feat(SAC_LSTM_Bot): training harness (#49)
sac_train.sh orchestrates chunked self-play via tools/training_runner/ RunTraining.java: weighted opponent sampling per chunk, deterministic eval (SACLSTM_EVAL_MODE=1) every N chunks with win-rate tracking, best checkpoint (weights/sac_best.zip) by eval score, crash-restart loop on the runner's liveness detection. Supporting changes: - integration.nim: opponentKey() keys the NewBattle buffer-clear rule on getBotName(id) with numeric-id fallback (#49 Q14 follow-up); bumpRoundCounter() emits the per-round liveness signal. - SAC_LSTM_Bot.nim: onRoundEnded -> bumpRoundCounter(). - RunTraining.java: BOT_NAME env parameterizes result matching (default PPO_Bot, unchanged behavior for PPO). - Launch packaging: root SAC_LSTM_Bot.json + .sh for the booter; src json name aligned to 'SAC_LSTM_Bot' so self-reported identity matches the booted identity (mismatch = runner connect timeout).
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@@ -1,8 +1,8 @@
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{
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"name": "Recurrent Royalty",
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"name": "SAC_LSTM_Bot",
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"version": "0.1.0",
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"authors": ["Davide Cappellini"],
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"description": "SAC+LSTM Tank Royale bot — skeleton with radar lock",
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"description": "SAC+LSTM Tank Royale bot — self-reported identity; MUST match the name in ../SAC_LSTM_Bot.json (booter identity) or the training runner never sees this bot join",
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"homepage": "",
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"countryCodes": ["IT"],
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"gameTypes": ["classic", "melee", "1v1"],
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@@ -144,8 +144,9 @@ method onScannedBot*(bot: SacBot, e: ScannedBotEvent) =
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bot.enemy.energy = e.energy
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bot.hasContact = true
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bot.ticksSinceScan = 0
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# Q12b/Q14: one NewBattle per battle, numeric scannedBotId
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# ponytail: name-based opponent identity deferred to #49 (protocol has no names).
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# Q12b/Q14+#49: one NewBattle per battle, numeric scannedBotId. Identity is
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# keyed on getBotName(id) training-side (integration.opponentKey), numeric
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# fallback in the pre-BotListUpdate window.
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if not bot.newBattleSent:
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bot.newBattleSent = true
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discard sendTrainingMsg(TrainingMsg(kind: tmkNewBattle, enemyId: e.scannedBotId))
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@@ -169,6 +170,11 @@ method onGameAborted*(bot: SacBot) =
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bot.hasLastTrans = false
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bot.dmgDealt = 0; bot.dmgTaken = 0; bot.wastedPower = 0; bot.wallHits = 0
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method onRoundEnded*(bot: SacBot, e: RoundEndedEventForBot) =
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## Harness liveness signal (#49): RunTraining.java watches round_counter.txt
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## and aborts the battle if it freezes (dead bot process). Main thread.
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bumpRoundCounter()
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method onGameEnded*(bot: SacBot, e: GameEndedEventForBot) =
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## Battle end -> terminal transition with done=true. Main thread; the API has
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## joined the bot thread before this fires, so these plain fields are quiescent.
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@@ -13,6 +13,7 @@
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import arraymancer except Linear
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import std/[locks, os, math, random, strutils]
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import tankroyale_botapi # getBotName (#49 name-based opponent identity)
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import SAC_LSTM_Bot/network
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import SAC_LSTM_Bot/state # STATE_DIM
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import SAC_LSTM_Bot/actions # ACTION_DIM
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@@ -38,6 +39,31 @@ proc getWeightsPath*(): string =
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getEnv("SACLSTM_WEIGHTS_PATH",
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currentSourcePath().parentDir / "weights" / "sac_latest.zip")
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proc opponentKey*(enemyId: int): string =
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## Q14 follow-up (#49): name-based opponent identity from the v1.0.1
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## BotListUpdate table; numeric-id fallback for the window before the first
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## update arrives (getBotName still returns "" then). Called on the training
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## thread — the lookup is lock-guarded in the API, no cross-thread refs.
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let name = getBotName(enemyId)
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if name.len > 0: name else: $enemyId
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proc bumpRoundCounter*() =
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## Liveness signal for tools/training_runner/RunTraining.java (#49): one
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## increment per round end; the runner aborts when it freezes (dead bot).
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# ponytail: non-atomic read-modify-write; single writer (main thread) and the
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# runner re-polls every 500ms with multi-round tolerance, torn reads self-heal.
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let p = getWeightsPath().parentDir / "round_counter.txt"
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var n = 0
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try:
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n = parseInt(readFile(p).strip())
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except CatchableError:
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discard # absent/garbage -> start at 1
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try:
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createDir(p.parentDir)
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writeFile(p, $(n + 1))
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except CatchableError:
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discard # counter is best-effort liveness; never kill an event handler
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# ── Channel message (plain data only) ────────────────────────────────────────
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type
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@@ -200,7 +226,7 @@ type
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TrainState* = object
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trainer*: SACTrainer
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buf*: ReplayBuffer
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lastEnemyId*: int
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lastEnemyKey*: string # opponent identity key (#49 name-based, Q14)
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stepCount*: int
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nextSave*: int
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@@ -227,7 +253,7 @@ proc trainerFromFull*(initial: FullSnap): SACTrainer =
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proc initTrainState*(initial: FullSnap): TrainState =
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result.trainer = trainerFromFull(initial)
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result.buf = newReplayBuffer(getBufferCapacity(), STATE_DIM, ACTION_DIM)
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result.lastEnemyId = -1
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result.lastEnemyKey = ""
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result.nextSave = getSaveInterval()
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proc handleTrainingMsg*(st: var TrainState; msg: TrainingMsg): bool =
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@@ -243,9 +269,11 @@ proc handleTrainingMsg*(st: var TrainState; msg: TrainingMsg): bool =
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done: msg.done))
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of tmkNewBattle:
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# Q12a: keep the buffer if the opponent is unchanged, clear otherwise.
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if msg.enemyId != st.lastEnemyId:
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# Identity keyed on NAME (#49); numeric-id fallback pre-BotListUpdate.
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let key = opponentKey(msg.enemyId)
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if key != st.lastEnemyKey:
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st.buf.clear()
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st.lastEnemyId = msg.enemyId
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st.lastEnemyKey = key
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of tmkShutdown:
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return false
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true
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