feat(PPO_Bot): reward + trajectory + GAE + PPO training (#16)
Manual-backprop PPO with Adam: TrajectoryBuffer, computeGAE, ppoUpdate (4 epochs, minibatch 64, clip 0.2, grad norm 0.5). Reward helpers computeTickReward/computeRoundReward. Bot wired: tick transitions collected in run loop, ppoUpdate called on onRoundEnded. Fix: add arraymancer import to PPO_Bot.nim so Tensor resolves at top level. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,3 @@
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nimble.develop
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nimble.paths
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nimbledeps
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@@ -0,0 +1,11 @@
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{
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"name": "PPO_Bot",
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"version": "0.1.0",
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"authors": ["Davide Cappellini"],
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"description": "PPO-trained RL bot",
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"homepage": "",
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"countryCodes": ["IT"],
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"gameTypes": ["classic", "melee", "1v1"],
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"platform": "Nim",
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"programmingLang": "Nim"
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}
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+66
-5
@@ -1,17 +1,27 @@
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## PPO_Bot — enemy tracker + state vector wired into the game loop.
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## Forward pass uses a random ActorCritic policy (weights not yet trained).
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## Training: trajectory collected per tick, PPO update on round end.
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import std/os
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import arraymancer
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import tankroyale_botapi
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import network
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import actions
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import training
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import ./enemy_tracker
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import ./state_vector
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const botJsonPath = currentSourcePath().parentDir / "PPO_Bot.json"
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type PPOBot = ref object of Bot
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tracker: EnemyTracker
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tracker: EnemyTracker
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buffer: TrajectoryBuffer
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prevEnergy: float32 # own energy last tick
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prevEnemyE: float32 # enemy energy last tick (from tracker)
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lastState: Tensor[float32]
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lastAction: Tensor[float32]
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lastLogP: float32
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lastValue: float32
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hasLastTrans: bool
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var ac = initActorCritic()
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@@ -19,9 +29,29 @@ method onScannedBot*(bot: PPOBot, e: ScannedBotEvent) =
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bot.tracker.update(e.x, e.y, e.direction, e.speed, e.energy)
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method onRoundStarted*(bot: PPOBot, e: RoundStartedEvent) =
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bot.tracker = initEnemyTracker()
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bot.tracker = initEnemyTracker()
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bot.buffer = initTrajectoryBuffer()
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bot.prevEnergy = 0.0'f32
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bot.prevEnemyE = 0.0'f32
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bot.hasLastTrans = false
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method onRoundEnded*(bot: PPOBot, e: RoundEndedEventForBot) =
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# Add round-end score bonus to last transition (if any)
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let roundReward = computeRoundReward(e.results.totalScore.float32)
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if bot.hasLastTrans and bot.buffer.len > 0:
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bot.buffer.transitions[^1].reward += roundReward
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# PPO update synchronous; background thread is issue #17
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# ponytail: blocking update per round; move to thread pool when #17 lands
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ppoUpdate(ac, bot.buffer, lastValue = 0.0'f32)
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bot.buffer.clear()
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bot.hasLastTrans = false
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method run(bot: PPOBot) =
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# Seed energy on first tick
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bot.prevEnergy = getEnergy().float32
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bot.prevEnemyE = if bot.tracker.hasContact: bot.tracker.current.energy.float32 else: 0.0'f32
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while isRunning():
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bot.tracker.deadReckon()
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@@ -41,9 +71,37 @@ method run(bot: PPOBot) =
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)
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let state = buildStateVector(botData, bot.tracker)
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let (rawActs, _) = ac.actorForward(state)
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let (rawActs, logP) = ac.actorForward(state)
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let value = ac.criticForward(state)
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let acts = mapActions(rawActs, getSpeed().float32, getGunHeat().float32)
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# Compute tick reward from energy deltas
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let curEnergy = getEnergy().float32
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let curEnemyE = if bot.tracker.hasContact: bot.tracker.current.energy.float32 else: bot.prevEnemyE
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let myDelta = curEnergy - bot.prevEnergy
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let enemyDelta = curEnemyE - bot.prevEnemyE
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let tickReward = computeTickReward(myDelta, enemyDelta)
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# Finalise previous transition with the reward from this tick's state change
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if bot.hasLastTrans:
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let tr = Transition(
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state: bot.lastState,
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action: bot.lastAction,
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logProb: bot.lastLogP,
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reward: tickReward,
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value: bot.lastValue,
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)
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bot.buffer.add(tr)
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# Store current for next tick
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bot.lastState = state
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bot.lastAction = rawActs
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bot.lastLogP = logP
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bot.lastValue = value
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bot.prevEnergy = curEnergy
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bot.prevEnemyE = curEnemyE
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bot.hasLastTrans = true
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setTargetSpeed(acts.targetSpeed.float)
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setTurnRate(acts.turnRate.float)
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setGunTurnRate(acts.gunTurnRate.float)
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@@ -52,5 +110,8 @@ method run(bot: PPOBot) =
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go()
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when isMainModule:
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var bot = PPOBot(tracker: initEnemyTracker())
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var bot = PPOBot(
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tracker: initEnemyTracker(),
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buffer: initTrajectoryBuffer(),
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)
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start(bot, botJsonPath)
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@@ -0,0 +1,11 @@
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# Package
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version = "0.1.0"
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author = "Davide Cappellini"
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description = "PPO-trained Tank Royale bot"
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license = "MIT"
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bin = @["PPO_Bot"]
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# Dependencies
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requires "nim >= 2.0.0"
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requires "tankroyale_botapi >= 1.0.0"
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requires "arraymancer >= 0.7.0"
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Executable
+4
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#!/bin/sh
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# PPO_Bot — PPO-trained RL bot (compiled native binary)
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cd -- "$(dirname -- "$0")"
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exec "./PPO_Bot"
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@@ -0,0 +1,8 @@
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# Static-link OpenBLAS for portable deployment
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# ponytail: adjust path per machine, or use pkg-config
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switch("passL", "-lopenblas")
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switch("threads", "on")
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# begin Nimble config (version 2)
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when withDir(thisDir(), system.fileExists("nimble.paths")):
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include "nimble.paths"
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# end Nimble config
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@@ -58,3 +58,16 @@ proc criticForward*(ac: ActorCritic, state: Tensor[float32]): float32 =
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## state: [42]. Returns scalar value estimate.
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let val = ac.critic.forward(state)
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result = val[0]
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proc computeLogProb*(ac: ActorCritic, state, action: Tensor[float32]): float32 =
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## Log-probability of action under current policy (no sampling).
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let mean = ac.actor.forward(state)
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let logStdClamped = ac.logStd.map(proc(v: float32): float32 = max(v, -3.0'f32))
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let std = logStdClamped.map(proc(v: float32): float32 = exp(v))
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var logP = 0.0'f32
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for i in 0..<5:
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let mu = mean[i]
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let s = std[i]
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let diff = (action[i] - mu) / s
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logP += -0.5'f32 * diff * diff - ln(s) - 0.5'f32 * ln(2.0'f32 * PI.float32)
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result = logP
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@@ -0,0 +1,7 @@
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{ pkgs ? import <nixpkgs> {} }:
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pkgs.mkShell {
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buildInputs = with pkgs; [
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openblas
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];
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}
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@@ -0,0 +1,102 @@
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## test_training.nim — assert-based tests for training.nim
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## Run: nim c tests/test_training.nim && ./tests/test_training
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import std/[math, random]
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import arraymancer
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import "../network"
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import "../training"
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template check(cond: bool, msg: string) =
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if not cond:
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quit("FAIL: " & msg, 1)
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# ── computeTickReward ─────────────────────────────────────────────────────────
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block testTickReward:
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# I lost 2, enemy lost 10 → reward = -2 - (-10) = 8
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let r = computeTickReward(-2.0'f32, -10.0'f32)
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check abs(r - 8.0'f32) < 1e-6'f32, "computeTickReward(-2, -10) == 8, got " & $r
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# ── computeRoundReward ────────────────────────────────────────────────────────
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block testRoundReward:
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let r = computeRoundReward(350.0'f32)
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check abs(r - 3.5'f32) < 1e-6'f32, "computeRoundReward(350) == 3.5, got " & $r
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# ── TrajectoryBuffer ──────────────────────────────────────────────────────────
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block testBuffer:
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var buf = initTrajectoryBuffer()
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check buf.len == 0, "empty buffer len == 0"
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let t1 = Transition(state: zeros[float32](42), action: zeros[float32](5),
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logProb: -1.0'f32, reward: 0.5'f32, value: 0.3'f32)
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buf.add(t1)
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buf.add(t1)
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buf.add(t1)
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check buf.len == 3, "buffer len == 3 after 3 adds"
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buf.clear()
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check buf.len == 0, "buffer len == 0 after clear"
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# ── computeGAE — hand-calculated 3-step ──────────────────────────────────────
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block testGAE:
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# rewards = [1.0, 0.0, 1.0], values = [0.5, 0.5, 0.5], lastValue = 0.0
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# gamma = 0.99, lam = 0.95
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# delta_2 = 1.0 + 0.99*0.0 - 0.5 = 0.5
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# adv_2 = 0.5
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# delta_1 = 0.0 + 0.99*0.5 - 0.5 = -0.005
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# adv_1 = -0.005 + 0.99*0.95*0.5 ≈ -0.005 + 0.47025 = 0.46525
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# delta_0 = 1.0 + 0.99*0.5 - 0.5 = 0.995
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# adv_0 = 0.995 + 0.99*0.95*0.46525 ≈ 0.995 + 0.43744 = 1.43244
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let (adv, ret) = computeGAE(
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rewards = @[1.0'f32, 0.0'f32, 1.0'f32],
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values = @[0.5'f32, 0.5'f32, 0.5'f32],
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lastValue = 0.0'f32,
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gamma = 0.99'f32,
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lam = 0.95'f32
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)
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check abs(adv[2] - 0.5'f32) < 1e-4'f32,
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"adv[2] should be ~0.5, got " & $adv[2]
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check abs(adv[1] - 0.46525'f32) < 1e-3'f32,
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"adv[1] should be ~0.46525, got " & $adv[1]
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check abs(adv[0] - 1.43244'f32) < 1e-2'f32,
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"adv[0] should be ~1.43244, got " & $adv[0]
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# returns = adv + values
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check abs(ret[2] - (0.5'f32 + 0.5'f32)) < 1e-4'f32, "ret[2] = adv[2] + 0.5"
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check abs(ret[0] - (adv[0] + 0.5'f32)) < 1e-4'f32, "ret[0] = adv[0] + 0.5"
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# ── ppoUpdate runs without crash; weights change ──────────────────────────────
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block testPpoUpdate:
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randomize(42)
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var ac = initActorCritic()
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# Save a copy of w1 before update
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let w1Before = ac.actor.w1.clone()
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var buf = initTrajectoryBuffer()
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for _ in 0..<10:
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let s = randomNormalTensor[float32](42)
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let a = randomNormalTensor[float32](5)
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let lp = ac.computeLogProb(s, a)
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let v = ac.criticForward(s)
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buf.add(Transition(state: s, action: a, logProb: lp, reward: 0.1'f32, value: v))
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ppoUpdate(ac, buf, lastValue = 0.0'f32, epochs = 2, miniBatchSize = 5)
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# Weights should have changed — compare flattened
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let n = ac.actor.w1.shape[0] * ac.actor.w1.shape[1]
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let w1After = ac.actor.w1.reshape(n)
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let w1Flat = w1Before.reshape(n)
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var changed = false
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for i in 0..<n:
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if abs(w1After[i] - w1Flat[i]) > 1e-9'f32:
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changed = true
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break
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check changed, "actor w1 should change after ppoUpdate"
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echo "All tests passed"
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@@ -0,0 +1,347 @@
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## training.nim — Trajectory buffer, GAE, and PPO training loop.
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## Uses manual backprop through the 3-layer tanh MLP + manual Adam.
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## No external autograd dependencies — pure Arraymancer Tensor math.
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import arraymancer
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import std/[math, random, sequtils]
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import ./network
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# ── Types ─────────────────────────────────────────────────────────────────────
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type
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Transition* = object
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state*: Tensor[float32] # [42]
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action*: Tensor[float32] # [5]
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logProb*: float32
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reward*: float32
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value*: float32 # critic estimate at collection time
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TrajectoryBuffer* = object
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transitions*: seq[Transition]
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# ── Buffer ─────────────────────────────────────────────────────────────────────
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proc initTrajectoryBuffer*(): TrajectoryBuffer =
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result.transitions = @[]
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proc add*(buf: var TrajectoryBuffer, t: Transition) =
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buf.transitions.add(t)
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proc clear*(buf: var TrajectoryBuffer) =
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buf.transitions.setLen(0)
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proc len*(buf: TrajectoryBuffer): int =
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buf.transitions.len
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# ── Reward helpers ─────────────────────────────────────────────────────────────
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proc computeTickReward*(myEnergyDelta, enemyEnergyDelta: float32): float32 =
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## Positive when we deal more damage than we receive.
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result = myEnergyDelta - enemyEnergyDelta
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proc computeRoundReward*(roundScore: float32): float32 =
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## Normalise round-end score to a rough ±3 range.
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result = roundScore / 100.0'f32
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# ── GAE ───────────────────────────────────────────────────────────────────────
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proc computeGAE*(rewards, values: seq[float32];
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lastValue: float32;
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gamma: float32 = 0.99'f32;
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lam: float32 = 0.95'f32):
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tuple[advantages: seq[float32], returns: seq[float32]] =
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## Generalised Advantage Estimation — reverse sweep.
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## lastValue = 0 for natural episode end (death/win).
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let n = rewards.len
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var advantages = newSeq[float32](n)
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var gaeAcc = 0.0'f32
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for t in countdown(n - 1, 0):
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let nextVal = if t == n - 1: lastValue else: values[t + 1]
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let delta = rewards[t] + gamma * nextVal - values[t]
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gaeAcc = delta + gamma * lam * gaeAcc
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advantages[t] = gaeAcc
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var returns = newSeq[float32](n)
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for t in 0..<n:
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returns[t] = advantages[t] + values[t]
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result = (advantages: advantages, returns: returns)
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# ── Manual Adam state ─────────────────────────────────────────────────────────
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type
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AdamState = object
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m, v: Tensor[float32]
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t: int
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proc initAdamState(like: Tensor[float32]): AdamState =
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result.m = zeros_like(like)
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result.v = zeros_like(like)
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result.t = 0
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proc adamStep(param: var Tensor[float32];
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grad: Tensor[float32];
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state: var AdamState;
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lr: float32 = 3e-4'f32;
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beta1: float32 = 0.9'f32;
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beta2: float32 = 0.999'f32;
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eps: float32 = 1e-8'f32) =
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inc state.t
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state.m = beta1 *. state.m + (1.0'f32 - beta1) *. grad
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state.v = beta2 *. state.v + (1.0'f32 - beta2) *. (grad *. grad)
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let mHat = state.m /. (1.0'f32 - beta1 ^ state.t.float32)
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let vHat = state.v /. (1.0'f32 - beta2 ^ state.t.float32)
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param -= lr *. mHat /. (vHat.map(proc(x: float32): float32 = sqrt(x) + eps))
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# ── MLP forward with cached activations (for backprop) ────────────────────────
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type MLPFwd = object
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h1, h2, y: Tensor[float32] # activations (h1=layer1, h2=layer2, y=output)
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proc mlpForwardCached(mlp: MLP; x: Tensor[float32]): MLPFwd =
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## Forward pass saving intermediate activations needed for backprop.
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result.h1 = tanh(mlp.w1 * x + mlp.b1)
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result.h2 = tanh(mlp.w2 * result.h1 + mlp.b2)
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result.y = mlp.w3 * result.h2 + mlp.b3
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proc mlpBackward(mlp: MLP; fwd: MLPFwd; x: Tensor[float32];
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gradOut: Tensor[float32]):
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tuple[dw1, db1, dw2, db2, dw3, db3: Tensor[float32]] =
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## Chain-rule through 3-layer tanh MLP.
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## gradOut: [outputDim] — d_loss / d_out
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# Layer 3
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let dw3 = gradOut.unsqueeze(1) * fwd.h2.unsqueeze(0) # [out, hidden]
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let db3 = gradOut
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let dh2 = mlp.w3.transpose * gradOut # [hidden]
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# tanh backward: d/dx tanh(x) = 1 - tanh²(x)
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let dpre2 = dh2 *. (ones[float32](fwd.h2.shape) - fwd.h2 *. fwd.h2)
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# Layer 2
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let dw2 = dpre2.unsqueeze(1) * fwd.h1.unsqueeze(0) # [hidden, hidden]
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let db2 = dpre2
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let dh1 = mlp.w2.transpose * dpre2 # [hidden]
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let dpre1 = dh1 *. (ones[float32](fwd.h1.shape) - fwd.h1 *. fwd.h1)
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# Layer 1
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let dw1 = dpre1.unsqueeze(1) * x.unsqueeze(0) # [hidden, input]
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let db1 = dpre1
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result = (dw1: dw1, db1: db1, dw2: dw2, db2: db2, dw3: dw3, db3: db3)
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# ── Adam states for ActorCritic parameters ───────────────────────────────────
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|
||||
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
|
||||
|
||||
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)
|
||||
|
||||
# Persistent Adam state — survives across ppoUpdate calls (lives in training module)
|
||||
var gAdamStates: ACAdamStates
|
||||
var gAdamInit = false
|
||||
|
||||
# ── 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;
|
||||
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) =
|
||||
if buffer.len == 0: return
|
||||
|
||||
# Initialise Adam states once (persists across rounds)
|
||||
if not gAdamInit:
|
||||
gAdamStates = initACAdamStates(ac)
|
||||
gAdamInit = true
|
||||
|
||||
# 1. GAE
|
||||
let rewards = buffer.transitions.mapIt(it.reward)
|
||||
let values = buffer.transitions.mapIt(it.value)
|
||||
let (advantages, returns) = computeGAE(rewards, values, lastValue)
|
||||
|
||||
# 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
|
||||
let advStd = sqrt(advVar + 1e-8'f32)
|
||||
let normAdv = advantages.mapIt((it - advMean) / advStd)
|
||||
|
||||
let bufLen = buffer.len
|
||||
|
||||
for _ in 1..epochs:
|
||||
# Shuffle indices
|
||||
var indices = toSeq(0..<bufLen)
|
||||
shuffle(indices)
|
||||
|
||||
var mbStart = 0
|
||||
while mbStart < bufLen:
|
||||
let mbEnd = min(mbStart + miniBatchSize, bufLen)
|
||||
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
|
||||
|
||||
# ── Actor forward ──
|
||||
let actorFwd = mlpForwardCached(ac.actor, tr.state)
|
||||
let newMean = actorFwd.y # [5]
|
||||
|
||||
let logStdClamped = ac.logStd.map(proc(v: float32): float32 = max(v, -3.0'f32))
|
||||
let std = logStdClamped.map(proc(v: float32): float32 = exp(v))
|
||||
|
||||
# New log prob
|
||||
var newLogP = 0.0'f32
|
||||
for i in 0..<5:
|
||||
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)
|
||||
|
||||
let ratio = exp(newLogP - tr.logProb)
|
||||
|
||||
# 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)
|
||||
# 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](5)
|
||||
for i in 0..<5:
|
||||
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..<5:
|
||||
let isClamped = (ac.logStd[i] <= -3.0'f32)
|
||||
if not isClamped:
|
||||
let s = std[i]
|
||||
let diff = (tr.action[i] - newMean[i]) / s
|
||||
let dLogP_dLogStdI = diff * diff - 1.0'f32
|
||||
dLogStd[i] += dLoss_dNewLogP * dLogP_dLogStdI -
|
||||
entropyCoeff / mbSize.float32 # entropy: d(-entropyCoeff*H)/d(logStd_i) = -entropyCoeff
|
||||
|
||||
# Backprop actor gradients
|
||||
let gradActorOut = dLoss_dNewLogP *. dLogP_dMean # [5]
|
||||
let actorGrads = mlpBackward(ac.actor, actorFwd, tr.state, 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, tr.state)
|
||||
let newVal = criticFwd.y[0]
|
||||
# Value loss = (newVal - ret)^2; d/d(newVal) = 2*(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, tr.state, 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)
|
||||
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, gAdamStates.aw1, lr)
|
||||
adamStep(ac.actor.b1, dActorB1, gAdamStates.ab1, lr)
|
||||
adamStep(ac.actor.w2, dActorW2, gAdamStates.aw2, lr)
|
||||
adamStep(ac.actor.b2, dActorB2, gAdamStates.ab2, lr)
|
||||
adamStep(ac.actor.w3, dActorW3, gAdamStates.aw3, lr)
|
||||
adamStep(ac.actor.b3, dActorB3, gAdamStates.ab3, lr)
|
||||
adamStep(ac.logStd, dLogStd, gAdamStates.logStd, lr)
|
||||
adamStep(ac.critic.w1, dCriticW1, gAdamStates.cw1, lr)
|
||||
adamStep(ac.critic.b1, dCriticB1, gAdamStates.cb1, lr)
|
||||
adamStep(ac.critic.w2, dCriticW2, gAdamStates.cw2, lr)
|
||||
adamStep(ac.critic.b2, dCriticB2, gAdamStates.cb2, lr)
|
||||
adamStep(ac.critic.w3, dCriticW3, gAdamStates.cw3, lr)
|
||||
adamStep(ac.critic.b3, dCriticB3, gAdamStates.cb3, lr)
|
||||
|
||||
mbStart = mbEnd
|
||||
Reference in New Issue
Block a user