Files
SirRoboGarage/PPO_Bot/PPO_Bot.nim
T
SirStone aea0724d3a fix(PPO_Bot): radar oscillation, Adam persistence, checkpoint order, channel race
- 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>
2026-08-16 15:42:06 +02:00

185 lines
5.8 KiB
Nim

## PPO_Bot — enemy tracker + state vector wired into the game loop.
## Training: trajectory collected per tick, PPO update in background thread.
import std/os
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()
var gAdamStates: ACAdamStates # persists across rounds
# ── Background training state ─────────────────────────────────────────────────
type
TrainingResult = object
ac: ActorCritic
adamStates: ACAdamStates
TrainingArgs = object
ac: ActorCritic
adamStates: ACAdamStates
buffer: TrajectoryBuffer
lastValue: float32
roundNum: int
weightsRoot: string
var
trainingThread: Thread[TrainingArgs]
resultChan: Channel[TrainingResult]
threadLaunched: bool = false # true while training thread is running
roundCounter: int = 0
proc trainingThreadProc(args: TrainingArgs) {.thread.} =
var localAc = args.ac
var localAdam = args.adamStates
ppoUpdate(localAc, args.buffer, lastValue = args.lastValue, adamStates = localAdam)
saveCheckpoint(localAc, args.weightsRoot, args.roundNum)
resultChan.send(TrainingResult(ac: localAc, adamStates: localAdam))
# ── 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 available; channel IS the sync
if threadLaunched:
let (avail, trained) = resultChan.tryRecv()
if avail:
ac = trained.ac
gAdamStates = trained.adamStates
threadLaunched = false
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
if threadLaunched:
bot.buffer.clear()
bot.hasLastTrans = false
return
let args = TrainingArgs(
ac: ac,
adamStates: gAdamStates,
buffer: bot.buffer,
lastValue: 0.0'f32,
roundNum: roundCounter,
weightsRoot: weightsRoot,
)
bot.buffer.clear()
bot.hasLastTrans = false
createThread(trainingThread, trainingThreadProc, args)
threadLaunched = true
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:
resultChan.open()
createDir(weightsRoot)
cleanStaleTempDirs(weightsRoot)
discard loadBestAvailable(ac, weightsRoot)
var bot = PPOBot(
tracker: initEnemyTracker(),
buffer: initTrajectoryBuffer(),
)
start(bot, botJsonPath)