aea0724d3a
- enemy_tracker: toggle lastOvershootDir each tick; make getRadarTurnRate take var tracker - training: remove threadvar Adam globals; pass adamStates as var param to ppoUpdate; export ACAdamStates - PPO_Bot: carry ACAdamStates through TrainingArgs/TrainingResult; drop trainingDone bool and Lock — use resultChan.tryRecv() directly as synchronisation - weights: sort checkpoint dirs newest-first by mtime instead of hardcoded order - tests/test_training: pass explicit ACAdamStates to ppoUpdate Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
104 lines
3.9 KiB
Nim
104 lines
3.9 KiB
Nim
## 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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var adam: ACAdamStates
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ppoUpdate(ac, buf, lastValue = 0.0'f32, adamStates = adam, 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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