Commit Graph
11 Commits
Author SHA1 Message Date
KoalaTrapLord 1f03a359e6 feat(brain): pipe GameResult winner_seat + per-player life totals into flush_log() for RL training 2026-03-14 00:13:50 -04:00
KoalaTrapLord 7fae938f25 feat(rules): add load_weights() / save_weights() for simulation-driven weight learning 2026-03-13 23:58:59 -04:00
KoalaTrapLord 74bd451d5f feat: N-player deepseek engine (Task 2A — Issue #27)
- run_n() accepts 2-4 decks; run() wraps for backward compat
- _select_attack_target() heuristic for multiplayer combat targeting
- N-player elimination order tracking with finish positions
- Removal scans all opponents for scariest creature
- ML snapshot captures all N players
- Log entries use per-seat boards dict with legacy boardA/boardB for 2-player
2026-03-13 16:58:23 -04:00
KoalaTrapLord 0606bd3c4a feat: N-player engine turn loop (Task 2A — Issue #27)
- engine.py: new run_n() method accepts 2-4 decks; run() wraps for backward compat
- _select_attack_target() heuristic: attack weakest non-eliminated opponent
- N-player elimination order tracking with correct finish positions
- Removal spells scan all opponents for best target
- Game logs use per-seat boards dict with boardA/boardB legacy keys for 2-player
- Tested: 2/3/4-player, elimination order, attack targeting
2026-03-13 16:54:55 -04:00
KoalaTrapLord ef57474b67 refactor: adopt Python logging module with named loggers
Replace all print() calls with structured logging using the Python
logging module. This provides:

- Named loggers per subsystem: commander_ai_lab.api, .batch, .sim,
  .coach, .deckgen, .collection, .scanner, .ml, .cache, .pplx
- Dual output: console (StreamHandler) + rotating file (RotatingFileHandler)
  at logs/commander-ai-lab.log (25 MB x 5 backups = 125 MB max)
- Configurable via env vars: CAL_LOG_DIR, CAL_LOG_MAX_MB, CAL_LOG_BACKUP_COUNT
- --verbose / -v flag for DEBUG-level output
- overnight-run.py: separate rotating log at logs/overnight-run.log (10 MB x 5)
- Sub-module loggers in ml/, scanner/, deck_sources/, src/ all propagate
  to the root commander_ai_lab logger
- Stripped redundant [TAG] prefixes from messages (logger name carries context)
- Format: '2026-03-13 14:00:00 INFO  [commander_ai_lab.batch] message'

Files changed: lab_api.py, overnight-run.py, and 11 sub-module .py files
176 total print() calls converted (101 in lab_api.py, 76 in sub-modules)
2026-03-13 18:09:52 +00:00
KoalaTrapLord b35768d03b Phase 2: score_card() num_opponents scaling + enrich_card() determinism fix (#32)
- score_card() now accepts num_opponents: int parameter (default 1)
- Keywords/effects scale with pod size via _MULTI_OPP_SCALING dict
- Multiplayer-specific oracle patterns: 'each opponent', pillowfort, 'each player'
- Board wipe and counter spell bonuses scale with opponent count
- Expanded keyword coverage (double strike, first strike, hexproof, indestructible,
  menace, vigilance, ward, infect, annihilator, cascade, defender)
- Triggered ability bonuses: ETB, attack triggers, dies triggers
- enrich_card() replaced random.randint() with hashlib.md5 name-based hash
  for deterministic CMC estimation across games (#32)
- Backward compatible: existing score_card(card, weights) calls unaffected
2026-03-12 20:22:44 +00:00
KoalaTrapLord d0a1c10372 Fix simulator button stuck on Running — to_dict() backward compat
GameResult.to_dict() now returns both legacy keys (winner, playerA, playerB)
that the UI expects AND new N-player keys (winningSeat, playerResults) for
the Java BatchResult schema.
2026-03-12 18:25:22 +00:00
KoalaTrapLord 91d1e9449a Phase 1: N-player data model refactoring
- New PlayerResult dataclass with seat_index, name, life, eliminated, finish_position, stats
- Refactored GameResult to use players: list[PlayerResult] + winner_seat (no hardcoded 2-player fields)
- Backward-compat @property accessors (player_a_stats, player_b_stats, winner, etc.) for existing consumers
- SimState.battlefields is now per-player (list-of-lists) with helper methods:
  get_battlefield(), add_to_battlefield(), remove_from_battlefield(), all_battlefield_cards()
- Updated engine.py, deepseek_engine.py, deepseek_brain.py to use per-player battlefields
- GameResult.to_dict() matches Java BatchResult schema (playerResults array)
- lab_api.py and experiments.py unchanged — backward-compat properties handle all existing access patterns
2026-03-12 18:10:57 +00:00
KoalaTrapLord f639703fb4 v24: Resolve GitHub Issues #1-#5
Issue #1 — Winner's life total now captured:
  - Parse verbose Forge log for life-total-change events
  - Track last-known life per seat via 3 regex patterns
  - Winner's final life set from log data (not left at default 40)
  - Losers who died to mill/poison retain their actual life total

Issue #2 — Win condition classification formalized:
  - New WinCondition enum (schema/WinCondition.java) with 8 categories
  - Centralized Forge loss-reason-string → enum mapping (regex-based)
  - UNKNOWN fallback with logging for unrecognized loss reasons
  - All classification now goes through WinCondition.classify()

Issue #3 — JVM startup overhead reduced:
  - Added -XX:+UseSerialGC (lighter GC for batch processes)
  - Added -XX:TieredStopAtLevel=1 (faster JIT, less compilation)
  - ForgeWorker stub class for future persistent batch mode
  - Estimated reduction: ~2-3s → ~1-1.5s per game startup

Issue #4 — Single-threaded throughput optimization:
  - New CLI flags: --ai-simplified, --ai-think-time, --benchmark
  - JVM flags passed through to Forge subprocess
  - Benchmark mode: run 1 game before batch, report wall/Forge/overhead times
  - API support: aiSimplified, aiThinkTimeMs in StartRequest

Issue #5 — Threading, progress, and backpressure:
  - --threads 0 or -1 auto-detects optimal count from CPU topology
  - detectOptimalThreads() estimates physical cores (excludes HT)
  - ProgressCallback interface for real-time sims/sec reporting
  - Per-game progress emitted as [PROGRESS] lines, parsed by lab_api.py
  - --max-queue flag for graceful backpressure (limits concurrent JVMs)
  - Final throughput summary printed at batch completion
  - StatusResponse now includes simsPerSec field

Also: .gitignore restored, lab_api.py updated with all new API fields
2026-03-12 01:26:36 +00:00
KoalaTrapLord cbedfd1ed2 v23: React + TypeScript SPA migration
Complete frontend rewrite from vanilla HTML/CSS/JS to React 19 + TypeScript + Tailwind CSS v4.

Frontend (frontend/commander-ai-lab-ui/):
- Vite + React 19 + TypeScript + Tailwind CSS v4 + React Router
- 7 pages: BatchSim, Collection, Decks, AutoGen, Simulator, Coach, Training
- Reusable components: Spinner, StatusBadge, CardImage, ManaSymbols, EmptyState
- Full typed API client layer (8 modules matching all backend endpoints)
- Recharts for mana curves, win rate charts, progress bars
- Lucide icons throughout
- Custom dark theme with MTG mana color tokens
- Code splitting (recharts + react in separate chunks)

Backend (lab_api.py):
- SPA-aware static file serving with catch-all for client-side routing
- Fallback to legacy ui/ folder if React dist not built
- Updated startup log with SPA route list

Build system:
- .gitignore added (was missing - removes pyc, db, node_modules, etc.)
- build-full-installer-v2.py: v23 with Node.js check + React build step
- Vite build config with manual chunks for optimal loading

Also includes: V3 deck generator fixes, coach improvements, DeepSeek sim modules
2026-03-12 01:12:02 +00:00
KoalaTrapLord be55a02860 Initial commit 2026-03-10 12:13:56 -04:00