692 Commits
Author SHA1 Message Date
KoalaTrapLord 018852c92d fix: collapse cmdr_dmg dict to int in _encode_global before division
Forge sends cmdr_dmg as a dict keyed by opponent seat (e.g. {"0": 14,
"2": 7}). _encode_global read it raw and crashed on `dict / 21.0`.

Fix: resolve cmdr_dmg to a scalar at the read site — sum dict values if
it's a dict, cast to int if it's already a number, default to 0.
This is defensive for all call paths (live Forge IPC, JSONL training,
_build_encoder_snapshot pre-collapsed int) so no upstream change needed.
2026-04-03 15:46:36 -04:00
KoalaTrapLord 4ca21e5e29 debug: add exc_info=True + unique logger names to expose real traceback
Both 'Inference error' log lines use identical logger strings, making it
impossible to tell which except block is catching the crash. Also, broad
except blocks were swallowing the full traceback so the real crash site
and cause were hidden.

Changes:
- policy_server.py: logger renamed to 'ml.serving.policy_server';
  predict() and predict_batch() error handlers add exc_info=True
- routes/policy.py: logger renamed to 'routes.policy.decide';
  _infer_from_vector() error handler adds exc_info=True;
  decide() fallback warning adds exc_info=True

The next crash will print the full stack trace, pinpointing the exact
line and call chain causing the TypeError.
2026-04-03 15:39:54 -04:00
KoalaTrapLord 28665bf663 fix: apply _unwrap_logits guard in _infer_from_vector (routes/policy.py)
The crash `unsupported operand type(s) for /: 'dict' and 'float'` was
firing from _infer_from_vector(), which is the code path taken when
has_precomputed_vector() is True (GameSession 1.1.0+ snapshots with
a precomputed state_vector float[29]).

Unlike PolicyInferenceService.predict() — which was fixed in the
previous commit via _unwrap_logits — this function calls
policy_service.model(state_tensor) directly and immediately uses the
return value in arithmetic (logits / max(temperature, 0.01)), so any
tuple/dict return (DataParallel, torch.compile, PolicyValueNetwork
swap) causes the TypeError.

Fix: import _unwrap_logits from ml.serving.policy_server and apply it
to the raw model output in _infer_from_vector before the temperature
division and argmax calls. All three return shapes are now handled:
  - plain tensor  → passthrough (normal case, zero overhead)
  - tuple/list    → raw[0]  (PolicyValueNetwork (logits, value))
  - dict          → first recognised key or first tensor value
2026-04-03 15:16:49 -04:00
KoalaTrapLord 83d05294c8 fix: type-guard logits after model() to prevent 'dict / float' inference crash
If self.model is wrapped (DataParallel, torch.compile, or future
PolicyValueNetwork path), forward() can return a tuple (logits, value)
or even a dict.  Add an explicit unwrap immediately after the forward
call in both predict() and predict_batch() so every downstream
temperature/softmax operation always receives a plain tensor.
2026-04-03 14:55:58 -04:00
KoalaTrapLord e8f8766d59 fix: register policy routes at module scope before StaticFiles mounts
The root cause of the persistent /api/policy/health 404:
- app.mount("/", StaticFiles(...)) is called at module load time
- StaticFiles acts as a sub-app and consumes matching requests,
  returning its own 404 for unknown files rather than falling through
- register_policy_routes() was called in lifespan (runtime), AFTER
  the "/" mount was already in the route list — so the policy router
  was effectively unreachable

Fix: move route registration to module scope right after all other
app.include_router() calls and BEFORE any app.mount() calls. Only
the model load (_POLICY_SVC.load()) stays in lifespan.
2026-04-03 13:09:12 -04:00
KoalaTrapLord a69b273f5f fix: always register policy routes at startup regardless of model load state
Previously /api/policy/health returned 404 when the model wasn't loaded
because register_policy_routes() was gated behind _policy_svc.load().
The health endpoint itself already handles the unloaded state gracefully
(returns {ready: false, status: degraded}), so the router must be mounted
unconditionally so ai-bridge.js can poll it during startup.
2026-04-03 12:29:18 -04:00
KoalaTrapLord e55ac9aebf feat: add Scryfall image enrichment after .dck load — batch fetch card art for all zones 2026-04-03 11:30:30 -04:00
KoalaTrapLord d2b86ef2ed fix: wire precon-loader.js into index.html script load order 2026-04-03 11:19:37 -04:00
KoalaTrapLord 081dd66121 fix: add startGameWithDecks() and loadPreconDeckFromDck() for precon .dck loading into simulator 2026-04-03 11:17:27 -04:00
KoalaTrapLord 6d89d5bb08 fix: add PRECON_DIR env var (PRECON_DECKS_DIR was never read by lab_api.py) 2026-04-03 11:15:31 -04:00
KoalaTrapLord f29a5a31b5 feat: add /api/lab/precons and /api/lab/precons/deck endpoints
Fixes 404 errors from lan-client ai-bridge.js which calls these routes
to populate the deck selector. Routes were missing from lab.py — only
precon_router (routes/precon.py) existed but served different paths.

Also added PRECON_DECKS_DIR env var alias in lab_api.py _parse_args()
to match the .env variable name users commonly set.
2026-04-03 11:08:12 -04:00
KoalaTrapLord 370d4cd92f Merge pull request #200 from KoalaTrapLord/fix/serve-lan-client-from-backend
fix: Serve lan-client from backend at /lan (same-origin)
2026-04-03 10:48:01 -04:00
Commander AI Lab e90efe1654 fix: serve lan-client from backend at /lan on port 8080
- Mount lan-client/ as static files at /lan with html=True
- Mount precon-decks/ at /precon-decks/ for direct .dck access
- ai-bridge.js: use same-origin (empty URLs, auto-detect from window.location)
- engine.js: simplify deck fetch to use /api/lab/precons/deck endpoint + /precon-decks/ static fallback
- Eliminates cross-origin issues by serving everything from localhost:8080

Access the LAN battlefield at http://localhost:8080/lan/
2026-04-03 14:30:55 +00:00
KoalaTrapLord bf701397b0 Merge pull request #199 from KoalaTrapLord/fix/deck-loading-and-backend-detection
fix: Deck loading — wire setupDeckChoices, fetch .dck content, add precon/deck endpoint
2026-04-03 09:49:33 -04:00
Commander AI Lab 7750b43494 fix: deck loading — wire startGameWithDecks, fetch .dck content, parse [sections]
Three fixes that prevented precon decks from loading into actual gameplay:

1. ui.js: window.startGame() now calls startGameWithDecks() when
   setupDeckChoices has entries (the 3-tab selector stores choices there).
   Previously it called initGame() which looked for old deck-sel-{i}
   dropdowns that no longer exist.

2. engine.js: loadPreconForPlayer() now fetches .dck file content from
   the backend (/api/lab/precons/deck?fileName=...) when precon.decklist
   is empty. Falls back to fetching precon-decks/{file} directly.
   PRECON_DATA entries only have metadata (name, commander, set) — the
   actual card list lives in the .dck files.

3. engine.js: parseDeckList() now handles .dck bracket-style section
   headers like [Commander], [Main], [metadata]. Previously only matched
   bare text like 'COMMANDER:' without brackets. Also skips [metadata]
   lines (e.g. 'Name=Elven Empire').

4. routes/precon.py: Added GET /api/lab/precons/deck?fileName=... endpoint
   to serve raw .dck file content for the LAN client.
2026-04-03 13:45:15 +00:00
KoalaTrapLord fa58463cde Merge pull request #198 from KoalaTrapLord/fix/setup-screen-layout
fix: Setup screen overflows viewport — 2-col deck grid + scroll
2026-04-03 09:38:26 -04:00
Commander AI Lab 94b1e050d8 fix: setup screen overflows viewport — constrain height and use 2-col deck grid
- Add max-height: 92vh and overflow-y: auto to .setup-card
- Widen .setup-card to 860px to fit 2-column deck grid
- Change .deck-assignment-grid from vertical stack to 2-column grid
  so 4 player panels render in 2 rows instead of 4
- Tighten .deck-tab-content (170px) and .deck-precon-list (140px)
- Make top gradient bar sticky on scroll
- Responsive fallback to single column below 640px
2026-04-03 13:37:02 +00:00
KoalaTrapLord 8bfde0230b fix: add precons.js with 163 entries and fix backend precon UI refresh (#197)
- Generate lan-client/precons.js from precon-decks/precon-index.json so
  PRECON_DATA is always available for local/offline mode (163 precons)
- Add scripts/generate-precons-js.js for regeneration when precons update
- Fix _loadBackendPrecons() to re-render the precon tab UI when backend
  precons load successfully (was only updating status indicator text,
  not populating the dropdown)

Without precons.js, PRECON_DATA was undefined and the dropdown showed
'No precon data loaded' even though 163 .dck files exist in the repo.
2026-04-03 09:31:54 -04:00
KoalaTrapLordandClaude Opus 4.6 4214831e59 feat: LAN Battlefield App Integration with AI Pipeline (#196)
* feat: LAN Battlefield App integration with Commander-AI-Lab AI pipeline

Add the LAN Battlefield App as a browser client (lan-client/) that
connects to the Commander-AI-Lab backend for ML-powered AI opponents,
3-category deck selection, and enhanced player panels.

Phase 1 - Foundation:
- Remove floating mana pool display (keep internal tracking)
- Add energy, experience, rad, emblems fields to game state
- No-op renderManaPool(), showManaPool(), setupManaPoolDrag()

Phase 2 - Backend Connection (ai-bridge.js):
- BackendConnector: REST + WebSocket connectivity with retry/timeout
- GameStateBridge: Serializes engine.js state for /api/policy/decide
- MacroActionMapper: Translates 8 ML macro-actions to engine.js calls
- DeckSourceClient: Fetches precon/EDHREC decks from backend API

Phase 3 - Deck System:
- 3-tab deck selector (Precons / EDHREC / My Decks) replaces dropdown
- Precon grouping by set with collapsible sections and filtering
- EDHREC search integration (stub, ready for backend implementation)
- My Decks textarea import placeholder

Phase 4 - AI Integration:
- runAiTurn() priority chain: ML Pipeline > Forge > Local Heuristic
- _runMlAiTurn() async turn loop with multi-phase decision requests
- Backend session initialization on game start
- Automatic fallback to local AI on any ML pipeline error

Phase 5 - Enhanced Player Panels (player-panels.js):
- Collapsible panels with localStorage persistence
- Commander damage progress bars with warning/critical thresholds
- Poison, energy, experience, rad counter widgets
- Emblem tracking with add/remove

Phase 6 - Polish:
- Script loading order: precons > engine > ai-bridge > panels > ui
- Backend auto-detection on page load with status indicator
- Connection status display on setup screen

Closes #184, Closes #185, Closes #186, Closes #187, Closes #188, Closes #189

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fix: refine LAN battlefield integration with full JSDoc, proper phase IDs

- Add comprehensive JSDoc comments to all ai-bridge.js classes
- Use optional chaining for PHASES lookup in GameStateBridge
- Direct addLogEntry calls in player-panels.js (loaded after engine.js)
- Remove leftover mana pool CSS that was missed in initial pass
- Minor style.css cleanup for consistency

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2026-04-03 09:16:27 -04:00
KoalaTrapLord e2568c731c fix: auto-load .env in state.py so dotenv works without explicit load_dotenv call
When running plain `python script.py` or bare uvicorn, .env is never
loaded automatically. Added a dotenv bootstrap block at the top of
state.py that finds and loads the nearest .env file (walks up from
models/ to the project root). Uses load_dotenv with override=False so
explicitly set environment variables always win over .env values.
Gracefully skips if python-dotenv is not installed.
2026-04-03 08:41:58 -04:00
KoalaTrapLord d6863b6d7e fix: auto-populate all CFG paths from environment variables
CFG.forge_dir, precon_dir, forge_decks_dir, forge_jar, and lab_jar
were only set via CLI args. When the server starts via uvicorn directly
(no CLI), all paths stayed empty and forge_card_loader could not find
the cardsfolder, causing 0 lands in every deck.

Fix: read FORGE_DIR, FORGE_JAR, PRECON_DIR, PRECON_DECKS_DIR,
FORGE_DECKS_DIR, and LAB_JAR from environment at import time, mirroring
the existing ANTHROPIC_API_KEY / XIMILAR_API_KEY pattern.
2026-04-03 04:56:44 -04:00
KoalaTrapLord 1fc99a5d4a fix: auto-discover precon-decks/ and sample-decks/ when CFG paths unset
_find_dck_file only searched CFG.precon_dir / CFG.forge_decks_dir, both
of which are empty when the server is started without CLI args. This
caused all precon deck lookups to return 0 cards.

Fix: add _REPO_ROOT and _BUILTIN_DECK_DIRS constants, then append
precon-decks/, sample-decks/, imported-decks/ to the search list
whenever they exist on disk, regardless of whether CFG paths are set.
2026-04-03 04:50:49 -04:00
KoalaTrapLord eed2c7f126 New HTML battlefield to test features before Unity (#182) 2026-04-03 04:39:33 -04:00
KoalaTrapLord 7a40b5deb8 fix: enrich type_line/oracle from Forge cache in .dck fallback loader
_load_deck_cards_from_dck was hardcoding type_line="" for every card,
causing Card.is_land() to return False for all lands when a deck is
loaded via the .dck file path (i.e. not in the SQLite DB). This meant
the engine never recognised lands as lands, breaking mana production.

Fix: call lookup_forge_card() per card and populate type_line,
oracle_text, cmc, mana_cost, power, toughness, and keywords from the
Forge cardsfolder cache. The cache is lazy-loaded and module-level so
there is no per-game overhead after the first deck load.
2026-04-03 04:01:59 -04:00
KoalaTrapLord af8970f3a8 fix: _load_deck_cards_by_name falls back to .dck file when deck not in DB
Precon decks (Elven_Empire, Blood_Rites, etc.) are stored as .dck files
on disk but not inserted into the SQLite decks/deck_cards tables.
The DeepSeek batch engine calls _load_deck_cards_by_name() which
previously returned [] for any deck not in the DB, causing
'No decks could be loaded.' errors.

Adds _find_dck_file() and _load_deck_cards_from_dck() helpers.
_find_dck_file searches CFG.precon_dir, CFG.forge_decks_dir, and
FORGE_DIR/res/decks/commander with exact + fuzzy matching.
_load_deck_cards_by_name now tries DB first, then .dck fallback.
2026-04-02 22:59:01 -04:00
KoalaTrapLord 53fd1c9257 fix: wire RESULTS_DIR and FORGE_DIR env vars into CFG at startup 2026-04-02 14:24:28 -04:00
KoalaTrapLord 6ead75f96b fix: set FORGE_WORKING_DIR to forge-gui (requires res/ folder for sim to start) 2026-04-02 02:33:14 -04:00
KoalaTrapLord 535bdd7c70 fix: make Forge deck paths fully portable using %~dp0 and auto-generate forge.profile.properties 2026-04-02 00:59:10 -04:00
KoalaTrapLord d98e6331e9 fix: point all deck lookups to precon-decks directory
- start-lab.bat: Set FORGE_DECKS_DIR to D:\ForgeCommander\commander-ai-lab\precon-decks
- BatchRunner.java: resolveForgeDecksPath() now checks PRECON_DECKS_DIR env var
  first, then falls back to the hardcoded precon-decks path, before trying
  %APPDATA%\Forge\decks\commander. Also pass full absolute path to Forge -d flag.
- .env.example: document PRECON_DECKS_DIR variable
2026-04-01 23:10:32 -04:00
KoalaTrapLord 2b3196267f fix: raise default clock from 300ms to 5000ms to prevent turn-1 draw games 2026-04-01 22:56:29 -04:00
rgriffith 433e8bc4d7 feat: wire precon card art through local /card-image/ API with Scryfall fallback 2026-04-01 22:09:13 -04:00
KoalaTrapLord d74dd0a6bf feat: wire precon card art through local /card-image/ API with Scryfall fallback (full file) 2026-04-01 21:45:15 -04:00
KoalaTrapLord 8037802dff feat: wire precon card art through local /card-image/ API with Scryfall fallback 2026-04-01 21:45:01 -04:00
KoalaTrapLord ca6c23a881 fix: wrap shutil.copy2 in try/except for install and install-batch endpoints 2026-04-01 21:32:19 -04:00
KoalaTrapLord a81772c68a fix: set cwd=CFG.forge_dir on Popen so Forge finds res/ (#184) 2026-04-01 19:41:52 -04:00
KoalaTrapLord 99ca498b88 docs: add Unity TCGEngine Commander board implementation plan 2026-04-01 14:59:46 -04:00
KoalaTrapLord 395ad06cdd fix: resolve deck names to full .dck paths in build_java_command (#183) 2026-04-01 14:57:57 -04:00
KoalaTrapLord e4a6ce644d fix(#176): draw-game life capture, DrawGameAnalyzer, clock 6000→3000 (#181)
Captures life-at-timeout snapshots for every draw game via [DRAW] [PARSE-SUMMARY] log lines. Adds services/draw_game_analyzer.py with DrawGameSnapshot + summarize_draw_games(). Wires drawGames summary into GET /api/lab/result response. Lowers batch clock default from 6000 to 3000 (30s per-game). Closes #176.
2026-04-01 14:40:29 -04:00
KoalaTrapLord 5411fd6bf6 fix(#175): alternate win condition parser & winType tagging (#179)
Adds win_condition_parser.py, GameResult.win_type field, and winType stamping on both the Java/Forge and DeepSeek batch paths. Closes #175.
2026-04-01 14:28:10 -04:00
KoalaTrapLord 55fdc2ec4a feat: add CreateBattlegroundScene editor script to build full scene programmatically 2026-03-30 20:31:09 -04:00
KoalaTrapLord ddfe8e601e fix(eval): parse batch JSON output instead of JSONL for Forge game results 2026-03-30 16:12:20 -04:00
KoalaTrapLord 9e3cd45936 fix(eval): require >= 3 decks for Forge availability check 2026-03-30 15:45:20 -04:00
KoalaTrapLord c91f4c90bc fix(eval): discover 4 decks for 4-player Commander (Forge requires >= 3) 2026-03-30 15:43:27 -04:00
KoalaTrapLord 80f67dd0a0 fix(eval): use precon-decks/ for deck discovery instead of decks/ 2026-03-30 15:28:19 -04:00
rgriffith 10220ec747 feat: add 130+ precon commander deck files 2026-03-30 15:19:29 -04:00
rgriffith 6fadeaa387 fix(eval): replace Java bridge imports with subprocess CLI launch for Forge eval 2026-03-30 14:23:52 -04:00
rgriffith 517c17047b fix: strip value_head keys when loading PPO checkpoint into PolicyNetwork 2026-03-30 13:31:59 -04:00
KoalaTrapLord c62e75af52 fix(tests): update _build_document assertions to match NL sentence format 2026-03-30 12:36:00 -04:00
KoalaTrapLord 11940835fc fix: validate ollama suggest_cards names against DB + Scryfall before pipeline merge
- Add validate_card_names() helper: checks collection_entries DB first,
  then falls back to Scryfall /cards/named?fuzzy= for unknowns.
  Drops any name that cannot be resolved (hallucinated cards).
- Inject validation in Step 4 immediately after each suggest_cards()
  call so hallucinated names never reach ratio enforcement or assembly.
- Log dropped hallucinations at WARNING level with count + examples.
- Resolves the 'Sonic Hedgehog Charger' / 'Sonic Boom' class of
  LLM-invented card names that were silently entering the deck.
2026-03-30 12:33:28 -04:00
KoalaTrapLord d12b47f874 fix: robust suggest_cards parsing — CSV fallback + one-shot JSON prompt
- Add _parse_card_list_fallback() to recover plain-text CSV output from
  the LLM when json_mode fails to enforce JSON (e.g. qwen2.5:7b drift)
- Harden suggest_cards system prompt with a one-shot JSON example so
  small models are less likely to return prose in the first place
- Log recovered names at WARNING level so the degradation is visible
  without being silent (previously returned [] with no recovery attempt)
- No behaviour changes to any other function
2026-03-30 12:26:28 -04:00