eadd177d3b
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>
348 lines
14 KiB
Nim
348 lines
14 KiB
Nim
## 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
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## One AdamState per learnable tensor in ActorCritic.
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aw1, ab1, aw2, ab2, aw3, ab3: AdamState # actor MLP
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cw1, cb1, cw2, cb2, cw3, cb3: AdamState # critic MLP
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logStd: AdamState
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proc initACAdamStates(ac: ActorCritic): ACAdamStates =
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result.aw1 = initAdamState(ac.actor.w1)
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result.ab1 = initAdamState(ac.actor.b1)
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result.aw2 = initAdamState(ac.actor.w2)
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result.ab2 = initAdamState(ac.actor.b2)
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result.aw3 = initAdamState(ac.actor.w3)
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result.ab3 = initAdamState(ac.actor.b3)
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result.cw1 = initAdamState(ac.critic.w1)
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result.cb1 = initAdamState(ac.critic.b1)
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result.cw2 = initAdamState(ac.critic.w2)
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result.cb2 = initAdamState(ac.critic.b2)
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result.cw3 = initAdamState(ac.critic.w3)
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result.cb3 = initAdamState(ac.critic.b3)
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result.logStd = initAdamState(ac.logStd)
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# Persistent Adam state — survives across ppoUpdate calls (lives in training module)
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var gAdamStates: ACAdamStates
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var gAdamInit = false
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# ── Gradient clipping ─────────────────────────────────────────────────────────
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proc globalNorm(grads: varargs[Tensor[float32]]): float32 =
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var sumSq = 0.0'f32
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for g in grads:
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for v in g: sumSq += v * v
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result = sqrt(sumSq)
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# ── PPO update ────────────────────────────────────────────────────────────────
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proc ppoUpdate*(ac: var ActorCritic;
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buffer: TrajectoryBuffer;
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lastValue: float32;
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epochs: int = 4;
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miniBatchSize: int = 64;
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clipEpsilon: float32 = 0.2'f32;
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entropyCoeff: float32 = 0.01'f32;
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valueLossCoeff: float32 = 0.5'f32;
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lr: float32 = 3e-4'f32;
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maxGradNorm: float32 = 0.5'f32) =
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if buffer.len == 0: return
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# Initialise Adam states once (persists across rounds)
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if not gAdamInit:
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gAdamStates = initACAdamStates(ac)
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gAdamInit = true
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# 1. GAE
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let rewards = buffer.transitions.mapIt(it.reward)
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let values = buffer.transitions.mapIt(it.value)
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let (advantages, returns) = computeGAE(rewards, values, lastValue)
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# 2. Normalise advantages
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let n = advantages.len.float32
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var advMean = 0.0'f32
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for a in advantages: advMean += a
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advMean /= n
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var advVar = 0.0'f32
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for a in advantages: advVar += (a - advMean) * (a - advMean)
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advVar /= n
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let advStd = sqrt(advVar + 1e-8'f32)
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let normAdv = advantages.mapIt((it - advMean) / advStd)
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let bufLen = buffer.len
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for _ in 1..epochs:
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# Shuffle indices
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var indices = toSeq(0..<bufLen)
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shuffle(indices)
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var mbStart = 0
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while mbStart < bufLen:
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let mbEnd = min(mbStart + miniBatchSize, bufLen)
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let mbSize = mbEnd - mbStart
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# Accumulators for gradients (zero-init)
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var dActorW1 = zeros[float32](ac.actor.w1.shape)
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var dActorB1 = zeros[float32](ac.actor.b1.shape)
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var dActorW2 = zeros[float32](ac.actor.w2.shape)
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var dActorB2 = zeros[float32](ac.actor.b2.shape)
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var dActorW3 = zeros[float32](ac.actor.w3.shape)
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var dActorB3 = zeros[float32](ac.actor.b3.shape)
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var dLogStd = zeros[float32](ac.logStd.shape)
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var dCriticW1 = zeros[float32](ac.critic.w1.shape)
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var dCriticB1 = zeros[float32](ac.critic.b1.shape)
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var dCriticW2 = zeros[float32](ac.critic.w2.shape)
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var dCriticB2 = zeros[float32](ac.critic.b2.shape)
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var dCriticW3 = zeros[float32](ac.critic.w3.shape)
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var dCriticB3 = zeros[float32](ac.critic.b3.shape)
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for j in mbStart..<mbEnd:
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let idx = indices[j]
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let tr = buffer.transitions[idx]
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let adv = normAdv[idx]
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let ret = returns[idx].float32
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# ── Actor forward ──
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let actorFwd = mlpForwardCached(ac.actor, tr.state)
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let newMean = actorFwd.y # [5]
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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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# New log prob
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var newLogP = 0.0'f32
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for i in 0..<5:
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let mu = newMean[i]
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let s = std[i]
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let diff = (tr.action[i] - mu) / s
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newLogP += -0.5'f32 * diff * diff - ln(s) - 0.5'f32 * ln(2.0'f32 * PI.float32)
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let ratio = exp(newLogP - tr.logProb)
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# Clipped surrogate
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let ratioClipped = clamp(ratio, 1.0'f32 - clipEpsilon, 1.0'f32 + clipEpsilon)
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let surr1 = ratio * adv
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let surr2 = ratioClipped * adv
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# Actor loss per sample = -min(surr1, surr2)
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# Which branch is active?
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let useClipped = (surr2 < surr1)
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let dLoss_dSurr = -1.0'f32 / mbSize.float32 # d(-mean(min))/d(min) = -1/N
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# d(actor_loss)/d(ratio): only the non-clipped branch passes gradient
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let dLoss_dRatio = if useClipped: 0.0'f32 else: dLoss_dSurr * adv
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# d(ratio)/d(newLogP) = ratio
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let dLoss_dNewLogP = dLoss_dRatio * ratio
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# d(newLogP)/d(mean[i]) = (action[i] - mean[i]) / std[i]^2
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var dLogP_dMean = newTensor[float32](5)
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for i in 0..<5:
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let s = std[i]
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dLogP_dMean[i] = (tr.action[i] - newMean[i]) / (s * s)
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# Entropy gradient for logStd:
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# entropy = sum_i [ logStd_i + 0.5*(1+ln(2π)) ]
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# d(entropy)/d(logStd_i) = 1 (for clamped logStd_i > -3, else 0)
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# total loss gradient w.r.t. logStd: -entropyCoeff * d(entropy)/d(logStd)
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# Also: d(newLogP)/d(logStd_i) when logStd_i > -3:
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# = (action_i - mean_i)^2/std_i^2 - 1
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for i in 0..<5:
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let isClamped = (ac.logStd[i] <= -3.0'f32)
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if not isClamped:
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let s = std[i]
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let diff = (tr.action[i] - newMean[i]) / s
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let dLogP_dLogStdI = diff * diff - 1.0'f32
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dLogStd[i] += dLoss_dNewLogP * dLogP_dLogStdI -
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entropyCoeff / mbSize.float32 # entropy: d(-entropyCoeff*H)/d(logStd_i) = -entropyCoeff
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# Backprop actor gradients
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let gradActorOut = dLoss_dNewLogP *. dLogP_dMean # [5]
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let actorGrads = mlpBackward(ac.actor, actorFwd, tr.state, gradActorOut)
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dActorW1 += actorGrads.dw1
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dActorB1 += actorGrads.db1
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dActorW2 += actorGrads.dw2
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dActorB2 += actorGrads.db2
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dActorW3 += actorGrads.dw3
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dActorB3 += actorGrads.db3
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# ── Critic forward + loss ──
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let criticFwd = mlpForwardCached(ac.critic, tr.state)
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let newVal = criticFwd.y[0]
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# Value loss = (newVal - ret)^2; d/d(newVal) = 2*(newVal-ret)
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let dVLoss_dVal = valueLossCoeff * 2.0'f32 * (newVal - ret) / mbSize.float32
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let gradCriticOut = [dVLoss_dVal].toTensor() # [1]
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let criticGrads = mlpBackward(ac.critic, criticFwd, tr.state, gradCriticOut)
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dCriticW1 += criticGrads.dw1
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dCriticB1 += criticGrads.db1
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dCriticW2 += criticGrads.dw2
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dCriticB2 += criticGrads.db2
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dCriticW3 += criticGrads.dw3
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dCriticB3 += criticGrads.db3
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# ── Gradient clipping ──
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# Collect all grads into a seq for norm computation
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var allGrads: seq[Tensor[float32]] = @[
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dActorW1, dActorB1, dActorW2, dActorB2, dActorW3, dActorB3,
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dLogStd,
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dCriticW1, dCriticB1, dCriticW2, dCriticB2, dCriticW3, dCriticB3
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]
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let norm = globalNorm(allGrads)
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if norm > maxGradNorm:
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let scale = maxGradNorm / norm
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for g in allGrads.mitems: g = g *. scale
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# Unpack clipped grads
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dActorW1 = allGrads[0]; dActorB1 = allGrads[1]
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dActorW2 = allGrads[2]; dActorB2 = allGrads[3]
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dActorW3 = allGrads[4]; dActorB3 = allGrads[5]
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dLogStd = allGrads[6]
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dCriticW1 = allGrads[7]; dCriticB1 = allGrads[8]
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dCriticW2 = allGrads[9]; dCriticB2 = allGrads[10]
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dCriticW3 = allGrads[11]; dCriticB3 = allGrads[12]
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# ── Adam updates ──
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adamStep(ac.actor.w1, dActorW1, gAdamStates.aw1, lr)
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adamStep(ac.actor.b1, dActorB1, gAdamStates.ab1, lr)
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adamStep(ac.actor.w2, dActorW2, gAdamStates.aw2, lr)
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adamStep(ac.actor.b2, dActorB2, gAdamStates.ab2, lr)
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adamStep(ac.actor.w3, dActorW3, gAdamStates.aw3, lr)
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adamStep(ac.actor.b3, dActorB3, gAdamStates.ab3, lr)
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adamStep(ac.logStd, dLogStd, gAdamStates.logStd, lr)
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adamStep(ac.critic.w1, dCriticW1, gAdamStates.cw1, lr)
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adamStep(ac.critic.b1, dCriticB1, gAdamStates.cb1, lr)
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adamStep(ac.critic.w2, dCriticW2, gAdamStates.cw2, lr)
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adamStep(ac.critic.b2, dCriticB2, gAdamStates.cb2, lr)
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adamStep(ac.critic.w3, dCriticW3, gAdamStates.cw3, lr)
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adamStep(ac.critic.b3, dCriticB3, gAdamStates.cb3, lr)
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mbStart = mbEnd
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