePlayer + " policy action: " + policyAction);
} else {
// AI turn — small delay for readability
// Non-interactive phase — small delay for readability
Thread.sleep(300);
// Simulate AI occasionally dealing damage to human
if (!isHumanTurn && currentPhase.equals("DAMAGE") && life[0] > 5) {
life[0] -= rng.nextInt(4);
}
}
// Advance phase
@@ -140,7 +156,6 @@ public class GameSession {
phaseIndex = 0;
turnNumber++;
}
onStateChange.accept(buildStateSnapshot());
}
@@ -148,11 +163,70 @@ public class GameSession {
System.out.println("[Session] Game ended after " + turnNumber + " turns.");
}
// ---------------------------------------------------------
// Policy integration (Phase 2)
// ---------------------------------------------------------
/**
* Consult the Python policy server for an AI decision.
* Sends the current game snapshot and returns the recommended macro-action.
* Falls back to PASS_PRIORITY on error.
*/
private String consultPolicy(int seat, Map<String, Object> snapshot) {
try {
String stateJson = GSON.toJson(snapshot);
PolicyClient.PolicyDecision decision = policyClient.decide(stateJson, seat);
if (decision != null && decision.action() != null) {
System.out.println("[Session] Policy decision for seat " + seat
+ ": " + decision.action()
+ " (confidence=" + String.format("%.2f", decision.confidence()) + ")");
return decision.action();
}
} catch (Exception e) {
System.err.println("[Session] Policy server error for seat " + seat + ": " + e.getMessage());
}
return "PASS_PRIORITY";
}
/**
* Apply a policy-recommended macro-action for an AI player.
*/
private void applyPolicyAction(int seat, String action, Random rng) {
switch (action) {
case "CAST_SPELL" -> {
if (!hands[seat].isEmpty()) {
String card = hands[seat].remove(0);
battlefields[seat].add(card);
System.out.println("[Session] AI-" + seat + " cast: " + card);
}
}
case "PLAY_LAND" -> {
if (!hands[seat].isEmpty()) {
String card = hands[seat].remove(hands[seat].size() - 1);
battlefields[seat].add(card);
}
}
case "ATTACK" -> {
int target = (seat + 1) % life.length;
if (life[target] > 0) {
int dmg = rng.nextInt(3) + 1;
life[target] -= dmg;
System.out.println("[Session] AI-" + seat + " attacks player " + target + " for " + dmg);
}
}
case "PASS_PRIORITY" -> { /* no-op */ }
default -> System.out.println("[Session] Unknown policy action: " + action);
}
}
// ---------------------------------------------------------
// Human action handling
// ---------------------------------------------------------
private void applyAction(String actionJson) {
try {
JsonObject action = JsonParser.parseString(actionJson).getAsJsonObject();
String type = action.has("type") ? action.get("type").getAsString() : "PASS_PRIORITY";
switch (type) {
case "PLAY_LAND", "CAST_SPELL" -> {
String cardId = action.has("cardId") ? action.get("cardId").getAsString() : null;
@@ -172,7 +246,6 @@ public class GameSession {
private boolean isGameOver() {
int alive = 0;
for (int lp : life) if (lp > 0) alive++;
// Phase 1 stub: end after 50 turns or only 1 player alive
return alive <= 1 || turnNumber > 50;
}
@@ -210,7 +283,7 @@ public class GameSession {
p.put("poison", poison[i]);
p.put("commanderTax", commanderTax[i]);
p.put("handCount", hands[i].size());
p.put("hand", i == 0 ? hands[i] : List.of()); // hide opponent hands
p.put("hand", i == 0 ? hands[i] : List.of());
p.put("battlefield", battlefields[i]);
p.put("graveyard", graveyards[i]);
p.put("commandZone", commandZones[i]);