## PPO_Bot — enemy tracker + state vector wired into the game loop. ## Training: trajectory collected per tick, PPO update in background thread. import std/[os, locks] import arraymancer import tankroyale_botapi import network import actions import training import weights import ./enemy_tracker import ./state_vector const botJsonPath = currentSourcePath().parentDir / "PPO_Bot.json" const weightsRoot = currentSourcePath().parentDir / "weights" 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: Tensor[float32] lastAction: Tensor[float32] lastLogP: float32 lastValue: float32 hasLastTrans: bool var ac = initActorCritic() # ── Background training state ───────────────────────────────────────────────── type TrainingArgs = object ac: ActorCritic buffer: TrajectoryBuffer lastValue: float32 roundNum: int weightsRoot: string var trainingThread: Thread[TrainingArgs] trainingDone: bool = true # true = no training running / last run finished trainingLock: Lock resultChan: Channel[ActorCritic] roundCounter: int = 0 proc trainingThreadProc(args: TrainingArgs) {.thread.} = var localAc = args.ac ppoUpdate(localAc, args.buffer, lastValue = args.lastValue) saveCheckpoint(localAc, args.weightsRoot, args.roundNum) resultChan.send(localAc) withLock(trainingLock): trainingDone = true # ── 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) = 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) = inc roundCounter # 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 # Pick up result from previous training thread if done withLock(trainingLock): if trainingDone and roundCounter > 1: let (avail, trained) = resultChan.tryRecv() if avail: ac = trained if bot.buffer.len == 0: bot.hasLastTrans = false return # If last thread still running, drop this pass — start fresh with newer data # ponytail: simple drop; queue if every round must train withLock(trainingLock): if not trainingDone: bot.buffer.clear() bot.hasLastTrans = false return trainingDone = false let args = TrainingArgs( ac: ac, buffer: bot.buffer, lastValue: 0.0'f32, roundNum: roundCounter, weightsRoot: weightsRoot, ) bot.buffer.clear() bot.hasLastTrans = false createThread(trainingThread, trainingThreadProc, args) 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() 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 state = buildStateVector(botData, bot.tracker) 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) if acts.shouldFire: discard setFire(acts.firePower.float) go() when isMainModule: initLock(trainingLock) resultChan.open() createDir(weightsRoot) cleanStaleTempDirs(weightsRoot) discard loadBestAvailable(ac, weightsRoot) var bot = PPOBot( tracker: initEnemyTracker(), buffer: initTrajectoryBuffer(), ) start(bot, botJsonPath)