- 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
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.
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).
Removed unused imports in DecksPage, TrainingPage, and decks.ts
that caused noUnusedLocals/noUnusedParameters errors during
the React build step in the installer.
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
- 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
- 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
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