Commit Graph
41 Commits
Author SHA1 Message Date
KoalaTrapLord 7b5c9bdcc6 Update LLM model to GPT-OSS 20B (Q4_K_M) 2026-03-14 00:23:12 -04:00
KoalaTrapLord 6c5c55b637 Add Commander GUI + LLM Opponents roadmap 2026-03-14 00:20:41 -04:00
KoalaTrapLord f05067bbfe 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 dfc1f46097 fix(ui): merge duplicate .stat-card declarations in premium layer 2026-03-14 00:10:14 -04:00
KoalaTrapLord 6cafa36ce4 feat(rules): add load_weights() / save_weights() for simulation-driven weight learning 2026-03-13 23:58:59 -04:00
KoalaTrapLord 7df6b95b4c feat(ui): add premium upgrade layer to global.css 2026-03-13 23:51:47 -04:00
KoalaTrapLord 812e5b34ca feat(tests): add pytest infrastructure and test coverage for models, rules, and sim engine (closes #28) 2026-03-13 22:30:40 -04:00
KoalaTrapLord 8c89119ba1 chore: add requirements.txt for pip install compatibility (closes #29) 2026-03-13 20:53:31 -04:00
KoalaTrapLord b1891c58f8 fix(deps): declare all runtime dependencies in pyproject.toml (closes #29) 2026-03-13 20:53:18 -04:00
KoalaTrapLord b5e7705100 feat(ui): 4-player deck slots, seat colors, chart support (Task 2C) 2026-03-13 19:08:53 -04:00
KoalaTrapLord 4c7c3495fb feat(api): accept 2-4 decks in batch start, dynamic Java CLI args (Task 2C) 2026-03-13 18:59:25 -04:00
KoalaTrapLord c1371849e5 feat(api): accept 2-4 decks in batch start, dynamic Java CLI args (Task 2C) 2026-03-13 18:58:33 -04:00
KoalaTrapLord 3190fa3702 feat(api): accept 2-4 decks in batch start, dynamic Java CLI args (Task 2C) 2026-03-13 18:56:58 -04:00
KoalaTrapLord 9f48e056ff feat(ui): 4-player deck grid, seat colors, responsive breakpoints (Task 2C) 2026-03-13 18:55:17 -04:00
KoalaTrapLord 841e861bea 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 0be8841cec 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 ddc0e4fc05 fix: preserve is_commander flag when loading .dck files
Two places lost the commander flag:

1. _load_deck_cards_by_name() .dck fallback — used a flat in_cards
   boolean for [Main], [Deck], and [Commander] sections so it couldn't
   tell which section a card came from. Now tracks current_section and
   sets is_commander=1 for cards in [Commander].

2. parse_dck_file() — stored section='Commander' in the card dict but
   the frontend filters on c.is_commander, not c.section. Now includes
   is_commander: 1/0 alongside the existing section field.
2026-03-13 20:20:18 +00:00
KoalaTrapLord a1fd290d5f 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 8d2e6199db feat: Scryfall response caching with SQLite
- _ScryfallCache class: thread-safe SQLite cache for raw Scryfall JSON
  responses, keyed by name|set_code|collector_number, 7-day TTL
- _fetch_scryfall_api() wrapper: checks cache first, live HTTP on miss,
  caches successful responses + resolves spelling normalization
- Refactored _enrich_from_scryfall() to use cache — all 3 callers
  (collection import, deck card add, re-enrich) benefit automatically
- Rate limiting only on actual HTTP calls, not cache hits
- REST endpoints: GET/DELETE /api/cache/scryfall, POST .../evict
- Fixed VACUUM-inside-transaction bug in clear()
- Configurable TTL via SCRYFALL_CACHE_TTL env var
2026-03-13 15:25:30 +00:00
KoalaTrapLord 3d8e81f88e 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 648e1b8d38 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 de4f119d40 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 731b40b15f Fix duplicate deck cards from collection JOIN fan-out
When collection_entries has multiple rows with the same scryfall_id
(e.g. Counterspell imported from two different sets), the LEFT JOIN
on deck_cards produced duplicate rows — making it appear like 2 copies
were added or removed.

Fixed all 6 deck_cards-to-collection_entries JOINs to use a
GROUP BY scryfall_id subquery, guaranteeing 1:1 cardinality.
2026-03-12 17:51:20 +00:00
KoalaTrapLord f09098d017 Deck generator: deterministic basic land fill + frontend count display
- Added _fill_basic_lands() post-processing for V1 and V3 generators
- Strips LLM-provided basics, then distributes evenly across commander colors
- Always hits exactly 100 cards regardless of LLM output
- Frontend group counts now sum card.count instead of entry count
- Cards with count > 1 show '5x Forest' style prefix
- Colorless commanders get Wastes
2026-03-12 17:44:30 +00:00
KoalaTrapLord 7f7ad62087 Collection: sort bar UI, fix set_code sort field, column header hover styles 2026-03-12 17:08:42 +00:00
KoalaTrapLord 2beab5cc91 Coach: build DeckReport from DB when no simulation report exists
Previously the coach required running simulations first to generate a
deck-reports/*.json file. Now if no simulation report is found, the
endpoint builds a lightweight DeckReport on the fly from the deck_cards
table — pulling card names, types, CMC, and color identity directly from
the DB. The LLM can still analyze composition and give advice, just
without simulation-derived performance metrics (impactScore, etc.).

Also removes the '[no report]' tag from the dropdown since all decks
can now be coached.
2026-03-12 16:36:19 +00:00
KoalaTrapLord 26e554b359 Fix coach deck dropdown: wrong column name d.commander → d.commander_name
The decks table has 'commander_name' not 'commander'. The SQL query
was throwing OperationalError which the frontend silently caught,
resulting in an empty dropdown.
2026-03-12 14:55:46 +00:00
KoalaTrapLord 44bc86b665 Fix deck gen truncation: increase max_tokens to 16384, add JSON repair
Root cause: Perplexity deck generation hit the 8192 max_tokens limit,
truncating the JSON response mid-string at card ~70-80. json.loads()
fails with 'Unterminated string' and the fallback also couldn't recover.

Fixes:
- Bump DECK_GEN_MAX_TOKENS from 8192 to 16384 (primary fix)
- Add _repair_truncated_json() to PerplexityClient — if token limit is
  still hit, salvages all complete card objects from the truncated JSON
  instead of returning a 422 error
- Add OUTPUT EFFICIENCY instructions to system prompt to reduce per-card
  verbosity (shorter reasons, fewer synergy_with entries)
- Add 'truncated' flag to response so UI can warn if deck is incomplete
- Log warning when recovered deck has <90 cards
2026-03-12 14:47:41 +00:00
KoalaTrapLord e571f06894 Fix coach deck dropdown: handle bare array response from /api/coach/decks
Backend returns [{deck_id, deck_name, commander, has_report, ...}] directly,
not {decks: [...]}.  Frontend was reading data.decks which was always undefined.
Now properly unwraps the array, shows deck name + commander, slugifies name
for coach session deck_id, and marks decks without reports.
2026-03-12 14:45:13 +00:00
KoalaTrapLord f1e0b6454a v28: Coach chat UI, analytics/trends tabs, export-to-sim, precon refresh
Features:
- Complete coach page rewrite: chat-based UI with SSE streaming, multi-turn conversations
- Coach cards-like suggestions and apply-recommendation integration
- Coach session management (save/load/delete)
- Export-to-sim button in deckbuilder
- Analytics tab with game stats visualization
- Trends tab with meta trend charts
- Precon refresh button in AI Lab
- Updated installer (v28)
2026-03-12 06:40:41 +00:00
KoalaTrapLord 9c6918f27e v27.5: Revert to legacy HTML/JS/CSS UI as primary interface
- lab_api.py: Flip serving priority — ui/ folder (legacy) served first, React dist/ only as fallback
- Legacy UI has full features: card images, mana costs, type grouping, collection filters, EDHREC recs, ratio dashboard, commander portraits, 3-column deck builder
- React SPA was causing blank pages and missing functionality
- Installer no longer builds or bundles React dist/
- All 7 pages work: Batch Sim, Collection, Deck Builder, Auto Gen, Simulator, Coach, Training
2026-03-12 04:32:33 +00:00
KoalaTrapLord 00bde0221f v27.4: Fix blank Collection/Decks pages — API response unwrapping
- collection.ts: unwrap {items} -> cards, map camelCase params (pageSize, sortField, etc)
- decks.ts: unwrap {decks} from listDecks, {cards} from getDeckCards, normalize field names (commander_name->commander, total_cards->card_count, role_tag->category)
- decks.ts: transform getDeckAnalysis from backend shape (counts_by_type, color_pips) to frontend shape (card_count, land_count, type_distribution, etc)
- types: SetInfo.card_count now optional (backend doesn't provide it)
- Installer now bundles pre-built React dist/ as fallback
2026-03-12 03:47:20 +00:00
KoalaTrapLord 1e05f0fb5e v27.3: Fix blank page — response shape mismatches
1. /api/lab/status: StatusResponse now includes run_id, games_completed,
   total_games, current_decks aliases so the React SPA gets the field
   names it expects.

2. /api/lab/decks returns {decks: [...]}, /api/lab/history returns
   {results: [...]}, /api/lab/precons returns {precons: [...]} — but
   the frontend expected bare arrays. Updated lab.ts API client to
   unwrap these wrapper objects automatically.
2026-03-12 03:36:36 +00:00
KoalaTrapLord e00e7a4dfe v27.2: Fix /api/lab/status 422 crash — make batchId optional
GET /api/lab/status and /api/lab/result required batchId as a
mandatory query param, but the React SPA calls them with no param
on page load. FastAPI returned 422 Unprocessable Content, which
caused the BatchSimPage to crash and the UI to flash then vanish
in a retry loop.

Fix: batchId is now Optional[str] = None. When omitted, returns
the most recent active batch (or idle defaults for status).
2026-03-12 03:31:36 +00:00
KoalaTrapLord eb87626690 v27.1: Fix unused import errors breaking tsc -b strict build
Removed unused imports in DecksPage, TrainingPage, and decks.ts
that caused noUnusedLocals/noUnusedParameters errors during
the React build step in the installer.
2026-03-12 03:26:38 +00:00
KoalaTrapLord e99bbdb33e v27: Coach mega-upgrade — all 9 improvements
Backend:
- POST /api/coach/chat: Multi-turn coaching chat with SSE streaming
- POST /api/coach/apply: Apply suggestions to deck (cut/add cards)
- GET /api/coach/cards-like: Embedding similarity search with ownership/price
- GET /api/coach/decks: Enhanced to show all decks with report status
- Goals config (power level, strategy, budget, focus areas) wired to prompts
- Session history with full diff tracking (cuts/adds/hints)

Frontend (complete CoachPage rewrite):
- Live multi-turn chat with streaming LLM responses
- Apply suggestions UI: checkbox cuts/adds, one-click apply to deck
- Goals config panel (power level slider, strategy chips, budget, focus areas)
- Session results view with summary, tips, mana advice, cuts, adds
- Session history browser with session drill-down
- Cards Like This search (embedding-powered card discovery)
- Price-aware card suggestions with collection ownership badges
- Responsive dark theme, tab navigation
2026-03-12 03:15:30 +00:00
KoalaTrapLord 384c3adfff v26: Wire RL training pipeline UI (phases 1-5)
- Fixed all ML types to match actual backend response shapes:
  MLStatus (logging state + decision files), MLDataStatus (datasets,
  checkpoints, eval results), MLTrainStatus (phases, metrics, result),
  PPOTrainStatus (metrics with win_rate/reward/losses), TournamentStatus
- Updated training API client with full parameter support for all endpoints
- Rewrote TrainingPage with 5 clear pipeline phases:
  Phase 1: Data Collection (toggle logging, view decision files)
  Phase 2: Dataset & Model Artifacts (splits, checkpoints, eval, model info)
  Phase 3: Supervised Training (epochs/lr/batch/patience, live progress,
           phase badges, real-time metrics, final eval results)
  Phase 4: PPO Reinforcement Learning (full config: iterations, episodes,
           clip epsilon, entropy coeff, opponent selection, live win rate)
  Phase 5: Tournament Evaluation (episodes, playstyle, leaderboard table)
- All sections are collapsible with live phase badges and progress bars
- Advanced config toggles for supervised and PPO training
- Proper mutex: can't start PPO while supervised is running, etc.
- Auto-refresh model info and data status when training completes
2026-03-12 02:54:30 +00:00
KoalaTrapLord e36580203a v25: EDHREC recommendations tab in deck builder
- Redesigned Recommendations tab with EDHREC / From Collection sub-tabs
- EDHREC sub-tab: fetches average deck data, groups by role, shows owned/missing status
- Collection sub-tab: shows cards from collection grouped by type, shortfall indicators
- Both sub-tabs support: checkbox selection, bulk add to deck, single add buttons
- Role badges with color-coding (Ramp, Draw, Removal, BoardWipe, etc.)
- Card hover preview for EDHREC recommendations
- Show only owned filter for EDHREC results
- Fixed API client types: EdhRecsResponse, CollectionRecsResponse wrappers
- Added EdhRecCard and CollectionRecCard interfaces
2026-03-12 02:48:52 +00:00
KoalaTrapLord a0adfc37e8 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 a5fe8cb3fa 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 e6b5e0cedb Initial commit 2026-03-10 12:13:56 -04:00