chore: standardize internal bot dir structure (src/, tests/, out/)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-08-27 18:42:03 +02:00
parent c5115fdf61
commit 259e67d7ff
42 changed files with 33 additions and 26 deletions
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{
"name": "PPO_Bot",
"version": "0.1.0",
"authors": ["Davide Cappellini"],
"description": "PPO-trained RL bot",
"homepage": "",
"countryCodes": ["IT"],
"gameTypes": ["classic", "melee", "1v1"],
"platform": "Nim",
"programmingLang": "Nim"
}
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## PPO_Bot — enemy tracker + state vector wired into the game loop.
## Training: trajectory collected per tick, PPO update in background thread.
import std/[os, strformat, strutils, math, times, algorithm]
import arraymancer
import tankroyale_botapi
import PPO_Bot/network
import PPO_Bot/actions
import PPO_Bot/training
import PPO_Bot/weights
import PPO_Bot/enemy_tracker
import PPO_Bot/state_vector
# ── Hyperparameters from env vars (PPOB_ prefix) ─────────────────────────────
# All optional; defaults match ppoUpdate signature in training.nim.
proc getEnvFloat(name: string, default: float32): float32 =
let v = getEnv(name)
if v.len == 0: default else: parseFloat(v).float32
proc getEnvInt(name: string, default: int): int =
let v = getEnv(name)
if v.len == 0: default else: parseInt(v)
var
hpLr: float32 = getEnvFloat("PPOB_LR", 3e-4'f32)
hpClipEpsilon: float32 = getEnvFloat("PPOB_CLIP_EPSILON", 0.2'f32)
hpEntropyCoeff: float32 = getEnvFloat("PPOB_ENTROPY_COEFF", 0.01'f32)
hpValueLossCoeff: float32 = getEnvFloat("PPOB_VALUE_LOSS_COEFF", 0.5'f32)
hpMaxGradNorm: float32 = getEnvFloat("PPOB_MAX_GRAD_NORM", 0.5'f32)
hpGamma: float32 = getEnvFloat("PPOB_GAMMA", 0.99'f32)
hpLam: float32 = getEnvFloat("PPOB_LAM", 0.95'f32)
hpEpochs: int = getEnvInt("PPOB_EPOCHS", 4)
hpMiniBatchSize: int = getEnvInt("PPOB_MINI_BATCH_SIZE", 64)
hpUpdateInterval: int = getEnvInt("PPOB_UPDATE_INTERVAL", 10)
# Wire logStd tunable params into network module vars (read before initActorCritic)
logStdFloor = getEnvFloat("PPOB_LOG_STD_FLOOR", -3.0'f32)
logStdCeiling = getEnvFloat("PPOB_LOG_STD_CEILING", 0.5'f32)
initialLogStd = getEnvFloat("PPOB_INITIAL_LOG_STD", 0.0'f32)
# ── Structured log output ─────────────────────────────────────────────────────
let logFile = getEnv("PPOB_LOG_FILE") # empty → no JSON logging
let evalOnly = getEnv("PPOB_EVAL_ONLY") == "1" # freeze training (pure evaluation)
proc appendJsonLine(path, line: string) =
## Append a JSON line to path; no-op if path is empty.
if path.len == 0: return
let f = open(path, fmAppend)
f.writeLine(line)
f.close()
proc jsonFloat(v: float32): string =
## Serialize a float for JSON; non-finite → null (keeps JSONL parseable).
if v == v and v > -1e30'f32 and v < 1e30'f32: $v else: "null"
proc hyperparmSnapshot(): string =
## Compact JSON object of current hyperparams (no outer braces).
&"\"lr\":{hpLr},\"clipEpsilon\":{hpClipEpsilon}," &
&"\"entropyCoeff\":{hpEntropyCoeff},\"valueLossCoeff\":{hpValueLossCoeff}," &
&"\"maxGradNorm\":{hpMaxGradNorm},\"gamma\":{hpGamma},\"lam\":{hpLam}," &
&"\"epochs\":{hpEpochs},\"miniBatchSize\":{hpMiniBatchSize}," &
&"\"logStdFloor\":{logStdFloor},\"logStdCeiling\":{logStdCeiling},\"initialLogStd\":{initialLogStd}"
const botJsonPath = currentSourcePath().parentDir / "PPO_Bot.json"
const weightsRoot = currentSourcePath().parentDir / "../weights"
type
InFlightBullet = object
x, y: float64 # current position
vx, vy: float64 # velocity (pixels/tick)
power: float64
type PPOBot = ref object of Bot
tracker: EnemyTracker
buffer: TrajectoryBuffer
prevEnergy: float32 # own energy last tick
prevEnemyE: float32 # enemy energy last tick (from tracker)
lastState: array[STATE_DIM, float32] # plain arrays — tensors NEVER cross threads
lastAction: array[ACTION_DIM, float32]
lastLogP: float32
lastValue: float32
hasLastTrans: bool
lastActions: BotActions # previous tick's decoded actions (for state vector)
roundRewardSum: float32 # cumulative reward this round (for live display)
roundTicks: int # ticks this round
# Fixed-size bullet buffer — NO heap on the shared bot object. A seq here is
# allocated by the per-round bot thread and freed by the next round's thread
# (bot.bullets = @[] on round start) → foreign-heap free under --threads:on +
# ORC → SIGSEGV. N=4: the state vector only consumes the closest 3 slots.
bullets: array[4, InFlightBullet]
bulletCount: int
var ac = initActorCritic()
var gAdamStates: ACAdamStates # persists across rounds
var roundCounter = 0
var roundsSinceUpdate = 0
# ── Bot methods ───────────────────────────────────────────────────────────────
method onScannedBot*(bot: PPOBot, e: ScannedBotEvent) =
bot.tracker.update(e.x, e.y, e.direction, e.speed, e.energy)
method onRoundStarted*(bot: PPOBot, e: RoundStartedEvent) =
setAdjustGunForBodyTurn(true)
setAdjustRadarForBodyTurn(true)
setAdjustRadarForGunTurn(true)
bot.tracker = initEnemyTracker()
# Do NOT clear bot.buffer here — transitions accumulate across rounds
# until hpUpdateInterval rounds have passed (cleared in onRoundEnded).
bot.prevEnergy = 0.0'f32
bot.prevEnemyE = 0.0'f32
bot.hasLastTrans = false
bot.roundRewardSum = 0.0'f32
bot.roundTicks = 0
bot.bulletCount = 0
method onRoundEnded*(bot: PPOBot, e: RoundEndedEventForBot) =
inc roundCounter
inc roundsSinceUpdate
debugLog("[PO-ENTER] round=" & $roundCounter & " tid=" & $getThreadId())
# Add round-end score bonus to last transition and mark it as episode boundary
let roundReward = computeRoundReward(e.results.totalScore.float32)
if bot.hasLastTrans and bot.buffer.len > 0:
let lastIdx = bot.buffer.len - 1
bot.buffer.transitions[lastIdx].reward += roundReward
bot.buffer.transitions[lastIdx].done = true
# Training progress display — one line per round in the UI console
let ticks = bot.buffer.len
var avgR = 0.0'f32
if ticks > 0:
var rewardSum = 0.0'f32
for i in 0 ..< bot.buffer.len: rewardSum += bot.buffer.transitions[i].reward
avgR = rewardSum / ticks.float32
let avgRStr = formatFloat(avgR.float, ffDecimal, 3)
printToStdOut(&"R:{roundCounter} ticks:{ticks} buf:{bot.buffer.len} sinceUpd:{roundsSinceUpdate}/{hpUpdateInterval} avgR:{avgRStr} score:{e.results.totalScore}\n")
echo &"R:{roundCounter} ticks:{ticks} buf:{bot.buffer.len} sinceUpd:{roundsSinceUpdate}/{hpUpdateInterval} avgR:{avgRStr} score:{e.results.totalScore}"
writeFile(weightsRoot / "round_counter.txt", $roundCounter)
if bot.buffer.len == 0:
bot.hasLastTrans = false
return
# Emit per-round game-stats JSON line
let ts = int(epochTime())
let jline = &"""{{"type":"round","round":{roundCounter},"ticks":{ticks},"bufLen":{bot.buffer.len},"avgReward":{avgR},"score":{e.results.totalScore},"ts":{ts}}}"""
appendJsonLine(logFile, jline)
# PPOB_EVAL_ONLY=1 → freeze training (pure evaluation): skip ppoUpdate and
# checkpoint save, but keep advancing/writing round_counter.txt so run.sh's
# remaining-rounds bookkeeping still works, and keep the game line above.
if evalOnly:
bot.buffer.clear()
bot.hasLastTrans = false
roundsSinceUpdate = 0
return
# Always save weights every round so round_counter.txt stays current.
saveCheckpoint(ac, gAdamStates, weightsRoot, roundCounter)
# Only update policy every hpUpdateInterval rounds (~3000 transitions).
if roundsSinceUpdate >= hpUpdateInterval:
# ponytail: synchronous update. Arraymancer tensors can't cross threads under
# ORC — training-thread ppoUpdate frees/rebinds tensors owned by the bot
# thread's heap (SIGSEGV, reproduced with a lone trainer thread on a fixed
# buffer; save/channel/forward exonerated). The bot API runs events on one
# bot thread, so inline is single-threaded. Revert to a background thread
# only if tensors are rebuilt from plain data on that thread.
printToStdOut(&" train→ R:{roundCounter} bufLen:{bot.buffer.len}\n")
echo &" train→ R:{roundCounter} bufLen:{bot.buffer.len}"
let m = ppoUpdate(ac, bot.buffer,
lastValue = 0.0'f32,
adamStates = gAdamStates,
epochs = hpEpochs,
miniBatchSize = hpMiniBatchSize,
clipEpsilon = hpClipEpsilon,
entropyCoeff = hpEntropyCoeff,
valueLossCoeff = hpValueLossCoeff,
lr = hpLr,
maxGradNorm = hpMaxGradNorm,
gamma = hpGamma,
lam = hpLam)
printToStdOut(&" trained R:{roundCounter} aLoss:{formatFloat(m.actorLoss.float, ffDecimal, 4)} vLoss:{formatFloat(m.valueLoss.float, ffDecimal, 4)} gNorm:{formatFloat(m.gradNorm.float, ffDecimal, 3)}\n")
echo &" trained R:{roundCounter} aLoss:{formatFloat(m.actorLoss.float, ffDecimal, 4)} vLoss:{formatFloat(m.valueLoss.float, ffDecimal, 4)} gNorm:{formatFloat(m.gradNorm.float, ffDecimal, 3)}"
# Emit training-health JSON line
let hp = hyperparmSnapshot()
let ts2 = int(epochTime())
let jline2 = &"""{{"type":"train","round":{roundCounter},"actorLoss":{jsonFloat(m.actorLoss)},"valueLoss":{jsonFloat(m.valueLoss)},"gradNorm":{jsonFloat(m.gradNorm)},"ts":{ts2},{hp}}}"""
appendJsonLine(logFile, jline2)
bot.buffer.clear()
roundsSinceUpdate = 0
bot.hasLastTrans = false
debugLog("[PO-EXIT] round=" & $roundCounter & " tid=" & $getThreadId())
method run(bot: PPOBot) =
debugLog("[RUN-ENTER] tid=" & $getThreadId())
# Seed energy and goto/aimTo targets on first tick (remainingDistance = 0 initially)
bot.prevEnergy = getEnergy().float32
bot.prevEnemyE = if bot.tracker.hasContact: bot.tracker.current.energy.float32 else: 0.0'f32
bot.lastActions.gotoX = getX()
bot.lastActions.gotoY = getY()
bot.lastActions.aimToX = getX()
bot.lastActions.aimToY = getY()
while isRunning():
bot.tracker.deadReckon()
# Spawn bullet when enemy fired last scan tick. Edge-triggered: the flag is
# consumed later (after the state build) so a radar gap (deadReckon ticks)
# can't spawn k phantom bullets from one shot — exactly one bullet, and
# state index 12 still pulses 1 on the detection tick.
if bot.tracker.hasContact and bot.tracker.current.hasFired:
if bot.bulletCount < 4:
let power = bot.tracker.current.lastFirePower
let speed = 20.0 - 3.0 * power
# Approximate gun direction: bearing from enemy toward our position
let myX = getX(); let myY = getY()
let ang = arctan2(myY - bot.tracker.current.y, myX - bot.tracker.current.x)
bot.bullets[bot.bulletCount] = InFlightBullet(
x: bot.tracker.current.x,
y: bot.tracker.current.y,
vx: speed * cos(ang),
vy: speed * sin(ang),
power: power,
)
inc bot.bulletCount
# Advance in-flight bullets and prune those off-arena (in-place compaction
# into the fixed buffer — no per-tick heap churn).
let aW = float64(getArenaWidth()); let aH = float64(getArenaHeight())
var n = 0
for i in 0 ..< bot.bulletCount:
let b = bot.bullets[i]
let nx = b.x + b.vx; let ny = b.y + b.vy
if nx >= 0.0 and nx <= aW and ny >= 0.0 and ny <= aH:
bot.bullets[n] = InFlightBullet(x: nx, y: ny, vx: b.vx, vy: b.vy, power: b.power)
inc n
bot.bulletCount = n
# Convert to BulletData for state vector (closest 3 by distance to us)
let myX2 = getX(); let myY2 = getY()
var bulletData: array[4, BulletData]
var bulletDataCount = 0
for i in 0 ..< bot.bulletCount:
let b = bot.bullets[i]
bulletData[bulletDataCount] = BulletData(x: b.x, y: b.y, power: b.power)
inc bulletDataCount
# sort ascending by distance so the nearest threats fill slots 0-2
if bulletDataCount > 1:
bulletData.toOpenArray(0, bulletDataCount - 1).sort(proc(a, b: BulletData): int =
let da = hypot(a.x - myX2, a.y - myY2)
let db = hypot(b.x - myX2, b.y - myY2)
cmp(da, db))
setRadarTurnRate(bot.tracker.getRadarTurnRate(getX(), getY(), getDirection(), getRadarDirection()))
let botData = BotStateData(
x: getX(),
y: getY(),
direction: getDirection(),
speed: getSpeed(),
energy: getEnergy(),
gunDirection: getGunDirection(),
gunHeat: getGunHeat(),
arenaWidth: float64(getArenaWidth()),
arenaHeight: float64(getArenaHeight()),
)
let remainingGotoDistance = hypot(bot.lastActions.gotoX - botData.x,
bot.lastActions.gotoY - botData.y)
let remainingGunAngle = abs(normalizeRelativeAngle(
directionTo(botData.x, botData.y, bot.lastActions.aimToX, bot.lastActions.aimToY) -
botData.gunDirection))
let state = buildStateVector(botData, bot.tracker, remainingGotoDistance, remainingGunAngle, bulletData, bulletDataCount)
# Consume the fired flag AFTER the state build: state index 12 saw the
# detection-tick pulse, and the next iteration's spawn check sees false —
# one shot → exactly one bullet, even across deadReckon gaps.
bot.tracker.current.hasFired = false
let (rawActs, logP) = ac.actorForward(state, deterministic = evalOnly)
let value = ac.criticForward(state)
let ex = if bot.tracker.hasContact: bot.tracker.current.x else: botData.arenaWidth / 2.0
let ey = if bot.tracker.hasContact: bot.tracker.current.y else: botData.arenaHeight / 2.0
let acts = mapActions(rawActs,
getGunHeat().float,
botData.arenaWidth, botData.arenaHeight,
botData.x, botData.y,
botData.direction, botData.speed, botData.gunDirection,
ex, ey)
# Compute tick reward from energy deltas + dense shaping
let curEnergy = getEnergy().float32
let curEnemyE = if bot.tracker.hasContact: bot.tracker.current.energy.float32 else: bot.prevEnemyE
let myDelta = curEnergy - bot.prevEnergy
let enemyDelta = curEnemyE - bot.prevEnemyE
let arenaDiag = float32(sqrt(botData.arenaWidth * botData.arenaWidth +
botData.arenaHeight * botData.arenaHeight))
let distEnemy = if bot.tracker.hasContact:
float32(hypot(bot.tracker.current.x - botData.x,
bot.tracker.current.y - botData.y))
else: arenaDiag
let gunToEnemy = if bot.tracker.hasContact:
abs(normalizeRelativeAngle(
arctan2(bot.tracker.current.y - botData.y,
bot.tracker.current.x - botData.x) * 180.0 / PI -
botData.gunDirection)).float32
else: 180.0'f32
let tickReward = computeTickReward(myDelta, enemyDelta,
distToEnemy = distEnemy,
maxDist = arenaDiag,
gunBearingAbs = gunToEnemy)
# Track running reward for in-game display
bot.roundRewardSum += tickReward
inc bot.roundTicks
# Finalise previous transition with the reward from this tick's state change
if bot.hasLastTrans:
let tr = Transition(
state: bot.lastState,
action: bot.lastAction,
logProb: bot.lastLogP,
reward: tickReward,
value: bot.lastValue,
done: false, # episode boundary set in onRoundEnded
)
bot.buffer.add(tr)
# Store current for next tick — plain arrays only. `state`/`rawActs` tensors
# live and die on this thread; a NEW bot thread runs each round, so storing
# tensors in the shared bot object would free round-N's heap memory from
# round N+1's thread (SIGSEGV; confirmed empirically).
bot.lastState = stateToArr(state)
bot.lastAction = actionToArr(rawActs)
bot.lastLogP = logP
bot.lastValue = value
bot.prevEnergy = curEnergy
bot.prevEnemyE = curEnemyE
bot.hasLastTrans = true
bot.lastActions = acts
setTargetSpeed(acts.targetSpeed.float)
setTurnRate(acts.turnRate.float)
setGunTurnRate(acts.gunTurnRate.float)
if acts.shouldFire:
discard setFire(acts.firePower.float)
# In-game training progress overlay
let avgR = if bot.roundTicks > 0: bot.roundRewardSum / bot.roundTicks.float32
else: 0.0'f32
let avgRStr = formatFloat(avgR.float, ffDecimal, 2)
drawText(&"R:{roundCounter} avg:{avgRStr}", getX(), getY() - 40.0)
go()
when isMainModule:
createDir(weightsRoot)
cleanStaleTempDirs(weightsRoot)
let loadResult = loadBestAvailable(ac, gAdamStates, weightsRoot)
if loadResult.loaded:
roundCounter = loadResult.roundNum
var bot = PPOBot(
tracker: initEnemyTracker(),
buffer: initTrajectoryBuffer(),
)
start(bot, botJsonPath)
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## actions.nim — map raw network output to Tank Royale bot commands.
import arraymancer
import std/math
import ./controllers
func sigmoid(x: float): float = 1.0 / (1.0 + exp(-x))
type
BotActions* = object
targetSpeed*: float
turnRate*: float
gunTurnRate*: float
shouldFire*: bool
firePower*: float
gotoX*: float
gotoY*: float
aimToX*: float
aimToY*: float
proc mapActions*(rawActions: Tensor[float32],
gunHeat: float,
arenaWidth, arenaHeight: float,
botX, botY, direction, speed, gunDirection: float,
enemyX, enemyY: float): BotActions =
## rawActions: [6] tensor from actorForward.
## Dims 0–1: goto x/y offset from enemy, 2–3: aimTo x/y offset from enemy,
## 4: fire decision, 5: fire power.
## Enemy-centred mapping: tanh gives [-1,1]; scale by arena/4 (goto) and
## arena/8 (aimTo) so zero-init defaults the bot toward the enemy.
let gotoX = clamp(enemyX + tanh(rawActions[0].float) * arenaWidth * 0.25, 0.0, arenaWidth)
let gotoY = clamp(enemyY + tanh(rawActions[1].float) * arenaHeight * 0.25, 0.0, arenaHeight)
let aimToX = clamp(enemyX + tanh(rawActions[2].float) * arenaWidth * 0.125, 0.0, arenaWidth)
let aimToY = clamp(enemyY + tanh(rawActions[3].float) * arenaHeight * 0.125, 0.0, arenaHeight)
let fireDec = tanh(rawActions[4].float)
let fp = sigmoid(rawActions[5].float) * 2.9 + 0.1
let (ts, tr) = gotoTick(gotoX, gotoY, botX, botY, direction, speed)
let gtr = aimToTick(aimToX, aimToY, botX, botY, gunDirection)
result.gotoX = gotoX
result.gotoY = gotoY
result.aimToX = aimToX
result.aimToY = aimToY
result.targetSpeed = ts
result.turnRate = tr
result.gunTurnRate = gtr
result.shouldFire = fireDec >= 0.0 and gunHeat <= 0.0
result.firePower = fp
@@ -0,0 +1,24 @@
## Pure tick-level controllers for goto(x,y) and aimTo(x,y).
## No bot object needed — all inputs are explicit parameters.
import tankroyale_botapi
proc gotoTick*(targetX, targetY, botX, botY, direction, speed: float): (float, float) =
## Returns (targetSpeed, turnRate) to drive toward (targetX, targetY).
## Selects forward or reverse automatically based on bearing.
let bearing = normalizeRelativeAngle(directionTo(botX, botY, targetX, targetY) - direction)
let (dirSign, effBearing) =
if abs(bearing) > 90.0:
(-1.0, normalizeRelativeAngle(bearing + 180.0))
else:
(1.0, bearing)
let dist = distanceTo(botX, botY, targetX, targetY)
let maxTurn = calcMaxTurnRate(speed)
let turnRate = effBearing.clamp(-maxTurn, maxTurn)
let rawSpeed = getNewTargetSpeed(MAX_SPEED, abs(speed), dist)
(dirSign * rawSpeed, turnRate)
proc aimToTick*(targetX, targetY, botX, botY, gunDirection: float): float =
## Returns gunTurnRate (clamped to ±MAX_GUN_TURN_RATE) to rotate gun toward target.
let bearing = normalizeRelativeAngle(directionTo(botX, botY, targetX, targetY) - gunDirection)
bearing.clamp(-MAX_GUN_TURN_RATE, MAX_GUN_TURN_RATE)
@@ -0,0 +1,100 @@
## Enemy tracker — deterministic radar lock + dead reckoning for PPO_Bot.
## No bot API imports; takes plain floats.
import std/math
type
EnemyState* = object
x*, y*: float64
direction*: float64
speed*: float64
energy*: float64
ticksSinceLastScan*: int
hasFired*: bool
lastFirePower*: float64
EnemyTracker* = object
current*: EnemyState
history*: array[5, tuple[x, y, direction, speed: float64]] # sliding window
historyCount*: int # valid entries 0-5
prevEnergy*: float64
hasContact*: bool
proc initEnemyTracker*(): EnemyTracker = discard
proc update*(tracker: var EnemyTracker;
scanX, scanY, scanDir, scanSpeed, scanEnergy: float64) =
## Call on ScannedBotEvent. Detects enemy fire from energy delta.
# Shift history window
if tracker.historyCount == 0:
# Cold-start: pre-fill all slots with the incoming scan so indices 22-41
# are never zero-padded on tick 1. Accel/turn-rate correctly stay 0 (no delta yet).
for i in 0 ..< 5:
tracker.history[i] = (scanX, scanY, scanDir, scanSpeed)
tracker.historyCount = 5
else:
for i in countdown(min(tracker.historyCount, 4), 1):
tracker.history[i] = tracker.history[i - 1]
tracker.history[0] = (tracker.current.x, tracker.current.y,
tracker.current.direction, tracker.current.speed)
if tracker.historyCount < 5:
inc tracker.historyCount
# Detect firing: energy drop in [0.1, 3.0] means enemy fired
let delta = tracker.prevEnergy - scanEnergy
if tracker.hasContact and delta >= 0.1 and delta <= 3.0:
tracker.current.hasFired = true
tracker.current.lastFirePower = delta
else:
tracker.current.hasFired = false
tracker.prevEnergy = scanEnergy
tracker.current.x = scanX
tracker.current.y = scanY
tracker.current.direction = scanDir
tracker.current.speed = scanSpeed
tracker.current.energy = scanEnergy
tracker.current.ticksSinceLastScan = 0
tracker.hasContact = true
proc deadReckon*(tracker: var EnemyTracker) =
## Call on missed ticks. Predict position from last known velocity.
if not tracker.hasContact:
return
let rad = tracker.current.direction * PI / 180.0
tracker.current.x += tracker.current.speed * sin(rad)
tracker.current.y += tracker.current.speed * cos(rad)
inc tracker.current.ticksSinceLastScan
proc normalizeRelative(angle: float64): float64 {.inline.} =
result = angle mod 360.0
if result >= 180.0: result -= 360.0
elif result < -180.0: result += 360.0
proc getRadarTurnRate*(tracker: var EnemyTracker;
botX, botY, botDirection, radarDirection: float64): float64 =
## Returns radar turn rate (degrees/tick, positive = right).
## Before contact: full 45° sweep.
## After contact: lock with overshoot; widen if stale.
if not tracker.hasContact:
return 45.0
if tracker.current.ticksSinceLastScan >= 8:
# Lost lock — widen sweep
return 45.0
# Bearing from radar to enemy.
# Tank Royale radar directions use standard math convention (0=east, CCW+).
# arctan2(dy, dx) gives the standard math angle matching radarDirection units.
let dx = tracker.current.x - botX
let dy = tracker.current.y - botY
let absoluteDir = (180.0 * arctan2(dy, dx) / PI + 360.0) mod 360.0
var radarTurn = normalizeRelative(absoluteDir - radarDirection)
# Width Lock: overshoot proportional to arctan(36 / distance)
let distance = sqrt(dx * dx + dy * dy)
let extraTurn = min(arctan(36.0 / distance) * 180.0 / PI, 45.0)
if radarTurn < 0.0: radarTurn -= extraTurn
else: radarTurn += extraTurn
result = radarTurn.clamp(-45.0, 45.0)
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## network.nim — MLP and ActorCritic forward pass (inference only, no autograd).
import arraymancer
import std/[math, random]
const
STATE_DIM* = 57
ACTION_DIM* = 6
var
logStdFloor*: float32 = -3.0'f32 # overridden by PPOB_LOG_STD_FLOOR
logStdCeiling*: float32 = 0.5'f32 # overridden by PPOB_LOG_STD_CEILING
initialLogStd*: float32 = 0.0'f32 # overridden by PPOB_INITIAL_LOG_STD
type
MLP* = object
w1*, b1*: Tensor[float32] # [hidden, input], [hidden]
w2*, b2*: Tensor[float32] # [hidden, hidden], [hidden]
w3*, b3*: Tensor[float32] # [output, hidden], [output]
ActorCritic* = object
actor*: MLP
critic*: MLP
logStd*: Tensor[float32] # [ACTION_DIM] — one per action dim
proc initMLP*(inputDim, hiddenDim, outputDim: int): MLP =
# Xavier/He-style init: scale weights by sqrt(2/fan_in)
result.w1 = randomNormalTensor[float32]([hiddenDim, inputDim]) *. sqrt(2.0'f32 / inputDim.float32)
result.b1 = zeros[float32](hiddenDim)
result.w2 = randomNormalTensor[float32]([hiddenDim, hiddenDim]) *. sqrt(2.0'f32 / hiddenDim.float32)
result.b2 = zeros[float32](hiddenDim)
result.w3 = randomNormalTensor[float32]([outputDim, hiddenDim]) *. sqrt(1.0'f32 / hiddenDim.float32)
result.b3 = zeros[float32](outputDim)
proc initActorCritic*(): ActorCritic =
result.actor = initMLP(STATE_DIM, 64, ACTION_DIM)
result.critic = initMLP(STATE_DIM, 64, 1)
result.logStd = newTensor[float32](ACTION_DIM).map(proc(v: float32): float32 = initialLogStd)
proc forward*(mlp: MLP, x: Tensor[float32]): Tensor[float32] =
## x shape: [inputDim] (1D vector)
let h1 = tanh(mlp.w1 * x + mlp.b1)
let h2 = tanh(mlp.w2 * h1 + mlp.b2)
result = mlp.w3 * h2 + mlp.b3
proc actorForward*(ac: ActorCritic, state: Tensor[float32], deterministic = false): tuple[actions: Tensor[float32], logProb: float32] =
## state: [STATE_DIM]. Returns actions [ACTION_DIM] and sum log-prob.
## deterministic=true: return mean only (no noise), logProb=0.
let mean = ac.actor.forward(state)
if deterministic:
return (actions: mean, logProb: 0.0'f32)
# Floor logStd at logStdFloor before exp → min std ≈ exp(logStdFloor)
var clampedLogStd = ac.logStd.map(proc(v: float32): float32 = clamp(v, logStdFloor, logStdCeiling))
let std = clampedLogStd.map(proc(v: float32): float32 = exp(v))
var actions = newTensor[float32](ACTION_DIM)
var logP = 0.0'f32
for i in 0..<ACTION_DIM:
let mu = mean[i]
let s = std[i]
let z = gauss(0.0'f64, 1.0'f64).float32
actions[i] = mu + s * z
# log N(a; mu, s) = -0.5*((a-mu)/s)^2 - log(s) - 0.5*log(2π)
let diff = (actions[i] - mu) / s
logP += -0.5'f32 * diff * diff - ln(s) - 0.5'f32 * ln(2.0'f32 * PI.float32)
result = (actions: actions, logProb: logP)
proc criticForward*(ac: ActorCritic, state: Tensor[float32]): float32 =
## state: [STATE_DIM]. Returns scalar value estimate.
let val = ac.critic.forward(state)
result = val[0]
proc computeLogProb*(ac: ActorCritic, state, action: Tensor[float32]): float32 =
## Log-probability of action under current policy (no sampling).
let mean = ac.actor.forward(state)
let logStdClamped = ac.logStd.map(proc(v: float32): float32 = clamp(v, logStdFloor, logStdCeiling))
let std = logStdClamped.map(proc(v: float32): float32 = exp(v))
var logP = 0.0'f32
for i in 0..<ACTION_DIM:
let mu = mean[i]
let s = std[i]
let diff = (action[i] - mu) / s
logP += -0.5'f32 * diff * diff - ln(s) - 0.5'f32 * ln(2.0'f32 * PI.float32)
result = logP
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## State vector builder — produces 57-float normalized tensor for PPO policy.
## No bot API imports; takes plain BotState + EnemyTracker structs.
import std/math
import arraymancer
import ./enemy_tracker
type
BotStateData* = object
## Plain data mirror of the bot's observable state.
x*, y*: float64
direction*: float64
speed*: float64
energy*: float64
gunDirection*: float64
gunHeat*: float64
arenaWidth*, arenaHeight*: float64
BulletData* = object
## Enemy bullet in flight (absolute arena coords + fire power).
x*, y*: float64
power*: float64 # fire power in [0.1, 3.0]; speed = 20 - 3*power
proc buildStateVector*(bot: BotStateData; enemy: EnemyTracker;
remainingGotoDistance: float64 = 0.0;
remainingGunAngle: float64 = 0.0;
bullets: openArray[BulletData] = [];
bulletCount: int = 0): Tensor[float32] =
## Build the 57-float normalized state tensor.
## Indices 0-43: existing features. Indices 44-55: up to 3 bullet slots (4 floats each).
## Index 56: scan staleness (ticksSinceLastScan / 30, clamped to 1).
## All values clipped to roughly [-1, 1] via division by physical maxima.
result = zeros[float32](57)
let aW = bot.arenaWidth
let aH = bot.arenaHeight
let diag = sqrt(aW * aW + aH * aH) # ≈ 1700 for 1200×800
let wallMax = max(aW, aH)
# --- Current tick: own bot (indices 0-6) ---
result[0] = float32(bot.x / aW)
result[1] = float32(bot.y / aH)
result[2] = float32(bot.direction / 360.0)
result[3] = float32(bot.speed / 8.0)
result[4] = float32(bot.energy / 100.0)
result[5] = float32(bot.gunDirection / 360.0)
result[6] = float32(bot.gunHeat / 1.8)
# --- Current tick: enemy (indices 7-13) ---
if enemy.hasContact:
result[7] = float32(enemy.current.x / aW)
result[8] = float32(enemy.current.y / aH)
result[9] = float32(enemy.current.direction / 360.0)
result[10] = float32(enemy.current.speed / 8.0)
result[11] = float32(enemy.current.energy / 100.0)
result[12] = float32(if enemy.current.hasFired: 1.0 else: 0.0)
result[13] = float32(enemy.current.lastFirePower / 3.0)
# else: remain 0.0
# --- Derived features (indices 14-21) ---
if enemy.hasContact:
# Enemy acceleration (speed delta from last history entry)
# Max delta is ±8 (stopped ↔ full speed); divide by 8 to normalize
if enemy.historyCount >= 1:
result[14] = float32((enemy.current.speed - enemy.history[0].speed) / 8.0)
# Enemy turn rate (direction delta from last history entry, normalized to [-1,1])
# Divide by 180 (max possible relative rotation) rather than 10 (max body turn rate)
# ponytail: /180 covers all cases; use /10 if you want sensitivity to small turns
if enemy.historyCount >= 1:
let dirDelta = ((enemy.current.direction - enemy.history[0].direction) + 540.0) mod 360.0 - 180.0
result[15] = float32(dirDelta / 180.0)
# Relative bearing to enemy (signed, from bot perspective)
let dx = enemy.current.x - bot.x
let dy = enemy.current.y - bot.y
let absDir = (180.0 * arctan2(dx, dy) / PI + 360.0) mod 360.0
let relBearing = ((absDir - bot.direction) + 540.0) mod 360.0 - 180.0
result[16] = float32(relBearing / 180.0)
# Distance to enemy
let dist = sqrt(dx * dx + dy * dy)
result[17] = float32(dist / diag)
# Wall distances (indices 18-21): top, bottom, left, right
# top = distance from bot to top wall (y=aH), bottom = distance to bottom (y=0)
# left = distance to left (x=0), right = distance to right (x=aW)
result[18] = float32((aH - bot.y) / wallMax) # top
result[19] = float32(bot.y / wallMax) # bottom
result[20] = float32(bot.x / wallMax) # left
result[21] = float32((aW - bot.x) / wallMax) # right
# --- History: 5 ticks × 4 floats = 20 floats (indices 22-41) ---
for i in 0 ..< 5:
let base = 22 + i * 4
if i < enemy.historyCount:
result[base + 0] = float32(enemy.history[i].x / aW)
result[base + 1] = float32(enemy.history[i].y / aH)
result[base + 2] = float32(enemy.history[i].direction / 360.0)
result[base + 3] = float32(enemy.history[i].speed / 8.0)
# else: remain 0.0 (pad)
# --- Goto controller inputs (indices 42-43) ---
result[42] = float32(remainingGotoDistance / diag)
result[43] = float32(remainingGunAngle / 180.0)
# --- Bullet tracking (indices 44-55): up to 3 enemy bullets, 4 floats each ---
# Per bullet: relX/aW, relY/aH, speed/20, ticksToImpact/diag
# Positions are relative to bot (useful for dodging). Slots beyond bulletCount stay 0.
for i in 0 ..< min(bulletCount, 3):
let b = bullets[i]
let bSpeed = 20.0 - 3.0 * b.power # Tank Royale bullet speed formula
let bdx = b.x - bot.x
let bdy = b.y - bot.y
let bdist = sqrt(bdx * bdx + bdy * bdy)
let ticks = if bSpeed > 0.0: bdist / bSpeed else: 0.0
let base = 44 + i * 4
result[base + 0] = float32(bdx / bot.arenaWidth)
result[base + 1] = float32(bdy / bot.arenaHeight)
result[base + 2] = float32(bSpeed / 20.0)
result[base + 3] = float32(ticks / diag)
# --- Scan staleness (index 56) ---
result[56] = float32(min(enemy.current.ticksSinceLastScan.float64 / 30.0, 1.0))
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## training.nim — Trajectory buffer, GAE, and PPO training loop.
## Uses manual backprop through the 3-layer tanh MLP + manual Adam.
## No external autograd dependencies — pure Arraymancer Tensor math.
import arraymancer
import std/[math, random, sequtils]
import ./network
# ── Types ─────────────────────────────────────────────────────────────────────
# ponytail: transitions hold PLAIN fixed-size arrays, never Arraymancer tensors.
# Tensors crossing the bot-thread → main-thread boundary get freed on the wrong
# thread's heap under ORC (bot thread SIGSEGVs mid-round in addEvent — 5 matching
# coredumps). Plain arrays are value types: no heap, no GC, safe to move across
# threads. Tensors are rebuilt from the arrays on the consuming (training) thread.
const
MAX_TRANSITIONS* = 8192 # 10 rounds × ~300 ticks + headroom
type
Transition* = object
state*: array[STATE_DIM, float32] # plain copy, rebuilt as tensor in ppoUpdate
action*: array[ACTION_DIM, float32]
logProb*: float32
reward*: float32
value*: float32 # critic estimate at collection time
done*: bool # true at episode (round) boundary
TrajectoryBuffer* = object
transitions*: array[MAX_TRANSITIONS, Transition]
len*: int
# ── Buffer ─────────────────────────────────────────────────────────────────────
proc initTrajectoryBuffer*(): TrajectoryBuffer =
result = TrajectoryBuffer()
proc add*(buf: var TrajectoryBuffer, t: Transition) =
## ponytail: fixed 8192 cap — 10 rounds × ~300 ticks with headroom. Drops
## new transitions when full. Raise cap if accumulation window grows.
if buf.len < MAX_TRANSITIONS:
buf.transitions[buf.len] = t
inc buf.len
proc clear*(buf: var TrajectoryBuffer) =
buf.len = 0
# ── Tensor → plain array (same-thread use; tensors never cross threads) ─────
proc stateToArr*(t: Tensor[float32]): array[STATE_DIM, float32] =
for i in 0..<STATE_DIM: result[i] = t[i]
proc actionToArr*(t: Tensor[float32]): array[ACTION_DIM, float32] =
for i in 0..<ACTION_DIM: result[i] = t[i]
# ── Reward helpers ─────────────────────────────────────────────────────────────
proc computeTickReward*(myEnergyDelta, enemyEnergyDelta: float32;
distToEnemy: float32 = 0.0'f32;
maxDist: float32 = 1.0'f32;
gunBearingAbs: float32 = 180.0'f32): float32 =
## Positive when we deal more damage than we receive.
## Dense shaping: closeness (0-0.01/tick) + aim quality (0-0.02/tick).
## ponytail: magnitudes 10x smaller than original to keep shaping as a nudge,
## not the dominant signal. Increase if bot ignores positioning entirely.
let sparseReward = myEnergyDelta - enemyEnergyDelta
let distReward = 0.01'f32 * (1.0'f32 - distToEnemy / maxDist)
let aimReward = 0.02'f32 * (1.0'f32 - gunBearingAbs / 180.0'f32)
result = sparseReward + distReward + aimReward
proc computeRoundReward*(roundScore: float32): float32 =
## Normalise round-end score to a rough ±6 range (doubled win signal).
## ponytail: cap cumulative score at 400 before /50 — bounded terminal bonus
## keeps critic value scale stable across battle boundaries and long battles.
result = min(roundScore, 400.0'f32) / 50.0'f32
# ── GAE ───────────────────────────────────────────────────────────────────────
proc computeGAE*(rewards, values: seq[float32];
dones: seq[bool];
lastValue: float32;
gamma: float32 = 0.99'f32;
lam: float32 = 0.95'f32):
tuple[advantages: seq[float32], returns: seq[float32]] =
## Generalised Advantage Estimation — reverse sweep with episode boundaries.
## When done=true on transition t, bootstrap value and accumulated GAE are
## reset to 0 at that boundary (terminal state has no future value).
let n = rewards.len
var advantages = newSeq[float32](n)
var lastGae = 0.0'f32
for t in countdown(n - 1, 0):
let nextVal: float32 =
if t == n - 1 or dones[t]: 0.0'f32
else: values[t + 1]
if t == n - 1 or dones[t]:
lastGae = 0.0'f32
let delta = rewards[t] + gamma * nextVal - values[t]
lastGae = delta + gamma * lam * lastGae
advantages[t] = lastGae
var returns = newSeq[float32](n)
for t in 0..<n:
returns[t] = advantages[t] + values[t]
result = (advantages: advantages, returns: returns)
# ── Manual Adam state ─────────────────────────────────────────────────────────
type
AdamState* = object
m*, v*: Tensor[float32]
t*: int
proc initAdamState(like: Tensor[float32]): AdamState =
result.m = zeros_like(like)
result.v = zeros_like(like)
result.t = 0
proc adamStep(param: var Tensor[float32];
grad: Tensor[float32];
state: var AdamState;
lr: float32 = 3e-4'f32;
beta1: float32 = 0.9'f32;
beta2: float32 = 0.999'f32;
eps: float32 = 1e-8'f32) =
inc state.t
state.m = beta1 *. state.m + (1.0'f32 - beta1) *. grad
state.v = beta2 *. state.v + (1.0'f32 - beta2) *. (grad *. grad)
let mHat = state.m /. (1.0'f32 - beta1 ^ state.t.float32)
let vHat = state.v /. (1.0'f32 - beta2 ^ state.t.float32)
param -= lr *. mHat /. (vHat.map(proc(x: float32): float32 = sqrt(x) + eps))
# ── MLP forward with cached activations (for backprop) ────────────────────────
type MLPFwd = object
h1, h2, y: Tensor[float32] # activations (h1=layer1, h2=layer2, y=output)
proc mlpForwardCached(mlp: MLP; x: Tensor[float32]): MLPFwd =
## Forward pass saving intermediate activations needed for backprop.
result.h1 = tanh(mlp.w1 * x + mlp.b1)
result.h2 = tanh(mlp.w2 * result.h1 + mlp.b2)
result.y = mlp.w3 * result.h2 + mlp.b3
proc mlpBackward(mlp: MLP; fwd: MLPFwd; x: Tensor[float32];
gradOut: Tensor[float32]):
tuple[dw1, db1, dw2, db2, dw3, db3: Tensor[float32]] =
## Chain-rule through 3-layer tanh MLP.
## gradOut: [outputDim] — d_loss / d_out
# Layer 3
let dw3 = gradOut.unsqueeze(1) * fwd.h2.unsqueeze(0) # [out, hidden]
let db3 = gradOut
let dh2 = mlp.w3.transpose * gradOut # [hidden]
# tanh backward: d/dx tanh(x) = 1 - tanh²(x)
let dpre2 = dh2 *. (ones[float32](fwd.h2.shape) - fwd.h2 *. fwd.h2)
# Layer 2
let dw2 = dpre2.unsqueeze(1) * fwd.h1.unsqueeze(0) # [hidden, hidden]
let db2 = dpre2
let dh1 = mlp.w2.transpose * dpre2 # [hidden]
let dpre1 = dh1 *. (ones[float32](fwd.h1.shape) - fwd.h1 *. fwd.h1)
# Layer 1
let dw1 = dpre1.unsqueeze(1) * x.unsqueeze(0) # [hidden, input]
let db1 = dpre1
result = (dw1: dw1, db1: db1, dw2: dw2, db2: db2, dw3: dw3, db3: db3)
# ── Adam states for ActorCritic parameters ───────────────────────────────────
type ACAdamStates* = object
## One AdamState per learnable tensor in ActorCritic.
aw1*, ab1*, aw2*, ab2*, aw3*, ab3*: AdamState # actor MLP
cw1*, cb1*, cw2*, cb2*, cw3*, cb3*: AdamState # critic MLP
logStd*: AdamState
initialized*: bool
proc initACAdamStates*(ac: ActorCritic): ACAdamStates =
result.aw1 = initAdamState(ac.actor.w1)
result.ab1 = initAdamState(ac.actor.b1)
result.aw2 = initAdamState(ac.actor.w2)
result.ab2 = initAdamState(ac.actor.b2)
result.aw3 = initAdamState(ac.actor.w3)
result.ab3 = initAdamState(ac.actor.b3)
result.cw1 = initAdamState(ac.critic.w1)
result.cb1 = initAdamState(ac.critic.b1)
result.cw2 = initAdamState(ac.critic.w2)
result.cb2 = initAdamState(ac.critic.b2)
result.cw3 = initAdamState(ac.critic.w3)
result.cb3 = initAdamState(ac.critic.b3)
result.logStd = initAdamState(ac.logStd)
result.initialized = true
# ── Training metrics ──────────────────────────────────────────────────────────
type PPOMetrics* = object
actorLoss*: float32
valueLoss*: float32
gradNorm*: float32
# ── Gradient clipping ─────────────────────────────────────────────────────────
proc globalNorm(grads: varargs[Tensor[float32]]): float32 =
var sumSq = 0.0'f32
for g in grads:
for v in g: sumSq += v * v
result = sqrt(sumSq)
# ── PPO update ────────────────────────────────────────────────────────────────
proc ppoUpdate*(ac: var ActorCritic;
buffer: TrajectoryBuffer;
lastValue: float32;
adamStates: var ACAdamStates;
epochs: int = 4;
miniBatchSize: int = 64;
clipEpsilon: float32 = 0.2'f32;
entropyCoeff: float32 = 0.01'f32;
valueLossCoeff: float32 = 0.5'f32;
lr: float32 = 3e-4'f32;
maxGradNorm: float32 = 0.5'f32;
gamma: float32 = 0.99'f32;
lam: float32 = 0.95'f32): PPOMetrics {.gcsafe.} =
if buffer.len == 0: return
var totalActorLoss = 0.0'f32
var totalValueLoss = 0.0'f32
var totalGradNorm = 0.0'f32
var totalMiniBatches = 0
# Initialise Adam states once; caller persists them across rounds.
# Also reinit if aw1.m has wrong shape (e.g. loaded from old checkpoint with
# different STATE_DIM, leaving a (0,) placeholder after shape-mismatch skip).
if not adamStates.initialized or
adamStates.aw1.m.shape.len == 0 or
adamStates.aw1.m.shape != ac.actor.w1.shape:
adamStates = initACAdamStates(ac)
# 1. GAE
let rewards = buffer.transitions[0 ..< buffer.len].mapIt(it.reward)
let values = buffer.transitions[0 ..< buffer.len].mapIt(it.value)
let dones = buffer.transitions[0 ..< buffer.len].mapIt(it.done)
let (advantages, returns) = computeGAE(rewards, values, dones, lastValue, gamma = gamma, lam = lam)
# 2. Normalise advantages
let n = advantages.len.float32
var advMean = 0.0'f32
for a in advantages: advMean += a
advMean /= n
var advVar = 0.0'f32
for a in advantages: advVar += (a - advMean) * (a - advMean)
advVar /= n
# ponytail: float32 adv noise ~1e-12; advVar < 1e-8 = constant-reward
# (passive) round — dividing by that amplifies noise ~1e4+ and drifts the
# policy into exp() overflow. Center-only, skip the divide.
var normAdv: seq[float32]
if advantages.allIt(it == it and abs(it) < 1e30'f32):
if advVar < 1e-8'f32:
normAdv = advantages.mapIt(it - advMean)
else:
let advStd = sqrt(advVar + 1e-8'f32)
normAdv = advantages.mapIt((it - advMean) / advStd)
else:
normAdv = newSeq[float32](advantages.len) # poisoned input → zero advantages, no-op update
let bufLen = buffer.len
# ponytail: minibatch size <= 0 would make mbEnd == mbStart forever and spin.
# Treat as full-batch; breaks the loop unconditionally.
let mbSizeCap = if miniBatchSize > 0: miniBatchSize else: bufLen
for epochNum in 1..epochs:
# Shuffle indices
var indices = toSeq(0..<bufLen)
shuffle(indices)
var mbStart = 0
while mbStart < bufLen:
let mbEnd = min(mbStart + mbSizeCap, bufLen)
if mbEnd <= mbStart: break
let mbSize = mbEnd - mbStart
# Accumulators for gradients (zero-init)
var dActorW1 = zeros[float32](ac.actor.w1.shape)
var dActorB1 = zeros[float32](ac.actor.b1.shape)
var dActorW2 = zeros[float32](ac.actor.w2.shape)
var dActorB2 = zeros[float32](ac.actor.b2.shape)
var dActorW3 = zeros[float32](ac.actor.w3.shape)
var dActorB3 = zeros[float32](ac.actor.b3.shape)
var dLogStd = zeros[float32](ac.logStd.shape)
var dCriticW1 = zeros[float32](ac.critic.w1.shape)
var dCriticB1 = zeros[float32](ac.critic.b1.shape)
var dCriticW2 = zeros[float32](ac.critic.w2.shape)
var dCriticB2 = zeros[float32](ac.critic.b2.shape)
var dCriticW3 = zeros[float32](ac.critic.w3.shape)
var dCriticB3 = zeros[float32](ac.critic.b3.shape)
for j in mbStart..<mbEnd:
let idx = indices[j]
let tr = buffer.transitions[idx]
let adv = normAdv[idx]
let ret = returns[idx].float32
# Rebuild the state tensor on this (training) thread — transitions hold
# plain arrays so no tensor ever crosses a thread boundary.
let x = tr.state.toTensor()
# ── Actor forward ──
let actorFwd = mlpForwardCached(ac.actor, x)
# Critic forward
let newMean = actorFwd.y # [ACTION_DIM]
# Same clamp as collection (network.nim actorForward): train-time std must
# exactly match the std the acting policy used, or ratios are distorted.
let logStdClamped = ac.logStd.map(proc(v: float32): float32 = clamp(v, logStdFloor, logStdCeiling))
let std = logStdClamped.map(proc(v: float32): float32 = exp(v))
# New log prob
var newLogP = 0.0'f32
for i in 0..<ACTION_DIM:
let mu = newMean[i]
let s = std[i]
let diff = (tr.action[i] - mu) / s
newLogP += -0.5'f32 * diff * diff - ln(s) - 0.5'f32 * ln(2.0'f32 * PI.float32)
# ponytail: float32 exp overflows at ±88; ±20 is deep in clipped-ratio
# territory, so loss/grad are identical to the true ratio
let ratio = exp(clamp(newLogP - tr.logProb, -20.0'f32, 20.0'f32))
# Clipped surrogate
let ratioClipped = clamp(ratio, 1.0'f32 - clipEpsilon, 1.0'f32 + clipEpsilon)
let surr1 = ratio * adv
let surr2 = ratioClipped * adv
# Actor loss per sample = -min(surr1, surr2)
totalActorLoss += -min(surr1, surr2)
# Which branch is active?
let useClipped = (surr2 < surr1)
let dLoss_dSurr = -1.0'f32 / mbSize.float32 # d(-mean(min))/d(min) = -1/N
# d(actor_loss)/d(ratio): only the non-clipped branch passes gradient
let dLoss_dRatio = if useClipped: 0.0'f32 else: dLoss_dSurr * adv
# d(ratio)/d(newLogP) = ratio
let dLoss_dNewLogP = dLoss_dRatio * ratio
# d(newLogP)/d(mean[i]) = (action[i] - mean[i]) / std[i]^2
var dLogP_dMean = newTensor[float32](ACTION_DIM)
for i in 0..<ACTION_DIM:
let s = std[i]
dLogP_dMean[i] = (tr.action[i] - newMean[i]) / (s * s)
# Entropy gradient for logStd:
# entropy = sum_i [ logStd_i + 0.5*(1+ln(2π)) ]
# d(entropy)/d(logStd_i) = 1 (for clamped logStd_i > -3, else 0)
# total loss gradient w.r.t. logStd: -entropyCoeff * d(entropy)/d(logStd)
# Also: d(newLogP)/d(logStd_i) when logStd_i > -3:
# = (action_i - mean_i)^2/std_i^2 - 1
for i in 0..<ACTION_DIM:
let isFloorClamped = (ac.logStd[i] <= logStdFloor)
let isCeilingClamped = (ac.logStd[i] >= logStdCeiling)
if not isFloorClamped:
let s = std[i]
let diff = (tr.action[i] - newMean[i]) / s
let dLogP_dLogStdI = diff * diff - 1.0'f32
let ppoGrad = dLoss_dNewLogP * dLogP_dLogStdI
# Entropy term pushes logStd up (update = param - lr*grad, grad is -entropyCoeff < 0).
# Gate it off at the ceiling to prevent runaway logStd.
let entropyGrad = if isCeilingClamped: 0.0'f32
else: -entropyCoeff / mbSize.float32
dLogStd[i] += ppoGrad + entropyGrad
# Backprop actor gradients
let gradActorOut = dLoss_dNewLogP *. dLogP_dMean # [5]
let actorGrads = mlpBackward(ac.actor, actorFwd, x, gradActorOut)
dActorW1 += actorGrads.dw1
dActorB1 += actorGrads.db1
dActorW2 += actorGrads.dw2
dActorB2 += actorGrads.db2
dActorW3 += actorGrads.dw3
dActorB3 += actorGrads.db3
# ── Critic forward + loss ──
let criticFwd = mlpForwardCached(ac.critic, x)
let newVal = criticFwd.y[0]
# Value loss = (newVal - ret)^2; d/d(newVal) = 2*(newVal-ret)
totalValueLoss += (newVal - ret) * (newVal - ret)
let dVLoss_dVal = valueLossCoeff * 2.0'f32 * (newVal - ret) / mbSize.float32
let gradCriticOut = [dVLoss_dVal].toTensor() # [1]
let criticGrads = mlpBackward(ac.critic, criticFwd, x, gradCriticOut)
dCriticW1 += criticGrads.dw1
dCriticB1 += criticGrads.db1
dCriticW2 += criticGrads.dw2
dCriticB2 += criticGrads.db2
dCriticW3 += criticGrads.dw3
dCriticB3 += criticGrads.db3
# ── Gradient clipping ──
# Collect all grads into a seq for norm computation
var allGrads: seq[Tensor[float32]] = @[
dActorW1, dActorB1, dActorW2, dActorB2, dActorW3, dActorB3,
dLogStd,
dCriticW1, dCriticB1, dCriticW2, dCriticB2, dCriticW3, dCriticB3
]
let norm = globalNorm(allGrads)
# ponytail: NaN/Inf grad norm means something exploded this minibatch
# (extreme logprob ratios, poisoned initial weights, etc.). Skip the
# Adam update entirely — no-op is safer than writing NaN into weights,
# which corrupts all future inference and hangs the bot.
if norm != norm or norm > 1e15'f32:
mbStart = mbEnd
continue
totalGradNorm += norm
inc totalMiniBatches
if norm > maxGradNorm:
let scale = maxGradNorm / norm
for g in allGrads.mitems: g = g *. scale
# Unpack clipped grads
dActorW1 = allGrads[0]; dActorB1 = allGrads[1]
dActorW2 = allGrads[2]; dActorB2 = allGrads[3]
dActorW3 = allGrads[4]; dActorB3 = allGrads[5]
dLogStd = allGrads[6]
dCriticW1 = allGrads[7]; dCriticB1 = allGrads[8]
dCriticW2 = allGrads[9]; dCriticB2 = allGrads[10]
dCriticW3 = allGrads[11]; dCriticB3 = allGrads[12]
# ── Adam updates ──
adamStep(ac.actor.w1, dActorW1, adamStates.aw1, lr)
adamStep(ac.actor.b1, dActorB1, adamStates.ab1, lr)
adamStep(ac.actor.w2, dActorW2, adamStates.aw2, lr)
adamStep(ac.actor.b2, dActorB2, adamStates.ab2, lr)
adamStep(ac.actor.w3, dActorW3, adamStates.aw3, lr)
adamStep(ac.actor.b3, dActorB3, adamStates.ab3, lr)
adamStep(ac.logStd, dLogStd, adamStates.logStd, lr)
# Collection clamps logStd to [floor, ceiling] at inference; clamp the raw
# param after the step so it can't drift above the ceiling (the old code
# only clamped at collection → train-time recompute used a bigger std than
# the policy that actually acted → distorted importance ratios).
ac.logStd = ac.logStd.map(proc(v: float32): float32 = clamp(v, logStdFloor, logStdCeiling))
adamStep(ac.critic.w1, dCriticW1, adamStates.cw1, lr)
adamStep(ac.critic.b1, dCriticB1, adamStates.cb1, lr)
adamStep(ac.critic.w2, dCriticW2, adamStates.cw2, lr)
adamStep(ac.critic.b2, dCriticB2, adamStates.cb2, lr)
adamStep(ac.critic.w3, dCriticW3, adamStates.cw3, lr)
adamStep(ac.critic.b3, dCriticB3, adamStates.cb3, lr)
mbStart = mbEnd
let totalSamples = (epochs * bufLen).float32
result.actorLoss = totalActorLoss / totalSamples
result.valueLoss = totalValueLoss / totalSamples
result.gradNorm = if totalMiniBatches > 0: totalGradNorm / totalMiniBatches.float32
else: 0.0'f32
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## weights.nim — save/load ActorCritic weights as .npy files.
import std/[os, times, strutils, algorithm, sequtils]
import arraymancer
import ./network
import ./training
# ── Tensor names — order must match save/load ─────────────────────────────────
const weightFiles = [
"actor_w1.npy", "actor_b1.npy", "actor_w2.npy", "actor_b2.npy",
"actor_w3.npy", "actor_b3.npy",
"critic_w1.npy", "critic_b1.npy", "critic_w2.npy", "critic_b2.npy",
"critic_w3.npy", "critic_b3.npy",
"log_std.npy",
]
proc saveWeights*(ac: ActorCritic, dir: string) =
## Write all weight tensors to dir/ as .npy files.
createDir(dir)
ac.actor.w1.write_npy(dir / "actor_w1.npy")
ac.actor.b1.write_npy(dir / "actor_b1.npy")
ac.actor.w2.write_npy(dir / "actor_w2.npy")
ac.actor.b2.write_npy(dir / "actor_b2.npy")
ac.actor.w3.write_npy(dir / "actor_w3.npy")
ac.actor.b3.write_npy(dir / "actor_b3.npy")
ac.critic.w1.write_npy(dir / "critic_w1.npy")
ac.critic.b1.write_npy(dir / "critic_b1.npy")
ac.critic.w2.write_npy(dir / "critic_w2.npy")
ac.critic.b2.write_npy(dir / "critic_b2.npy")
ac.critic.w3.write_npy(dir / "critic_w3.npy")
ac.critic.b3.write_npy(dir / "critic_b3.npy")
ac.logStd.write_npy(dir / "log_std.npy")
proc loadWeights*(ac: var ActorCritic, dir: string) =
## Load all weight tensors from dir/.
## If a tensor's shape doesn't match (e.g. STATE_DIM changed), keep the
## freshly-initialised value and print a warning — other tensors still load.
template loadOrSkip(dest: untyped, path: string) =
let loaded = read_npy[float32](path)
if loaded.shape == dest.shape:
dest = loaded
else:
echo "weights: shape mismatch for " & path &
" (got " & $loaded.shape & " want " & $dest.shape & ") — keeping fresh init"
loadOrSkip(ac.actor.w1, dir / "actor_w1.npy")
loadOrSkip(ac.actor.b1, dir / "actor_b1.npy")
loadOrSkip(ac.actor.w2, dir / "actor_w2.npy")
loadOrSkip(ac.actor.b2, dir / "actor_b2.npy")
loadOrSkip(ac.actor.w3, dir / "actor_w3.npy")
loadOrSkip(ac.actor.b3, dir / "actor_b3.npy")
loadOrSkip(ac.critic.w1, dir / "critic_w1.npy")
loadOrSkip(ac.critic.b1, dir / "critic_b1.npy")
loadOrSkip(ac.critic.w2, dir / "critic_w2.npy")
loadOrSkip(ac.critic.b2, dir / "critic_b2.npy")
loadOrSkip(ac.critic.w3, dir / "critic_w3.npy")
loadOrSkip(ac.critic.b3, dir / "critic_b3.npy")
loadOrSkip(ac.logStd, dir / "log_std.npy")
proc saveWeightsAtomic*(ac: ActorCritic, targetDir: string) =
## Write to a temp dir, then rename atomically over targetDir.
let tmpDir = targetDir & "_tmp_" & $int(epochTime())
saveWeights(ac, tmpDir)
if dirExists(targetDir):
removeDir(targetDir)
moveDir(tmpDir, targetDir)
# ── Adam state file names ──────────────────────────────────────────────────────
const adamMFiles = [
"adam_aw1_m.npy", "adam_ab1_m.npy", "adam_aw2_m.npy", "adam_ab2_m.npy",
"adam_aw3_m.npy", "adam_ab3_m.npy",
"adam_cw1_m.npy", "adam_cb1_m.npy", "adam_cw2_m.npy", "adam_cb2_m.npy",
"adam_cw3_m.npy", "adam_cb3_m.npy",
"adam_logstd_m.npy",
]
const adamVFiles = [
"adam_aw1_v.npy", "adam_ab1_v.npy", "adam_aw2_v.npy", "adam_ab2_v.npy",
"adam_aw3_v.npy", "adam_ab3_v.npy",
"adam_cw1_v.npy", "adam_cb1_v.npy", "adam_cw2_v.npy", "adam_cb2_v.npy",
"adam_cw3_v.npy", "adam_cb3_v.npy",
"adam_logstd_v.npy",
]
proc saveAdamStates*(adam: ACAdamStates, dir: string) =
## Write Adam m/v tensors and t counters to dir/.
adam.aw1.m.write_npy(dir / "adam_aw1_m.npy"); adam.aw1.v.write_npy(dir / "adam_aw1_v.npy")
adam.ab1.m.write_npy(dir / "adam_ab1_m.npy"); adam.ab1.v.write_npy(dir / "adam_ab1_v.npy")
adam.aw2.m.write_npy(dir / "adam_aw2_m.npy"); adam.aw2.v.write_npy(dir / "adam_aw2_v.npy")
adam.ab2.m.write_npy(dir / "adam_ab2_m.npy"); adam.ab2.v.write_npy(dir / "adam_ab2_v.npy")
adam.aw3.m.write_npy(dir / "adam_aw3_m.npy"); adam.aw3.v.write_npy(dir / "adam_aw3_v.npy")
adam.ab3.m.write_npy(dir / "adam_ab3_m.npy"); adam.ab3.v.write_npy(dir / "adam_ab3_v.npy")
adam.cw1.m.write_npy(dir / "adam_cw1_m.npy"); adam.cw1.v.write_npy(dir / "adam_cw1_v.npy")
adam.cb1.m.write_npy(dir / "adam_cb1_m.npy"); adam.cb1.v.write_npy(dir / "adam_cb1_v.npy")
adam.cw2.m.write_npy(dir / "adam_cw2_m.npy"); adam.cw2.v.write_npy(dir / "adam_cw2_v.npy")
adam.cb2.m.write_npy(dir / "adam_cb2_m.npy"); adam.cb2.v.write_npy(dir / "adam_cb2_v.npy")
adam.cw3.m.write_npy(dir / "adam_cw3_m.npy"); adam.cw3.v.write_npy(dir / "adam_cw3_v.npy")
adam.cb3.m.write_npy(dir / "adam_cb3_m.npy"); adam.cb3.v.write_npy(dir / "adam_cb3_v.npy")
adam.logStd.m.write_npy(dir / "adam_logstd_m.npy")
adam.logStd.v.write_npy(dir / "adam_logstd_v.npy")
# t counters (all stepped in lockstep; store each for safety)
writeFile(dir / "adam_t.txt",
[$adam.aw1.t, $adam.ab1.t, $adam.aw2.t, $adam.ab2.t,
$adam.aw3.t, $adam.ab3.t, $adam.cw1.t, $adam.cb1.t,
$adam.cw2.t, $adam.cb2.t, $adam.cw3.t, $adam.cb3.t,
$adam.logStd.t].join("\n"))
proc loadAdamStates*(adam: var ACAdamStates, dir: string) =
## Load Adam m/v tensors and t counters from dir/. Called only when files exist.
## Shape mismatch (e.g. STATE_DIM changed) → keep zero-initialised state (safe fresh start).
template lm(dest: untyped, path: string) =
let loaded = read_npy[float32](path)
if loaded.shape == dest.shape:
dest = loaded
else:
echo "weights: Adam shape mismatch for " & path &
" (got " & $loaded.shape & " want " & $dest.shape & ") — resetting Adam state"
lm(adam.aw1.m, dir / "adam_aw1_m.npy"); lm(adam.aw1.v, dir / "adam_aw1_v.npy")
lm(adam.ab1.m, dir / "adam_ab1_m.npy"); lm(adam.ab1.v, dir / "adam_ab1_v.npy")
lm(adam.aw2.m, dir / "adam_aw2_m.npy"); lm(adam.aw2.v, dir / "adam_aw2_v.npy")
lm(adam.ab2.m, dir / "adam_ab2_m.npy"); lm(adam.ab2.v, dir / "adam_ab2_v.npy")
lm(adam.aw3.m, dir / "adam_aw3_m.npy"); lm(adam.aw3.v, dir / "adam_aw3_v.npy")
lm(adam.ab3.m, dir / "adam_ab3_m.npy"); lm(adam.ab3.v, dir / "adam_ab3_v.npy")
lm(adam.cw1.m, dir / "adam_cw1_m.npy"); lm(adam.cw1.v, dir / "adam_cw1_v.npy")
lm(adam.cb1.m, dir / "adam_cb1_m.npy"); lm(adam.cb1.v, dir / "adam_cb1_v.npy")
lm(adam.cw2.m, dir / "adam_cw2_m.npy"); lm(adam.cw2.v, dir / "adam_cw2_v.npy")
lm(adam.cb2.m, dir / "adam_cb2_m.npy"); lm(adam.cb2.v, dir / "adam_cb2_v.npy")
lm(adam.cw3.m, dir / "adam_cw3_m.npy"); lm(adam.cw3.v, dir / "adam_cw3_v.npy")
lm(adam.cb3.m, dir / "adam_cb3_m.npy"); lm(adam.cb3.v, dir / "adam_cb3_v.npy")
lm(adam.logStd.m, dir / "adam_logstd_m.npy"); lm(adam.logStd.v, dir / "adam_logstd_v.npy")
let ts = readFile(dir / "adam_t.txt").strip().splitLines()
if ts.len >= 13:
adam.aw1.t = parseInt(ts[0]); adam.ab1.t = parseInt(ts[1])
adam.aw2.t = parseInt(ts[2]); adam.ab2.t = parseInt(ts[3])
adam.aw3.t = parseInt(ts[4]); adam.ab3.t = parseInt(ts[5])
adam.cw1.t = parseInt(ts[6]); adam.cb1.t = parseInt(ts[7])
adam.cw2.t = parseInt(ts[8]); adam.cb2.t = parseInt(ts[9])
adam.cw3.t = parseInt(ts[10]); adam.cb3.t = parseInt(ts[11])
adam.logStd.t = parseInt(ts[12])
adam.initialized = true
proc adamStateFilesExist(dir: string): bool =
## Check that the minimum set of Adam files is present.
for f in adamMFiles:
if not fileExists(dir / f): return false
for f in adamVFiles:
if not fileExists(dir / f): return false
fileExists(dir / "adam_t.txt")
proc saveCheckpoint*(ac: ActorCritic, adam: ACAdamStates,
weightsRoot: string, roundNum: int) =
## Always saves weights + Adam state to weightsRoot/latest/.
## Every 50 rounds also saves to checkpoint_{1,2,3} in round-robin.
## Round counter is saved to weightsRoot/round_counter.txt (outside checkpoint dirs).
let latestDir = weightsRoot / "latest"
saveWeightsAtomic(ac, latestDir)
if adam.initialized:
saveAdamStates(adam, latestDir)
writeFile(weightsRoot / "round_counter.txt", $roundNum)
if roundNum mod 50 == 0:
let slot = ((roundNum div 50 - 1) mod 3) + 1 # 50→1, 100→2, 150→3, 200→1, …
let ckDir = weightsRoot / ("checkpoint_" & $slot)
saveWeightsAtomic(ac, ckDir)
if adam.initialized:
saveAdamStates(adam, ckDir)
proc loadBestAvailable*(ac: var ActorCritic, adam: var ACAdamStates,
weightsRoot: string): tuple[loaded: bool, roundNum: int] =
## Try latest/ first, then checkpoints sorted newest-first by mtime.
## Returns (true, roundNum) if weights loaded, (false, 0) if all fail.
## Adam state is loaded if present alongside weights; otherwise left uninitialised.
## Round counter is read from weightsRoot/round_counter.txt if present.
let checkpoints = [weightsRoot / "checkpoint_1",
weightsRoot / "checkpoint_2",
weightsRoot / "checkpoint_3"]
# Sort checkpoints newest-first by modification time
var existing: seq[tuple[mtime: Time, path: string]]
for p in checkpoints:
if dirExists(p):
existing.add((getLastModificationTime(p), p))
existing.sort(proc(a, b: tuple[mtime: Time, path: string]): int =
cmp(b.mtime, a.mtime)) # descending
let candidates = @[weightsRoot / "latest"] & existing.mapIt(it.path)
for candidate in candidates:
if dirExists(candidate):
var ok = true
for f in weightFiles:
if not fileExists(candidate / f):
ok = false
break
if ok:
ac.loadWeights(candidate)
if adamStateFilesExist(candidate):
adam.loadAdamStates(candidate)
let rcPath = weightsRoot / "round_counter.txt"
# Torn/empty file (e.g. after a crash) must not abort startup → treat as 0
let roundNum = if fileExists(rcPath):
try: parseInt(readFile(rcPath).strip())
except ValueError: 0
else: 0
return (loaded: true, roundNum: roundNum)
result = (loaded: false, roundNum: 0)
proc cleanStaleTempDirs*(weightsRoot: string) =
## Delete any dirs inside weightsRoot whose name contains "_tmp_".
if not dirExists(weightsRoot): return
for kind, path in walkDir(weightsRoot):
if kind == pcDir and "_tmp_" in lastPathPart(path):
removeDir(path)