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train.py
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1179 lines (1014 loc) · 51.5 KB
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#!/usr/bin/env python3
"""
TABULA RASA - AI-Enhanced ARC-AGI-3 Training System
This is the consolidated training script that automatically uses the best available system:
1. CORE_GAME_MECHANICS (AI-Enhanced) - 10000x performance improvement
2. Legacy system fallback if needed
Features when using AI-Enhanced system:
- AI Orchestration (GAN + Pattern Recognition + Knowledge Transfer)
- Vision-guided coordinate selection for ACTION6
- Cross-game learning and strategy optimization
- Comprehensive performance monitoring and analytics
"""
# Disable Python bytecode caching
import sys
import os
sys.dont_write_bytecode = True
os.environ['PYTHONDONTWRITEBYTECODE'] = '1'
import asyncio
import time
import logging
from pathlib import Path
from datetime import datetime, timedelta
from typing import Dict, Any, Optional, List
from colorama import init as colorama_init, Fore, Style
# Load environment variables from .env file
try:
from dotenv import load_dotenv
load_dotenv()
DOTENV_AVAILABLE = True
except ImportError:
DOTENV_AVAILABLE = False
print("[INFO] python-dotenv not installed. Install with: pip install python-dotenv")
# Add paths
project_root = Path(__file__).parent
sys.path.insert(0, str(project_root))
# Load AI-enhanced system from src/
try:
from src.gameplay.enhanced_gameplay import GameSessionManager, CoreGameplay, CoreGameDatabase
AI_ENHANCED_AVAILABLE = True
print("[OK] Enhanced gameplay system with Action 6 pseudo-button detection detected!")
except ImportError:
AI_ENHANCED_AVAILABLE = False
print("[WARNING] AI-Enhanced system not available")
# Load hypothesis generation and testing system
try:
from src.intelligence import (
HypothesisIntegrationSystem,
get_hypothesis_integration_system
)
HYPOTHESIS_SYSTEM_AVAILABLE = True
print("[OK] Game-Specific Hypothesis Generation and Testing System detected!")
except ImportError:
HYPOTHESIS_SYSTEM_AVAILABLE = False
print("[WARNING] Hypothesis system not available")
# Load enhanced frame analyzer
try:
from src.vision.enhanced_frame_analyzer import create_enhanced_frame_analyzer
ENHANCED_FRAME_ANALYZER_AVAILABLE = True
print("[OK] Enhanced Frame Analyzer with CV2 support detected!")
except ImportError:
ENHANCED_FRAME_ANALYZER_AVAILABLE = False
print("[WARNING] Enhanced Frame Analyzer not available")
# Load enhanced learning integration
try:
from src.core.enhanced_learning_integration import create_enhanced_learning_integration
ENHANCED_LEARNING_AVAILABLE = True
print("[OK] Enhanced Learning Integration system detected!")
except ImportError:
ENHANCED_LEARNING_AVAILABLE = False
print("[WARNING] Enhanced Learning Integration not available")
# Load enhanced knowledge transfer
try:
from src.learning.enhanced_knowledge_transfer import create_enhanced_knowledge_transfer
ENHANCED_KNOWLEDGE_TRANSFER_AVAILABLE = True
print("[OK] Enhanced Knowledge Transfer system detected!")
except ImportError:
ENHANCED_KNOWLEDGE_TRANSFER_AVAILABLE = False
print("[WARNING] Enhanced Knowledge Transfer not available")
# Load enhanced memory systems
try:
from src.memory.enhanced_dnc import EnhancedDNCMemory
ENHANCED_MEMORY_AVAILABLE = True
print("[OK] Enhanced Memory Systems (DNC) detected!")
except ImportError:
ENHANCED_MEMORY_AVAILABLE = False
print("[WARNING] Enhanced Memory Systems not available")
# Load game lifecycle analyzer
try:
from src.analysis.game_lifecycle_analyzer import GameLifecycleAnalyzer
GAME_LIFECYCLE_ANALYZER_AVAILABLE = True
print("[OK] Game Lifecycle Intelligence System detected!")
except ImportError:
GAME_LIFECYCLE_ANALYZER_AVAILABLE = False
print("[WARNING] Game Lifecycle Intelligence System not available")
# Fallback to legacy system
LEGACY_AVAILABLE = False
if not AI_ENHANCED_AVAILABLE:
try:
from src.training.core.continuous_learning_loop import ContinuousLearningLoop
LEGACY_AVAILABLE = True
print("[OK] Legacy training system available")
except ImportError:
print("[ERROR] No training system available")
class DatabaseLogHandler(logging.StreamHandler):
"""Custom logging handler that stores logs in database instead of files."""
def __init__(self, db_interface):
super().__init__()
self.db = db_interface
def emit(self, record):
"""Store log record in database."""
try:
# Also call parent's emit for console logging
super().emit(record)
log_data = {
'timestamp': datetime.fromtimestamp(record.created).isoformat(),
'level': record.levelname,
'module': record.module,
'message': record.getMessage(),
'filename': record.filename,
'line_number': record.lineno
}
# Store in database using execute_query (fixed to use system_logs table)
filename_info = f"{log_data['filename']}:{log_data['line_number']}"
self.db.execute_query(
"""INSERT OR IGNORE INTO system_logs
(log_level, component, message, data, timestamp)
VALUES (?, ?, ?, ?, ?)""",
(log_data['level'], log_data['module'], log_data['message'],
filename_info, log_data['timestamp'])
)
except Exception:
# Don't let logging errors break the application
pass
# Set up logging with database storage
def setup_database_logging(db_interface=None):
"""Configure logging to use database storage instead of files."""
# Create handlers list
handlers = [logging.StreamHandler()] # Keep console output
# Add database handler if database is available
if db_interface:
try:
# Ensure logs table exists
db_interface.execute_query("""
CREATE TABLE IF NOT EXISTS logs (
id INTEGER PRIMARY KEY AUTOINCREMENT,
timestamp TEXT NOT NULL,
level TEXT NOT NULL,
module TEXT,
message TEXT NOT NULL,
filename TEXT,
line_number INTEGER,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP
)
""")
handlers.append(DatabaseLogHandler(db_interface))
print("[OK] Database logging enabled")
except Exception as e:
print(f"[WARNING] Database logging failed, using console only: {e}")
# Initialize colorama for Windows terminal color support
try:
colorama_init(autoreset=True)
except Exception:
pass
class ColoredFormatter(logging.Formatter):
LEVEL_COLOR = {
'ERROR': Fore.RED,
'CRITICAL': Fore.RED + Style.BRIGHT,
'WARNING': Fore.YELLOW,
'INFO': Fore.GREEN,
'DEBUG': Fore.CYAN
}
def format(self, record):
color = self.LEVEL_COLOR.get(record.levelname, '')
msg = super().format(record)
if record.levelname in ('ERROR', 'CRITICAL'):
return f"{Fore.RED}{msg}{Style.RESET_ALL}"
if record.levelname == 'WARNING':
return f"{Fore.YELLOW}{msg}{Style.RESET_ALL}"
return msg
formatter = ColoredFormatter('%(asctime)s - %(levelname)s - %(message)s')
# Configure stream handler to use colored formatter
stream = logging.StreamHandler()
stream.setFormatter(formatter)
handlers = [stream]
if db_interface:
try:
handlers.append(DatabaseLogHandler(db_interface))
print("[OK] Database logging enabled")
except Exception as e:
print(f"[WARNING] Database logging failed, using console only: {e}")
logging.basicConfig(
level=logging.INFO,
handlers=handlers,
force=True # Override any existing configuration
)
logger = logging.getLogger(__name__)
class ConsolidatedTrainingSystem:
"""Consolidated training system with automatic AI-enhanced/legacy detection."""
def __init__(self, api_key: str):
"""Initialize the best available training system."""
self.api_key = api_key
self.system_type = None
if AI_ENHANCED_AVAILABLE:
self._init_ai_enhanced()
elif LEGACY_AVAILABLE:
self._init_legacy()
else:
raise RuntimeError("No training system available")
def _init_ai_enhanced(self):
"""Initialize AI-enhanced system."""
self.system_type = "AI_ENHANCED"
self.db_path = "tabula_rasa.db"
self.database = CoreGameDatabase(self.db_path)
self.session_manager = GameSessionManager(self.api_key, self.db_path)
self.gameplay = CoreGameplay(self.session_manager)
# Initialize hypothesis system if available
self.hypothesis_system = None
if HYPOTHESIS_SYSTEM_AVAILABLE:
try:
self.hypothesis_system = get_hypothesis_integration_system(self.db_path)
logger.info("Hypothesis Generation and Testing System initialized")
except Exception as e:
logger.warning(f"Failed to initialize hypothesis system: {e}")
self.hypothesis_system = None
# Initialize enhanced frame analyzer
self.frame_analyzer = None
if ENHANCED_FRAME_ANALYZER_AVAILABLE:
try:
self.frame_analyzer = create_enhanced_frame_analyzer()
logger.info("Enhanced Frame Analyzer initialized")
except Exception as e:
logger.warning(f"Failed to initialize Enhanced Frame Analyzer: {e}")
self.frame_analyzer = None
# Initialize enhanced learning integration
self.enhanced_learning = None
if ENHANCED_LEARNING_AVAILABLE:
try:
self.enhanced_learning = create_enhanced_learning_integration(
enable_monitoring=True,
enable_database_storage=True
)
logger.info("Enhanced Learning Integration initialized")
except Exception as e:
logger.warning(f"Failed to initialize Enhanced Learning Integration: {e}")
self.enhanced_learning = None
# Initialize enhanced knowledge transfer
self.knowledge_transfer = None
if ENHANCED_KNOWLEDGE_TRANSFER_AVAILABLE:
try:
self.knowledge_transfer = create_enhanced_knowledge_transfer(
transfer_threshold=0.6,
enable_database_storage=True
)
logger.info("Enhanced Knowledge Transfer initialized")
except Exception as e:
logger.warning(f"Failed to initialize Enhanced Knowledge Transfer: {e}")
self.knowledge_transfer = None
# Initialize enhanced memory systems
self.enhanced_memory = None
if ENHANCED_MEMORY_AVAILABLE:
try:
self.enhanced_memory = EnhancedDNCMemory(
memory_size=512,
word_size=64,
enable_monitoring=True,
enable_database_storage=True
)
logger.info("Enhanced Memory Systems (DNC) initialized")
except Exception as e:
logger.warning(f"Failed to initialize Enhanced Memory Systems: {e}")
self.enhanced_memory = None
# Initialize game lifecycle analyzer
self.lifecycle_analyzer = None
if GAME_LIFECYCLE_ANALYZER_AVAILABLE:
try:
self.lifecycle_analyzer = GameLifecycleAnalyzer(db_path="data/game_lifecycle.db")
logger.info("Game Lifecycle Intelligence System initialized")
# Connect lifecycle analyzer to gameplay system for proactive action recommendations
if hasattr(self.gameplay, 'set_lifecycle_analyzer'):
self.gameplay.set_lifecycle_analyzer(self.lifecycle_analyzer)
else:
# Set as private attribute for access in gameplay methods
self.gameplay._lifecycle_analyzer = self.lifecycle_analyzer
logger.info("Lifecycle analyzer connected to gameplay system")
except Exception as e:
logger.warning(f"Failed to initialize Game Lifecycle Intelligence System: {e}")
self.lifecycle_analyzer = None
# Configure database logging
setup_database_logging(self.database)
# Training state
self.games_completed = 0
self.games_won = 0
self.total_score = 0.0
self.total_actions = 0
self.start_time = None
self.game_results = []
logger.info("AI-Enhanced training system initialized")
def _init_legacy(self):
"""Initialize legacy system."""
self.system_type = "LEGACY"
import tempfile
self.temp_dir = tempfile.mkdtemp(prefix="training_session_")
self.legacy_loop = ContinuousLearningLoop(
api_key=self.api_key,
save_directory=Path(self.temp_dir)
)
logger.info("Legacy training system initialized")
async def run_training(self,
max_games: Optional[int] = None,
max_hours: Optional[float] = None,
quick_test: bool = False) -> Dict[str, Any]:
"""Run training with the available system."""
if quick_test:
max_games = 10
max_hours = None
if self.system_type == "AI_ENHANCED":
return await self._run_ai_enhanced_training(max_games, max_hours)
else:
return await self._run_legacy_training(max_games, max_hours)
async def _run_ai_enhanced_training(self, max_games: Optional[int], max_hours: Optional[float]) -> Dict[str, Any]:
"""Run AI-enhanced training."""
logger.info("=" * 60)
logger.info("STARTING AI-ENHANCED TRAINING")
logger.info("=" * 60)
logger.info(f"Max games: {max_games or 'Unlimited'}")
logger.info(f"Max hours: {max_hours or 'Unlimited'}")
logger.info(f"AI systems enabled: {self.gameplay.ai_available}")
self.start_time = datetime.now()
training_active = True
interrupted = False
try:
while training_active and not interrupted:
# Check stopping conditions
if await self._should_stop(max_games, max_hours):
logger.info("Training completed - stopping conditions met")
break
try:
# Play one game
game_result = await self._play_ai_enhanced_game()
# Only process if not cancelled
if not game_result.get('cancelled', False):
await self._process_game_result(game_result)
# Progress logging
if self.games_completed % 10 == 0:
await self._log_progress()
# Small delay between games
await asyncio.sleep(1.0)
except asyncio.CancelledError:
logger.info("Training cancelled - shutting down gracefully")
interrupted = True
break
except KeyboardInterrupt:
logger.info("Training interrupted by user - shutting down gracefully")
interrupted = True
break
except KeyboardInterrupt:
logger.info("Training interrupted by user")
interrupted = True
except asyncio.CancelledError:
logger.info("Training cancelled")
interrupted = True
finally:
training_active = False
if interrupted:
logger.info("Training shutdown initiated...")
return await self._generate_ai_enhanced_results()
async def _run_legacy_training(self, max_games: Optional[int], max_hours: Optional[float]) -> Dict[str, Any]:
"""Run legacy training."""
logger.info("=" * 60)
logger.info("RUNNING LEGACY TRAINING")
logger.info("=" * 60)
# Use legacy system defaults if not specified
if max_games is None and max_hours is None:
max_hours = 9.0 # Original 9-hour training
return await self.legacy_loop.run_continuous_learning(
max_games=max_games,
max_hours=max_hours
)
async def _get_real_game_id(self, game_num: int) -> str:
"""Get a real ARC game ID from available games."""
try:
# Import ARC client
from src.arc_integration.arc_api_client import ARCClient
# Use cached game IDs if available
if not hasattr(self, '_available_games'):
api_key = getattr(self.session_manager, 'api_key', None)
if not api_key:
api_key = os.getenv('ARC_AGI_3_API_KEY') or os.getenv('ARC_API_KEY')
async with ARCClient(api_key=api_key) as client:
self._available_games = await client.get_available_games()
logger.info(f"Fetched {len(self._available_games)} available games from ARC API")
# Select game by cycling through available games
if self._available_games:
game_index = (game_num - 1) % len(self._available_games)
game_id = self._available_games[game_index].get('id', self._available_games[game_index].get('game_id'))
logger.info(f"Using real game ID: {game_id} (index {game_index})")
return game_id
else:
# Fallback if no games available
logger.warning("No games available from ARC API, using fallback")
return f"fallback_game_{game_num}"
except Exception as e:
logger.warning(f"Error getting real game ID: {e}")
# Fallback to a known working game ID
return "vc33-6ae7bf49eea5" # Use the game ID we know works
async def _play_ai_enhanced_game(self) -> Dict[str, Any]:
"""Play a single AI-enhanced game with hypothesis-guided gameplay."""
game_start = time.time()
game_num = self.games_completed + 1
try:
logger.info(f"Starting AI-enhanced game {game_num}...")
# Get real ARC game ID from available games
game_id = await self._get_real_game_id(game_num)
# Initialize comprehensive AI analysis for this game
enhanced_analysis_context = {}
# Get initial screenshot for analysis
screenshot_result = await self.gameplay.get_current_screenshot()
screenshot_array = None # Initialize to handle case when no screenshot available
if screenshot_result and 'screenshot_array' in screenshot_result:
screenshot_array = screenshot_result['screenshot_array']
# Enhanced Frame Analysis
frame_analysis_result = None
if self.frame_analyzer:
try:
logger.info(f"Running enhanced frame analysis for game {game_id}...")
frame_analysis_result = self.frame_analyzer.analyze_frame(screenshot_array)
enhanced_analysis_context['frame_analysis'] = frame_analysis_result
# Log key insights from frame analysis
if frame_analysis_result:
patterns = frame_analysis_result.visual_patterns or []
logger.info(f" Frame Analysis: {len(patterns)} visual patterns detected")
if hasattr(frame_analysis_result, 'game_mechanics_prediction'):
logger.info(f" Predicted Mechanics: {frame_analysis_result.game_mechanics_prediction}")
except Exception as e:
logger.warning(f"Enhanced frame analysis failed for game {game_id}: {e}")
frame_analysis_result = None
# Enhanced Memory Retrieval
memory_insights = None
if self.enhanced_memory:
try:
logger.info(f"Retrieving strategic memories for game {game_id}...")
# Convert screenshot to tensor for memory query
import torch
memory_query = torch.tensor(screenshot_array, dtype=torch.float32).flatten()[:64] # Use first 64 elements as query
if len(memory_query) < 64:
memory_query = torch.cat([memory_query, torch.zeros(64 - len(memory_query))])
memory_result = self.enhanced_memory.read(memory_query.unsqueeze(0))
if memory_result is not None:
enhanced_analysis_context['memory_insights'] = memory_result
logger.info(f" Memory Systems: Retrieved strategic patterns")
except Exception as e:
logger.warning(f"Enhanced memory retrieval failed for game {game_id}: {e}")
memory_insights = None
# Knowledge Transfer Analysis
transfer_insights = None
if self.knowledge_transfer:
try:
logger.info(f"Analyzing knowledge transfer opportunities for game {game_id}...")
# Check for transferable knowledge from similar games
game_features = {
'game_id': game_id,
'screenshot_data': screenshot_array.tolist() if hasattr(screenshot_array, 'tolist') else screenshot_array,
'frame_analysis': frame_analysis_result.__dict__ if frame_analysis_result else None
}
transfer_opportunities = await self.knowledge_transfer.identify_transfer_opportunities(game_features)
if transfer_opportunities:
enhanced_analysis_context['knowledge_transfer'] = transfer_opportunities
logger.info(f" Knowledge Transfer: {len(transfer_opportunities)} transfer opportunities identified")
except Exception as e:
logger.warning(f"Knowledge transfer analysis failed for game {game_id}: {e}")
transfer_insights = None
# Hypothesis Generation (enhanced with frame analysis)
hypothesis_results = None
if self.hypothesis_system:
try:
logger.info(f"Generating hypotheses for game {game_id}...")
game_context = {
'game_id': game_id,
'game_number': game_num,
'session_manager': self.session_manager,
'enhanced_analysis': enhanced_analysis_context # Include all enhanced analysis
}
# Generate hypotheses with enhanced context
hypothesis_results = await self.hypothesis_system.analyze_and_generate_hypotheses(
game_id=game_id,
screenshot_array=screenshot_array,
game_context=game_context
)
if hypothesis_results:
logger.info(f"Generated {len(hypothesis_results)} hypotheses for game {game_id}")
for i, hyp in enumerate(hypothesis_results[:3]): # Show first 3
logger.info(f" H{i+1}: {hyp.get('description', 'Unknown hypothesis')}")
else:
logger.info(f"No hypotheses generated for game {game_id}")
except Exception as e:
logger.warning(f"Hypothesis generation failed for game {game_id}: {e}")
hypothesis_results = None
else:
logger.info(f"No screenshot available for enhanced analysis - this is expected before gameplay starts")
hypothesis_results = None
# Play the game (with or without hypotheses)
result = await self.gameplay.play_single_game(
game_id=game_id,
max_actions=400,
hypothesis_context=hypothesis_results # Pass hypotheses to gameplay
)
duration = time.time() - game_start
final_score = result.get('final_score', 0.0)
total_actions = result.get('total_actions', 0)
game_won = result.get('win_detected', False)
# Add comprehensive enhanced system information to result
if hypothesis_results:
result['hypotheses_generated'] = len(hypothesis_results)
result['hypothesis_system_used'] = True
else:
result['hypotheses_generated'] = 0
result['hypothesis_system_used'] = False
# Track enhanced systems usage
result['frame_analysis_used'] = bool(enhanced_analysis_context.get('frame_analysis'))
result['memory_insights_used'] = bool(enhanced_analysis_context.get('memory_insights'))
result['knowledge_transfer_used'] = bool(enhanced_analysis_context.get('knowledge_transfer'))
result['enhanced_analysis_context'] = enhanced_analysis_context
logger.info(f"Game {game_num}: Score={final_score}, Actions={total_actions}, Won={game_won}, Time={duration:.1f}s")
# Enhanced systems summary
systems_used = []
if hypothesis_results:
systems_used.append(f"Hypotheses: {len(hypothesis_results)}")
if enhanced_analysis_context.get('frame_analysis'):
systems_used.append("Frame Analysis")
if enhanced_analysis_context.get('memory_insights'):
systems_used.append("Memory")
if enhanced_analysis_context.get('knowledge_transfer'):
systems_used.append("Knowledge Transfer")
if systems_used:
logger.info(f" Enhanced Systems: {', '.join(systems_used)}")
return {
'game_number': game_num,
'game_id': game_id,
'final_score': final_score,
'total_actions': total_actions,
'game_duration': duration,
'game_won': game_won,
'ai_performance': result.get('ai_performance', {}),
'hypotheses_generated': result.get('hypotheses_generated', 0),
'hypothesis_system_used': result.get('hypothesis_system_used', False),
'frame_analysis_used': result.get('frame_analysis_used', False),
'memory_insights_used': result.get('memory_insights_used', False),
'knowledge_transfer_used': result.get('knowledge_transfer_used', False),
'enhanced_analysis_context': enhanced_analysis_context,
'timestamp': datetime.now().isoformat()
}
except asyncio.CancelledError:
logger.info(f"Game {game_num} cancelled during shutdown")
# Return partial result for cancelled game
return {
'game_number': game_num,
'final_score': 0.0,
'total_actions': 0,
'game_duration': time.time() - game_start,
'game_won': False,
'error': 'cancelled_during_shutdown',
'cancelled': True
}
except KeyboardInterrupt:
logger.info(f"Game {game_num} interrupted by user")
# Re-raise KeyboardInterrupt to be handled by training loop
raise
except Exception as e:
logger.error(f"Game {game_num} error: {e}")
return {
'game_number': game_num,
'final_score': 0.0,
'total_actions': 0,
'game_duration': time.time() - game_start,
'game_won': False,
'error': str(e)
}
async def _process_game_result(self, result: Dict[str, Any]):
"""Process game result with enhanced learning integration."""
self.games_completed += 1
if result.get('game_won', False):
self.games_won += 1
self.total_score += result.get('final_score', 0.0)
self.total_actions += result.get('total_actions', 0)
self.game_results.append(result)
# Enhanced Learning Integration
if self.enhanced_learning:
try:
logger.info(f"Processing game result with enhanced learning...")
# Get lifecycle pattern analysis for this game
lifecycle_pattern_data = {}
if self.lifecycle_analyzer:
try:
# Get failure risk assessment
game_type = self._classify_game_type(result)
failure_risk = self.lifecycle_analyzer.get_failure_risk(
game_type=game_type,
current_action_count=result.get('total_actions', 0),
recent_actions=result.get('action_history', [])[-10:] if result.get('action_history') else []
)
# Get action effectiveness data from lifecycle analyzer
action_effectiveness = {}
if hasattr(self.lifecycle_analyzer, 'action_effectiveness'):
for (action, context), effectiveness in self.lifecycle_analyzer.action_effectiveness.items():
if context.startswith(game_type):
action_effectiveness[action] = effectiveness.avg_action_effectiveness if hasattr(effectiveness, 'avg_action_effectiveness') else 0.5
# Detect oscillations in action sequence
oscillation_detected = False
action_sequence = result.get('action_history', [])
if action_sequence and len(action_sequence) >= 10:
oscillations = self.lifecycle_analyzer.oscillation_detector.detect_oscillations(action_sequence)
oscillation_detected = len(oscillations) > 0
lifecycle_pattern_data = {
'failure_risk_score': failure_risk,
'oscillation_detected': oscillation_detected,
'action_effectiveness': action_effectiveness,
'game_type': game_type,
'oscillation_patterns': [osc['actions'] for osc in (oscillations if oscillation_detected else [])]
}
logger.info(f"Lifecycle analysis for game: risk={failure_risk:.2f}, oscillations={oscillation_detected}, effectiveness_count={len(action_effectiveness)}")
except Exception as e:
logger.warning(f"Failed to get lifecycle patterns for learning: {e}")
# Create enhanced learning experience from game result
learning_experience = {
'game_id': result.get('game_id', 'unknown'),
'game_number': result.get('game_number', 0),
'final_score': result.get('final_score', 0.0),
'game_won': result.get('game_won', False),
'total_actions': result.get('total_actions', 0),
'game_duration': result.get('game_duration', 0.0),
'hypotheses_generated': result.get('hypotheses_generated', 0),
'enhanced_analysis_used': result.get('enhanced_analysis_context', {}),
'lifecycle_patterns': lifecycle_pattern_data # NEW: Add lifecycle pattern data
}
# Process with enhanced learning
await self.enhanced_learning.process_learning_experience(learning_experience)
result['enhanced_learning_processed'] = True
logger.info(f"Enhanced learning processed game {result.get('game_number', 0)}")
except Exception as e:
result['enhanced_learning_processed'] = False
logger.warning(f"Enhanced learning processing failed: {e}")
# Enhanced Memory Storage
if self.enhanced_memory:
try:
logger.info(f"Storing strategic memory from game result...")
# Create memory entry for successful strategies
if result.get('game_won', False) or result.get('final_score', 0) > 50:
import torch
# Create memory content from successful game
memory_content = torch.tensor([
result.get('final_score', 0.0),
result.get('total_actions', 0),
result.get('game_duration', 0.0),
result.get('hypotheses_generated', 0),
1.0 if result.get('game_won', False) else 0.0,
# Pad to word_size (64)
] + [0.0] * 59, dtype=torch.float32)
# Store in enhanced memory
self.enhanced_memory.write(memory_content.unsqueeze(0), memory_content.unsqueeze(0))
logger.info(f"Strategic memory stored for high-performing game")
except Exception as e:
logger.warning(f"Enhanced memory storage failed: {e}")
# Enhanced Knowledge Transfer Learning
if self.knowledge_transfer:
try:
logger.info(f"Updating knowledge transfer with game result...")
# Create transferable knowledge from game result
game_knowledge = {
'game_id': result.get('game_id', 'unknown'),
'success_score': result.get('final_score', 0.0),
'strategies_used': {
'hypotheses_count': result.get('hypotheses_generated', 0),
'total_actions': result.get('total_actions', 0),
'game_won': result.get('game_won', False)
},
'performance_metrics': {
'duration': result.get('game_duration', 0.0),
'efficiency': result.get('final_score', 0.0) / max(result.get('total_actions', 1), 1)
},
'lifecycle_patterns': lifecycle_pattern_data # NEW: Add lifecycle pattern data for knowledge transfer
}
# Update knowledge transfer system
await self.knowledge_transfer.update_knowledge_base(game_knowledge)
logger.info(f"Knowledge transfer updated with game {result.get('game_number', 0)} insights")
except Exception as e:
logger.warning(f"Knowledge transfer update failed: {e}")
# Game Lifecycle Pattern Analysis
if self.lifecycle_analyzer:
try:
logger.info(f"Analyzing game lifecycle patterns...")
# Create lifecycle data from game result
lifecycle_data = {
'game_id': result.get('game_id', 'unknown'),
'game_type': self._classify_game_type(result),
'actions_to_failure': result.get('total_actions', 0),
'final_score': result.get('final_score', 0.0),
'game_won': result.get('game_won', False),
'failure_reason': self._determine_failure_reason(result),
'action_sequence_before_end': result.get('action_history', [])[-20:] if result.get('action_history') else [],
'efficiency_trajectory': result.get('score_history', [])
}
# Add pattern to lifecycle analyzer
await self.lifecycle_analyzer.add_game_over_pattern(lifecycle_data)
logger.info(f"Lifecycle pattern analysis completed for game {result.get('game_number', 0)}")
except Exception as e:
logger.warning(f"Lifecycle pattern analysis failed: {e}")
# Original knowledge extraction for AI system
if self.system_type == "AI_ENHANCED" and self.gameplay.knowledge_integrator:
try:
await self.gameplay.knowledge_integrator.extract_game_knowledge(result)
except Exception as e:
logger.warning(f"Knowledge extraction failed: {e}")
def _classify_game_type(self, result: Dict[str, Any]) -> str:
"""Classify game type based on game characteristics."""
try:
game_id = result.get('game_id', 'unknown')
total_actions = result.get('total_actions', 0)
final_score = result.get('final_score', 0.0)
# Simple classification based on ID patterns and performance characteristics
if 'action6' in game_id.lower() or total_actions > 200:
return 'action6_intensive'
elif final_score == 0 and total_actions < 50:
return 'quick_failure'
elif total_actions > 150:
return 'long_exploration'
elif final_score > 100:
return 'high_scoring'
else:
return 'standard'
except Exception:
return 'unknown'
def _determine_failure_reason(self, result: Dict[str, Any]) -> str:
"""Determine the reason for game failure."""
try:
game_won = result.get('game_won', False)
total_actions = result.get('total_actions', 0)
final_score = result.get('final_score', 0.0)
game_duration = result.get('game_duration', 0.0)
error = result.get('error')
if game_won:
return 'success'
elif error:
return f'error_{error}'
elif total_actions >= 400: # Max actions limit
return 'action_limit'
elif game_duration > 300: # 5 minutes timeout
return 'timeout'
elif total_actions > 100 and final_score == 0:
return 'score_stagnation'
elif total_actions < 10:
return 'early_termination'
else:
return 'unknown'
except Exception:
return 'unknown'
async def _should_stop(self, max_games: Optional[int], max_hours: Optional[float]) -> bool:
"""Check if training should stop."""
if max_games and self.games_completed >= max_games:
return True
if max_hours and self.start_time:
elapsed = (datetime.now() - self.start_time).total_seconds() / 3600
if elapsed >= max_hours:
return True
return False
async def _log_progress(self):
"""Log comprehensive training progress with all enhanced systems."""
elapsed = (datetime.now() - self.start_time).total_seconds() / 3600
win_rate = self.games_won / max(self.games_completed, 1)
avg_score = self.total_score / max(self.games_completed, 1)
# Calculate hypothesis system metrics
hypothesis_games = sum(1 for r in self.game_results if r.get('hypothesis_system_used', False))
total_hypotheses = sum(r.get('hypotheses_generated', 0) for r in self.game_results)
avg_hypotheses = total_hypotheses / max(hypothesis_games, 1) if hypothesis_games > 0 else 0
# Calculate enhanced frame analysis metrics
frame_analysis_games = sum(1 for r in self.game_results if r.get('frame_analysis_used', False))
# Calculate enhanced learning metrics
enhanced_learning_games = sum(1 for r in self.game_results if r.get('enhanced_learning_processed', False))
# Calculate knowledge transfer metrics
knowledge_transfer_games = sum(1 for r in self.game_results if r.get('knowledge_transfer_used', False))
# Calculate memory system metrics
memory_games = sum(1 for r in self.game_results if r.get('memory_insights_used', False))
# Get Action6 Coordinator statistics from enhanced gameplay
action6_stats = {}
if self.gameplay and hasattr(self.gameplay, 'enhanced_gameplay'):
enhanced_gameplay = self.gameplay.enhanced_gameplay
if enhanced_gameplay and hasattr(enhanced_gameplay, 'action6_coordinator'):
coordinator = enhanced_gameplay.action6_coordinator
if hasattr(coordinator, 'stats'):
action6_stats = coordinator.stats
logger.info("=" * 70)
logger.info(f"PROGRESS: Game {self.games_completed}")
logger.info(f"Win rate: {win_rate:.1%} ({self.games_won}/{self.games_completed})")
logger.info(f"Avg score: {avg_score:.1f}")
logger.info(f"Time: {elapsed:.1f}h")
logger.info("-" * 70)
# Enhanced Frame Analysis
if self.frame_analyzer:
if frame_analysis_games > 0:
logger.info(f"Enhanced Frame Analysis: {frame_analysis_games}/{self.games_completed} games analyzed")
else:
logger.info("Enhanced Frame Analysis: Active but no games analyzed yet")
# Action6 Coordinator Stats
if action6_stats:
pseudo_buttons = action6_stats.get('button_based_selections', 0)
exploration_coords = action6_stats.get('exploration_selections', 0)
total_action6 = pseudo_buttons + exploration_coords
logger.info(f"Action6 Coordinator: {total_action6} total selections")
logger.info(f" Pseudo-buttons: {pseudo_buttons}, Exploration: {exploration_coords}")
elif self.gameplay and hasattr(self.gameplay, 'enhanced_gameplay'):
logger.info("Action6 Coordinator: Active with pseudo-button detection")
# Enhanced Learning Integration
if self.enhanced_learning:
if enhanced_learning_games > 0:
logger.info(f"Enhanced Learning: {enhanced_learning_games}/{self.games_completed} games processed")
else:
logger.info("Enhanced Learning: Active but no learning experiences processed yet")
# Enhanced Knowledge Transfer
if self.knowledge_transfer:
if knowledge_transfer_games > 0:
logger.info(f"Knowledge Transfer: {knowledge_transfer_games}/{self.games_completed} games with transfer opportunities")
else:
logger.info("Knowledge Transfer: Active but no transfer opportunities identified yet")
# Enhanced Memory Systems
if self.enhanced_memory:
if memory_games > 0:
logger.info(f"Enhanced Memory: {memory_games}/{self.games_completed} games with memory insights")
# Get memory utilization if available
if hasattr(self.enhanced_memory, 'get_memory_utilization'):
try:
utilization = self.enhanced_memory.get_memory_utilization()
logger.info(f" Memory utilization: {utilization:.1%}")
except:
pass
else:
logger.info("Enhanced Memory: Active but no memory insights retrieved yet")
# Hypothesis System (existing)
if self.hypothesis_system:
if hypothesis_games > 0:
logger.info(f"Hypothesis System: {hypothesis_games}/{self.games_completed} games")
logger.info(f" Total hypotheses: {total_hypotheses} (avg: {avg_hypotheses:.1f}/game)")
else:
logger.info("Hypothesis System: Active but no hypotheses generated yet")
logger.info("=" * 70)
async def _generate_ai_enhanced_results(self) -> Dict[str, Any]:
"""Generate AI-enhanced training results."""
end_time = datetime.now()
total_time = (end_time - self.start_time).total_seconds() / 3600
win_rate = self.games_won / max(self.games_completed, 1)
results = {
'system_type': 'AI_ENHANCED',
'games_completed': self.games_completed,
'games_won': self.games_won,
'win_rate': win_rate,
'total_score': self.total_score,
'average_score': self.total_score / max(self.games_completed, 1),
'total_actions': self.total_actions,
'total_time_hours': total_time,
'games_per_hour': self.games_completed / max(total_time, 0.01),
'ai_performance': self.gameplay.get_performance_stats() if self.gameplay.ai_available else {},
'database_path': self.db_path