sts2-bot/run.py
0xrsydn 17cb02a147 feat(run): log every decision with the answers and the run outcome
`JEV_TRACE` alone cannot be joined to a decision: it records a time to the
second and the answers, with no run, step or action, so nothing in it can be
traced back to a run.

Wrap the client in `RecordingClient` so the last call's questions and answers
travel with the decision row they produced, and give each process a
`SESSION_ID` so rows from two sessions in the same second stay apart. Diff the
history directory before and after a session to attribute the run records it
produced.

What this supports is arm-level analysis: this decision belongs to this session,
and the session's outcome is the run file. It does NOT say whether an individual
answer was correct -- one run result attached to one step cannot label that
step. Per-decision accuracy needs replay, expert judgement, or ground truth the
code can verify on its own (lethal, legality, affordability).

A decision that asked nothing must carry no answers, so `client.last` is
cleared before each decide(); otherwise rows silently inherit the previous
step's answers.
2026-09-22 06:06:06 +07:00

533 lines
22 KiB
Python

#!/usr/bin/env python3
"""
run.py -- the observe -> decide -> act loop.
The loop is strictly closed. Playing a card removes it from hand and shifts
every later index, so we re-read the state after every single action. We never
precompute an action list.
usage:
python3 run.py --dry-run --steps 5 # show decisions, touch nothing
python3 run.py --steps 40 # actually play
python3 run.py --steps 40 --no-jev # heuristics only
"""
from __future__ import annotations
import argparse
import atexit
import json
import os
import pathlib
import sys
import time
import uuid
import brain
import facts as F
import sts2
from jev import JevClient, JevError, answer_record
DECK_FILE = pathlib.Path("deck.json")
# Where the game writes its own run records. This is the OUTCOME source: it
# carries win/loss, the killer, the seed and the final deck. Override with
# STS2_HISTORY_DIR when the steam id differs.
HISTORY_DIR = pathlib.Path(os.environ.get(
"STS2_HISTORY_DIR",
"~/Library/Application Support/SlayTheSpire2/steam/"
"76561198141226155/modded/profile1/saves/history")).expanduser()
# One id per process, written into every trace row. A decision row and the model
# answers that produced it must be joinable, and a bare wall-clock time is not
# an identifier: JEV_TRACE timestamps only to the second, so several calls share
# a timestamp and nothing in it names the run, step or action. The random suffix
# keeps two processes started in the same second apart.
SESSION_ID = f"{time.strftime('%Y%m%dT%H%M%S')}-{uuid.uuid4().hex[:6]}"
class RecordingClient:
"""
Wraps a JevClient so the last call's questions and answers travel with the
decision row they produced.
This makes the log ATTRIBUTABLE. `JEV_TRACE` alone cannot be joined to a
decision -- it records a time to the second and the answers, with no run,
step or action -- so nothing in it can be traced back to a run.
What the join supports is arm-level analysis: this decision belongs to this
session, and the session's outcome is the run file, which is what an A/B or
a delayed-reward model needs. It does NOT say whether an individual answer
was correct. One run result attached to one step cannot label that step;
per-decision accuracy needs replay, expert judgement, or a ground truth the
code can verify on its own (lethal, legality, affordability).
"""
def __init__(self, inner: JevClient) -> None:
self._inner = inner
self.last: dict | None = None
@property
def model(self) -> str:
return self._inner.model
def __repr__(self) -> str: # keep the key redacted
return f"RecordingClient({self._inner!r})"
def ask(self, state, questions, model=None):
response = self._inner.ask(state, questions, model)
self.last = {
"model": response.model,
"latency_s": round(response.latency_s, 3),
"questions": questions,
"answers": {qid: answer_record(a)
for qid, a in response.answers.items()},
}
return response
def history_snapshot() -> set[str]:
"""Run-record filenames present right now. Diffed to attribute a session."""
try:
return {p.name for p in HISTORY_DIR.iterdir() if p.suffix == ".run"}
except OSError:
return set()
def run_outcome(name: str) -> dict:
"""The outcome fields of one game run record, or a stub if it is unreadable."""
try:
data = json.loads((HISTORY_DIR / name).read_text())
except (OSError, json.JSONDecodeError):
return {"file": name}
players = data.get("players") or [{}]
points = data.get("map_point_history") or []
return {
"file": name,
"win": data.get("win"),
"killed_by": str(data.get("killed_by_encounter") or "").replace(
"ENCOUNTER.", ""),
"seed": data.get("seed"),
"deck_size": len(players[0].get("deck") or []),
"map_points": sum(len(a) for a in points if isinstance(a, list)),
"run_time_s": data.get("run_time"),
}
def session_record(session_id: str, started_at: str, ended_at: str, steps: int,
sources: dict, produced) -> dict:
"""
session id -> the run record(s) that session produced.
Nothing else writes this mapping: the game's history file does not know our
session id, and the A/B harness only maps a policy to a filename. Without it
a decision cannot be attributed to the run it belongs to, so no arm-level
outcome analysis (A/B, delayed reward) is possible.
It is NOT a per-decision accuracy label. One run result attached to a step
says nothing about whether that step's answer was correct; calibrating a
gate needs labels for the individual answers.
"""
return {
"session": session_id,
"started": started_at,
"ended": ended_at,
"steps": steps,
"sources": sources,
"runs": [run_outcome(name) for name in sorted(produced)],
}
def decision_record(step: int, state_type: str, run_state, decision,
error: str | None, client) -> dict:
"""
One JSONL row per decided action, carrying the model's answers with it.
`jev` is None for a decision that did not ask the model (code paths and
fallbacks), so an absent entry is a fact about the decision, not a gap.
"""
return {
"session": SESSION_ID,
"step": step,
"state_type": state_type,
"run": run_state,
"event": "decide",
"source": decision.source,
"action": decision.action,
"params": decision.params,
"reason": decision.reason,
"confidence": decision.confidence,
"error": error,
"jev": getattr(client, "last", None),
}
# Known starting decks, used only until the first combat exposes the real one.
# Source: the character_select state, which lists starting_deck per character.
STARTING_DECKS: dict[str, dict[str, int]] = {
"The Ironclad": {"Strike": 5, "Defend": 4, "Bash": 1},
"The Silent": {"Strike": 5, "Defend": 5, "Neutralize": 1, "Survivor": 1},
"The Regent": {"Strike": 4, "Defend": 4, "Falling Star": 1, "Venerate": 1},
}
def load_deck() -> dict | None:
if DECK_FILE.exists():
try:
return json.loads(DECK_FILE.read_text())
except (json.JSONDecodeError, OSError):
return None
return None
def save_deck(deck: dict) -> None:
DECK_FILE.write_text(json.dumps(deck, indent=2, sort_keys=True))
def observe() -> dict:
return sts2.state()
def preflight(obs: dict) -> str | None:
"""
Detect states the bot cannot proceed from, so a session does not silently
burn its whole step budget doing nothing.
Two that actually bit:
* A pending Timeline epoch leaves the main menu with only settings/quit,
and the mod REFUSES to automate the reveal. A whole A/B arm ran with 0
decisions before this was noticed.
* A parked `game_over` screen blocks every later session. Dismiss it.
"""
if obs.get("state_type") == "game_over":
try:
sts2.act("menu_select", option="main_menu")
# The dismissal is not instant. Without this wait the loop reads the
# state again, still sees game_over, and stops the session at step 1
# -- measured, one whole session made 0 decisions.
time.sleep(1.5)
print("dismissed a parked game-over screen")
except sts2.Sts2Error as exc:
return f"BLOCKED: parked on game_over and could not dismiss it: {exc}"
return None
if obs.get("state_type") != "menu" or obs.get("menu_screen") != "main":
return None
options = obs.get("options") or []
names = {o if isinstance(o, str) else o.get("name") for o in options}
if names & {"singleplayer", "continue"}:
return None
blocked = obs.get("blocked_options") or []
for entry in blocked:
if isinstance(entry, dict) and entry.get("reason") == "manual_epoch_reveal_required":
pending = ", ".join(entry.get("pending_epoch_ids") or [])
return (
"BLOCKED: the Timeline has unrevealed epochs (" + pending + ").\n"
"The mod refuses to automate this by design, and the main menu\n"
"offers only settings/quit until it is done.\n"
" -> Open the Timeline IN GAME and reveal the epoch by hand,\n"
" then re-run."
)
return f"BLOCKED: main menu offers only {sorted(n for n in names if n)}; cannot start a run."
def main() -> int:
ap = argparse.ArgumentParser()
ap.add_argument("--steps", type=int, default=20)
ap.add_argument("--dry-run", action="store_true")
ap.add_argument("--no-jev", action="store_true")
ap.add_argument("--pause", type=float, default=0.6,
help="seconds to wait after each action")
ap.add_argument("--stuck-seconds", type=float, default=25.0,
help="give up if the state does not change for this long")
ap.add_argument("--max-duplicate-waits", type=int, default=3,
help="how many times to suppress an identical repeated action "
"on an unchanged state before trying it again")
ap.add_argument("--max-jev-errors", type=int, default=8,
help="abort the session after this many consecutive model "
"failures, so a network outage does not silently "
"produce heuristic-only data")
ap.add_argument("--stop-on-run-end", action="store_true",
help="end the session when the run ends instead of starting "
"a fresh one. REQUIRED for A/B work: without it a "
"session can contain several runs and the results "
"cannot be attributed to an arm.")
ap.add_argument("--capture-dir", default="capture")
ap.add_argument("--card-skip-policy", choices=("jev", "combined"), default=None,
help="how card-reward skips are decided (default: brain's own)")
args = ap.parse_args()
if not sts2.is_up():
print(f"game not reachable at {sts2.BASE}")
return 1
# Fail fast on a state the bot cannot leave, instead of burning the whole
# step budget on rejected actions.
try:
blocker = preflight(observe())
except sts2.Sts2Error as exc:
print(f"cannot read state: {exc}")
return 1
if blocker:
print(blocker)
return 2
if args.card_skip_policy:
brain.CARD_SKIP_POLICY = args.card_skip_policy
print(f"card skip policy: {brain.CARD_SKIP_POLICY}")
# Grepped by ab_card_skip.sh to stamp its attribution rows with the same id.
print(f"session: {SESSION_ID}")
client = None
if not args.no_jev:
try:
client = RecordingClient(JevClient())
print(f"jev ready: {client!r}")
except JevError as exc:
print(f"jev unavailable, using heuristics only: {exc}")
capdir = pathlib.Path(args.capture_dir)
capdir.mkdir(exist_ok=True)
trace_path = capdir / "decisions.jsonl"
def trace(record: dict) -> None:
# One JSON line per decided action. Tail it while the bot plays:
# tail -f capture/decisions.jsonl | jq
record["ts"] = time.strftime("%H:%M:%S")
record.setdefault("session", SESSION_ID)
with trace_path.open("a", encoding="utf-8") as fh:
fh.write(json.dumps(record, sort_keys=True, default=str) + "\n")
stats = {"code": 0, "jev": 0, "fallback": 0}
jev_calls = 0
jev_tokens = 0
started = time.monotonic()
# The outcome half of the join: which run record(s) this session produced.
# Registered with atexit so EVERY exit path writes it -- the normal end, the
# step cap, a stuck screen, a model-failure abort, or an exception.
history_before = history_snapshot()
step = 0
started_at = time.strftime("%Y-%m-%dT%H:%M:%S")
def write_session_row() -> None:
try:
row = session_record(SESSION_ID, started_at,
time.strftime("%Y-%m-%dT%H:%M:%S"), step, stats,
history_snapshot() - history_before)
with (capdir / "sessions.jsonl").open("a", encoding="utf-8") as fh:
fh.write(json.dumps(row, sort_keys=True, default=str) + "\n")
except OSError:
pass # bookkeeping must never break the exit
atexit.register(write_session_row)
# The card_reward state does not expose the deck, but combat states expose
# all four piles. Snapshot composition during combat and persist it so it
# survives a restart.
deck_snapshot: dict | None = load_deck()
if deck_snapshot:
print(f"deck snapshot loaded: {deck_snapshot}")
waits = 0
rejected = 0
last_sig: str | None = None
same_state = 0
same_state_since = time.monotonic()
last_ok = True
last_action_key: tuple | None = None
duplicate_waits = 0
jev_errors = 0
saw_a_run = False
for step in range(1, args.steps + 1):
try:
obs = observe()
except sts2.Sts2Error as exc:
print(f"[{step:03d}] state read failed: {str(exc)[:160]}")
return 1
st = obs.get("state_type")
# One session = one run, when asked. Otherwise the bot dies, returns to
# the menu and starts a fresh run inside the same session, so a single
# session yields several run records and nothing can be attributed to
# an experimental arm.
#
# CRITICAL: dismiss the game-over screen BEFORE stopping. Breaking
# first left the game parked on `game_over`, so every later session saw
# it at step 1 and stopped instantly -- the whole A/B produced nothing.
if args.stop_on_run_end and st == "game_over":
print(f"[{step:03d}] run ended; dismissing game-over, then stopping")
try:
sts2.act("menu_select", option="main_menu")
except sts2.Sts2Error as exc:
print(f"[{step:03d}] could not dismiss game-over: {exc}")
time.sleep(args.pause)
break
if args.stop_on_run_end and st in ("monster", "elite", "boss", "map",
"rewards", "card_reward", "event",
"rest_site", "shop", "treasure",
"card_select", "hand_select"):
saw_a_run = True
if args.stop_on_run_end and saw_a_run and st == "menu" and \
obs.get("menu_screen") == "main":
print(f"[{step:03d}] back at the main menu; run is over, stopping session")
break
# Guard against re-acting while the game is still animating a transition.
# An identical state after our own action means the action has not landed
# yet; acting again queues duplicates (e.g. three map moves in a row).
sig = json.dumps(obs, sort_keys=True)
if sig == last_sig:
same_state += 1
else:
same_state = 0
last_sig = sig
same_state_since = time.monotonic()
# Time-based, not count-based: a boss death animation plus the rewards
# transition can easily exceed a fixed number of reads.
unchanged_for = time.monotonic() - same_state_since
if unchanged_for > args.stuck_seconds:
print(f"[{step:03d}] STUCK: state unchanged for {unchanged_for:.0f}s -- stopping")
print(json.dumps(obs, indent=2)[:900])
break
# Only wait when our own action actually landed and the game is still
# animating. If the action was rejected, fall through and pick a
# different one instead of waiting out the stuck counter.
#
# NOTE: this check now happens AFTER deciding, and only suppresses a
# REPEATED action. Waiting on "state unchanged" alone blocked
# legitimate sequences -- character select needs select-then-embark, and
# the screen does not change between them, so the bot stalled forever.
if st in ("monster", "elite", "boss"):
f = F.combat_facts(obs)
(capdir / f"live_{step:03d}_combat.json").write_text(json.dumps(obs, indent=2))
print(f"[{step:03d}] COMBAT {f.describe().splitlines()[0]}")
for line in f.describe().splitlines()[1:]:
print(f" {line}")
# The snapshot carries the name->count map (card identities, which
# are the synergy signal) plus stable all-pile aggregates. Only the
# counts decide whether the deck actually changed.
if f.deck_counts and f.deck_counts != (deck_snapshot or {}).get("counts"):
deck_snapshot = {"counts": f.deck_counts, "summary": f.deck_summary}
save_deck(deck_snapshot)
decision = None
decide_error = None
if isinstance(client, RecordingClient):
# Cleared first: a decision that asks nothing (code paths, fallbacks)
# must not inherit the previous step's answers in the log.
client.last = None
try:
decision = brain.decide(obs, client, deck_snapshot)
jev_errors = 0
except JevError as exc:
jev_errors += 1
print(f"[{step:03d}] jev error ({jev_errors}): {str(exc)[:140]}")
decide_error = f"JevError: {str(exc)[:160]}"
if jev_errors >= args.max_jev_errors:
print(f"[{step:03d}] ABORT: {jev_errors} consecutive model failures. "
f"The run would continue on heuristics alone, which is not "
f"the data we want. Retry this session.")
return 3
# Fall back WITHOUT the model. Passing the client again just retries
# the same failing request -- measured, a DNS blip re-raised out of
# the "fallback" and killed the session.
decision = brain.simple_decision(obs, None, deck_snapshot)
except Exception as exc: # noqa: BLE001
# A network blip or an unexpected shape must not end the run.
print(f"[{step:03d}] unexpected error in decide(): "
f"{type(exc).__name__}: {str(exc)[:160]}")
decide_error = f"{type(exc).__name__}: {str(exc)[:160]}"
try:
decision = brain.simple_decision(obs, None, deck_snapshot)
except Exception as inner: # noqa: BLE001
print(f"[{step:03d}] fallback also failed: {inner}")
decision = None
if decision is None:
trace({"step": step, "state_type": st,
"event": "no_decision", "error": decide_error})
print(f"[{step:03d}] no decision for state_type={st!r} -- stopping")
print(json.dumps(obs, indent=2)[:800])
break
# Between turns there is nothing to do but look again.
if decision.action == "__wait__":
waits += 1
print(f"[{step:03d}] WAIT {decision.reason}")
time.sleep(args.pause)
continue
# Suppress DUPLICATE actions on an unchanged state, but only for a
# bounded number of reads. Proposing a DIFFERENT action is always
# allowed, which is what makes select-then-embark and multi-purchase
# shops work. The bound matters because some actions legitimately need
# repeating (multi-line Ancient dialogue) and some transitions are just
# slow -- waiting forever on those stalls the run.
action_key = (decision.action, json.dumps(decision.params, sort_keys=True))
if same_state == 0:
duplicate_waits = 0
if same_state > 0 and last_ok and action_key == last_action_key:
duplicate_waits += 1
if duplicate_waits <= args.max_duplicate_waits:
waits += 1
print(f"[{step:03d}] WAIT same action on unchanged state ({same_state})")
time.sleep(args.pause)
continue
print(f"[{step:03d}] RETRY repeating {decision.action} after "
f"{duplicate_waits} waits on an unchanged state")
duplicate_waits = 0
stats[decision.source] = stats.get(decision.source, 0) + 1
print(f"[{step:03d}] DECIDE {decision}")
trace(decision_record(step, st, obs.get("run"), decision, decide_error, client))
last_action_key = action_key
if args.dry_run:
continue
try:
result = sts2.act(decision.action, **decision.params)
except sts2.Sts2Error as exc:
print(f"[{step:03d}] action failed: {str(exc)[:200]}")
trace({"step": step, "event": "action_error",
"action": decision.action, "error": str(exc)[:200]})
break
if not result.ok:
print(f"[{step:03d}] action rejected: {result.message}")
trace({"step": step, "event": "action_rejected",
"action": decision.action, "message": result.message})
last_ok = False
rejected += 1
if rejected >= 6:
print(f"[{step:03d}] STUCK: {rejected} consecutive rejections -- stopping")
print(json.dumps(obs, indent=2)[:900])
break
# Transient rejections while the game animates are normal -- a
# rest-site `proceed` right after a heal is rejected for a moment
# and then succeeds. Back off longer than the usual pause.
time.sleep(args.pause * 3)
continue
else:
rejected = 0
last_ok = True
time.sleep(args.pause)
elapsed = time.monotonic() - started
print()
print(f"steps={step} waits={waits} elapsed={elapsed:.1f}s sources={stats}")
return 0
if __name__ == "__main__":
raise SystemExit(main())