Better scoring and map selection + Map delta

This commit is contained in:
2026-10-23 17:54:13 +02:00
parent ce720a92b2
commit f56b8c1e9c
16 changed files with 233 additions and 39 deletions
+57 -10
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@@ -22,7 +22,7 @@ any map when no such map exists.
The score is from 0 to 100:
`40 * coin_progress + 40 * distance_progress + 20 * won`
`50 * coin_progress + 10 * distance_progress + 40 * won`
where `coin_progress` is collected coins divided by the map's total coins,
`distance_progress` is progress from the spawn point to the finish, and `won`
@@ -37,21 +37,29 @@ are requested separately on every turn.
```
Every model gets a separate `Game` instance and can run in parallel. Valid
requests. Valid moves are `left_down`, `left`, `left_up`, `up`, `right_up`,
moves are `left_down`, `left`, `left_up`, `up`, `right_up`,
`right`, and `right_down`. Send `null` for a model when it has no more moves;
that model is stopped for the current generation.
The response identifies the selected map and returns the initial state:
The initial response is a `move_request`. It contains the selected map and the
initial state of every model. The map is sent only in this initial response;
clients should cache it for the rest of the simulation.
```json
{
"ok":true,
"type":"move_request",
"map":{"name":"default","difficulty":30.0,"layout":[["stone", "stone"]]},
"results":{"model-a":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false}}
"results":{"model-a":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]}}
}
```
After receiving this response, send one move for every model:
```json
{"type":"step","moves":{"model-a":"right","model-b":"right_up"}}
```
## Advance one turn
The client must send exactly one move for every model on each turn. The server
@@ -62,10 +70,49 @@ predict the next moves.
{"type":"step","moves":{"model-a":"right","model-b":null}}
```
The response is `move_request` with the selected map and updated per-model states, asking the
client for the next move of every model. When every model has finished, the
response type becomes `simulation_result` and includes the best model's
server-computed `score`, which is used to choose the next training map.
The response is another `move_request` containing the updated state and score
for every model. Each model also receives `changes`, a cumulative list of
blocks that differ from the base map. For example, a collected coin is sent as
`{"position":[4,7],"type":null}`. Unchanged turns return an empty list. It
asks the client for the next move of every unfinished model. A model that has
no more moves can send `null`:
The result score is `1000` for a win, plus `10` per coin, minus the number of
moves. Malformed requests receive `{"ok":false,"error":"..."}`.
```json
{"type":"step","moves":{"model-a":"right","model-b":null}}
```
When every model has finished, the response type becomes `simulation_result`.
It contains the final state and score for every model, plus the best score used
to choose the next training map:
```json
{
"ok":true,
"type":"simulation_result",
"results":{
"model-a":{
"won":true,
"coins":3,
"moves":18,
"position":[23,1],
"finished":true,
"changes":[{"position":[4,7],"type":null}],
"score":92
},
"model-b":{
"won":false,
"coins":1,
"moves":7,
"position":[8,4],
"finished":true,
"changes":[],
"score":24
}
},
"score":92
}
```
The score is calculated by the server using the weights described above. The
top-level `score` is the best model score for the completed generation.
Malformed requests receive `{"ok":false,"type":"error","error":"..."}`.
+4
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@@ -0,0 +1,4 @@
# Améliorations
- Pénaliser les mouvements impossibles : intéressant, même pour l'algo génétique, pourrait optimiser le genome
- Pénaliser le fait de terminer la simulation sur une case où l'on est déjà passé ou pénaliser de revenir sur une case où l'on est passé
+58 -15
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@@ -24,6 +24,7 @@ of moves to be executed in a single game simulation, based on the map min_moves
"""
import json
import math
import os
import random
import socketserver
@@ -43,12 +44,13 @@ from game.mapSet import MapSet
class AiHttpGameHandler(GameHandler):
DEFAULT_HOST = "127.0.0.1"
DEFAULT_PORT = 8765
VALIDATION_DIFFICULTY = 70
VALIDATION_DIFFICULTY = 90
REPLAY_FRAME_DELAY = 0.1
# Scoring weights TOTAL MUST BE 100
COINS_WEIGHT = 40
DISTANCE_WEIGHT = 20
WIN_WEIGHT = 40
COINS_WEIGHT = 50
STEPS_WEIGHT = 10
DISTANCE_WEIGHT = 10
WIN_WEIGHT = 30
def __init__(self, host: str | None = None, port: int | None = None,
max_workers: int | None = None):
@@ -62,6 +64,10 @@ class AiHttpGameHandler(GameHandler):
game_map for game_map in self.map_set.maps
if game_map.difficulty >= self.VALIDATION_DIFFICULTY
] or list(self.map_set.maps)
if (self.COINS_WEIGHT + self.DISTANCE_WEIGHT + self.STEPS_WEIGHT + self.WIN_WEIGHT) != 100:
raise ValueError("Scoring weights must sum to 100.")
def run(self) -> None:
handler = self
@@ -73,6 +79,7 @@ class AiHttpGameHandler(GameHandler):
"best_run": None,
"replay_condition": Condition(),
"client_connected": True,
"stagnant_generations": 0,
}
replay_thread = Thread(target=handler._replay_best_runs, args=(session,))
replay_thread.start()
@@ -81,12 +88,9 @@ class AiHttpGameHandler(GameHandler):
for raw_request in self.rfile:
try:
request = json.loads(raw_request)
# print(f"AI request received: {request.get('type')} : {request}", flush=True)
response = handler._handle_request(request, session)
except (json.JSONDecodeError, TypeError, ValueError, KeyError) as error:
response = {"ok": False, "type": "error", "error": str(error)}
# print(f"AI request error: {error}", flush=True)
# print(f"AI response sent: {response.get('type')}", flush=True)
compact_response = json.dumps(response, separators=(",", ":"))
self.wfile.write((compact_response + "\n").encode("utf-8"))
self.wfile.flush()
@@ -189,7 +193,7 @@ class AiHttpGameHandler(GameHandler):
simulation = simulations[model_id]
# print(f"Starting step for model '{model_id}'", flush=True)
result = simulation.step(move)
result["score"] = self._score_result(simulation, result)
result["score"] = self._score_simulation(simulation, result)
# print(f"Finished step for model '{model_id}'", flush=True)
return model_id, result
@@ -198,12 +202,33 @@ class AiHttpGameHandler(GameHandler):
# print(f"Completed step for models: {list(moves)}", flush=True)
all_finished = all(result["finished"] for result in results.values())
response = {"ok": True, "type": "move_request", "results": results}
if all_finished:
response["type"] = "simulation_result"
best_score = max(result["score"] for result in results.values())
best_model_id = max(results, key=lambda model_id: results[model_id]["score"])
map_difficulty = session["map"].difficulty # e.g., 20 or 60
response["score"] = best_score
session["performance"] = best_score
# --- Curriculum Regression (Fallback) & Performance Update ---
PASSING_THRESHOLD = 85.0 # Score percentage considered successful completion
if best_score < PASSING_THRESHOLD:
session["stagnant_generations"] = session.get("stagnant_generations", 0) + 1
else:
session["stagnant_generations"] = 0 # Reset on breakthrough
# If stuck on a difficulty wall for 15 generations, fallback to an easier map range
if session["stagnant_generations"] >= 15:
current_perf = session.get("performance", 10 * math.sqrt(map_difficulty))
regression_drop = 15.0
session["performance"] = max(0.0, current_perf - regression_drop)
print(f"Stuck on difficulty {map_difficulty} for {session['stagnant_generations']} generations. Dropping target performance to {session['performance']:.1f}", flush=True)
session["stagnant_generations"] = 0 # Reset stagnation counter after fallback
else:
difficulty_scaling = 10 * math.sqrt(map_difficulty)
normalized_score = best_score / 100.0 # Convert 0-100 percentage to 0.0-1.0 scale
session["performance"] = difficulty_scaling * (0.5 + 0.5 * normalized_score)
session["last_result"] = response
session["simulations"] = None
session["best_run"] = (
@@ -252,6 +277,8 @@ class AiHttpGameHandler(GameHandler):
line += "\tMoves: " + str(game.gameState.movesCount)
elif index == 2:
line += "\tGeneration: " + str(generation)
elif index == 3:
line += "\tMove: " + moves[game.gameState.movesCount - 1] if len(moves) >= game.gameState.movesCount else "\tMove: None"
frame_lines.append(line)
print("\033[2J\033[H\n\n\n" + "\n".join(frame_lines), flush=True)
sleep(self.REPLAY_FRAME_DELAY)
@@ -264,20 +291,34 @@ class AiHttpGameHandler(GameHandler):
results = {}
for model_id, simulation in simulations.items():
result = simulation.result()
result["score"] = self._score_result(simulation, result)
result["score"] = self._score_simulation(simulation, result)
results[model_id] = result
return results
def _select_map(self, performance: float, validation: bool):
if validation:
return random.choice(self.validation_maps)
return self.map_set.get_maps_by_difficulty(round(performance), 1)[0]
maps = self.map_set.get_maps_by_difficulty(round(performance), 2)
return random.choice(maps)
def _score_result(self, simulation: AiSimulation, result: dict) -> int:
if (self.COINS_WEIGHT + self.DISTANCE_WEIGHT + self.WIN_WEIGHT) != 100:
raise ValueError("Scoring weights must sum to 100.")
def _score_simulation(self, simulation: AiSimulation, result: dict) -> int:
game_map = simulation.game.map
raw_score = self._score_result(game_map, result)
max_score = self._get_map_max_score(game_map)
if max_score == 0:
return 0
percentage = (raw_score / max_score) * 100.0
return round(max(0.0, min(100.0, percentage)))
def _get_map_max_score(self, game_map: Map) -> int:
result = {}
result["position"] = game_map.get_first_block_type_position("finish")
result["coins"] = game_map.count_blocks_of_type("coin")
result["won"] = True
result["moves"] = game_map.min_moves
return self._score_result(game_map, result)
def _score_result(self, game_map: Map, result: dict) -> int:
finish = game_map.get_first_block_type_position("finish")
spawn = game_map.get_first_block_type_position("spawn_point")
total_coins = game_map.count_blocks_of_type("coin")
@@ -290,11 +331,13 @@ class AiHttpGameHandler(GameHandler):
distance_progress = 1.0 if start_distance == 0 else max(
0.0, min(1.0, 1.0 - remaining_distance / start_distance)
)
steps_progress = 0.0 if result["moves"] == 0 else min(1.0, 1.0 - result["moves"] / game_map.min_moves)
coin_progress = 0.0 if total_coins == 0 else min(1.0, result["coins"] / total_coins)
return round(
self.COINS_WEIGHT * coin_progress
+ self.DISTANCE_WEIGHT * distance_progress
+ self.STEPS_WEIGHT * steps_progress
+ self.WIN_WEIGHT * result["won"]
)
+11
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@@ -14,6 +14,7 @@ class AiSimulation:
def __init__(self, game_map: Map):
self.game = Game(deepcopy(game_map), GameState())
self._base_map_types = self.game.map.to_type_dict()
min_moves = self.game.map.get_min_moves()
self.max_moves = min_moves * 2 if min_moves is not None else None
self._condition = Condition()
@@ -65,8 +66,18 @@ class AiSimulation:
"moves": state.movesCount,
"position": list(state.get_player_position()),
"finished": state.stopGame,
"changes": self._get_map_changes(),
}
def _get_map_changes(self) -> list[dict]:
current_map_types = self.game.map.to_type_dict()
changes = []
for y, row in enumerate(current_map_types):
for x, block_type in enumerate(row):
if block_type != self._base_map_types[y][x]:
changes.append({"position": [x, y], "type": block_type})
return changes
def close(self) -> None:
self.stop_for_generation()
+8 -2
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@@ -71,6 +71,12 @@ class Map:
def to_type_dict(self):
"""Returns a matrix containing block types and None for empty spaces."""
return [
[block.type if block is not None else None for block in row]
[self._visible_block_type(block) for block in row]
for row in self.layout
]
]
@staticmethod
def _visible_block_type(block):
if block is None or getattr(block, "collected", False):
return None
return block.type
+1 -1
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@@ -18,7 +18,7 @@ layout = """
## ° ###^########
## # ##########
#S ##^#####
#########
##########
"""
# Ya moyen d'optimiser le trajet sur les surfaces plates en faisant des sauts au lieu de marcher normalement
+24
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@@ -0,0 +1,24 @@
difficulty = 100
min_moves = 40
layout = """
#####
###### ########
## ####
### °E##
### ° °#####
##°°° ° °° ° ° °## ######
#°####### ## # # ### ######
# #° °°° ##
## ##°° ° ##°° ^###
# ###°° ####° ##
# #####^#####°° ##
# #####°####° #
# ° °°°°# #
# ° °°# #####^^##
## ° °###^########
## °# ##########
#S °##^#####
##########
"""
# Big_peanut avec des pièces partout (HAARRRRRR !)
+50
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@@ -14,6 +14,56 @@ layout = """
#000000000000000000000000000000KKKKKKKKKKKKKKKKKKXXKKKKKXXXXNWMMNNXXXNNNNNNNNWWWWWMMMMMMMMMMMMMMMMMMM
#0000000000000000000000000000000KKKKKKKKKKKKKKKKKXWWXKKKKXXXNNWNXXXXXXNNNNNNNMWWWMMMMMMMMMMMMMMMMMMMM
#00000000000000000000000000000000KKKKKKKKKKKKKKKKXMMNKKKKXXXXXXXXXXXXXXNNNNNNNWWWWMMMMMMMMMMMMMMMMMM0
+2 -2
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@@ -1,7 +1,7 @@
difficulty = 20
difficulty = 30
min_moves = 28
layout = """
# #
# ° ° ° ° ° ° ° ° ° ° ° #
#E #
##########################°^#
# #°#°# #°#°# #°#°#°###
+2 -2
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@@ -1,4 +1,4 @@
difficulty = 10
difficulty = 25
min_moves = 12
layout = """
########
@@ -8,7 +8,7 @@ layout = """
# ##
# ###
# ##
# ## ##
# °## ##
# ### ##
# ° #
# ^ #
+1 -1
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@@ -1,4 +1,4 @@
difficulty = 13
difficulty = 20
min_moves = 24
layout = """
E##
+1 -1
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@@ -1,4 +1,4 @@
difficulty = 15
difficulty = 10
min_moves = 14
layout = """
+1 -1
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@@ -1,4 +1,4 @@
difficulty = 60
difficulty = 70
min_moves = 6
layout = """
# S #
+1 -1
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@@ -1,4 +1,4 @@
difficulty = 0
difficulty = 5
min_moves = 11
layout = """
# #
+9
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@@ -0,0 +1,9 @@
difficulty = 7
min_moves = 11
layout = """
# #
#E S#
#########################
"""
# Teach to not only go right
+3 -3
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@@ -1,18 +1,18 @@
difficulty = 40
min_moves = 6
min_moves = 8
layout = """
#^ ^#
#^ S^#
#^ #^#
#^ ^#
#^# ^#
#^ ^#
#^ °^#
#^ #^#
#^# ^#
#^ #^#
#^# ^#
#^ ^#
#^ ^#
#^ °^#
#^ #^#
#^ ^#
#^ ^#