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:
2026-08-16 15:27:15 +02:00
parent 588c9ebc2f
commit eadd177d3b
10 changed files with 572 additions and 5 deletions
+66 -5
View File
@@ -1,17 +1,27 @@
## PPO_Bot — enemy tracker + state vector wired into the game loop.
## Forward pass uses a random ActorCritic policy (weights not yet trained).
## Training: trajectory collected per tick, PPO update on round end.
import std/os
import arraymancer
import tankroyale_botapi
import network
import actions
import training
import ./enemy_tracker
import ./state_vector
const botJsonPath = currentSourcePath().parentDir / "PPO_Bot.json"
type PPOBot = ref object of Bot
tracker: EnemyTracker
tracker: EnemyTracker
buffer: TrajectoryBuffer
prevEnergy: float32 # own energy last tick
prevEnemyE: float32 # enemy energy last tick (from tracker)
lastState: Tensor[float32]
lastAction: Tensor[float32]
lastLogP: float32
lastValue: float32
hasLastTrans: bool
var ac = initActorCritic()
@@ -19,9 +29,29 @@ 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) =
bot.tracker = initEnemyTracker()
bot.tracker = initEnemyTracker()
bot.buffer = initTrajectoryBuffer()
bot.prevEnergy = 0.0'f32
bot.prevEnemyE = 0.0'f32
bot.hasLastTrans = false
method onRoundEnded*(bot: PPOBot, e: RoundEndedEventForBot) =
# Add round-end score bonus to last transition (if any)
let roundReward = computeRoundReward(e.results.totalScore.float32)
if bot.hasLastTrans and bot.buffer.len > 0:
bot.buffer.transitions[^1].reward += roundReward
# PPO update synchronous; background thread is issue #17
# ponytail: blocking update per round; move to thread pool when #17 lands
ppoUpdate(ac, bot.buffer, lastValue = 0.0'f32)
bot.buffer.clear()
bot.hasLastTrans = false
method run(bot: PPOBot) =
# Seed energy on first tick
bot.prevEnergy = getEnergy().float32
bot.prevEnemyE = if bot.tracker.hasContact: bot.tracker.current.energy.float32 else: 0.0'f32
while isRunning():
bot.tracker.deadReckon()
@@ -41,9 +71,37 @@ method run(bot: PPOBot) =
)
let state = buildStateVector(botData, bot.tracker)
let (rawActs, _) = ac.actorForward(state)
let (rawActs, logP) = ac.actorForward(state)
let value = ac.criticForward(state)
let acts = mapActions(rawActs, getSpeed().float32, getGunHeat().float32)
# Compute tick reward from energy deltas
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 tickReward = computeTickReward(myDelta, enemyDelta)
# 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,
)
bot.buffer.add(tr)
# Store current for next tick
bot.lastState = state
bot.lastAction = rawActs
bot.lastLogP = logP
bot.lastValue = value
bot.prevEnergy = curEnergy
bot.prevEnemyE = curEnemyE
bot.hasLastTrans = true
setTargetSpeed(acts.targetSpeed.float)
setTurnRate(acts.turnRate.float)
setGunTurnRate(acts.gunTurnRate.float)
@@ -52,5 +110,8 @@ method run(bot: PPOBot) =
go()
when isMainModule:
var bot = PPOBot(tracker: initEnemyTracker())
var bot = PPOBot(
tracker: initEnemyTracker(),
buffer: initTrajectoryBuffer(),
)
start(bot, botJsonPath)