- Add _export_forge_episode() adapter: translates ForgeEpisode transitions
back into DecisionExporter.record_step() calls so Forge-sourced wins flow
into the distillation JSONL pipeline (closes Phase 1 for real games)
- ppo_consumer() now accepts an optional `exporter: DecisionExporter` arg;
begin_episode / record_step / end_episode are called around each episode
as it is dequeued
- run_forge_pipeline() forwards the exporter kwarg down to ppo_consumer and
calls exporter.flush() after the pipeline completes, returning the output
path in the stats dict under "exporter_file"
- Fix snapshots_to_episode(): compute_terminal_reward() was called with
non-existent kwargs `turns=` and `life_remaining=`; compute_intermediate_reward()
was called with non-existent kwargs `life_delta=`, `cards_drawn=`,
`creatures_played=`. Both now use the correct signatures from reward.py
(prev_state/curr_state/action_taken for intermediate; won/draw/timeout for
terminal). Forge snapshots carry `players` arrays so we reconstruct minimal
prev/curr dicts for the intermediate path.
Ref: docs/CLOSED-LOOP-DISTILLATION.md Phase 1
The Forge DecisionExporter writes action={"type":"cast"} without a card
field — action.get("card") and action.get("raw") always returned "",
causing every cast to fall through to the CAST_CREATURE default.
Fix: when card_name is empty, scan the active player's hand against
the removal / draw / ramp / commander name databases and pick the
highest-priority match found. Priority order mirrors cast importance:
removal > ramp > draw > commander > creature (default)
A hand-level match is a reasonable proxy for the decision made:
Forge's AI picks the highest-priority action from available options,
so if the hand contains a removal spell during main phase, the cast
action almost certainly represents that removal spell being played.
Also fixes print_label_distribution: was sorting by dict key (string)
instead of by index, causing the display order to be alphabetical
rather than matching the MacroAction enum order — making cast_creature
appear at position 0 in the sorted output even when it had counts.
Now prints in descending count order with correct enum-keyed lookup.
_discover_jsonl_files now recognises ml-decisions-ds-*.jsonl as its own
"ds" source key instead of falling through to legacy/forge.
DatasetConfig.source_weights gains ds=4.0 as a default so the 8 ds files
(1775 records, ~5.8% raw) are oversampled to ~20% of effective training
tokens, matching their higher signal quality.
CLI gains --ds-weight argument (default 4.0) to override without code changes.
The training_manifest.json produced by PowerShell already encodes weight=4.0
per ds file; this change makes dataset_builder.py honour the same ratio
natively so the manifest and the builder stay in sync.
Adds a single INFO log line after each successful inference showing:
- chosen action + confidence
- top-5 actions sorted by probability
- turn, phase, vector_source
This lets us diagnose the 'only plays lands' behaviour without a Python
REPL. Remove or downgrade to DEBUG once the training issue is resolved.
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.
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.
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
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.
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.
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.
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.
- 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/
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.
- 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
- 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.
* 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>
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.
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.
_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.
_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.
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.
- 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
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.