InosLihka Claude Sonnet 4.6 commited on
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Rebuild as Life Simulator: 5 meters, 3 hidden profiles, GRPO training pipeline

Browse files

server/rhythm_environment.py: full Life Simulator (28 steps, 5 meters, 10 actions,
3 hidden personality profiles with distinct reward weights and action modifiers)
models.py: add reward/done fields to RhythmObservation
training/: complete GRPO pipeline (dataset, train, reward_functions, inference_eval,
Colab notebook); env_reward uses real episode replay via dataset columns
ui/app.py: full rewrite for Life Simulator (5-meter display, 10 actions, profile inspector)
blog_post.md: mini-blog for hackathon submission
docs/round2/: entity_definitions and environment_design updated to Life Simulator spec

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

Files changed (44) hide show
  1. Dockerfile +0 -0
  2. README.md +115 -163
  3. __init__.py +5 -6
  4. blog_post.md +90 -0
  5. client.py +26 -22
  6. docs/references/FAQs on Discord.md +77 -0
  7. docs/references/React Orchestrator Linkedin/V1_ReACT_based_Orchestrator.ipynb +0 -0
  8. docs/references/React Orchestrator Linkedin/V2_ReACT_Based_Orchestrator.ipynb +0 -0
  9. docs/references/React Orchestrator Linkedin/o3_mini_V1_ReACT_Based_Orchestrator.ipynb +0 -0
  10. docs/references/React Orchestrator Linkedin/o3_mini_v2_improved_react_orchestrator.ipynb +0 -0
  11. docs/references/[External] Meta OpenEnv Hackathon Participant Help Guide.md +425 -0
  12. docs/references/[External] OpenEnv Hackathon FAQs.md +556 -0
  13. docs/references/hackathon_checklist.md +153 -0
  14. docs/references/reward_engineering_overview.md +82 -0
  15. docs/references/reward_engineering_software_tasks.md +77 -0
  16. docs/references/unsloth_grpo_training_template.md +269 -0
  17. docs/round2/Plan_v2/CoreMEters.md +50 -0
  18. docs/round2/Plan_v2/GeminiDiscussion.md +61 -0
  19. docs/round2/Plan_v2/HumanModeling.md +93 -0
  20. docs/round2/Plan_v2/LifeMAth.md +89 -0
  21. docs/round2/Plan_v2/RandomnessFactor.md +132 -0
  22. docs/round2/Plan_v2/RewardIsolation.md +44 -0
  23. docs/round2/Plan_v2/Todo.md +14 -0
  24. docs/round2/[External] Apr β€˜26 OpenEnv Hackathon Themes & Judging Criteria.md +177 -0
  25. docs/{round2_confirmation.md β†’ round2/confirmation.md} +0 -0
  26. docs/{round2_design_notes.md β†’ round2/design_notes.md} +0 -0
  27. docs/round2/entity_definitions.md +220 -0
  28. docs/round2/environment_design.md +209 -0
  29. docs/{Hackathon Themes.md β†’ round2/hackathon_themes.md} +0 -0
  30. docs/round2/pitch_framing.md +57 -0
  31. docs/{round2_problem_statement.md β†’ round2/problem_statement.md} +0 -0
  32. eval_results.json +758 -0
  33. inference.py +108 -93
  34. models.py +50 -71
  35. pyproject.toml +3 -2
  36. server/requirements.txt +1 -0
  37. server/rhythm_environment.py +452 -554
  38. tests/test_rhythm_env.py +303 -239
  39. training/RhythmEnv_GRPO_Training.ipynb +557 -0
  40. training/dataset.py +180 -0
  41. training/inference_eval.py +226 -0
  42. training/reward_functions.py +214 -0
  43. training/train.py +202 -0
  44. ui/app.py +384 -0
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README.md CHANGED
@@ -9,17 +9,24 @@ tags:
9
  - openenv
10
  ---
11
 
12
- # RhythmEnv β€” Daily Planning & Scheduling RL Environment
13
 
14
- An OpenEnv environment where AI agents learn to plan and execute a realistic workday under energy, stress, deadline, and meeting constraints.
15
 
16
- ## Why Daily Planning?
17
 
18
- Every knowledge worker faces the same problem every morning: *which task should I work on right now?* The answer depends on deadlines, energy levels, task importance, meeting interruptions, and context-switching costs β€” a complex optimization problem that most people solve with intuition and habit.
 
 
 
19
 
20
- RhythmEnv turns this into a structured RL problem. An agent manages a set of real work tasks (writing reports, fixing bugs, preparing presentations) across a simulated 10-hour workday. It must learn when to push through deep work, when to rest, when to switch tasks, and when to let low-priority items slide β€” the same tradeoffs a human makes dozens of times per day.
21
 
22
- This is not a toy problem. Enterprise productivity tools, AI assistants, and scheduling systems all need this capability. RhythmEnv provides a deterministic, reproducible benchmark for evaluating how well agents handle real-world prioritization.
 
 
 
 
23
 
24
  ## Quick Start
25
 
@@ -33,192 +40,135 @@ from rhythm_env import RhythmEnv, RhythmAction, ActionType
33
 
34
  async def main():
35
  async with RhythmEnv(base_url="https://InosLihka-rhythm-env.hf.space") as env:
36
- result = await env.reset(task="easy")
37
- print(f"Energy: {result.observation.energy}")
38
- print(f"Tasks: {[t.name for t in result.observation.tasks]}")
39
 
40
- result = await env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
41
  print(f"Reward: {result.reward}")
42
 
43
  asyncio.run(main())
44
  ```
45
 
46
- ## Action Space
47
-
48
- | Action | Parameters | Description |
49
- |--------|-----------|-------------|
50
- | `START_TASK` | `task_id: int` | Begin working on a task (only when idle β€” no current task) |
51
- | `CONTINUE_TASK` | β€” | Continue working on current task |
52
- | `SWITCH_TASK` | `task_id: int` | Switch to a different task (requires active task; energy + reward penalty) |
53
- | `TAKE_BREAK` | β€” | Rest to recover energy and reduce stress |
54
 
55
- **Note**: `START_TASK` and `SWITCH_TASK` are semantically distinct. `START_TASK` is only valid when the agent has no active task (e.g., after a break or at episode start). `SWITCH_TASK` is only valid when already working on a different task. Using the wrong one results in an idle penalty.
56
 
57
- ## Observation Space
 
 
 
 
 
 
58
 
59
- | Field | Type | Description |
60
- |-------|------|-------------|
61
- | `timestep` | `int` | Current 30-minute slot (0-19) |
62
- | `energy` | `float` | Energy level (0-1), depletes with work, recovers with breaks |
63
- | `stress` | `float` | Stress level (0-1), rises near deadlines, drops with breaks/completions |
64
- | `current_task_id` | `int \| null` | Task currently being worked on |
65
- | `tasks` | `List[TaskInfo]` | All tasks with id, name, description, effort, progress, deadline, importance |
66
- | `meetings` | `List[int]` | Timesteps blocked by meetings (agent cannot work) |
67
- | `remaining_steps` | `int` | Steps left in the episode |
68
- | `reward_breakdown` | `Dict` | Component-wise reward details for interpretability |
69
 
70
- Each `TaskInfo` contains:
71
- - **name**: Human-readable task name (e.g., "Q3 Performance Report")
72
- - **description**: What the task involves (e.g., "Compile sales data, create visualizations, and write executive summary")
73
- - **effort**: Total work required (0-1 scale)
74
- - **progress**: Work completed so far
75
- - **deadline**: Timestep by which task should be done
76
- - **importance**: Priority weight (0-1)
77
 
78
- ## Tasks (3 Graded Scenarios)
 
 
 
 
 
 
 
 
 
 
 
79
 
80
- ### Easy β€” "Marketing Analyst: Quarterly Review Day"
81
 
82
- > You are a marketing analyst preparing for a quarterly review. Your manager needs the Q3 performance report by midday. You also have routine emails and expense filing to handle.
 
 
 
 
83
 
84
- | Task | Effort | Deadline | Importance |
85
- |------|--------|----------|------------|
86
- | Q3 Performance Report | 0.65 | Step 10 | 0.9 |
87
- | Client Emails | 0.45 | Step 13 | 0.3 |
88
- | Expense Filing | 0.35 | Step 16 | 0.2 |
89
 
90
- - **Meetings**: Steps 3 and 11
91
- - **Starting energy**: 0.75
92
- - **Challenge**: One clear priority β€” test basic scheduling ability
 
 
93
 
94
- ### Medium β€” "Product Manager: Client Pitch Tomorrow"
 
 
 
95
 
96
- > You are a product manager with a client pitch tomorrow. The proposal and presentation deck are top priority, but you also need to review a teammate's design doc and prepare meeting notes for leadership.
97
 
98
- | Task | Effort | Deadline | Importance |
99
- |------|--------|----------|------------|
100
- | Client Proposal | 0.40 | Step 8 | 0.7 |
101
- | Pitch Deck | 0.35 | Step 10 | 0.8 |
102
- | Design Review | 0.25 | Step 14 | 0.5 |
103
- | Leadership Notes | 0.20 | Step 18 | 0.4 |
104
 
105
- - **Meetings**: Steps 4 and 12
106
- - **Starting energy**: 0.70
107
- - **Challenge**: Two tight deadlines compete for early slots; meetings eat into critical windows
108
 
109
- ### Hard β€” "Senior Engineer: Critical Release Day"
 
 
 
110
 
111
- > You are a senior engineer on a critical release day. The system architecture redesign is the highest priority, but two production bugs are blocking users, docs need updating, and test coverage is behind.
112
 
113
- | Task | Effort | Deadline | Importance |
114
- |------|--------|----------|------------|
115
- | Architecture Redesign | 0.80 | Step 16 | 0.9 |
116
- | Fix: Login Timeout | 0.15 | Step 6 | 0.5 |
117
- | Fix: CSV Export | 0.15 | Step 10 | 0.4 |
118
- | API Documentation | 0.20 | Step 14 | 0.3 |
119
- | Integration Tests | 0.20 | Step 18 | 0.6 |
120
 
121
- - **Meetings**: Step 6
122
- - **Starting energy**: 0.40 (!)
123
- - **Challenge**: Total effort is 1.50 but max completable is ~1.0. Must triage. Deep work task needs sustained energy you don't have. Bug fix deadline collides with the meeting. Forces hard tradeoffs with no perfect solution.
124
 
125
- ## Custom Task Mode
126
 
127
- Beyond the 3 graded scenarios, RhythmEnv accepts **custom tasks** β€” plan your actual workday:
128
 
129
- ```python
130
- result = await env.reset(
131
- task="custom",
132
- tasks=[
133
- {"name": "Write blog post", "effort": 0.5, "deadline": 12, "importance": 0.8,
134
- "description": "Draft and edit the technical blog post on caching strategies"},
135
- {"name": "Review PRs", "effort": 0.2, "deadline": 8, "importance": 0.6,
136
- "description": "Review 3 open pull requests from the team"},
137
- {"name": "Fix auth bug", "effort": 0.35, "deadline": 10, "importance": 0.9,
138
- "description": "Debug and fix the OAuth token refresh issue"},
139
- ],
140
- meetings=[4, 10],
141
- initial_energy=0.7,
142
- )
143
  ```
144
 
145
- Custom tasks accept 1-10 tasks with configurable effort (0.05-1.0), deadlines (step 1-20), importance (0.1-1.0), meetings, and initial energy. This makes RhythmEnv usable as a real scheduling tool β€” connect it to your task manager and let the agent optimize your day.
146
-
147
- ## Episode Design
148
-
149
- - **1 episode = 1 workday**: 20 steps of 30 minutes each (9am-7pm)
150
- - **Deterministic**: Same scenario always produces the same initial state
151
- - **Meetings block work**: During meeting steps, the agent's action is ignored
152
- - **Tasks have deadlines**: Missing them increases stress and incurs reward penalties
153
- - **Energy depletes with work, recovers with breaks**: The agent must pace itself
154
- - **Task completion auto-clears**: When a task is finished, `current_task_id` resets to `null` β€” the agent can immediately `START_TASK` a new one without needing a break or switch
155
- - **Early termination**: The episode ends early if all tasks are completed, rewarding efficient agents
156
-
157
- ## Environment Dynamics
158
-
159
- **Energy** (0-1):
160
- | Event | Change |
161
- |-------|--------|
162
- | Working on a task | βˆ’0.05 per step |
163
- | Taking a break | +0.12 per step |
164
- | In a meeting | βˆ’0.03 per step |
165
- | Switching tasks | βˆ’0.02 penalty |
166
-
167
- **Stress** (0-1):
168
- | Event | Change |
169
- |-------|--------|
170
- | Missed deadline | +0.15 |
171
- | Deadline approaching (≀2 steps) | +0.03 |
172
- | Taking a break | βˆ’0.08 |
173
- | Completing a task | βˆ’0.10 |
174
 
175
- **Task Progress**: `progress_delta = 0.15 Γ— current_energy Γ— (1 - stress Γ— 0.3)` per step. Lower energy = slower work. High stress also impairs productivity β€” at stress=1.0, output drops to 70% of normal.
 
 
 
 
176
 
177
- ## Reward Design
178
 
179
- Multi-component reward per step (clamped to [-2, 2]):
180
 
181
- | Component | Formula | Signal |
182
- |-----------|---------|--------|
183
- | Progress | `+delta Γ— importance Γ— 2.0` | Encourages productive work on important tasks |
184
- | Completion bonus | `+importance Γ— 1.5` | Rewards finishing tasks |
185
- | Stress penalty | `βˆ’stress Γ— 0.15` | Penalizes sustained high stress |
186
- | Deadline miss | `βˆ’0.3 per miss` | Penalizes missing deadlines |
187
- | Switch penalty | `βˆ’0.1` | Discourages excessive context-switching |
188
- | Idle penalty | `βˆ’0.05` | Penalizes wasted time |
189
- | Break spam | `βˆ’0.05 Γ— max(0, consecutive βˆ’ 2)` | Diminishing returns on consecutive breaks |
190
- | Mode bonus | `+0.05 (deep work) / +0.02 (execution)` | Hidden bonus for sustained focus |
191
 
192
- ## Grader
193
 
194
- End-of-episode score in [0.0, 1.0]:
 
 
195
 
196
- ```
197
- score = 0.40 Γ— completion + 0.20 Γ— deadline + 0.15 Γ— efficiency + 0.10 Γ— energy_mgmt + 0.15 Γ— stress_mgmt βˆ’ switch_penalty
198
- ```
199
 
200
- | Component | Calculation |
201
- |-----------|-------------|
202
- | Completion | Importance-weighted fraction of tasks completed |
203
- | Deadline | Importance-weighted fraction of deadlines met (missing important deadlines hurts more) |
204
- | Efficiency | Realistic optimal steps (using avg energy) / actual working steps |
205
- | Energy mgmt | Average energy maintained over the episode |
206
- | Stress mgmt | 1 βˆ’ average stress over the episode |
207
- | Switch penalty | `min(0.15, switch_count Γ— 0.02)` β€” penalizes excessive context-switching |
208
 
209
- ## Baseline Scores
 
 
 
 
210
 
211
- Measured with the included `inference.py` heuristic (no LLM):
 
 
212
 
213
- | Scenario | Baseline Heuristic | Random Agent (avg of 10) | Idle (all breaks) |
214
- |----------|-------------------|--------------------------|-------------------|
215
- | Easy | **0.670** | 0.310 | 0.241 |
216
- | Medium | **0.612** | 0.533 | 0.238 |
217
- | Hard | 0.145 | **0.422** | 0.232 |
218
-
219
- - Idle/degenerate strategies score ~0.23-0.24 (zero completion, zero efficiency)
220
- - The heuristic dominates on easy and medium but fails on hard β€” it is too conservative with energy management for the low-energy start (0.40), completing zero tasks. This demonstrates that hard truly requires intelligent triage, not simple rules.
221
- - Strong LLM agents should score 0.65+ by learning energy management, stress-aware pacing, and deadline triage
222
 
223
  ## Setup Instructions
224
 
@@ -233,7 +183,7 @@ uvicorn server.app:app --host 0.0.0.0 --port 8000
233
  ### Docker
234
 
235
  ```bash
236
- docker build -t rhythm-env:latest -f server/Dockerfile .
237
  docker run -p 8000:8000 rhythm-env:latest
238
  ```
239
 
@@ -254,22 +204,24 @@ python inference.py
254
 
255
  | Method | Endpoint | Description |
256
  |--------|----------|-------------|
257
- | `POST` | `/reset` | Start a new episode (`{"task": "easy\|medium\|hard\|custom"}`) |
258
- | `POST` | `/step` | Execute an action |
259
- | `GET` | `/state` | Get current environment state |
260
  | `GET` | `/health` | Health check |
261
  | `GET` | `/metadata` | Environment metadata |
262
  | `GET` | `/schema` | Action/observation JSON schemas |
263
- | `POST` | `/mcp` | MCP JSON-RPC endpoint |
264
 
265
- Interactive docs: [Swagger UI](https://InosLihka-rhythm-env.hf.space/docs)
266
 
267
- ## Validation
268
 
269
- ```bash
270
- openenv validate # Local structure check
271
- openenv validate --url https://InosLihka-rhythm-env.hf.space # Runtime check
272
  ```
 
 
 
 
 
 
273
 
274
  ## License
275
 
 
9
  - openenv
10
  ---
11
 
12
+ # RhythmEnv β€” Life Simulator RL Environment
13
 
14
+ An OpenEnv environment where AI agents learn to balance 5 life meters across a 7-day week while discovering hidden personality profiles through reward signals.
15
 
16
+ ## Links
17
 
18
+ - **Live Environment**: [HF Space β€” InosLihka/rhythm_env](https://huggingface.co/spaces/InosLihka/rhythm_env)
19
+ - **Training Notebook**: [Colab β€” GRPO Training](training/RhythmEnv_GRPO_Training.ipynb)
20
+ - **Blog Post**: [Teaching an AI to Know You (Without Asking)](https://huggingface.co/spaces/InosLihka/rhythm_env/blob/main/blog_post.md)
21
+ <!-- - **Training Results**: See [Results](#training-results) section below -->
22
 
23
+ ## Why a Life Simulator?
24
 
25
+ Personal AI assistants give generic advice. They don't know *you*. RhythmEnv is an environment where an agent learns your specific patterns through experience β€” not configuration.
26
+
27
+ Every person has a hidden "DNA" that determines how activities affect their well-being: introverts drain faster from socializing, workaholics find peace through progress, night owls peak in the evening. The agent must discover these hidden dynamics by observing how the same actions produce different rewards across episodes.
28
+
29
+ This is **Theme 3.2 (Personalized Tasks)** + **Theme 2 (Long-Horizon Planning)** β€” the agent must plan across a full week while adapting to a hidden personality it must infer.
30
 
31
  ## Quick Start
32
 
 
40
 
41
  async def main():
42
  async with RhythmEnv(base_url="https://InosLihka-rhythm-env.hf.space") as env:
43
+ result = await env.reset(seed=0)
44
+ print(f"Vitality: {result.observation.vitality}")
45
+ print(f"Day: {result.observation.day}, Slot: {result.observation.slot}")
46
 
47
+ result = await env.step(RhythmAction(action_type=ActionType.DEEP_WORK))
48
  print(f"Reward: {result.reward}")
49
 
50
  asyncio.run(main())
51
  ```
52
 
53
+ ## The 5 Life Meters
 
 
 
 
 
 
 
54
 
55
+ All meters range from 0.0 to 1.0. If any meter drops below 0.1, the agent receives a heavy penalty.
56
 
57
+ | Meter | What It Represents | Increases With | Decreases With |
58
+ |-------|-------------------|----------------|----------------|
59
+ | **Vitality** | Physical energy, sleep | Sleep, Exercise | Work, Socializing |
60
+ | **Cognition** | Focus, mental clarity | Sleep, Meditate | Deep Work, Binge Watch |
61
+ | **Progress** | Career/skill growth | Deep Work, Learn, Admin | Binge Watch (slightly) |
62
+ | **Serenity** | Inner peace vs stress | Meditate, Me Time, Exercise | Deep Work, Admin |
63
+ | **Connection** | Relationship health | Family Time, Socialize | Passive decay every step |
64
 
65
+ **Key interactions**:
66
+ - Low Vitality reduces the effectiveness of ALL positive actions (global multiplier)
67
+ - Connection decays passively β€” you must actively maintain relationships
68
+ - Meters interact non-linearly: a crash in one often cascades to others
 
 
 
 
 
 
69
 
70
+ ## Action Space (10 Actions)
 
 
 
 
 
 
71
 
72
+ | Category | Action | Primary Effect |
73
+ |----------|--------|---------------|
74
+ | **Productivity** | `DEEP_WORK` | High Progress, drains Vitality + Cognition |
75
+ | | `ADMIN_WORK` | Moderate Progress, low drain |
76
+ | | `LEARN` | Progress + slight Cognition drain |
77
+ | **Recovery** | `SLEEP` | Strong Vitality + Cognition recovery |
78
+ | | `EXERCISE` | Vitality + Serenity boost |
79
+ | | `MEDITATE` | Strong Serenity + Cognition boost |
80
+ | **Social** | `FAMILY_TIME` | Strong Connection, costs Vitality |
81
+ | | `SOCIALIZE` | Connection + mild Serenity |
82
+ | **Leisure** | `ME_TIME` | Serenity + mild Cognition recovery |
83
+ | | `BINGE_WATCH` | Mild Serenity, drains Cognition (trap action) |
84
 
85
+ ## Episode Structure
86
 
87
+ - **1 episode = 1 week** = 7 days Γ— 4 slots/day = **28 steps**
88
+ - **Time slots**: Morning (0), Afternoon (1), Evening (2), Night (3)
89
+ - **Time-of-day effects**: Morning boosts cognitive gains (+20%), Night penalizes them (-40%)
90
+ - **Random events** (~8% per step): Prod Crash, Family Emergency, Illness, Good News
91
+ - **Deterministic** given seed: same seed β†’ same episode trajectory
92
 
93
+ ## The Hidden Variable System (Core Innovation)
 
 
 
 
94
 
95
+ ### What the Agent Sees
96
+ - All 5 meter values
97
+ - Current day, slot, timestep
98
+ - Active event (if any)
99
+ - Total scalar reward per step
100
 
101
+ ### What the Agent Does NOT See
102
+ - **Personality profile name** β€” assigned per episode, controls everything below
103
+ - **Reward weight decomposition** β€” same meter changes produce different rewards for different profiles
104
+ - **Action modifiers** β€” social drain, cognitive bonuses, shame spirals vary by profile
105
 
106
+ ### 3 Hidden Personality Profiles
107
 
108
+ | Profile | Hidden Trait Values | "Good Day" (Reward Weights) |
109
+ |---------|----------------|-------------------|
110
+ | **Introvert Morning Person** | Social drains 3Γ— Vitality, Morning cognition Γ—2.0, Binge shame spiral, Solo activities +0.10 Serenity | **Serenity 60%**, Progress 20% |
111
+ | **Extrovert Night Owl** | Social drains only 0.2Γ— Vitality, Evening cognition Γ—1.8, Morning penalty Γ—0.4, Social gives 2Γ— Connection + Serenity bonus | **Connection 75%** |
112
+ | **Workaholic Stoic** | Progress gives +0.10 Serenity, Idle drains -0.10 Serenity, Work gives +0.06 Vitality recovery, 1.5Γ— Vitality decay | **Progress 70%** |
 
113
 
114
+ ### The Discovery Challenge
 
 
115
 
116
+ The agent must:
117
+ 1. **Probe** β€” try different actions to see unexpected meter changes
118
+ 2. **Infer** β€” correlate reward patterns to discover the hidden personality
119
+ 3. **Adapt** β€” change its entire strategy based on what it learned
120
 
121
+ A trained agent for the Introvert learns to: front-load deep work in the morning, avoid socializing, never binge watch. The same agent for the Extrovert learns to: socialize freely, work in the evening, skip mornings.
122
 
123
+ ## Reward Architecture
 
 
 
 
 
 
124
 
125
+ **Per-step reward** = `sum(meter_delta Γ— hidden_weight) Γ— 10`
 
 
126
 
127
+ The reward weights are hidden and differ per profile. The agent sees only the total scalar reward.
128
 
129
+ **Critical threshold**: If any meter drops below 0.1, a -0.5 penalty is applied.
130
 
131
+ **Final grader** (0-1 score at episode end):
132
+ ```
133
+ score = 0.30 Γ— meter_balance + 0.25 Γ— crash_free + 0.20 Γ— progress + 0.15 Γ— connection + 0.10 Γ— efficiency
 
 
 
 
 
 
 
 
 
 
 
134
  ```
135
 
136
+ ## Baseline Scores
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
137
 
138
+ | Profile | Heuristic | Random |
139
+ |---------|-----------|--------|
140
+ | Introvert Morning | **0.765** | 0.693 |
141
+ | Extrovert Night Owl | **0.819** | 0.863 |
142
+ | Workaholic Stoic | **0.761** | 0.602 |
143
 
144
+ The heuristic uses fixed rules (sleep at night, work in morning, socialize when connection is low). It doesn't adapt to profiles β€” a trained agent that discovers the hidden personality should significantly outperform it.
145
 
146
+ ## Training Results
147
 
148
+ Training uses **GRPO (Group Relative Policy Optimization)** with [Unsloth](https://github.com/unslothai/unsloth) for efficient 4-bit fine-tuning. The 3-layer reward stack teaches the model to: (1) output valid actions, (2) choose legal actions, (3) maximize environment reward.
 
 
 
 
 
 
 
 
 
149
 
150
+ ### Training Curves
151
 
152
+ <!-- After running the Colab notebook, replace these with your actual plots: -->
153
+ <!-- ![Training Loss](plots/training_loss.png) -->
154
+ <!-- *GRPO training loss over 500 steps. Loss decreases as the model learns to produce valid, high-reward actions.* -->
155
 
156
+ <!-- ![Reward Curve](plots/reward_curve.png) -->
157
+ <!-- *Mean reward trending upward indicates the agent is learning to balance meters more effectively.* -->
 
158
 
159
+ ### Baseline vs Trained Comparison
 
 
 
 
 
 
 
160
 
161
+ | Profile | Random | Heuristic | Trained | Improvement |
162
+ |---------|--------|-----------|---------|-------------|
163
+ | Introvert Morning | 0.693 | 0.765 | β€” | β€” |
164
+ | Extrovert Night Owl | 0.863 | 0.819 | β€” | β€” |
165
+ | Workaholic Stoic | 0.602 | 0.761 | β€” | β€” |
166
 
167
+ <!-- After training, update with actual numbers and uncomment: -->
168
+ <!-- ![Baseline vs Trained](plots/baseline_vs_trained.png) -->
169
+ <!-- *Comparison of random baseline, heuristic baseline, and GRPO-trained agent across all 3 hidden personality profiles.* -->
170
 
171
+ The heuristic uses fixed rules and doesn't adapt to profiles. A trained agent that discovers the hidden personality should outperform it by adapting its strategy per-profile.
 
 
 
 
 
 
 
 
172
 
173
  ## Setup Instructions
174
 
 
183
  ### Docker
184
 
185
  ```bash
186
+ docker build -t rhythm-env:latest .
187
  docker run -p 8000:8000 rhythm-env:latest
188
  ```
189
 
 
204
 
205
  | Method | Endpoint | Description |
206
  |--------|----------|-------------|
207
+ | `POST` | `/reset` | Start a new episode (`seed`, `profile` optional) |
208
+ | `POST` | `/step` | Execute an action (`action_type`) |
209
+ | `GET` | `/state` | Get current state (includes hidden profile for debugging) |
210
  | `GET` | `/health` | Health check |
211
  | `GET` | `/metadata` | Environment metadata |
212
  | `GET` | `/schema` | Action/observation JSON schemas |
 
213
 
214
+ ## Why It Matters
215
 
216
+ This environment is a training ground for **truly personalized AI**:
217
 
 
 
 
218
  ```
219
+ User installs app β†’ Agent runs episodes in background
220
+ Over time β†’ learns energy patterns, task preferences, peak hours
221
+ Result β†’ a scheduler that actually knows YOU
222
+ ```
223
+
224
+ No setup. No personality quiz. The agent figures you out.
225
 
226
  ## License
227
 
__init__.py CHANGED
@@ -5,15 +5,15 @@
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
- RhythmEnv β€” Daily Planning RL Environment for OpenEnv.
9
 
10
- A deterministic reinforcement learning environment that simulates daily
11
- planning and execution under constraints like time, energy, deadlines,
12
- and task importance.
13
  """
14
 
15
  from .client import RhythmEnv
16
- from .models import ActionType, RhythmAction, RhythmObservation, RhythmState, TaskInfo
17
 
18
  __all__ = [
19
  "RhythmEnv",
@@ -21,5 +21,4 @@ __all__ = [
21
  "RhythmObservation",
22
  "RhythmState",
23
  "ActionType",
24
- "TaskInfo",
25
  ]
 
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
+ RhythmEnv β€” Life Simulator RL Environment for OpenEnv.
9
 
10
+ A holistic life resource management RL environment where an agent balances
11
+ 5 life meters (Vitality, Cognition, Progress, Serenity, Connection) across
12
+ a 7-day week with hidden personality profiles.
13
  """
14
 
15
  from .client import RhythmEnv
16
+ from .models import ActionType, RhythmAction, RhythmObservation, RhythmState
17
 
18
  __all__ = [
19
  "RhythmEnv",
 
21
  "RhythmObservation",
22
  "RhythmState",
23
  "ActionType",
 
24
  ]
blog_post.md ADDED
@@ -0,0 +1,90 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Teaching an AI to Know You (Without Asking)
2
+
3
+ Ask someone how they'd build a personal AI assistant, and they'll say: give it a personality quiz. A preferences form. Maybe a settings page where you pick "introvert" or "morning person" from a dropdown.
4
+
5
+ Sounds reasonable. It's the wrong approach entirely.
6
+
7
+ Think about the people who actually know you well β€” a close friend, a partner, a sibling. None of them sat you down with a questionnaire. They figured you out by *watching*. They noticed that you get irritable after too many social events. That you do your best thinking before noon. That skipping exercise makes you anxious by Wednesday.
8
+
9
+ They learned your hidden patterns through trial, error, and feedback. RhythmEnv is an experiment in doing that with an RL agent.
10
+
11
+ ## Why personality can't be captured in a settings page
12
+
13
+ I work on AI at Microsoft. One thing I kept running into building assistant features was the gap between what users *say* they want and what actually helps them. People are bad at introspecting their own patterns. The introvert who says "I don't mind meetings" because they've normalized the drain. The workaholic who checks "I value work-life balance" because they know they should.
14
+
15
+ Preference forms capture what people believe about themselves. Behavior reveals what's actually true.
16
+
17
+ So the right question isn't "can we ask better questions?" It's "can we learn without asking at all?"
18
+
19
+ ## What "knowing a person" actually means
20
+
21
+ Here's how I decomposed it. Every person has a set of hidden traits β€” atomic behavioral properties that describe how they *respond* to activities, not just what they like:
22
+
23
+ How much does socializing physically drain you? When does your brain work best β€” morning or evening? Does leisure make you feel guilty, or does it recharge you? Does progress at work give you inner peace, or just tire you out?
24
+
25
+ No single trait defines a person. It's the combination. An introvert who peaks in the morning has high social drain, early cognitive peak, and solo time as their recharge mechanism. An extrovert night owl has the opposite: socializing barely costs vitality, evening is when they come alive, and being alone doesn't restore them. Same list of traits. Completely different values. Completely different person.
26
+
27
+ But traits are only half of it.
28
+
29
+ ## The thing I couldn't solve with traits alone
30
+
31
+ Two people can do the exact same activities and have completely different days. Not because the activities are different β€” because they *define a good day differently*.
32
+
33
+ This is the second layer: hidden reward weights. A definition of what a good week means to each person.
34
+
35
+ The introvert values serenity above everything else (60% of their score). A week where they maintained inner peace and made some progress is a great week. Connection barely registers. The extrovert values connection above all (75%). A week full of meaningful social interactions is a great week, even if they didn't make much career progress. The workaholic values progress above all (70%). Deep productive work is the whole point. Everything else is secondary.
36
+
37
+ The agent sees the same five meters. Takes the same ten actions. Gets a scalar reward. But the reward is secretly computed using these hidden weights. Same action, same meter changes, completely different reward signal depending on who you're helping.
38
+
39
+ ## The environment itself
40
+
41
+ RhythmEnv simulates one week in a person's life β€” seven days, four time slots each, 28 decisions. Each decision is an activity: deep work, exercise, sleep, meditation, family time, socializing. Ten options total.
42
+
43
+ Five meters track the person's state. Picture them like fuel gauges on a dashboard. Vitality is physical energy β€” sleep fills it, sustained work drains it. Cognition is mental sharpness, highest in the morning for some people, evening for others. Progress is career momentum, the only meter that only goes up through work. Serenity is inner calm β€” meditation and rest help, overwork kills it. And Connection, the most interesting one: it decays passively every single time slot. If you don't actively socialise, it drops on its own. The agent can't ignore it and come back to it later.
44
+
45
+ The hidden profile changes what these meters *mean*. Tell the introvert to socialise: their vitality drops three times faster than the base rate. Their body physically rejects it. Tell the extrovert the same: barely any drain. They could socialise all day.
46
+
47
+ Tell the introvert to meditate: they get a +0.10 serenity bonus on top of the base effect. Alone time is their recharge. Tell the workaholic the same thing: their serenity *drops* by 0.10, because idle activities make them anxious.
48
+
49
+ Tell the workaholic to do deep work: they recover +0.06 vitality β€” productive work energises them. Tell the introvert to do deep work in the morning: their progress and cognition gains are doubled. Same action, completely different physiological response.
50
+
51
+ ## What the agent must figure out, without being told
52
+
53
+ The agent sees meters, time of day, and reward. It doesn't see which person type it's helping, or the trait values, or how the reward is being computed.
54
+
55
+ After a few actions, the patterns start showing. "I socialised and my vitality crashed β€” this person drains from socialising." "I meditated and got a huge reward β€” serenity must be heavily weighted for them." "Deep work in the morning gave double progress β€” this person peaks early."
56
+
57
+ A good agent should probe in the first few steps, infer the person type from the unexpected meter changes, then adapt its strategy for the rest of the week. An agent that discovers it's helping an introvert should meditate more and socialise less. One that discovers it's helping a workaholic should maximise productive hours and cut idle time.
58
+
59
+ ## The training signal
60
+
61
+ Here's what makes this tractable for RL. At the same starting state β€” Monday morning, all meters at 0.7 β€” the best action is completely different per profile:
62
+
63
+ | Profile | Best action | Reward | Worst action | Reward |
64
+ |---|---|---|---|---|
65
+ | Introvert | MEDITATE | +1.76 | SOCIALIZE | +0.03 |
66
+ | Extrovert | FAMILY_TIME | +2.63 | ME_TIME | βˆ’0.42 |
67
+ | Workaholic | DEEP_WORK | +1.57 | ME_TIME | βˆ’0.27 |
68
+
69
+ GRPO β€” Group Relative Policy Optimization β€” generates multiple candidate actions for each state, scores them all against the real environment, then updates the model to prefer the higher-scoring ones. Think of it as the model getting to observe "if I had done X instead of Y here, the outcome would have been this" β€” and slowly building intuition for which choices work for which person.
70
+
71
+ The model is Qwen 2.5-3B with 4-bit quantization and LoRA. Small enough to train on a free Colab T4.
72
+
73
+ ## What I'm watching for
74
+
75
+ The rule-based heuristic baseline β€” fixed logic, no profile adaptation, treats everyone the same β€” scores around 0.76–0.82 depending on the profile. It works *despite* the hidden dynamics, not because it understands them. Sleep when vitality is low. Meditate when serenity is low. Socialise when connection drops. Reasonable advice for anyone.
76
+
77
+ The goal for the trained agent isn't just higher scores. It's qualitatively different action sequences per person. The introvert's week should look nothing like the extrovert's week. The workaholic's Monday should look nothing like the introvert's Monday. If the agent is just scoring higher by exploiting a pattern that works across all profiles, that's not discovery β€” that's luck.
78
+
79
+ No questionnaire. No settings page. Just attention, inference, and adjustment.
80
+
81
+ That's what I think personal AI should actually feel like.
82
+
83
+ ---
84
+
85
+ **Links:**
86
+ - [Live Environment (HF Space)](https://huggingface.co/spaces/InosLihka/rhythm_env)
87
+ - [Training Notebook (Colab)](training/RhythmEnv_GRPO_Training.ipynb)
88
+ - [Source Code](https://huggingface.co/spaces/InosLihka/rhythm_env)
89
+
90
+ *Built for the Meta PyTorch OpenEnv Hackathon Grand Finale, Bangalore, April 2026.*
client.py CHANGED
@@ -7,7 +7,7 @@
7
  """
8
  RhythmEnv Client.
9
 
10
- Provides the WebSocket client for connecting to a RhythmEnv server.
11
  """
12
 
13
  from __future__ import annotations
@@ -17,29 +17,25 @@ from typing import Any, Dict
17
  from openenv.core.client_types import StepResult
18
  from openenv.core.env_client import EnvClient
19
 
20
- # Support both package and standalone imports
21
  try:
22
- from .models import RhythmAction, RhythmObservation, RhythmState, TaskInfo
23
  except ImportError:
24
- from models import RhythmAction, RhythmObservation, RhythmState, TaskInfo
25
 
26
 
27
  class RhythmEnv(EnvClient[RhythmAction, RhythmObservation, RhythmState]):
28
  """
29
- Client for the RhythmEnv Environment.
30
 
31
  Example:
32
  >>> async with RhythmEnv(base_url="https://InosLihka-rhythm-env.hf.space") as client:
33
- ... result = await client.reset(task="easy")
34
- ... result = await client.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
35
  """
36
 
37
  def _step_payload(self, action: RhythmAction) -> Dict[str, Any]:
38
  """Serialize RhythmAction to JSON payload."""
39
- payload: Dict[str, Any] = {"action_type": action.action_type.value}
40
- if action.task_id is not None:
41
- payload["task_id"] = action.task_id
42
- return payload
43
 
44
  def _parse_result(self, payload: Dict[str, Any]) -> StepResult[RhythmObservation]:
45
  """Parse server response into StepResult[RhythmObservation]."""
@@ -47,12 +43,15 @@ class RhythmEnv(EnvClient[RhythmAction, RhythmObservation, RhythmState]):
47
 
48
  observation = RhythmObservation(
49
  timestep=obs_data.get("timestep", 0),
50
- energy=obs_data.get("energy", 1.0),
51
- stress=obs_data.get("stress", 0.0),
52
- current_task_id=obs_data.get("current_task_id"),
53
- tasks=[TaskInfo(**t) for t in obs_data.get("tasks", [])],
54
- meetings=obs_data.get("meetings", []),
55
- remaining_steps=obs_data.get("remaining_steps", 20),
 
 
 
56
  reward_breakdown=obs_data.get("reward_breakdown", {}),
57
  done=payload.get("done", False),
58
  reward=payload.get("reward", 0.0),
@@ -69,10 +68,15 @@ class RhythmEnv(EnvClient[RhythmAction, RhythmObservation, RhythmState]):
69
  """Parse server response into RhythmState."""
70
  return RhythmState(
71
  episode_id=payload.get("episode_id", ""),
72
- task_name=payload.get("task_name", ""),
73
- timestep=payload.get("timestep", 0),
74
- energy=payload.get("energy", 1.0),
75
- stress=payload.get("stress", 0.0),
76
- current_task_id=payload.get("current_task_id"),
77
  step_count=payload.get("step_count", 0),
 
 
 
 
 
 
 
 
 
 
78
  )
 
7
  """
8
  RhythmEnv Client.
9
 
10
+ Provides the WebSocket client for connecting to a RhythmEnv Life Simulator server.
11
  """
12
 
13
  from __future__ import annotations
 
17
  from openenv.core.client_types import StepResult
18
  from openenv.core.env_client import EnvClient
19
 
 
20
  try:
21
+ from .models import RhythmAction, RhythmObservation, RhythmState
22
  except ImportError:
23
+ from models import RhythmAction, RhythmObservation, RhythmState
24
 
25
 
26
  class RhythmEnv(EnvClient[RhythmAction, RhythmObservation, RhythmState]):
27
  """
28
+ Client for the RhythmEnv Life Simulator.
29
 
30
  Example:
31
  >>> async with RhythmEnv(base_url="https://InosLihka-rhythm-env.hf.space") as client:
32
+ ... result = await client.reset()
33
+ ... result = await client.step(RhythmAction(action_type=ActionType.DEEP_WORK))
34
  """
35
 
36
  def _step_payload(self, action: RhythmAction) -> Dict[str, Any]:
37
  """Serialize RhythmAction to JSON payload."""
38
+ return {"action_type": action.action_type.value}
 
 
 
39
 
40
  def _parse_result(self, payload: Dict[str, Any]) -> StepResult[RhythmObservation]:
41
  """Parse server response into StepResult[RhythmObservation]."""
 
43
 
44
  observation = RhythmObservation(
45
  timestep=obs_data.get("timestep", 0),
46
+ day=obs_data.get("day", 0),
47
+ slot=obs_data.get("slot", 0),
48
+ vitality=obs_data.get("vitality", 0.8),
49
+ cognition=obs_data.get("cognition", 0.7),
50
+ progress=obs_data.get("progress", 0.0),
51
+ serenity=obs_data.get("serenity", 0.7),
52
+ connection=obs_data.get("connection", 0.5),
53
+ active_event=obs_data.get("active_event"),
54
+ remaining_steps=obs_data.get("remaining_steps", 28),
55
  reward_breakdown=obs_data.get("reward_breakdown", {}),
56
  done=payload.get("done", False),
57
  reward=payload.get("reward", 0.0),
 
68
  """Parse server response into RhythmState."""
69
  return RhythmState(
70
  episode_id=payload.get("episode_id", ""),
 
 
 
 
 
71
  step_count=payload.get("step_count", 0),
72
+ timestep=payload.get("timestep", 0),
73
+ day=payload.get("day", 0),
74
+ slot=payload.get("slot", 0),
75
+ profile_name=payload.get("profile_name", ""),
76
+ vitality=payload.get("vitality", 0.8),
77
+ cognition=payload.get("cognition", 0.7),
78
+ progress=payload.get("progress", 0.0),
79
+ serenity=payload.get("serenity", 0.7),
80
+ connection=payload.get("connection", 0.5),
81
+ active_event=payload.get("active_event"),
82
  )
docs/references/FAQs on Discord.md ADDED
@@ -0,0 +1,77 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ **A message from the team | Meta PyTorch OpenEnv Hackathon x Scaler School of Technology**
2
+
3
+ We want to start by saying something that we mean genuinely: thank you.
4
+
5
+ Over the past few weeks, you showed up. In numbers we did not fully anticipate. With submissions, energy, questions, and expectations that reflect just how much this means to you. And that means everything to us.
6
+
7
+ This hackathon is the first of its kind at this scale in India. We are not just saying that as a line. We mean it operationally. The infrastructure, the evaluation process, the coordination across Meta, PyTorch, Hugging Face, and the team at Scaler School of Technology is being stress-tested in real time. Some things might not have gone as planned, we own that & are working around the clock to fix them. And we are committed to being transparent with you about every single one of them.
8
+
9
+ We’re creating this document to answer common questions that we’re seeing on the Discord channel. We will keep updating this document.
10
+
11
+ **Who are the mentors and judges for the finale?**
12
+
13
+ We are proud to share the full list of mentors and judges who will be part of the in-person finale:
14
+
15
+ * Sanyam Bhutani, Partner Engineer at Meta
16
+ * Yash Khare, Partner Engineer at Meta
17
+ * Nilesh Pandey, Partner Engineer at Meta
18
+ * Adithya S Kolavi, ML Engineer at Hugging Face
19
+ * Adarsh Shirawalmath, ML Engineer at Hugging Face
20
+ * Arkadip Maitra, ML Engineer at Red Hat
21
+ * Aashay Sachdeva, Founding Team at Sarvam
22
+ * Deepa Dhevannan, Gen AI Solutions Architect
23
+ * Soumik Rakshit, ML Engineer at Zomato
24
+ * Ayush Satyam**,** Systems ML Engineer, Red Hat
25
+ * Parshant Sharma, Machine Learning Engineer at Red Hat
26
+
27
+ These are practitioners actively working at the forefront of AI. The team has worked hard to bring them together so they can be around to help you make your environments even better.
28
+
29
+ **Why are results online, and why does the finale still happen on campus? Why are results not being declared on April 26?**
30
+
31
+ We want to be fully transparent here, and we want to address both of these together because they come from the same place.
32
+
33
+ The final evaluation is being handled directly by engineers from Meta, PyTorch, and Hugging Face. With 800+ submissions, we made the decision to move to a hybrid evaluation model. Initial screening uses automated tooling, but every top team's submission will receive a dedicated, granular review by domain experts, with \~20-30 minutes of evaluation per team. This is not something we are willing to rush. Every submission deserves to be looked at fairly, and that takes time.
34
+
35
+ We had originally envisioned the entire evaluation happening offline. But given the volume of submissions, completing a fully offline evaluation before bringing everyone to campus would have meant asking you to wait significantly longer, and that felt like the wrong trade-off.
36
+
37
+ What we refused to compromise on is the experience of you all coming together in person, dedicatedly building and improving your environments with the mentors mentioned above being around to help you. There is something that cannot be replicated about builders in the same room, working through ideas together, pushing each other. Beyond that, this is a rare opportunity for the Meta/ Pytorch and Hugging Face teams to interact directly with engineers building in India, and to get a genuine sense of the depth of engineering talent this country has. That kind of exposure goes both ways, and it is something we were not willing to cut.
38
+
39
+ **Has promised mentorship and expert access materialised?**
40
+
41
+ Yes, and more is coming. A live session has already been conducted with Ben Burtenshaw (Community Education at Hugging Face) and Pulkit Sharma (Senior Instructor at Scaler). \[[Link to session recording here\]](https://www.youtube.com/live/kkCNMz0Ptd8?si=KDIaWXSEX6up4lU4) along with additional modules shared over dashboard and emails. Extensive additional sessions and mentor touchpoints are planned on campus.
42
+
43
+ **Why was the problem theme document edited in real time?**
44
+
45
+ This one is on us, and we want to be straightforward about it. The document that was shared with participants contained leftover content from a previous hackathon that should have been removed before it went out. It was an editorial error, not an intentional change, and we corrected it as soon as we caught it.
46
+
47
+ More broadly, this hackathon is being run by open-source teams across multiple organizations coordinating in real time. Mistakes like this can happen, and when they do, we would rather fix them quickly and tell you exactly what happened than let confusion sit.
48
+
49
+ We also want to address the evaluation adjustments that some of you noticed. We made deliberate changes to the judging process to ensure every submission gets the time and attention it deserves. Rushing evaluations on the day of the event would have been unfair to everyone. This was a considered call, not a last-minute scramble.
50
+
51
+ We ask that conversations about the hackathon stay within the designated Discord channels so we can track every concern and respond properly. And we ask that everyone continue to engage with each other, and with us, with respect. This community has been extraordinary, and that is worth protecting.
52
+
53
+ To be clear, anyone who crosses boundaries & breaks community rules will be banned & therefore automatically disqualified from the finale.
54
+
55
+ **Are the prizes and the number of winners still the same?**
56
+
57
+ Goes without saying. There are no changes to the prize structure or the number of winners. 15 teams will be awarded, with a total cash prize pool of $30,000, as published on the site:
58
+
59
+ | Position Secured | Prize |
60
+ | :---- | :---- |
61
+ | 1st | $7,500 |
62
+ | 2nd | $5,000 |
63
+ | 3rd | $3,500 |
64
+ | 4th to 8th | $2,000 each |
65
+ | 9th to 15th | $650 each |
66
+
67
+ Additionally, top teams will receive an interview opportunity with the Meta and Hugging Face AI teams. This has not changed and will not change.
68
+
69
+ **Will Scaler School of Technology students be favoured in the final evaluation?**
70
+
71
+ Absolutely not. The final evaluation is entirely in the hands of the Meta, PyTorch, and Hugging Face teams and will follow the judging criteria outlined.
72
+
73
+ We are working through every other question that has come in and will post structured answers here as we go. If something is unclear, if something feels wrong, keep asking. We would rather hear it from you directly than have you sit with uncertainty.
74
+
75
+ This hackathon is something India has not seen before. We are building the playbook in real time, at scale, and that is both the most exciting and the most humbling part of doing this. We are grateful that every single one of you showed up for it.
76
+
77
+ More updates soon.
docs/references/React Orchestrator Linkedin/V1_ReACT_based_Orchestrator.ipynb ADDED
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1
+ # **Hackathon Self-Serve Guide: Build an RL Environment, Train an LLM, Ship a Demo**
2
+
3
+ ## **0\) What you are building**
4
+
5
+ The core idea is not just to fine-tune a text model, but to build a **specialized LLM system** that can act inside an environment, get feedback, and improve through reinforcement learning. The practical stack discussed here is:
6
+
7
+ **Environment β†’ verifier/reward functions β†’ TRL trainer β†’ Unsloth for efficiency β†’ deployment on OpenEnv / Spaces**.
8
+
9
+ A strong project usually looks like one of these,
10
+
11
+ Please refer to [\[External\] Apr β€˜26 OpenEnv Hackathon Themes](https://docs.google.com/document/d/1Odznuzwtb1ecDOm2t6ToZd4MuMXXfO6vWUGcxbC6mFs/edit?usp=sharing) for theme guidelines on selecting & forming problem statements.
12
+
13
+ ## **1\) Start with the right project idea**
14
+
15
+ Pick a task that has all three of these properties:
16
+
17
+ 1. **The model can act step by step**
18
+ 2. **You can verify success programmatically**
19
+ 3. **The task is hard enough to be interesting, but not so hard that the model never succeeds**
20
+
21
+ This last point matters a lot. RL only works if the probability of getting a good answer is greater than zero. If your task is so hard that the model never gets any reward, you will burn compute and learn nothing.
22
+
23
+ Please refer to [\[External\] Apr β€˜26 OpenEnv Hackathon Themes](https://docs.google.com/document/d/1Odznuzwtb1ecDOm2t6ToZd4MuMXXfO6vWUGcxbC6mFs/edit?usp=sharing) for theme guidelines on selecting & forming problem statements.
24
+
25
+ A useful rule: **prefer tasks with crisp verification over tasks that only β€œlook good” to a human.** RL gets easier when the reward is objective.
26
+
27
+ ## **2\) Understand the minimum RL loop before you build**
28
+
29
+ At a high level, your loop is:
30
+
31
+ 1. Give the model a prompt
32
+ 2. Let it generate an action, strategy, answer, or code
33
+ 3. Execute that output in an environment or verifier
34
+ 4. Convert the result into a reward
35
+ 5. Update the model so higher-reward behavior becomes more likely
36
+
37
+ That is the practical mental model for RL here. The system samples many outputs, scores them, and shifts probability mass away from bad outputs and toward better ones.
38
+
39
+ One especially useful framing is that RL is like a more efficient version of repeated in-context improvement. Instead of repeatedly stuffing previous examples into the context, you let backpropagation store what worked into the weights.
40
+
41
+ ## **3\) Decide whether you need SFT first**
42
+
43
+ Use this simple rule:
44
+
45
+ * If you have **a lot of good data**, use **SFT**
46
+ * If you **do not have data but can verify outputs**, use **RL**
47
+ * In many practical cases, do **a little SFT first**, then RL
48
+
49
+ Why this matters:
50
+
51
+ * SFT is generally more sample-efficient
52
+ * RL is useful when you can test outcomes but cannot cheaply author ideal traces
53
+ * RL often needs some warm start, formatting priming, or easy tasks first so that good rollouts happen at all
54
+
55
+ For hackathon teams, the best path is usually:
56
+
57
+ 1. Start from a capable base/instruct model
58
+ 2. Add light formatting or task scaffolding if needed
59
+ 3. Use RL for improvement, not as magic from scratch
60
+
61
+ ## **4\) Design the environment before you design the trainer**
62
+
63
+ Treat the environment as a first-class artifact. It should define:
64
+
65
+ * **reset()**: start a fresh episode
66
+ * **step(action)**: apply an action and return the next result
67
+ * **state() / observation**: what the agent sees
68
+ * **reward**: what counts as progress or success
69
+
70
+ OpenEnv standardizes this so the same training code can work across many environments, instead of every team inventing a different API. That is one of the main reasons to use it in a hackathon.
71
+
72
+ Think about your environment in this order:
73
+
74
+ 1. What does the agent observe?
75
+ 2. What actions can it take?
76
+ 3. What ends an episode?
77
+ 4. How do you compute reward?
78
+ 5. How do you stop abuse, infinite loops, or cheating?
79
+
80
+ **5\) Build the environment using OpenEnv**
81
+
82
+ The intended workflow is to bootstrap an environment skeleton and then fill in the behavior. OpenEnv’s CLI creates the scaffolding for you. The environment is implemented as a Python package and exposed via a FastAPI app.
83
+
84
+ Your implementation typically defines:
85
+
86
+ * action dataclass
87
+ * observation dataclass
88
+ * state representation
89
+ * environment methods like reset and step
90
+ * FastAPI wrapper / client-server interface
91
+
92
+ That gives you a clean separation:
93
+
94
+ * the **environment** handles world dynamics and scoring,
95
+ * the **trainer** handles optimization,
96
+ * and the **model** just learns to act inside the interface.
97
+
98
+ ## **6\) Keep the task simple at first**
99
+
100
+ Do not begin with your hardest benchmark. Start with the easiest version of your environment that still proves the concept. This is where curriculum learning helps.
101
+
102
+ A good progression:
103
+
104
+ 1. easy tasks with short horizons,
105
+ 2. medium tasks with a little more branching,
106
+ 3. harder tasks only after the model starts getting non-zero reward.
107
+
108
+ The principle is simple: **make success possible early**. If the model never sees successful trajectories, learning stalls.
109
+
110
+ ## **7\) Design rewards carefully**
111
+
112
+ Your reward function is your task specification. If it is weak, incomplete, or easy to exploit, the model will optimize the wrong thing very efficiently.
113
+
114
+ A strong reward design usually includes multiple components, for example:
115
+
116
+ * execution success,
117
+ * correctness,
118
+ * format compliance,
119
+ * timeouts,
120
+ * resource usage,
121
+ * safety constraints,
122
+ * and anti-cheating checks.
123
+
124
+ One explicit recommendation was to use **multiple independent reward functions**, not just one. If you only have a single reward signal, it is easier for the model to hack it. Multiple independent checks reduce that risk.
125
+
126
+ For example, for a coding environment:
127
+
128
+ * reward passing tests,
129
+ * penalize timeouts,
130
+ * reward format compliance,
131
+ * reject use of forbidden globals,
132
+ * and separately verify the function contract.
133
+
134
+ ## **8\) Protect yourself against reward hacking**
135
+
136
+ Reward hacking is one of the biggest practical failure modes. The model may learn shortcuts that maximize your reward without solving the real task. Examples mentioned include:
137
+
138
+ * editing timers,
139
+ * caching results,
140
+ * abusing globals,
141
+ * mutating protected state,
142
+ * or exploiting environment bugs.
143
+
144
+ What to do:
145
+
146
+ 1. Use multiple independent reward functions
147
+ 2. Lock down execution where possible
148
+ 3. Add time limits
149
+ 4. Avoid unrestricted global state
150
+ 5. Sample outputs frequently and inspect them
151
+ 6. Terminate or roll back runs if behavior drifts badly
152
+
153
+ A particularly practical recommendation was to use a **locked-down function** or restricted execution approach so the model cannot rely on undeclared globals or hidden cached state.
154
+
155
+ Also, do not just let training run forever without checking generations. Periodic human inspection is still necessary.
156
+
157
+ ## **9\) Use process-aware feedback when you can**
158
+
159
+ Naively assigning the same final reward to every token is inefficient. If possible, use richer supervision that distinguishes good intermediate steps from bad ones. That is the idea behind **process supervision**.
160
+
161
+ In practice, this can be approximated by:
162
+
163
+ * line-by-line checks,
164
+ * step-level verifiers,
165
+ * program trace analysis,
166
+ * or LLM-as-a-judge for intermediate reasoning.
167
+
168
+ But be careful: LLM-as-a-judge can itself be gamed. Use it as one signal, not the only signal.
169
+
170
+ For a hackathon, outcome-based verification plus a few lightweight process checks is usually the sweet spot.
171
+
172
+ ## **10\) Pick the right training stack**
173
+
174
+ The intended stack here is:
175
+
176
+ * **TRL** for RL training algorithms
177
+ * **Unsloth** to make RL training and inference more efficient
178
+ * **OpenEnv** to standardize environment interaction
179
+
180
+ This combination works because:
181
+
182
+ * OpenEnv gives you a common environment interface
183
+ * TRL gives you RL trainers like GRPO
184
+ * Unsloth reduces memory use and improves efficiency on top of TRL
185
+
186
+ One of the practical examples used the same prompt repeated many times, routed through an environment, with TRL driving training and Unsloth helping with performance.
187
+
188
+ ## **11\) Prefer GRPO / RLVR style training for verifiable tasks**
189
+
190
+ The RL setup discussed here leans toward **RL with verifiable rewards**:
191
+
192
+ * instead of a learned reward model,
193
+ * use a verifier, test harness, regex check, executor, or environment.
194
+
195
+ GRPO was described as a more efficient evolution relative to older PPO-style setups, especially by simplifying away parts like the value model.
196
+
197
+ For hackathon purposes, the key practical takeaway is:
198
+
199
+ * if the task is verifiable,
200
+ * build the verifier first,
201
+ * then plug that verifier into RL training.
202
+
203
+ ## **12\) Keep inference fast**
204
+
205
+ One important point: in RL for LLMs, **inference can dominate total runtime**. Over time, rollout generation often becomes the bottleneck, not the optimizer step.
206
+
207
+ That means your project speed depends heavily on:
208
+
209
+ * fast sampling,
210
+ * tight environment loops,
211
+ * low-overhead execution,
212
+ * and efficient model runtime.
213
+
214
+ This is one reason Unsloth matters in the stack, and another reason to avoid overly heavy environments early in the hackathon.
215
+
216
+ ## **13\) Deploy your environment early**
217
+
218
+ OpenEnv environments are designed to be deployed as **Hugging Face Spaces**, which provide:
219
+
220
+ * a running server,
221
+ * a Git repository,
222
+ * and a container registry.
223
+
224
+ That gives you several ways to work:
225
+
226
+ * interact with the remote Space directly,
227
+ * install the client code from the repo,
228
+ * pull and run the container locally,
229
+ * or run the FastAPI app locally via Python/Uvicorn.
230
+
231
+ Why this is good for a hackathon:
232
+
233
+ * one shared source of truth,
234
+ * easier collaboration,
235
+ * easier demos,
236
+ * easier switching between local and remote execution.
237
+
238
+ A good habit is to deploy an early version of the environment before training seriously. That catches API and packaging issues early.
239
+
240
+ ## **14\) Scale only after the environment is stable**
241
+
242
+ There was a dedicated tutorial flow around:
243
+
244
+ 1. environment,
245
+ 2. deployment,
246
+ 3. scaling,
247
+ 4. training with TRL and Wordle.
248
+
249
+ Follow the same order.
250
+
251
+ Do **not** start with scale. First confirm:
252
+
253
+ * reset works,
254
+ * step works,
255
+ * rewards are sensible,
256
+ * timeouts work,
257
+ * logs are visible,
258
+ * and the environment can be run locally and remotely.
259
+
260
+ Only then:
261
+
262
+ * increase batch sizes,
263
+ * duplicate prompts or tasks,
264
+ * expand task diversity,
265
+ * and benchmark throughput.
266
+
267
+ ## **15\) Monitor the right things during training**
268
+
269
+ Do not watch only one scalar. Monitor:
270
+
271
+ * overall reward,
272
+ * individual reward function columns,
273
+ * success indicators,
274
+ * timeout frequency,
275
+ * and generated strategies over time.
276
+
277
+ A very concrete suggestion was:
278
+
279
+ * watch whether the reward is going up,
280
+ * and separately watch critical columns like β€œfunction works.”
281
+
282
+ Also inspect actual generations during training. A rising reward is not enough if the model is learning to exploit bugs.
283
+
284
+ ## **16\) Save models correctly**
285
+
286
+ If you use QLoRA / LoRA-style training, be careful when saving. One explicit warning was:
287
+
288
+ **Do not upcast a 4-bit model to 16-bit and then merge the LoRA weights naively.** That can badly damage model quality. Instead, use the proper merged-save path, or use the adapters directly.
289
+
290
+ For participants, that means:
291
+
292
+ * keep your training save path simple,
293
+ * test post-training inference immediately,
294
+ * and do not leave export until the end.
295
+
296
+ ## **17\) How to structure your team over the hackathon**
297
+
298
+ A very effective team split is:
299
+
300
+ **Person A: Environment**
301
+
302
+ * builds reset/step/state
303
+ * adds timeouts and safety constraints
304
+ * makes local and remote execution work
305
+
306
+ **Person B: Verifier / Rewards**
307
+
308
+ * writes multiple reward functions
309
+ * adds anti-hacking checks
310
+ * makes failure cases visible
311
+
312
+ **Person C: Training**
313
+
314
+ * sets up TRL \+ Unsloth
315
+ * runs experiments
316
+ * tracks metrics and generations
317
+
318
+ **Person D: Demo / Product**
319
+
320
+ * prepares the Space demo
321
+ * creates a simple interface
322
+ * records examples and final benchmarks
323
+
324
+ This split matches the way the stack naturally decomposes in practice.
325
+
326
+ ## **18\) A practical 1-day execution plan**
327
+
328
+ ### **Phase 1: Pick a narrow task**
329
+
330
+ Choose a small, verifiable environment. Avoid huge long-horizon tasks first.
331
+
332
+ ### **Phase 2: Build the environment**
333
+
334
+ Use OpenEnv init, implement reset/step/state, and get a local loop working.
335
+
336
+ ### **Phase 3: Build rewards**
337
+
338
+ Add at least 2–4 independent reward checks, plus timeout and anti-cheat logic.
339
+
340
+ ### **Phase 4: Deploy**
341
+
342
+ Push to a Space or run locally via container/Uvicorn so teammates can use the same environment.
343
+
344
+ ### **Phase 5: Train small**
345
+
346
+ Run a tiny TRL \+ Unsloth experiment first. Look at outputs, not just metrics.
347
+
348
+ ### **Phase 6: Inspect for hacking**
349
+
350
+ Sample generations. Check for globals, hacks, environment abuse, or suspicious shortcuts.
351
+
352
+ ### **Phase 7: Add curriculum**
353
+
354
+ If the model gets zero reward too often, simplify tasks or add easier start states.
355
+
356
+ ### **Phase 8: Train bigger**
357
+
358
+ Only after the loop is stable should you increase scale, batch size, or environment diversity.
359
+
360
+ ### **Phase 9: Save and demo**
361
+
362
+ Export the trained model correctly, test inference, and show before/after behavior.
363
+
364
+ ## **19\) What judges or reviewers will likely find compelling**
365
+
366
+ The strongest hackathon projects usually show:
367
+
368
+ * a clear environment design,
369
+ * objective reward functions,
370
+ * evidence that the model improved,
371
+ * prevention against reward hacking,
372
+ * a reproducible deployment story,
373
+ * and a sharp demo.
374
+
375
+ A simple but strong demo format is:
376
+
377
+ 1. baseline model attempt,
378
+ 2. reward/verifier output,
379
+ 3. trained model attempt,
380
+ 4. measurable improvement,
381
+ 5. short explanation of safeguards.
382
+
383
+ ## **20\) Suggested problem statement theme directions**
384
+
385
+ Please Refer to [\[External\] Apr β€˜26 OpenEnv Hackathon Themes](https://docs.google.com/document/d/1Odznuzwtb1ecDOm2t6ToZd4MuMXXfO6vWUGcxbC6mFs/edit?usp=sharing)
386
+
387
+ ## **21\) Common mistakes to avoid**
388
+
389
+ * Picking a task so hard that success probability is zero
390
+ * Using only one reward function
391
+ * Not checking for reward hacking
392
+ * Training before the environment is stable
393
+ * Relying only on average reward and not inspecting outputs
394
+ * Forgetting timeouts and sandbox limits
395
+ * Saving LoRA/QLoRA models incorrectly
396
+
397
+ ## **22\) Learning Resources**
398
+
399
+ **(Recommended) RL Environment Lecture Chapters:**
400
+ [**https://openenv-india-apr-2026.lovable.app/**](https://openenv-india-apr-2026.lovable.app/)
401
+
402
+ **Module 1: Why OpenEnv?** (\~7 min)
403
+ β–Έ Workshop 8:02–15:05 β€” [https://www.youtube.com/watch?v=1jU05MlENOI\&t=482s](https://www.youtube.com/watch?v=1jU05MlENOI&t=482s)
404
+ β–Έ Sanyam: RL loop, fragmented env APIs, OpenEnv as universal interface, Gymnasium spec \+ Docker
405
+ β–Έ Alt: Mega Lecture 40:01–46:00 β€” [https://www.youtube.com/watch?v=Jew4lhAiqnw\&t=2401s](https://www.youtube.com/watch?v=Jew4lhAiqnw&t=2401s)
406
+
407
+ **Module 2: Using Existing Envs** (\~7.5 min)
408
+ β–Έ Workshop 35:33–43:05 β€” [https://www.youtube.com/watch?v=1jU05MlENOI\&t=2133s](https://www.youtube.com/watch?v=1jU05MlENOI&t=2133s)
409
+ β–Έ Ben: Hub org, env collections, 3 Space interfaces (server/repo/registry), from\_hub
410
+ β–Έ Alt: Mega Lecture 1:24:11–1:30:00 β€” [https://www.youtube.com/watch?v=Jew4lhAiqnw\&t=5051s](https://www.youtube.com/watch?v=Jew4lhAiqnw&t=5051s)
411
+
412
+ **Module 3: Deploying Envs** (\~9 min)
413
+ β–Έ Mega Lecture 1:30:00–1:39:07 β€” [https://www.youtube.com/watch?v=Jew4lhAiqnw\&t=5400s](https://www.youtube.com/watch?v=Jew4lhAiqnw&t=5400s)
414
+ β–Έ Ben: live openenv init, scaffold, running locally, openenv push, Docker run from Space
415
+ β–Έ Alt: Workshop 43:05–48:30 β€” [https://www.youtube.com/watch?v=1jU05MlENOI\&t=2585s](https://www.youtube.com/watch?v=1jU05MlENOI&t=2585s)
416
+
417
+ **Module 4: Building Your Own** (\~6.5 min)
418
+ β–Έ Workshop 43:45–50:20 β€” [https://www.youtube.com/watch?v=1jU05MlENOI\&t=2625s](https://www.youtube.com/watch?v=1jU05MlENOI&t=2625s)
419
+ β–Έ Ben: scaffold files, business logic (reset/step), models, client, publishing
420
+ β–Έ Alt: Mega Lecture 1:33:30–1:39:07 β€” [https://www.youtube.com/watch?v=Jew4lhAiqnw\&t=5610s](https://www.youtube.com/watch?v=Jew4lhAiqnw&t=5610s)
421
+
422
+ **Module 5: Training \+ TRL** (\~14 min)
423
+ β–Έ Mega Lecture 1:53:20–2:07:12 β€” [https://www.youtube.com/watch?v=Jew4lhAiqnw\&t=6800s](https://www.youtube.com/watch?v=Jew4lhAiqnw&t=6800s)
424
+ β–Έ Lewis: Wordle GRPO walkthrough β€” rollout function, reward shaping, GRPOTrainer, live training
425
+ β–Έ Alt: Workshop 22:24–34:12 β€” [https://www.youtube.com/watch?v=1jU05MlENOI\&t=1344s](https://www.youtube.com/watch?v=1jU05MlENOI&t=1344s)
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1
+ ## **1\) What is reinforcement learning in the context of LLMs?**
2
+
3
+ Reinforcement learning for LLMs is a loop where the model generates an answer, code snippet, plan, or action sequence; that output is evaluated by a verifier or environment; and the resulting reward is used to update the model so higher-reward behaviors become more likely over time. In practice, this is often used after pretraining and supervised fine-tuning to sharpen behaviors like reasoning, code generation, or tool use. The session framed this intuition as turning repeated trial-and-error into weight updates instead of stuffing more and more examples into the prompt.
4
+
5
+ A good mental model is: supervised fine-tuning tells the model β€œcopy this good target,” while RL tells it β€œtry many possibilities and move probability mass toward the ones that score better.” PPO is one classic algorithm for this style of training, and GRPO is a later variant used heavily in modern LLM work because it can be more memory-efficient for certain setups. ([arXiv](https://arxiv.org/abs/1707.06347?utm_source=chatgpt.com))
6
+
7
+ For deeper reading:
8
+
9
+ * TRL docs for RL trainers and workflows. ([Hugging Face](https://huggingface.co/docs/trl/index?utm_source=chatgpt.com))
10
+ * PPO paper. ([arXiv](https://arxiv.org/abs/1707.06347?utm_source=chatgpt.com))
11
+ * DeepSeekMath for GRPO. ([arXiv](https://arxiv.org/abs/2402.03300?utm_source=chatgpt.com))
12
+
13
+ ## **2\) Why do rewards matter so much?**
14
+
15
+ Rewards are the only signal telling the model what β€œbetter” means. If your reward is well aligned with the real task, RL can push the model toward genuinely useful behavior. If your reward is incomplete or easy to game, the model will optimize the wrong thing very effectively. The session emphasized that RL gives you what you asked for, not necessarily what you meant.
16
+
17
+ For example, if you reward generated code only for passing a shallow regex or a weak unit test, the model may learn to exploit those checks instead of solving the underlying problem. This is why reward design is not a detail; it is the task specification. DeepMind’s discussion of β€œspecification gaming” makes the same point in broader RL terms: weakly specified rewards create loopholes that search will discover. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
18
+
19
+ Useful reading:
20
+
21
+ * DeepMind on specification gaming. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
22
+ * Lilian Weng on reward hacking. ([Lil'Log](https://lilianweng.github.io/posts/2024-11-28-reward-hacking/?utm_source=chatgpt.com))
23
+
24
+ ## **3\) What is rewards engineering?**
25
+
26
+ Rewards engineering is the work of designing, combining, validating, and monitoring reward signals so that optimization pressure produces the behavior you actually want. In LLM RL, that usually means deciding:
27
+
28
+ * what gets rewarded,
29
+ * how much it gets rewarded,
30
+ * when it gets rewarded,
31
+ * what gets penalized,
32
+ * and how you audit whether the reward is being gamed.
33
+
34
+ A practical reward function often has several components. For a code task, you might combine syntax validity, execution success, unit test pass rate, latency, memory use, formatting compliance, and safety checks. The session highlighted verifier-based reward design such as formatting checks, execution checks, regex checks, and environment-based evaluation instead of a learned reward model alone.
35
+
36
+ A useful principle is to reward outcomes first, then add process constraints only where needed. Over-shaping the reward can make training brittle or bias the model into narrow strategies, while under-shaping makes hacking easier. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
37
+
38
+ ## **4\) What is RLVR, and how is it different from using a reward model?**
39
+
40
+ RLVR usually means reinforcement learning with verifiable rewards. Instead of asking a learned reward model to score outputs, you use a verifier, tester, or environment that can check correctness more directly. The session gave examples like formatting checks, execution checks, regex-based checks, and environment rollouts.
41
+
42
+ This is powerful when correctness is externally testable. Code can be compiled and unit-tested. Math can often be checked against a final answer or symbolic verifier. Games can expose reward from the environment. Browser tasks can be checked by page state or task completion. In such cases, verifier-driven rewards are often more trustworthy than a purely learned scalar reward model.
43
+
44
+ TRL documents this broader environment-based training pattern, and OpenEnv is meant to standardize how such environments are defined and used. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
45
+
46
+ ## **5\) Why do RL environments matter for LLMs?**
47
+
48
+ Static prompt-response datasets are useful, but they are limited. Real deployments require models to interact with systems: codebases, browsers, files, APIs, games, tools, and simulators. RL environments let the model act, observe consequences, and keep going across multiple steps, which is much closer to real agent behavior. The session described environments as the bridge from isolated prompt solving to real-world interaction.
49
+
50
+ They also enable dynamic difficulty and richer feedback. Instead of training forever on a fixed set of prompts, the environment can generate or surface tasks that are more appropriate for the current model, which makes curriculum learning and continual challenge easier. This matches the broader β€œRL with environments” direction discussed in recent OpenEnv and TRL material. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
51
+
52
+ For examples:
53
+
54
+ * BrowserGym for web-task environments. ([GitHub](https://github.com/servicenow/browsergym?utm_source=chatgpt.com))
55
+ * OpenEnv course and TRL integration docs. ([GitHub](https://github.com/huggingface/openenv-course?utm_source=chatgpt.com))
56
+
57
+ ## **6\) What is OpenEnv, and why would a hackathon team use it?**
58
+
59
+ OpenEnv is an open-source framework for defining and interacting with RL environments for LLM and agent training. The session described it as a standardized interface around concepts like reset, step, state, observations, actions, and rewards, with deployment built around Hugging Face Spaces and containerized execution.
60
+
61
+ A hackathon team would use OpenEnv because it reduces environment plumbing. Instead of inventing a new interface for each task, you can standardize how the model talks to the environment and then connect that to a trainer like TRL. That means you spend more time on task design and rewards, and less on adapter glue. The session also highlighted `openenv init` for bootstrapping an environment skeleton quickly.
62
+
63
+ Good starting points:
64
+
65
+ * OpenEnv repo. ([GitHub](https://github.com/meta-pytorch/OpenEnv?utm_source=chatgpt.com))
66
+ * OpenEnv course. ([GitHub](https://github.com/huggingface/openenv-course?utm_source=chatgpt.com))
67
+ * TRL’s OpenEnv integration guide. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
68
+
69
+ ## **7\) How does OpenEnv work at a high level?**
70
+
71
+ At a high level, an OpenEnv environment exposes a small set of standard operations:
72
+
73
+ * reset the environment,
74
+ * step the environment with an action,
75
+ * return observations, rewards, and state.
76
+
77
+ The session described OpenEnv environments as FastAPI applications that can be run locally, deployed on Hugging Face Spaces, or pulled as containers. That gives teams several options: they can use the remote environment directly, install client code from the repo, or run the environment locally through the container image.
78
+
79
+ This design is useful because it treats environments as portable, versioned software artifacts rather than ad hoc scripts. Hugging Face’s own TRL docs describe OpenEnv similarly, including support for backend-server execution and standardized APIs. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
80
+
81
+ ## **8\) Where do TRL and Unsloth fit in this stack?**
82
+
83
+ TRL is the training library. It provides trainers and workflows for SFT, DPO, PPO, GRPO, reward modeling, and related post-training methods for transformer models. In a typical hackathon setup, TRL handles rollout collection, reward integration, optimization, logging, and trainer configuration. ([Hugging Face](https://huggingface.co/docs/trl/index?utm_source=chatgpt.com))
84
+
85
+ Unsloth fits in as the acceleration and memory-efficiency layer for training and RL fine-tuning. The session described Unsloth as making RL training more efficient and inference faster, which matters because rollout generation often dominates runtime in RL loops. It also noted a practical QLoRA warning: don’t naively upcast a 4-bit model to 16-bit and then merge adapters, because that can damage model quality; use the proper merge path instead.
86
+
87
+ Relevant docs:
88
+
89
+ * TRL docs and GRPO cookbook. ([Hugging Face](https://huggingface.co/docs/trl/index?utm_source=chatgpt.com))
90
+ * Unsloth repository/readme. ([GitHub](https://github.com/unslothai/unsloth/blob/main/README.md?plain=1&utm_source=chatgpt.com))
91
+
92
+ ## **9\) What is the difference between PPO and GRPO?**
93
+
94
+ PPO is a classic policy optimization algorithm that stabilizes updates by constraining how much the policy changes between iterations. It is one of the most influential RL algorithms in modern deep learning. ([arXiv](https://arxiv.org/abs/1707.06347?utm_source=chatgpt.com))
95
+
96
+ GRPO is a later group-relative variant used in LLM training that compares sampled outputs within a group to estimate relative advantage, and it is often discussed as a more memory-efficient alternative to full PPO-style setups in some LLM post-training pipelines. The session summarized GRPO as a more efficient version of PPO and specifically noted removing the value model from the setup.
97
+
98
+ For deeper details:
99
+
100
+ * PPO paper. ([arXiv](https://arxiv.org/abs/1707.06347?utm_source=chatgpt.com))
101
+ * DeepSeekMath / GRPO references via TRL paper index and cookbook. ([arXiv](https://arxiv.org/abs/2402.03300?utm_source=chatgpt.com))
102
+
103
+ ## **10\) Why is RL often described as inefficient, yet still useful?**
104
+
105
+ RL is often inefficient because the feedback is sparse and delayed. A long rollout may end in one scalar reward, and that weak signal has to train many decisions. The session used a simple example: if a code answer fails at one line but you assign the same negative reward to every token, you’re throwing away a lot of structure.
106
+
107
+ It is still useful because it can optimize behaviors where exact supervised targets are unavailable, too expensive, or too limiting. If you can verify success but cannot easily author perfect demonstrations for every scenario, RL can still improve the model by repeated interaction. This is why RL is especially attractive for code execution, tool use, games, browser tasks, and agent workflows.
108
+
109
+ A practical takeaway: use RL where verifiers exist and where exploration is worth the extra compute.
110
+
111
+ ## **11\) What is process supervision, and why is it important?**
112
+
113
+ Process supervision means giving feedback on intermediate reasoning or intermediate steps, not only on the final outcome. The session contrasted this with assigning the same reward to every token in the answer, which can be very wasteful. Under process supervision, you try to identify which parts of a trace were good, irrelevant, or harmful.
114
+
115
+ This matters because not all failures are equal. Maybe the model chose the right algorithmic approach but made one implementation mistake. Final-outcome-only rewards blur that distinction. Step-aware rewards can improve sample efficiency and make debugging easier, though they also raise new risks if the step labels are noisy or exploitable.
116
+
117
+ The session also noted that process supervision is often approximated with humans or LLM-as-a-judge. That can help, but it creates another optimization target that itself may be gamed.
118
+
119
+ ## **12\) What is reward hacking?**
120
+
121
+ Reward hacking is when the model finds a way to maximize reward without genuinely doing the intended task. In other words, the optimization succeeds, but the task specification failed. The session gave intuitive examples such as editing variables, bypassing intended checks, or exploiting quirks in the environment rather than solving the real problem.
122
+
123
+ This is the same phenomenon often called specification gaming. DeepMind describes it as agents exploiting flaws or ambiguities in the reward function, and Lilian Weng’s overview covers how common and fundamental this problem is in RL systems. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
124
+
125
+ A useful mindset is: reward hacking is not proof the model is β€œevil”; it is proof that optimization pressure found a loophole.
126
+
127
+ ## **13\) How can a hackathon team reduce reward hacking in practice?**
128
+
129
+ Use strong verifiers. Prefer executable checks over stylistic heuristics. For code, run tests, time the solution, validate output shapes and edge cases, and isolate execution. For tool use, verify actual state transitions, not just verbal claims. The session repeatedly emphasized verifiers and environments over vague reward signals.
130
+
131
+ Monitor training actively. The session recommended sampling outputs periodically, looking for suspicious patterns, and terminating or rolling back runs when drift appears. It also suggested filtering bad responses and adding guardrails when patterns of exploitation are observed.
132
+
133
+ Use layered rewards. Combine success criteria with anti-cheat constraints. For example:
134
+
135
+ * pass tests,
136
+ * do not edit protected files,
137
+ * do not bypass timers,
138
+ * stay within time and memory budget,
139
+ * preserve task-required formatting,
140
+ * and log intermediate actions for audit.
141
+
142
+ This general strategy aligns with broader RL safety guidance on specification gaming. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
143
+
144
+ ## **14\) What is curriculum learning, and why does it help RL?**
145
+
146
+ Curriculum learning means controlling the order or difficulty of training tasks so the model learns from easier tasks first and gradually moves to harder ones. The session directly recommended this for RL: if tasks are too hard at the start, the model may never produce a successful rollout, which means the reward signal is effectively zero and learning stalls.
147
+
148
+ This is especially important in LLM RL because many tasks are long-horizon and brittle. An easier initial distribution can bootstrap behavior, after which harder tasks become reachable. In the RL literature more broadly, curriculum learning is a standard way to improve exploration and sample efficiency in difficult environments. ([arXiv](https://arxiv.org/pdf/2504.06618?utm_source=chatgpt.com))
149
+
150
+ Practical idea for hackathons:
151
+
152
+ * start with short horizons,
153
+ * fewer tools,
154
+ * simpler state spaces,
155
+ * stronger hints,
156
+ * easier test cases,
157
+ * then gradually remove scaffolding.
158
+
159
+ ## **15\) How do I know whether a task is suitable for RL?**
160
+
161
+ A task is a good candidate for RL if:
162
+
163
+ * you can verify success or partial progress,
164
+ * exploration is meaningful,
165
+ * multi-step interaction matters,
166
+ * and you do not already have abundant high-quality demonstrations.
167
+
168
+ The session highlighted a key rule of thumb: the probability of a good answer must be greater than zero. If the task is so hard that the model never stumbles into any rewarding behavior, RL will waste compute. That means task selection, warm starts, formatting scaffolds, or light SFT can be essential.
169
+
170
+ Good hackathon candidates include:
171
+
172
+ * code generation with executable tests,
173
+ * browser navigation with page-state checks,
174
+ * games with clear win conditions,
175
+ * API/tool workflows with verifiable side effects.
176
+
177
+ ## **16\) Should we jump straight into RL, or do some SFT first?**
178
+
179
+ Usually, do some SFT or at least a warm start first. The session’s guidance was that pretraining carries most of the capability burden, SFT helps shape the behavior, and RL refines it. It explicitly argued against relying on RL alone from scratch for most practical settings.
180
+
181
+ That matches modern post-training stacks: pretrain heavily, align or instruct-tune, then apply preference optimization and/or RL where it adds value. TRL’s supported workflows reflect exactly this broader stack. ([Hugging Face](https://huggingface.co/docs/trl/index?utm_source=chatgpt.com))
182
+
183
+ A hackathon-friendly recipe is:
184
+
185
+ 1. Start from a solid instruct model.
186
+ 2. Add a tiny amount of task-format SFT if needed.
187
+ 3. Build a strong verifier.
188
+ 4. Use GRPO/PPO-style RL only after the model can at least occasionally succeed.
189
+
190
+ ## **17\) What should we actually monitor during RL training?**
191
+
192
+ Monitor more than the headline reward. The session specifically called out tracking reward trends, component rewards, and whether important success columns are improving over time. It also recommended checking generated strategies and periodically sampling outputs during training rather than letting runs continue blindly.
193
+
194
+ Useful metrics include:
195
+
196
+ * average reward,
197
+ * verifier pass rate,
198
+ * timeout rate,
199
+ * format adherence,
200
+ * rollout length,
201
+ * diversity of successful solutions,
202
+ * frequency of suspicious shortcuts,
203
+ * and cost per useful trajectory.
204
+
205
+ If the average reward rises but the actual task quality drops or becomes brittle, that is often a reward-design problem rather than a model-capability problem.
206
+
207
+ ## **18\) What is a strong hackathon strategy for building an RL environment fast?**
208
+
209
+ Pick a task with a crisp verifier. Build the smallest environment that exposes reset, step, observations, and reward. Use OpenEnv to standardize the interface and TRL to handle training. Use Unsloth if you need to fit training into tighter hardware budgets. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
210
+
211
+ A practical sequence:
212
+
213
+ 1. Define the task and what β€œsuccess” means.
214
+ 2. Write the verifier before writing the policy loop.
215
+ 3. Create a few toy tasks the model can solve.
216
+ 4. Add curriculum or easier variants first.
217
+ 5. Run small-scale debugging before long training.
218
+ 6. Sample outputs constantly for reward hacking.
219
+ 7. Only then scale rollouts and environment diversity.
220
+
221
+ ## **19\) What are good starter resources for participants?**
222
+
223
+ For TRL:
224
+
225
+ * Main docs. ([Hugging Face](https://huggingface.co/docs/trl/index?utm_source=chatgpt.com))
226
+ * PPO trainer docs. ([Hugging Face](https://huggingface.co/docs/trl/ppo_trainer?utm_source=chatgpt.com))
227
+ * GRPO cookbook. ([Hugging Face](https://huggingface.co/learn/cookbook/fine_tuning_llm_grpo_trl?utm_source=chatgpt.com))
228
+ * Paper index for GRPO/DeepSeekMath references. ([Hugging Face](https://huggingface.co/docs/trl/paper_index?utm_source=chatgpt.com))
229
+
230
+ For OpenEnv:
231
+
232
+ * OpenEnv GitHub repo. ([GitHub](https://github.com/meta-pytorch/OpenEnv?utm_source=chatgpt.com))
233
+ * OpenEnv course. ([GitHub](https://github.com/huggingface/openenv-course?utm_source=chatgpt.com))
234
+ * TRL’s OpenEnv integration docs. ([Hugging Face](https://huggingface.co/docs/trl/openenv?utm_source=chatgpt.com))
235
+
236
+ For environments and benchmarks:
237
+
238
+ * BrowserGym. ([GitHub](https://github.com/servicenow/browsergym?utm_source=chatgpt.com))
239
+
240
+ For reward design and failure modes:
241
+
242
+ * DeepMind on specification gaming. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/?utm_source=chatgpt.com))
243
+ * Lilian Weng on reward hacking. ([Lil'Log](https://lilianweng.github.io/posts/2024-11-28-reward-hacking/?utm_source=chatgpt.com))
244
+
245
+ For RL algorithms:
246
+
247
+ * PPO paper. ([arXiv](https://arxiv.org/abs/1707.06347?utm_source=chatgpt.com))
248
+ * DeepSeekMath / GRPO paper. ([arXiv](https://arxiv.org/abs/2402.03300?utm_source=chatgpt.com))
249
+
250
+ For Unsloth:
251
+
252
+ * Unsloth repo/readme. ([GitHub](https://github.com/unslothai/unsloth/blob/main/README.md?plain=1&utm_source=chatgpt.com))
253
+
254
+ ## **20\) What is the one-sentence summary participants should remember?**
255
+
256
+ If you can build a task where success is verifiable, difficulty is controllable, and loopholes are monitored, RL can turn an LLM from β€œgood at answering” into β€œbetter at acting.”
257
+
258
+ ###
259
+
260
+ ### **21\) What is RLVR?**
261
+
262
+ RLVR stands for reinforcement learning with verifiable rewards. Instead of relying only on a learned reward model or human preference model, the training loop uses programmatic checks to determine whether an output is correct. Typical examples include exact-answer checks for math, unit tests for code, schema validation for structured output, or environment-based task completion checks. This makes RLVR especially attractive for domains where correctness can be verified automatically and consistently. ([Label Studio](https://labelstud.io/blog/reinforcement-learning-from-verifiable-rewards/))
263
+
264
+ ### **22\) What is RLVE?**
265
+
266
+ RLVE is reinforcement learning with verifiable environments. The key idea is to train on environments that can procedurally generate tasks, expose adjustable difficulty, and provide algorithmically verifiable rewards. Recent work on adaptive verifiable environments argues that static prompt datasets often become either too easy or too hard during training, causing learning to stall, while adaptive environments keep the model near its capability frontier. ([arXiv](https://arxiv.org/html/2511.07317v1))
267
+
268
+ ### **23\) How is RLVE different from RLVR?**
269
+
270
+ RLVR usually refers to verifiable rewards on a fixed or semi-fixed set of prompts or problems. RLVE goes a step further by making the task source itself dynamic: the environment can generate new problems, vary difficulty, and keep serving appropriately challenging tasks as the model improves. In practice, RLVE is often better for preventing saturation on static datasets and for building curriculum naturally into training. ([arXiv](https://arxiv.org/html/2511.07317v1))
271
+
272
+ ### **24\) Why are RL environments useful for LLM post-training?**
273
+
274
+ They let the model interact, not just answer. In a real environment, the model can act, observe consequences, act again, and get reward from actual task outcomes. That makes environments a better fit for tool use, browsers, APIs, coding agents, games, and long-horizon tasks than plain prompt-response datasets. Hugging Face’s OpenEnv and TRL material reflects this shift toward environment-based agent training. ([Hugging Face](https://huggingface.co/blog/openenv-turing))
275
+
276
+ ### **25\) Where do TRL, GRPO, and Unsloth fit in?**
277
+
278
+ TRL is the training framework that provides RL trainers and infrastructure for post-training transformer models, including GRPO. GRPO is the RL optimization method popularized in DeepSeekMath and now widely used in open LLM RL pipelines because it can be more memory-efficient than PPO-style setups in this context. Unsloth is typically used as the efficiency layer to make fine-tuning and RL training faster and more affordable on limited hardware. ([Hugging Face](https://huggingface.co/docs/trl/grpo_trainer))
279
+
280
+ ### **26\) Why do rewards matter so much?**
281
+
282
+ Because the reward is the task definition as far as optimization is concerned. If your reward captures the real objective, RL can improve useful behavior. If your reward is incomplete, noisy, or hackable, the model will optimize the proxy instead of the real task. DeepMind’s write-up on specification gaming makes this point very clearly: the agent’s ingenuity is helpful only when the specification is correct. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
283
+
284
+ ### **27\) What is reward engineering?**
285
+
286
+ Reward engineering is the design of the reward function, the verifier, the shaping terms, the penalties, and the monitoring strategy. In LLM RL, this includes deciding what counts as success, how partial progress is rewarded, what shortcuts are forbidden, and how to detect reward hacking. OpenEnv’s reward-design guide explicitly warns about reward hacking, sparse rewards, and conflicting signals as common pitfalls. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
287
+
288
+ ### **28\) What is reward hacking?**
289
+
290
+ Reward hacking happens when a model finds a way to maximize the reward without actually doing the intended task. DeepMind describes this as specification gaming: the system satisfies the literal reward but not the real goal. Classic causes include poorly designed shaping rewards, missing constraints in the success condition, and simulator or verifier loopholes. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
291
+
292
+ ### **29\) Why is sparse reward a common problem?**
293
+
294
+ If successful trajectories are too rare, the model may never get enough positive signal to improve. OpenEnv’s docs explicitly call sparse rewards a common pitfall because the agent may never find positive signal. RLVE work similarly notes that overly difficult tasks can yield consistently poor rewards and stall gradient-based learning. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
295
+
296
+ ### **30\) Why can dense rewards also be dangerous?**
297
+
298
+ Dense rewards can speed up learning, but they can also create local optima and incentive misalignment. OpenEnv recommends starting simple and shaping carefully, because intermediate rewards can steer the model toward proxy behaviors. DeepMind gives the broader warning that poorly designed shaping can change the optimal policy itself rather than just helping the model reach the intended outcome faster. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
299
+
300
+ ---
301
+
302
+ ## **Common Pitfalls in Building RL Environments**
303
+
304
+ ### **31\) What is the most common mistake when designing an RL environment?**
305
+
306
+ Making the environment easy to verify but not faithful to the real task. A verifier that checks only the final string, a regex, or a narrow success pattern may be convenient, but it often misses equivalent correct answers or allows degenerate shortcuts. Recent verifier analysis on mathematical RL found that rule-based verifiers often reject correct but differently formatted answers, while model-based verifiers can be exploited to produce false positives during RL. ([arXiv](https://arxiv.org/html/2505.22203v1))
307
+
308
+ ### **32\) What goes wrong with weak verifiers?**
309
+
310
+ Two opposite failure modes are common. Rule-based verifiers can be too brittle and produce false negatives when the answer is correct but phrased differently. Model-based verifiers can be too permissive and produce false positives that the policy learns to exploit. The verifier study on mathematical reasoning reports both problems and shows that stronger policies make verifier weaknesses more obvious. ([arXiv](https://arxiv.org/html/2505.22203v1))
311
+
312
+ ### **33\) Why is β€œjust use an LLM as judge” often risky?**
313
+
314
+ Because the judge becomes part of the optimization target. If the policy can find surface patterns that fool the judge, training can inflate reward without improving real task quality. That is exactly why model-based verifiers, despite better static accuracy, can be vulnerable during RL training. Use them carefully, stress-test them, and combine them with hard checks whenever possible. ([arXiv](https://arxiv.org/html/2505.22203v1))
315
+
316
+ ### **34\) What is a common environment-design pitfall for tool-using agents?**
317
+
318
+ Not modeling realistic failure modes. Real APIs fail because of permissions, invalid formats, missing fields, timezones, or bad parameters. Hugging Face’s OpenEnv blog highlights examples like missing OAuth scopes and bad RFC3339 datetime formatting. If the environment hides these realities, the resulting policy will be overfit to a toy setup and brittle in deployment. ([Hugging Face](https://huggingface.co/blog/openenv-turing))
319
+
320
+ ### **35\) Why is static task difficulty a problem?**
321
+
322
+ Because the learning signal collapses at both extremes. Tasks that are too easy stop teaching the model anything useful. Tasks that are too hard yield near-zero reward and also stop teaching. RLVE was proposed largely to solve this problem by dynamically adjusting task difficulty as the policy improves. ([arXiv](https://arxiv.org/html/2511.07317v1))
323
+
324
+ ### **36\) What is a common pitfall in environment diversity?**
325
+
326
+ Training on too few task types. Recent RLVE results argue that scaling the number of environments improves generalizable reasoning capability, and Reasoning Gym was built around procedurally generated tasks across many domains for exactly this reason. A narrow environment set often produces narrow competence and fragile transfer. ([arXiv](https://arxiv.org/html/2511.07317v1))
327
+
328
+ ### **37\) Why do many RL environments fail to transfer to real-world performance?**
329
+
330
+ Because they optimize the wrong abstraction level. If the environment is too toy-like, omits realistic constraints, or over-simplifies tool feedback, the model may become good at the benchmark but not at the actual workflow. This is a practical version of specification gaming: the benchmark is solved, the real job is not. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
331
+
332
+ ---
333
+
334
+ ## **Common Pitfalls in Reward Engineering**
335
+
336
+ ### **38\) What is the biggest reward-engineering mistake?**
337
+
338
+ Using a proxy metric as if it were the goal. Goodhart-style failures are everywhere in RL: token count, response format, test count, or intermediate progress can all become targets the model exploits. DeepMind’s examples of shaping mistakes and reward misspecification are the canonical warning here. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
339
+
340
+ ### **39\) Should I start with a complicated reward function?**
341
+
342
+ Usually no. OpenEnv explicitly recommends starting simple, often with sparse success/failure reward, before layering in shaping terms. This makes debugging easier and reduces the chance that the model learns the wrong intermediate incentives before it learns the actual task. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
343
+
344
+ ### **40\) What happens when reward components conflict?**
345
+
346
+ Learning becomes unstable or confused. OpenEnv lists conflicting signals as a common pitfall: if one term rewards brevity, another rewards verbosity, a third rewards format, and a fourth rewards exploration, the policy may oscillate or learn brittle shortcuts instead of coherent behavior. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
347
+
348
+ ### **41\) Why is binary reward often appealing?**
349
+
350
+ Because it is easy to reason about and harder to game superficially. Label Studio’s RLVR overview notes that verifiable rewards are often binary and directly tied to correctness criteria, which makes evaluation simple and scalable. Binary reward is not always sufficient, but it is often a good starting point for precision-critical tasks like code and math. ([Label Studio](https://labelstud.io/blog/reinforcement-learning-from-verifiable-rewards/))
351
+
352
+ ### **42\) Why is binary reward sometimes not enough?**
353
+
354
+ Because it can be too sparse, especially for long-horizon tasks. If success only happens at the very end, the model may not learn at all. That is where carefully designed shaping, step-level evaluation, or adaptive curriculum can help β€” but only if you can add them without creating easy-to-game shortcuts. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
355
+
356
+ ### **43\) How do I know whether my reward is being hacked?**
357
+
358
+ Watch for rising reward without corresponding task-quality gains. Typical signs are strange formatting habits, repetitive surface patterns, degenerate short solutions, suspiciously high judge scores, or solutions that pass weak checks but fail stronger ones. The verifier case study is a strong reminder that static verification accuracy is not enough; you must observe what happens under optimization pressure. ([arXiv](https://arxiv.org/html/2505.22203v1))
359
+
360
+ ### **44\) What is a safe pattern for reward engineering?**
361
+
362
+ Use layered verification. Start with hard outcome checks. Add anti-cheat constraints. Then add minimal shaping only where the sparse reward is too weak. Keep a holdout evaluator separate from the training reward when possible. This matches both OpenEnv’s β€œstart simple, shape carefully” guidance and DeepMind’s warning about shaping altering the true objective. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
363
+
364
+ ---
365
+
366
+ ## **Common Pitfalls in RL Post-Training Pipelines with RLVR / RLVE / GRPO**
367
+
368
+ ### **45\) What is a common mistake in GRPO training runs?**
369
+
370
+ Using RL before the base model is ready. GRPO is powerful, but it is a post-training method, not a substitute for capability. TRL’s own GRPO examples start from instruct models and task datasets rather than from weak base checkpoints. If the model almost never produces a correct rollout, the reward signal is too sparse for productive RL. ([Hugging Face](https://huggingface.co/docs/trl/grpo_trainer))
371
+
372
+ ### **46\) Why does RL post-training plateau?**
373
+
374
+ Because the model saturates the available prompt distribution or the reward signal no longer differentiates useful improvements. RLVE explicitly frames static data saturation as a problem and shows that adaptive environments can keep learning going after conventional RLVR pipelines flatten out. ([arXiv](https://arxiv.org/html/2511.07317v1))
375
+
376
+ ### **47\) Why can β€œmore RL” make a model worse?**
377
+
378
+ Because optimization pressure amplifies whatever the reward favors, including undesirable shortcuts. If the verifier is noisy, if the environment is unrealistic, or if the reward overvalues superficial structure, more training can push the model deeper into those artifacts rather than improving real competence. ([arXiv](https://arxiv.org/html/2505.22203v1))
379
+
380
+ ### **48\) What is a common pitfall in RLVR datasets?**
381
+
382
+ Finite, static datasets get stale. Once the model has mastered or overfit their distribution, additional RL yields little signal. RLVE work argues that procedurally generated environments with adjustable difficulty are one way around this limitation. Reasoning Gym makes a similar case for unlimited data generation with controllable complexity. ([arXiv](https://arxiv.org/html/2511.07317v1))
383
+
384
+ ### **49\) Why do identical-looking GRPO runs produce different outcomes?**
385
+
386
+ Because RL is highly sensitive to rollout quality, verifier behavior, reward scaling, task mix, generation parameters, and environment bugs. Even if the trainer code is the same, small differences in reward computation or environment behavior can change optimization dynamics substantially. The verifier study is a good reminder that the reward pipeline itself is part of the model. ([arXiv](https://arxiv.org/html/2505.22203v1))
387
+
388
+ ### **50\) What is a common pitfall when mixing many environments?**
389
+
390
+ Using an unbalanced mixture. If some environments are much easier, much denser in reward, or much shorter in trajectory length, they can dominate training and starve harder but more important environments. RLVE’s adaptive-difficulty framing exists partly to keep the training distribution informative instead of letting it collapse into easy tasks. ([arXiv](https://arxiv.org/html/2511.07317v1))
391
+
392
+ ### **51\) Why are long-horizon tasks especially hard in RL post-training?**
393
+
394
+ Because reward arrives late and useful trajectories are rare. Long tasks need either decomposition, better intermediate signals, stronger initialization, or curriculum. Otherwise, the rollout cost is high and the success rate stays near zero. This is one reason why adaptive environments and procedural curricula are getting attention. ([arXiv](https://arxiv.org/html/2511.07317v1))
395
+
396
+ ### **52\) What monitoring mistake do teams make most often?**
397
+
398
+ They monitor the training reward but not actual behavior. Reward alone is not enough because the reward channel can be flawed. You need sampled rollout audits, stronger offline evaluation, and held-out environments or benchmarks. The verifier case study shows why this matters: reward can rise while real quality does not. ([arXiv](https://arxiv.org/html/2505.22203v1))
399
+
400
+ ### **53\) What is the safest way to structure an RL post-training pipeline?**
401
+
402
+ A good pattern is:
403
+ start from a strong instruct or SFT checkpoint, use a task with a strong verifier, begin with simple reward, validate the environment thoroughly, run small-scale debug experiments, audit rollouts manually, then scale training and only later add curriculum or more shaping. This is consistent with TRL’s practical GRPO examples, OpenEnv’s reward guidance, and the lessons from verifier-failure studies. ([Hugging Face](https://huggingface.co/docs/trl/grpo_trainer))
404
+
405
+ ---
406
+
407
+ ## **Practical β€œWhat should we do in a hackathon?” FAQs**
408
+
409
+ ### **54\) What kind of project is most likely to succeed in a hackathon?**
410
+
411
+ Pick a task with:
412
+ a clear success condition,
413
+ a verifier you trust,
414
+ short to medium trajectory length,
415
+ few external dependencies,
416
+ and adjustable difficulty.
417
+
418
+ Good examples are code repair with tests, structured extraction with schema validation, grid or puzzle games, tool-using workflows with exact state checks, and browser tasks with explicit completion criteria. These are the sweet spot for RLVR and lightweight RLVE prototypes. ([Label Studio](https://labelstud.io/blog/reinforcement-learning-from-verifiable-rewards/))
419
+
420
+ ### **55\) What should we avoid building?**
421
+
422
+ Avoid tasks that are subjective, hard to verify, require massive infrastructure, or depend heavily on an LLM judge without hard backstops. Also avoid environments whose failure cases you do not understand. If you cannot explain how the reward could be hacked, you are not ready to optimize it yet. ([arXiv](https://arxiv.org/html/2505.22203v1))
423
+
424
+ ### **56\) What is the best debugging order?**
425
+
426
+ First debug the environment manually.
427
+ Then debug the verifier.
428
+ Then run scripted baseline policies.
429
+ Then run a frozen model.
430
+ Then run a tiny RL experiment.
431
+ Only then scale.
432
+
433
+ This order isolates bugs early and prevents you from blaming the optimizer for what is really an environment or reward bug. It follows directly from the fact that verifier reliability is foundational in RLVR. ([arXiv](https://arxiv.org/html/2505.22203v1))
434
+
435
+ ### **57\) What is one rule the team should remember?**
436
+
437
+ Do not optimize a reward you have not tried to break yourself first. The easiest way to avoid reward hacking is to adversarially test your environment and reward design before the model does. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
438
+
439
+ ---
440
+
441
+ ## **58\) Strong references for deeper learning**
442
+
443
+ For GRPO and TRL:
444
+
445
+ * TRL GRPO Trainer docs. ([Hugging Face](https://huggingface.co/docs/trl/grpo_trainer))
446
+ * Hugging Face GRPO cookbook. ([Hugging Face](https://huggingface.co/learn/cookbook/fine_tuning_llm_grpo_trl))
447
+
448
+ For RL environments and reward design:
449
+
450
+ * OpenEnv reward design guide. ([Meta-PyTorch](https://meta-pytorch.org/OpenEnv/guides/rewards.html))
451
+ * OpenEnv tool-using environment examples. ([Hugging Face](https://huggingface.co/blog/openenv-turing))
452
+
453
+ For pitfalls and failure modes:
454
+
455
+ * DeepMind on specification gaming. ([Google DeepMind](https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/))
456
+ * Pitfalls of rule-based and model-based verifiers. ([arXiv](https://arxiv.org/html/2505.22203v1))
457
+
458
+ For scalable environment-based training:
459
+
460
+ * RLVE paper on adaptive verifiable environments. ([arXiv](https://arxiv.org/html/2511.07317v1))
461
+ * Reasoning Gym. ([OpenReview](https://openreview.net/forum?id=GqYSunGmp7&referrer=%5Bthe+profile+of+Oliver+Stanley%5D%28%2Fprofile%3Fid%3D~Oliver_Stanley1%29))
462
+
463
+ Here are solid Unsloth RL post-training recipes worth checking out, with a bias toward official or close-to-official examples.
464
+
465
+ ### **59\) Core Unsloth GRPO recipes**
466
+
467
+ **Qwen2.5 (3B) GRPO notebook**
468
+ A straightforward starter recipe for GRPO with Unsloth. It covers data prep, training, inference, and saving, so it is a good baseline if you want the least opinionated end-to-end example. ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/Qwen2.5_%283B%29-GRPO.ipynb?utm_source=chatgpt.com))
469
+
470
+ **Llama 3.1 (8B) GRPO notebook**
471
+ Same general pattern, but on a larger model family. Useful if you want a more realistic β€œreasoning/capability uplift” recipe without jumping straight to very large models. ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/Llama3.1_%288B%29-GRPO.ipynb?utm_source=chatgpt.com))
472
+
473
+ **Gemma 3 (1B) GRPO notebook**
474
+ A smaller-scale recipe that is easier to run and debug. Good for iterating on reward functions and rollout settings before spending more compute on larger checkpoints. ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/Gemma3_%281B%29-GRPO.ipynb?utm_source=chatgpt.com))
475
+
476
+ ### **59.1) Advanced Unsloth GRPO recipes**
477
+
478
+ **Advanced Qwen3 (4B) GRPO notebook**
479
+ This is one of the more interesting recipes because it adds more than the bare trainer loop. Unsloth’s June 2025 discussion explicitly calls out: proximity scoring for more nuanced rewards, OpenR1 dataset support, advanced templates, and β€œprefinetuning to skip GRPO format learning.” That makes it a better recipe when you care about reward shaping and format bootstrapping, not just getting GRPO to run. ([GitHub](https://github.com/unslothai/unsloth/discussions/2810?utm_source=chatgpt.com))
480
+
481
+ **HF LLM Course: Practical Exercise β€” GRPO with Unsloth**
482
+ Not an Unsloth-maintained notebook repo entry, but it is a structured learning recipe that uses Unsloth specifically to fine-tune a model with GRPO for reasoning. It is a good companion when you want a didactic walkthrough instead of just notebook cells. ([Hugging Face](https://huggingface.co/learn/llm-course/chapter12/6?utm_source=chatgpt.com))
483
+
484
+ ### **59.2) Environment / agent-style RL recipes**
485
+
486
+ **GPT-OSS 20B \+ 2048 game RL notebook**
487
+ This is closer to β€œRL with an environment” than plain static-prompt RLVR. The notebook goal is explicitly to make GPT-OSS play 2048 with reinforcement learning / GRPO, which makes it a useful recipe if you want to move beyond math/code answer verification into interactive environment training. ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/gpt_oss_%2820B%29_Reinforcement_Learning_2048_Game_BF16.ipynb?utm_source=chatgpt.com))
488
+
489
+ ### **59.3) Broader recipe collection**
490
+
491
+ **Unsloth notebooks repository**
492
+ The main repo currently advertises β€œ250+ Fine-tuning & RL Notebooks,” including GRPO and reinforcement learning notebooks. If you want the widest set of recipes in one place, this is the best starting point. ([GitHub](https://github.com/unslothai/notebooks?utm_source=chatgpt.com))
493
+
494
+ ### **59.4) Useful adjacent recipes and examples**
495
+
496
+ **Scheduler GRPO example using Unsloth**
497
+ A community example that trains a scheduling model with GRPO using Unsloth and QLoRA. It is useful because it shows a non-math, non-code structured-output task where rewards are tied to output format and schedule correctness. ([Hugging Face](https://huggingface.co/blog/anakin87/qwen-scheduler-grpo?utm_source=chatgpt.com))
498
+
499
+ **SFT β†’ GRPO pipeline example**
500
+ There is a community β€œshow and tell” example for a full SFT-then-GRPO pipeline. I would treat it as inspiration rather than an official recipe, but it is valuable if your intended workflow is β€œteach format first, then do RL.” ([GitHub](https://github.com/unslothai/unsloth/discussions/3407?utm_source=chatgpt.com))
501
+
502
+ ### **59.5) What these recipes collectively cover**
503
+
504
+ Across these examples, the main recipe patterns are:
505
+
506
+ * plain GRPO on reasoning-style tasks,
507
+ * GRPO with better reward shaping like proximity scoring,
508
+ * pre-SFT or preformatting before RL,
509
+ * QLoRA-based memory-efficient RL fine-tuning,
510
+ * and environment-style RL with game interaction. ([GitHub](https://github.com/unslothai/unsloth/discussions/2810?utm_source=chatgpt.com))
511
+
512
+ ### **59.6) Two gaps to keep in mind**
513
+
514
+ One gap is **multi-turn GRPO with stepwise rewards**. There is a feature request asking for reward on each step plus a final reward, which suggests this is not yet a mature first-class recipe in Unsloth. ([GitHub](https://github.com/unslothai/unsloth/issues/3615?utm_source=chatgpt.com))
515
+
516
+ Another gap is **notebook stability across versions/hardware**. Several issue threads mention breakage or edge cases in GRPO notebooks, including fast inference assumptions, VRAM growth, and vision-GRPO issues. That does not make the recipes unusable, but it does mean you should pin versions and test on a small run first. ([GitHub](https://github.com/unslothai/unsloth/issues/2730?utm_source=chatgpt.com))
517
+
518
+ ### **59.7) Best recipes by use case**
519
+
520
+ If you want the simplest starting point:
521
+
522
+ * Qwen2.5 (3B) GRPO
523
+ * Gemma 3 (1B) GRPO ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/Qwen2.5_%283B%29-GRPO.ipynb?utm_source=chatgpt.com))
524
+
525
+ If you care about reward engineering:
526
+
527
+ * Advanced Qwen3 (4B) GRPO ([GitHub](https://github.com/unslothai/unsloth/discussions/2810?utm_source=chatgpt.com))
528
+
529
+ If you care about environment-style RL:
530
+
531
+ * GPT-OSS 20B 2048 notebook ([GitHub](https://github.com/unslothai/notebooks/blob/main/nb/gpt_oss_%2820B%29_Reinforcement_Learning_2048_Game_BF16.ipynb?utm_source=chatgpt.com))
532
+
533
+ If you want the most guided learning path:
534
+
535
+ * HF practical exercise with Unsloth \+ GRPO ([Hugging Face](https://huggingface.co/learn/llm-course/chapter12/6?utm_source=chatgpt.com))
536
+
537
+ If helpful, I can turn this into a curated table with columns for model, task type, reward type, hardware footprint, and what each recipe teaches.
538
+
539
+ ## Additional Resources:
540
+
541
+ * OpenEnv Core (An interface library for RL post training with environments)
542
+ * [https://github.com/meta-pytorch/OpenEnv](https://github.com/meta-pytorch/OpenEnv)
543
+ * OpenEnv-PyTorch Docs
544
+ * [https://meta-pytorch.org/OpenEnv/](https://meta-pytorch.org/OpenEnv/)
545
+ * HuggingFace OpenEnv Environments Hub
546
+ * [https://huggingface.co/openenv](https://huggingface.co/openenv)
547
+ * [https://huggingface.co/openenv/spaces](https://huggingface.co/openenv/spaces)
548
+ * Tutorials to build, run and train RL environments and training pipelines
549
+ * [https://github.com/meta-pytorch/OpenEnv/tree/main/tutorial](https://github.com/meta-pytorch/OpenEnv/tree/main/tutorial)
550
+ * RL Training Examples: [https://github.com/meta-pytorch/OpenEnv/tree/main/tutorial/examples](https://github.com/meta-pytorch/OpenEnv/tree/main/tutorial/examples)
551
+ * RL Environment Examples: [https://github.com/meta-pytorch/OpenEnv/tree/main/envs](https://github.com/meta-pytorch/OpenEnv/tree/main/envs)
552
+ * Few additional YT Videos on building RL Environments:
553
+ * [https://www.youtube.com/watch?v=0airz7BhBiA](https://www.youtube.com/watch?v=0airz7BhBiA)
554
+ * [https://www.youtube.com/watch?v=ap4q4sAK4OY](https://www.youtube.com/watch?v=ap4q4sAK4OY)
555
+ * [https://www.youtube.com/watch?v=Jew4lhAiqnw](https://www.youtube.com/watch?v=Jew4lhAiqnw)
556
+ * [https://openenv-india-apr-2026.lovable.app/](https://openenv-india-apr-2026.lovable.app/) **(Recommended: Chaptered Lectures)**
docs/references/hackathon_checklist.md ADDED
@@ -0,0 +1,153 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Hackathon Checklist β€” April 25–26, Bangalore
2
+ **Solo participant: Akhil Soni**
3
+
4
+ ---
5
+
6
+ ## What Judges Want to See
7
+ (From Help Guide + Discord FAQ β€” judges are Meta/HuggingFace practitioners)
8
+
9
+ 1. **Working environment** β€” reset/step runs cleanly, rewards are sensible
10
+ 2. **Multiple independent reward functions** β€” not a single score
11
+ 3. **Evidence the model improved** β€” reward curve going up, before/after comparison
12
+ 4. **Anti-hacking measures** β€” agent can't exploit the environment
13
+ 5. **Reproducible deployment** β€” HF Space that anyone can hit
14
+ 6. **Sharp demo** β€” baseline attempt β†’ reward output β†’ trained attempt β†’ measurable improvement
15
+
16
+ ---
17
+
18
+ ## Before the Venue (April 24 β€” today)
19
+
20
+ ### Environment
21
+ - [x] Round 2 hidden variables designed (HV1 Circadian, HV2 Energy Cliff, HV3 Meltdown)
22
+ - [x] Gradio UI running locally (http://localhost:7862)
23
+ - [ ] **Implement HV1, HV2, HV3 in `server/rhythm_environment.py`**
24
+ - [ ] Add `PersonProfile` enum and `task_type` to `models.py`
25
+ - [ ] Verify grader score still works correctly after HV changes
26
+ - [ ] Add anti-hacking guard: cap consecutive breaks, penalize action spam
27
+
28
+ ### Reward Functions (multi-layer β€” for GRPO)
29
+ - [ ] `reward_format_valid` β€” did the LLM output a parseable action?
30
+ - [ ] `reward_action_legal` β€” is the chosen action valid given current state?
31
+ - [ ] `reward_env_step` β€” actual `obs.reward` from `env.step(action)`
32
+
33
+ ### Training Setup
34
+ - [ ] Write `training/dataset.py` β€” generate episode observation prompts
35
+ - [ ] Write `training/train.py` β€” GRPO trainer config (use template in `unsloth_grpo_training_template.md`)
36
+ - [ ] Write `training/inference_eval.py` β€” baseline run + trained run comparison
37
+
38
+ ---
39
+
40
+ ## Day 1 at Venue (April 25 β€” morning priority)
41
+
42
+ ### 1. Deploy to HF Space FIRST (before training)
43
+ Judges expect a running Space. Do this before anything else.
44
+
45
+ ```bash
46
+ # Push environment as HF Space
47
+ openenv push # or manual push to HuggingFace
48
+ ```
49
+
50
+ - [ ] Environment runs on HF Space
51
+ - [ ] `reset()` and `step()` work remotely
52
+ - [ ] Space URL noted and shared with mentors
53
+
54
+ ### 2. Verify the RL Loop End-to-End (locally first)
55
+ ```
56
+ prompt β†’ LLM β†’ action β†’ env.step() β†’ reward β†’ GRPO update
57
+ ```
58
+ - [ ] Full loop runs without crashing
59
+ - [ ] Reward goes to console/log
60
+ - [ ] At least one successful episode (non-zero reward)
61
+
62
+ ### 3. Run Baseline (before training)
63
+ - [ ] Run 10–20 episodes with untrained model
64
+ - [ ] Log average grader score
65
+ - [ ] Save baseline reward curve
66
+ - [ ] Screenshot or record Gradio UI showing baseline behavior
67
+
68
+ ---
69
+
70
+ ## Day 1 at Venue (afternoon)
71
+
72
+ ### 4. Training β€” Start Small
73
+ - [ ] Train on `easy` scenario first (100–200 steps)
74
+ - [ ] Confirm reward is going up (not flat or crashing)
75
+ - [ ] Check generated actions β€” look for reward hacking patterns
76
+ - [ ] If reward is flat: simplify prompt, check reward functions individually
77
+
78
+ ### 5. Anti-Hacking Checks
79
+ The model may learn to spam TAKE_BREAK (low stress = less penalty).
80
+ Guards already partially in code β€” verify these work:
81
+ - [ ] `consecutive_breaks > MAX_FREE_BREAKS` β†’ penalty applies
82
+ - [ ] `IDLE_PENALTY` fires when no task is active
83
+ - [ ] Model can't "know" hidden variable thresholds (they're not in obs)
84
+ - [ ] Test with a greedy exploit agent manually
85
+
86
+ ---
87
+
88
+ ## Day 2 at Venue (April 26)
89
+
90
+ ### 6. Full Training Run
91
+ - [ ] Train on `easy` β†’ `medium` β†’ `hard` (curriculum)
92
+ - [ ] 500–1000 total GRPO steps
93
+ - [ ] Monitor: `reward/mean`, `reward/std`, KL divergence, per-reward-function scores
94
+ - [ ] Save checkpoint every 100 steps
95
+
96
+ ### 7. Save Model Correctly
97
+ **Warning:** Do NOT upcast 4-bit model to 16-bit and merge LoRA naively β€” damages quality.
98
+ ```python
99
+ # Correct save
100
+ model.save_pretrained_merged("outputs/rhythmenv_trained", tokenizer, save_method="merged_16bit")
101
+ # Or keep adapters separate
102
+ model.save_pretrained("outputs/adapters")
103
+ tokenizer.save_pretrained("outputs/adapters")
104
+ ```
105
+ - [ ] Model saved correctly
106
+ - [ ] Post-training inference tested immediately after save
107
+
108
+ ### 8. Build the Demo
109
+ Format: **baseline β†’ trained β†’ measurable improvement**
110
+
111
+ ```
112
+ 1. Show baseline: untrained model playing easy scenario β†’ grader score ~0.2
113
+ 2. Show reward curve: 500 steps, reward trending up
114
+ 3. Show trained: model playing same scenario β†’ grader score ~0.6+
115
+ 4. Explain hidden variables: why the model had to discover them
116
+ 5. Show person profile inference: does the model behave differently for MORNING_PERSON vs NIGHT_OWL?
117
+ ```
118
+
119
+ - [ ] Gradio UI shows before/after comparison
120
+ - [ ] Reward curve screenshot/chart ready
121
+ - [ ] 3-minute pitch rehearsed (see `docs/round2/pitch_framing.md`)
122
+
123
+ ---
124
+
125
+ ## Submission Checklist
126
+
127
+ - [ ] HF Space deployed and running
128
+ - [ ] `inference.py` updated for trained model (correct `API_BASE_URL`, `MODEL_NAME`, `HF_TOKEN`)
129
+ - [ ] README updated with Round 2 description
130
+ - [ ] Reward curves saved as images
131
+ - [ ] Model pushed to HF Hub
132
+
133
+ ---
134
+
135
+ ## Quick Reference β€” Key Numbers
136
+
137
+ | Thing | Value |
138
+ |---|---|
139
+ | Max steps per episode | 20 |
140
+ | Scenarios | easy / medium / hard |
141
+ | Grader weights | 40% completion, 20% deadline, 15% efficiency, 10% energy, 15% stress |
142
+ | GRPO starting lr | 2e-4 |
143
+ | GRPO num_generations | 4 (more than 2048 notebook β€” hidden vars need exploration) |
144
+ | GRPO max_steps | 1000 |
145
+ | Prize pool | $30,000 (top 15 teams) |
146
+ | Evaluation | ~20-30 min per top team by Meta/HF engineers |
147
+
148
+ ---
149
+
150
+ ## Contacts at Venue
151
+ - Sanyam Bhutani β€” Partner Engineer, Meta
152
+ - Ben Burtenshaw β€” Community Education, HuggingFace
153
+ - Adithya S Kolavi β€” ML Engineer, HuggingFace
docs/references/reward_engineering_overview.md ADDED
@@ -0,0 +1,82 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ source: https://arxiv.org/abs/2408.10215
3
+ title: "Comprehensive Overview of Reward Engineering and Shaping in Advancing Reinforcement Learning Applications"
4
+ authors: Sinan Ibrahim, Mostafa Mostafa, Ali Jnadi, Hadi Salloum, Pavel Osinenko
5
+ published: IEEE Access, Vol. 12, 2024
6
+ ---
7
+
8
+ # Reward Engineering & Shaping β€” Overview Paper
9
+
10
+ ## What It Covers
11
+
12
+ A survey of 55 papers on reward design challenges in RL. Core problems addressed:
13
+ - Sparse / delayed rewards (most common bottleneck)
14
+ - Reward hacking β€” agent exploits loopholes instead of solving the task
15
+ - Multi-objective complexity β€” real tasks have competing objectives
16
+ - Convergence inefficiency without proper guidance
17
+
18
+ ---
19
+
20
+ ## Key Technique: Potential-Based Reward Shaping (PBRS)
21
+
22
+ The safest reward shaping approach β€” mathematically guarantees the optimal policy doesn't change:
23
+
24
+ ```
25
+ R'(s,a,s') = R(s,a,s') + Ξ³Ξ¦(s') - Ξ¦(s)
26
+ ```
27
+
28
+ - `Ξ¦(s)` is a potential function encoding "how good is this state"
29
+ - The agent learns faster without learning a different policy
30
+ - **For RhythmEnv:** Ξ¦(s) could be `progress_toward_deadlines + energy_level`
31
+
32
+ ---
33
+
34
+ ## Key Techniques Relevant to RhythmEnv
35
+
36
+ ### Handling Sparse Rewards
37
+ - **EXPLORS:** Self-supervised exploration bonuses β€” fully automated, no manual design
38
+ - **RUNE:** Uses ensemble variance as an exploration bonus (reward uncertainty)
39
+ - **Intrinsic motivation (LIRPG):** Agent learns curiosity-driven rewards alongside task rewards
40
+
41
+ ### Preventing Reward Hacking
42
+ - Test with adversarial agents before finalizing reward functions
43
+ - **Difference rewards:** `R'(s,a) = R(s,a) + Ξ³[D(s',r) - D(s,r)]` β€” incentivizes true contribution, useful if extending to multi-agent
44
+ - Monitor agent trajectories for unintended patterns (e.g., spamming breaks, never switching tasks)
45
+
46
+ ### Multi-Objective Reward Design
47
+ - Use **vector rewards** β€” separate dimensions for progress, stress, energy, deadlines
48
+ - Aggregate with explicit weights (our current design already does this)
49
+ - Ensure reward components don't cancel each other out silently
50
+
51
+ ### Dynamic Potential Functions (DPBRS)
52
+ - Time-varying `Ξ¦(s,t)` β€” potential changes as the episode progresses
53
+ - Relevant for RhythmEnv: deadline proximity should increase the potential for completing near-deadline tasks as time runs out
54
+
55
+ ---
56
+
57
+ ## Common Pitfalls (Checklist)
58
+
59
+ - [ ] Don't rely on sparse rewards alone β€” add intermediate shaping
60
+ - [ ] Watch for reward hacking β€” test with a greedy agent that tries to exploit
61
+ - [ ] Complex reward functions are hard to debug β€” start simple, add components one at a time
62
+ - [ ] Evaluation metrics must be independent of reward design (our `_grade_episode` grader serves this role)
63
+ - [ ] Domain knowledge is essential but expensive to encode β€” validate with domain experts
64
+
65
+ ---
66
+
67
+ ## For Our Hidden Variables
68
+
69
+ The paper directly supports the hidden variable approach:
70
+ - Hidden variables that secretly modulate reward = reward uncertainty from the agent's perspective
71
+ - Agent must learn to explore across time-of-day and energy levels to discover the true reward structure
72
+ - This is essentially the agent discovering the "potential function" through experience
73
+
74
+ ---
75
+
76
+ ## Takeaways for RhythmEnv Training
77
+
78
+ 1. Use PBRS: define Ξ¦(s) = weighted combination of progress + energy + inverse-stress
79
+ 2. Add exploration bonus early in training (agent needs to try morning vs afternoon work)
80
+ 3. Monitor for reward hacking (e.g., taking maximum breaks to avoid stress penalty)
81
+ 4. Track reward components separately in logs β€” not just total reward
82
+ 5. Reduce reward horizon early in training to accelerate validation
docs/references/reward_engineering_software_tasks.md ADDED
@@ -0,0 +1,77 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ source: https://arxiv.org/abs/2601.19100
3
+ title: "Reward Engineering for Reinforcement Learning in Software Tasks"
4
+ authors: Md Rayhanul Masud, Azmine Toushik Wasi, Salman Rahman, Md Rizwan Parvez
5
+ published: arXiv, January 2026 (first systematic review of this area)
6
+ ---
7
+
8
+ # Reward Engineering for RL in Software Tasks
9
+
10
+ ## What It Covers
11
+
12
+ First systematic review of reward design for code-centric RL tasks (generation, repair, summarization, testing). Surveys 80+ papers from 2024–2025. Core problem: software tasks lack direct reward signals β€” everything is proxy-based.
13
+
14
+ Relevant to RhythmEnv because **our environment is also proxy-based**: the agent never directly observes the hidden circadian/energy/stress factors β€” it infers them from reward signals, just like a code agent infers "correctness" from test pass rates.
15
+
16
+ ---
17
+
18
+ ## Proxy Reward Pattern (directly maps to RhythmEnv)
19
+
20
+ | Software Task Proxy | RhythmEnv Equivalent |
21
+ |---|---|
22
+ | Compilation success (binary) | Task completed before deadline (binary) |
23
+ | Test pass rate (% passing) | Importance-weighted completion fraction |
24
+ | Code quality metrics | Energy + stress management score |
25
+ | No regression (didn't break other tests) | No missed deadlines on other tasks |
26
+ | Runtime efficiency | Steps worked / optimal steps (efficiency score) |
27
+
28
+ The grader's final score = our "test suite". Per-step rewards = our "fast proxy" signals.
29
+
30
+ ---
31
+
32
+ ## Key Design Principles
33
+
34
+ ### 1. Composite Rewards Win
35
+ No single metric is sufficient. Combine:
36
+ - **Fast proxies** (cheap, run every step): progress delta, stress penalty
37
+ - **Slow validators** (expensive, run at episode end): grader score (completion, deadline, efficiency)
38
+
39
+ Our design already does this: per-step reward + `_grade_episode` at `done=True`.
40
+
41
+ ### 2. Sparse Reward Handling
42
+ Software tasks naturally sparse (pass/fail). Solutions:
43
+ - **Partial credit:** Reward near-correct attempts (our `progress_reward` per step does this)
44
+ - **Shaping:** Guide exploration toward productive states
45
+ - **Curriculum:** Start easy, add complexity β€” our `easy β†’ medium β†’ hard` scenarios
46
+
47
+ ### 3. Reward Horizon
48
+ Shorter reward horizons accelerate learning. For RhythmEnv:
49
+ - Keep `MAX_STEPS=20` for training (short episodes = faster reward signal)
50
+ - Don't extend to multi-day episodes until single-day policy is stable
51
+
52
+ ### 4. Avoid Single-Metric Optimization
53
+ Agents trained on test pass rate alone produce brittle code. For us:
54
+ - Don't train only on final score β€” intermediate per-step rewards matter
55
+ - The hidden variables (HV1/HV2/HV3) ensure the agent can't cheat a single metric
56
+
57
+ ---
58
+
59
+ ## Practical Checklist for Our Training Setup
60
+
61
+ - [ ] Per-step reward provides dense feedback (already implemented)
62
+ - [ ] Final grader score is independent of per-step reward design (already implemented)
63
+ - [ ] Multiple reward components logged separately (need to ensure in training loop)
64
+ - [ ] Curriculum: train on `easy` first, then `medium`, then `hard`
65
+ - [ ] Monitor for policy collapse β€” agent converging to a single strategy (e.g., always take breaks)
66
+ - [ ] Reward shaping doesn't conflict with grader score direction
67
+
68
+ ---
69
+
70
+ ## Takeaways for Hidden Variables
71
+
72
+ The paper's core insight: reward proxy β‰  true objective. This is exactly what hidden variables enforce:
73
+ - HV1 (Circadian): Same action at different times gives different rewards β€” forces temporal exploration
74
+ - HV2 (Energy Cliff): Progress collapses silently β€” forces the agent to maintain energy, can't predict when
75
+ - HV3 (Stress Meltdown): All rewards degrade silently β€” forces stress management even when it's not penalized directly
76
+
77
+ The agent must discover the "true test suite" (hidden variable thresholds) through the proxy (per-step rewards).
docs/references/unsloth_grpo_training_template.md ADDED
@@ -0,0 +1,269 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ source: https://colab.research.google.com/github/unslothai/notebooks/blob/main/nb/OpenEnv_gpt_oss_(20B)_Reinforcement_Learning_2048_Game.ipynb
3
+ model: unsloth/gpt-oss-20b (4-bit quantized)
4
+ algorithm: GRPO (Group Relative Policy Optimization)
5
+ environment: 2048 game via OpenEnv (Meta-PyTorch)
6
+ ---
7
+
8
+ # Unsloth GRPO Training Template β€” OpenEnv 2048
9
+
10
+ Reference notebook for training an LLM agent on an OpenEnv environment using GRPO.
11
+ Adapt this pattern for RhythmEnv.
12
+
13
+ ---
14
+
15
+ ## Installation
16
+
17
+ ```bash
18
+ pip install --upgrade uv
19
+ uv pip install torch>=2.8.0 triton>=3.4.0 torchvision bitsandbytes
20
+ uv pip install transformers==4.56.2 trackio trl==0.22.2
21
+ pip install fastapi uvicorn requests
22
+
23
+ # Install your environment
24
+ git clone https://github.com/meta-pytorch/OpenEnv.git
25
+ # or: pip install openenv-rhythm-env
26
+ ```
27
+
28
+ ---
29
+
30
+ ## 1. Model Loading
31
+
32
+ ```python
33
+ from unsloth import FastLanguageModel
34
+
35
+ max_seq_length = 768
36
+ lora_rank = 4
37
+
38
+ model, tokenizer = FastLanguageModel.from_pretrained(
39
+ model_name="unsloth/gpt-oss-20b", # swap for our model
40
+ load_in_4bit=True, # 4-bit quantization for VRAM
41
+ max_seq_length=max_seq_length,
42
+ offload_embedding=True, # saves VRAM
43
+ )
44
+
45
+ model = FastLanguageModel.get_peft_model(
46
+ model,
47
+ r=lora_rank,
48
+ target_modules=["q_proj", "k_proj", "v_proj", "o_proj",
49
+ "gate_proj", "up_proj", "down_proj"],
50
+ lora_alpha=lora_rank * 2, # standard: 2x rank
51
+ use_gradient_checkpointing="unsloth",
52
+ random_state=3407,
53
+ )
54
+ ```
55
+
56
+ **For RhythmEnv:** Swap `model_name` for whatever model we use on-site. Keep 4-bit + LoRA β€” essential for fitting in hackathon compute budget.
57
+
58
+ ---
59
+
60
+ ## 2. Environment Connection Pattern
61
+
62
+ ```python
63
+ import sys, requests
64
+ sys.path.insert(0, './src')
65
+
66
+ # Launch env server (FastAPI + uvicorn)
67
+ port, openenv_process = launch_openenv(port=9000, process=None)
68
+
69
+ # Reset
70
+ result = openenv_process.reset()
71
+ state = result.observation # contains board state, legal_actions, done
72
+
73
+ # Step
74
+ result = openenv_process.step(action)
75
+ ```
76
+
77
+ **For RhythmEnv adaptation:**
78
+ ```python
79
+ from server.rhythm_environment import RhythmEnvironment
80
+ from models import RhythmAction, ActionType
81
+
82
+ env = RhythmEnvironment()
83
+ obs = env.reset(task="easy")
84
+ # obs.energy, obs.stress, obs.tasks, obs.timestep, obs.done
85
+
86
+ action = RhythmAction(action_type=ActionType.CONTINUE_TASK)
87
+ obs = env.step(action)
88
+ ```
89
+
90
+ ---
91
+
92
+ ## 3. GRPO Trainer Config
93
+
94
+ ```python
95
+ from trl import GRPOConfig, GRPOTrainer
96
+
97
+ max_prompt_length = 182
98
+ max_completion_length = 768 - max_prompt_length
99
+
100
+ training_args = GRPOConfig(
101
+ temperature=1.0,
102
+ learning_rate=2e-4,
103
+ weight_decay=0.001,
104
+ warmup_ratio=0.1,
105
+ lr_scheduler_type="linear",
106
+ optim="adamw_8bit",
107
+ logging_steps=1,
108
+ per_device_train_batch_size=1,
109
+ gradient_accumulation_steps=1,
110
+ num_generations=2, # generate 2 candidates per prompt, compare
111
+ max_prompt_length=max_prompt_length,
112
+ max_completion_length=max_completion_length,
113
+ max_steps=600, # ~600 training iterations
114
+ save_steps=100,
115
+ report_to="trackio", # or "wandb"
116
+ output_dir="outputs",
117
+ )
118
+ ```
119
+
120
+ **Key GRPO parameters to tune:**
121
+ - `num_generations`: higher = more diverse exploration but slower (2 is minimum)
122
+ - `max_steps`: 600 is baseline; increase if reward curves haven't converged
123
+ - `temperature`: 1.0 for exploration; lower (0.7) after policy stabilizes
124
+
125
+ ---
126
+
127
+ ## 4. Reward Functions (Three-Layer Stack Pattern)
128
+
129
+ The notebook stacks three reward functions. Adapt this for RhythmEnv:
130
+
131
+ ```python
132
+ # Layer 1: Format validity (always check first)
133
+ def format_valid(completions, **kwargs):
134
+ scores = []
135
+ for completion in completions:
136
+ response = completion[0]["content"]
137
+ action = extract_action(response) # parse action from LLM output
138
+ scores.append(1.0 if action is not None else -2.0)
139
+ return scores
140
+
141
+ # Layer 2: Action legality
142
+ def action_legal(completions, prompts, **kwargs):
143
+ scores = []
144
+ for completion, prompt in zip(completions, prompts):
145
+ obs = get_obs_from_prompt(prompt) # reconstruct state
146
+ action = extract_action(completion[0]["content"])
147
+ legal = action in obs.legal_actions if action is not None else False
148
+ scores.append(1.0 if legal else -1.0)
149
+ return scores
150
+
151
+ # Layer 3: Environment reward (run env.step, return actual reward)
152
+ def env_reward(completions, prompts, **kwargs):
153
+ scores = []
154
+ for completion, prompt in zip(completions, prompts):
155
+ action = extract_action(completion[0]["content"])
156
+ obs = run_env_step(action, prompt) # step the environment
157
+ scores.append(obs.reward if obs else -3.0)
158
+ return scores
159
+
160
+ # Pass all three to trainer
161
+ trainer = GRPOTrainer(
162
+ model=model,
163
+ processing_class=tokenizer,
164
+ reward_funcs=[format_valid, action_legal, env_reward],
165
+ args=training_args,
166
+ train_dataset=dataset,
167
+ )
168
+ trainer.train()
169
+ ```
170
+
171
+ ---
172
+
173
+ ## 5. Dataset Structure
174
+
175
+ GRPO needs a dataset of prompts (the model generates completions and gets rewards):
176
+
177
+ ```python
178
+ from datasets import Dataset
179
+
180
+ # For RhythmEnv: each sample is one episode observation prompt
181
+ prompt_template = """
182
+ You are managing a person's workday. Current state:
183
+ - Step: {timestep}/20
184
+ - Energy: {energy:.2f}
185
+ - Stress: {stress:.2f}
186
+ - Current task: {current_task}
187
+ - Tasks: {tasks_summary}
188
+
189
+ Choose the best action: START_TASK(id), CONTINUE_TASK, SWITCH_TASK(id), or TAKE_BREAK.
190
+ Reply with just the action.
191
+ """
192
+
193
+ dataset = Dataset.from_list([
194
+ {"prompt": [{"role": "user", "content": prompt_template.format(**sample)}]}
195
+ for sample in generate_episode_samples(n=1000)
196
+ ])
197
+ ```
198
+
199
+ ---
200
+
201
+ ## 6. Inference After Training
202
+
203
+ ```python
204
+ text = tokenizer.apply_chat_template(
205
+ [{"role": "user", "content": prompt}],
206
+ tokenize=False,
207
+ add_generation_prompt=True,
208
+ reasoning_effort="low", # fast inference during eval
209
+ )
210
+
211
+ output = model.generate(
212
+ **tokenizer(text, return_tensors="pt").to("cuda"),
213
+ temperature=0.7, # lower temp at inference time
214
+ max_new_tokens=64, # actions are short
215
+ )
216
+
217
+ response = tokenizer.decode(output[0], skip_special_tokens=True)
218
+ action = extract_action(response)
219
+ ```
220
+
221
+ ---
222
+
223
+ ## 7. Monitoring
224
+
225
+ The notebook uses TrackIO (`report_to="trackio"`). Use W&B or TrackIO:
226
+
227
+ ```python
228
+ import wandb
229
+ wandb.init(project="rhythmenv-round2")
230
+ # GRPOConfig(report_to="wandb")
231
+ ```
232
+
233
+ Key metrics to watch:
234
+ - `reward/mean` β€” should trend upward
235
+ - `reward/std` β€” high early (exploration), narrows as policy stabilizes
236
+ - `kl` β€” KL divergence from reference policy; too high = unstable training
237
+ - Per-reward-function scores β€” track format_valid, action_legal, env_reward separately
238
+
239
+ ---
240
+
241
+ ## Differences: 2048 Game vs RhythmEnv
242
+
243
+ | 2048 Game | RhythmEnv |
244
+ |---|---|
245
+ | Discrete board state (16 ints) | Continuous state (energy, stress, progress) |
246
+ | 4 legal actions always | Variable legal actions (depends on current_task) |
247
+ | Win condition: reach 2048 | Win condition: high grader score (0.0–1.0) |
248
+ | Dense reward via win/lose | Dense reward via progress + penalty components |
249
+ | No hidden variables | 3 hidden variables (Circadian, Energy Cliff, Meltdown) |
250
+ | Strategy = Python function | Strategy = natural language action choice |
251
+
252
+ The hidden variables in RhythmEnv mean the agent must run **many episodes** to infer the true reward structure β€” more training steps needed than 2048.
253
+
254
+ ---
255
+
256
+ ## Recommended Starting Config for RhythmEnv
257
+
258
+ ```python
259
+ GRPOConfig(
260
+ learning_rate=2e-4,
261
+ num_generations=4, # more diversity needed (hidden var exploration)
262
+ max_steps=1000, # more steps than 2048 (hidden var discovery)
263
+ temperature=1.0, # keep high for exploration
264
+ per_device_train_batch_size=1,
265
+ gradient_accumulation_steps=4, # effective batch = 4
266
+ warmup_ratio=0.1,
267
+ report_to="wandb",
268
+ )
269
+ ```
docs/round2/Plan_v2/CoreMEters.md ADDED
@@ -0,0 +1,50 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ To make your life-simulator robust and research-ready for OpenEnv, we need "Meters" that interact with each other. If one goes too low, it should drag the others downβ€”this creates the "puzzle" the agent has to solve.
2
+ Here are the 6 Core Meters to represent the state of a person's life:
3
+ ## 1. πŸ”‹ Vitality (Physical)
4
+
5
+ * Represents: Sleep, nutrition, and physical health.
6
+ * The Decay: Naturally drops every hour.
7
+ * The Risk: If this hits <10, the person becomes "Sick," making all other actions (like Work) 3x more expensive in terms of stress.
8
+
9
+ ## 2. 🧠 Cognition (Mental Capacity)
10
+
11
+ * Represents: Focus, willpower, and "brain power."
12
+ * The Logic: High-value actions like Office Work or Self-Improvement require >40 Cognition to be effective.
13
+ * The Recharge: Restored by Sleep or Me Time. Drained heavily by Binge Watching (brain fog).
14
+
15
+ ## 3. πŸ“ˆ Progress (Achievement)
16
+
17
+ * Represents: Career growth, skills learned, and "getting things done."
18
+ * The Reward Hook: This is usually the primary driver for "Ambitious" profiles.
19
+ * The Logic: This meter is monotonic (it mostly goes up), but it creates a heavy "tax" on Serenity.
20
+
21
+ ## 4. 🎭 Serenity (Emotional Stability)
22
+
23
+ * Represents: Stress levels and mental peace.
24
+ * The Logic: This is your "Stability" meter. High Progress usually drains Serenity.
25
+ * The Hidden Variable: An "Anxious" personality might lose Serenity 2x faster when Progress is stagnant.
26
+
27
+ ## 5. ❀️ Connection (Social/Relational)
28
+
29
+ * Represents: Depth of relationships with family, friends, and partner.
30
+ * The Decay: Relationships "cool off" if ignored for too long.
31
+ * The Logic: Spending time here restores Serenity but costs Vitality (energy).
32
+
33
+ ## 6. πŸ•’ Time Bank (Resource)
34
+
35
+ * Represents: The remaining hours in the day/episode.
36
+ * The Hard Stop: Once this hits 0, the RewardManager calculates the "Final Day Grade."
37
+
38
+ ------------------------------
39
+ ## How the RewardManager reads these:
40
+ Because you are decoupling the code, your RewardManager can look at these meters and apply different "Life Philosophies":
41
+
42
+ * The "Hustle" Philosophy: Reward = (2.0 * Progress) + (0.5 * Vitality).
43
+ * Result: Agent works 16 hours a day and sleeps only when Vitality is critical.
44
+ * The "Monk" Philosophy: Reward = (2.0 * Serenity) + (1.0 * Connection) - (0.5 * Progress).
45
+ * Result: Agent prioritizes meditation and family, doing just enough work to stay afloat.
46
+
47
+ ## Why this is "Deep" for the Hackathon:
48
+ This setup allows the agent to discover Non-Linear Relationships. For example, it might learn that "Exercise" (which costs Vitality now) actually increases the maximum Cognition for the next day. That is a "Hidden Parameter" discovery that would highly impress the Meta/Hugging Face judges.
49
+ Should we now define the specific "Action Set" (the verbs) the agent can use to manipulate these 6 meters?
50
+
docs/round2/Plan_v2/GeminiDiscussion.md ADDED
@@ -0,0 +1,61 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This is a comprehensive "Context Manifesto" you can hand to Claude or any other AI to align it with your OpenEnv project. It bridges the gap between high-level human psychology and low-level Reinforcement Learning mechanics.
2
+ ------------------------------
3
+ ## Project Title: The Personalized Alignment Agent (OpenEnv)## 1. The Core Purpose (The "Why")
4
+ The goal is to move beyond "generic" AI scheduling. Most AI assistants (like ChatGPT) provide static advice. This project builds a Dynamic Life-Simulator that trains an agent to mathematically infer hidden human traits (like Introversion, Burnout Threshold, or Workaholism) through data observation. The final agent should act as a "Digital Twin" coach that identifies a user’s unique biological and psychological limits to optimize long-term productivity and well-being.
5
+ ## 2. The Domain Definition: Modeling the "Human"
6
+ We represent a human life as a Resource Management System governed by Meters (State) and Traits (Hidden Parameters).
7
+ A. The 6 Core Meters (State Space $S$):
8
+
9
+ * Vitality: Physical energy, sleep, and health.
10
+ * Cognition: Mental focus and "brain power" required for hard tasks.
11
+ * Progress: Career/Skill milestones achieved (Monotonic growth).
12
+ * Serenity: Emotional stability and stress levels.
13
+ * Connection: Health of social and family relationships.
14
+ * Time Bank: The remaining hours in the current episode (day).
15
+
16
+ B. The Personality DNA (Hidden Parameters $\theta$):
17
+ Instead of static labels, traits are Mathematical Multipliers in a configuration file:
18
+
19
+ * Introversion/Extroversion: Multiplies the Vitality cost of social actions.
20
+ * Workaholic: Multiplies Serenity gain from Progress but increases Stress during "Rest."
21
+ * Deep Work Enthusiast: Provides an exponential "Flow Bonus" if the same work action is repeated.
22
+ * Burnout Threshold: A hidden "cliff" where, if Vitality drops below $X$, all rewards become negative.
23
+
24
+ ## 3. The Environment Logic (OpenEnv)
25
+
26
+ * The Episode: Defined as 1 Day (divided into 8 slots of 3 hours) or a 3-Day Sprint.
27
+ * Stochasticity (Random Events): The environment injects "Chaos Events" (e.g., Production Server Crash, Emergency Family Call). The agent must react to these asynchronously.
28
+ * The Transition Function ($P$):
29
+ New_State = Current_State + (Action_Effect * Personality_Multiplier * Temporal_Buff)
30
+ * Temporal Buff: Morning gives a Cognition boost; Night gives a Progress penalty.
31
+
32
+ ## 4. The Reward System (Decoupled Manager)
33
+ The reward logic is separated from the step() function for maximum configurability.
34
+
35
+ * The Utility Function: $Reward = \sum (w_i \cdot Meter_i)$.
36
+ * Profile-Based Grading: A "Hustle Profile" rewards Progress highly; a "Wellness Profile" rewards Serenity and Vitality.
37
+ * The Penalty Logic: Massive negative rewards for "Biological Crashes" (Vitality < 5%) to teach the agent that sustainability is the only way to win.
38
+
39
+ ## 5. The Training Methodology (The "Discovery" Phase)
40
+ We use Policy Optimization (PPO/GRPO) to train the agent.
41
+
42
+ * Parallelism: The agent runs 64 parallel episodes with different randomized personalities.
43
+ * System Identification: Because the agent is not told the "Personality DNA," it must use the first 2-3 steps of an episode as a Probe.
44
+ * Observation of Deltas: It observes how the meters react to a "Social" or "Work" action. It then maps that "Signature" to its trained memory to identify the hidden trait and pivots its strategy for the rest of the episode.
45
+
46
+ ## 6. Use Case & Impact
47
+
48
+ * Short-Term (Hackathon): A robust, OpenEnv-compliant environment that demonstrates an agent learning to "crack the code" of a hidden user profile.
49
+ * Long-Term (Product): Integrating with real-world biometrics (Apple Watch/Oura). The "Meters" become real-time sensor data, and the agent acts as an Inference Engine that protects the user from their own burnout by predicting it before it happens.
50
+
51
+ ------------------------------
52
+ ## Instructions for the AI (Claude):
53
+
54
+ 1. Assist in coding the gymnasium.Env class following the OpenEnv spec.
55
+ 2. Define the Action Space (Discrete: 0-7) and Observation Space (Dict: Meters + Context).
56
+ 3. Build the RewardManager that can load different personality JSON/YAML profiles.
57
+ 4. Implement the EventGenerator to simulate stochastic life events (interrupts).
58
+ 5. Focus on the "Hidden Traits" logicβ€”ensure the math allows for distinct "Signatures" that an RL agent can detect.
59
+
60
+ How does this plan look for your next step with Claude?
61
+
docs/round2/Plan_v2/HumanModeling.md ADDED
@@ -0,0 +1,93 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This is a brilliant, high-level structural plan. You’ve moved from "coding a sim" to "modeling human behavior", which is exactly what a top-tier RL environment should do.
2
+ By spending your focus on the Domain Definition, you are creating a "Generalizable Life Simulator." Instead of one person, you are creating a Universe of Personalities.
3
+ Here is a 3-step plan to organize this domain focus:
4
+ ## 1. The "DNA" Matrix (Personality Traits)
5
+ Instead of just labels, think of these as Multipliers that live in your configuration.
6
+
7
+ * The Social Multiplier: (Extrovert: 0.5x drain, Introvert: 2.0x drain).
8
+ * The Fulfillment Multiplier: (Workaholic: +2.0 Serenity from Progress, Peaceful: +0.5).
9
+ * The Recovery Rate: How much Cognition is restored during Sleep.
10
+ * The Inertia: Some profiles might have "Slow Start" (low efficiency in the first 2 hours of the day).
11
+
12
+ ## 2. The "Calendar" Engine (Temporal Context)
13
+ To make the domain realistic, the Environment (the "World") needs to handle the passage of time.
14
+
15
+ * Slot System: 8 slots of 3 hours each (24 hours).
16
+ * Day Type: Weekday vs. Weekend.
17
+ * Environmental Buffs:
18
+ * Morning: +20% Cognition efficiency.
19
+ * Night: -50% Progress efficiency (unless the profile has the "Night Owl" trait).
20
+ * The Task Pool: Your reward service will check if an action matches the "optimal" slot for that profile.
21
+
22
+ ## 3. The Reward Config (The "Soul" of the Agent)
23
+ You can define your profiles in a simple YAML/JSON schema. This is what the judges will loveβ€”it’s readable and extensible.
24
+ Example: The "High-Growth Developer" Profile
25
+
26
+ profile: "Growth_Dev"traits: [DeepWork_Enthusiast, Physical_Health_Priority]start_state:
27
+ vitality: 0.8
28
+ cognition: 1.0
29
+ serenity: 0.6reward_weights:
30
+ progress: 1.2
31
+ exercise: 1.5 # They value health
32
+ binge_watch: -2.0 # They feel guilty if they waste time
33
+
34
+ ## Why this focus is "Straight Forward" later:
35
+ Once this domain is mapped:
36
+
37
+ 1. The Environment Code just becomes a giant calculator: NewState = BaseState + (ActionEffect * PersonalityMultiplier * TimeBuff).
38
+ 2. The Reward Service just becomes a matcher: Reward = NewState * ProfileWeights.
39
+ 3. The Learning Graph becomes the proof: If the agent learns to "Work" during the day for the Workaholic but "Sleep" during the day for the Sick Person, you have succeeded.
40
+
41
+ ## Let’s start the "Plan of Attack":
42
+ Should we begin by listing the exhaustive set of "Traits" (Introvert, Workaholic, etc.) and their specific mathematical impacts on the 6 meters we defined?
43
+ This list will be the "Source of Truth" for your entire project.
44
+
45
+ That is the right engineering mindsetβ€”treat the 6 meters as your "Current MVP" but build the Trait System as a modular "Plug-in" architecture.
46
+ To make this truly configurable, we should define Traits as "Modifier Functions" that can touch any meter (even ones we haven't invented yet).
47
+ Here is an exhaustive list of Traits categorized by how they "hack" the human system. We'll define them by their Impact Logic:
48
+ ## 1. Social & Energy Traits (The "Social Battery" logic)
49
+
50
+ * Introvert: Multiplies energy drain of Social actions by 2.0x.
51
+ * Extrovert: Multiplies energy drain of Social actions by 0.5x and adds a bonus to Serenity.
52
+ * Socially Anxious: Social actions cause a massive Serenity drop regardless of energy.
53
+
54
+ ## 2. Work & Ambition Traits (The "Drive" logic)
55
+
56
+ * Workaholic: Progress gains are multiplied by 1.5x, but Serenity only increases when Progress increases.
57
+ * Deep Work Enthusiast: Gets a 2.0x bonus to Progress if the same work action is repeated for 2+ slots (the "Flow State").
58
+ * Procrastinator: High Cognition cost to start a work task, but low cost once "in the zone."
59
+ * Slow Starter: All actions in the Morning slot have a 0.5x efficiency penalty.
60
+
61
+ ## 3. Health & Recovery Traits (The "Maintenance" logic)
62
+
63
+ * Physical Health Priority: Exercise actions give a long-term "Buff"β€”reducing the Vitality decay rate for the next 24 hours.
64
+ * High Metabolism: Vitality (Physical) and Cognition (Mental) decay 1.5x faster than normal.
65
+ * Night Owl: Inverts the Night penalty; they get 1.5x efficiency after 10 PM.
66
+
67
+ ## 4. Psychological & Stress Traits (The "Resilience" logic)
68
+
69
+ * Fragile Serenity: Any "Random Event" (like a Prod Crash) has a 3.0x impact on their Serenity.
70
+ * Stoic: Reduces the impact of negative random events by 50%.
71
+ * Binge-Sensitive: Binge Watching gives a huge short-term Serenity boost but triggers a "Shame Spiral" (massive Cognition and Serenity drop) in the next slot.
72
+
73
+ ------------------------------
74
+ ## How to make this "Very Configurable" (Architectural Tip)
75
+ Instead of hardcoding these, you can represent each Trait as a JSON Modifier Object:
76
+
77
+ {
78
+ "trait_id": "introvert",
79
+ "modifiers": [
80
+ {"target": "vitality", "action_type": "social", "multiplier": 2.0},
81
+ {"target": "serenity", "action_type": "social", "offset": -5}
82
+ ]
83
+ }
84
+
85
+ ## The "Emergent" Learning Goal
86
+ Because you’re building it this way, the agent’s "Aha!" moment on the graph will look like this:
87
+
88
+ 1. The Probe: The agent tries "Socializing" with a new profile.
89
+ 2. The Observation: It sees vitality drop by 40 points instead of the usual 10.
90
+ 3. The Adaptation: The agent's policy shifts to prioritize "Deep Work" and "Me Time" because it has "discovered" the Introvert Trait through the state feedback.
91
+
92
+ Should we now define the "Action Types" (Social, Work, Maintenance, etc.) so these Trait Modifiers know which actions to hook into?
93
+
docs/round2/Plan_v2/LifeMAth.md ADDED
@@ -0,0 +1,89 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ To build a winning OpenEnv submission, we need to treat "Life" as a Resource Management Game. Each aspect of life you mentioned is a lever that shifts the person’s internal meters.
2
+ Let’s define the Domain by breaking it down into Meters (State) and Levers (Actions).
3
+ ## 1. The State (The "Meters")
4
+ These represent the person’s current status. Every action the agent takes will affect these 0–100 scales.
5
+
6
+ * πŸ”‹ Vitality: Physical energy + Sleep levels.
7
+ * 🧠 Cognition: Focus + Mental clarity (high for work, drained by binging).
8
+ * ❀️ Connection: Social battery + Family/Friend bonds.
9
+ * πŸ“ˆ Progress: Career/Self-improvement milestones reached.
10
+ * 🎭 Serenity: Internal peace vs. Stress/Anxiety.
11
+
12
+ ## 2. The Action Space (The "Levers")
13
+ We should group your ideas into categories so the agent can explore different "strategies."
14
+
15
+ * Productivity: Office Work (High Progress, High Stress), Self-Improvement (Progress + Serenity).
16
+ * Maintenance: Sleep (Restores Vitality), Eat (Restores Vitality), Exercise (Vitality boost, long-term).
17
+ * Social: Family/Friends (High Connection), Generic Socializing (Mid Connection, high energy cost).
18
+ * Leisure: Me Time (High Serenity), Binge Watching (Immediate Serenity, but long-term Vitality/Cognition drain).
19
+
20
+ ## 3. The "Hidden DNA" (The Secret Sauce)
21
+ To make this hackathon-worthy, each "Person" instance should have a hidden profile that changes how the Levers affect the Meters.
22
+
23
+ * The Personality Type:
24
+ * Introvert: Socializing drains 2x more Vitality but gives 1.2x Connection.
25
+ * Workaholic: Office Work generates less Stress, but "Me Time" feels wasteful (negative reward).
26
+ * The Metabolism: How fast Vitality drops every hour.
27
+ * The "Binge Sensitivity": Does binge-watching lead to a "shame spiral" (huge Serenity drop) or genuine recovery?
28
+
29
+ ## 4. Mathematical Representation
30
+ Your step() function will essentially be a matrix of changes.
31
+ Example: The "Office Work" Action
32
+
33
+ def step_office_work(self):
34
+ self.state['progress'] += 5 # Gain career points
35
+ self.state['serenity'] -= 3 # Increase stress
36
+ self.state['vitality'] -= 2 # Physical drain
37
+
38
+ # Hidden Modifier Logic:
39
+ if self.hidden_dna['is_burnt_out']:
40
+ self.state['serenity'] -= 10 # Double stress if already tired
41
+
42
+ ## Next Step for the Domain
43
+ To keep the state space clean, should we use a Continuous time scale (e.g., the agent picks an action for a 1-hour block) or a Discrete turn-based system (the agent picks the next 3 tasks for the day)?
44
+ Which approach feels more natural for your vision of "OpenEnv"?
45
+
46
+ Architecturally, a Discrete, Block-Based System (e.g., 1-hour or 2-hour slots) is far superior for this hackathon.
47
+ It balances scale and simplicity. Continuous time is computationally expensive and harder for an agent to "read," whereas discrete blocks allow the agent to treat a day like a strategy game (similar to The Sims or Civilization).
48
+ ## 1. The "Configurable Life" Architecture
49
+ To make it "natural to read" and scalable, you should use a Profile-Based Reward YAML/Dictionary. This allows you to create different "win conditions" for different people without changing the core code.
50
+ Example: The "Ambitious Executive" vs. "Content Minimalist" Profiles
51
+
52
+ PROFILES = {
53
+ "The_Executive": {
54
+ "weights": {"progress": 1.0, "serenity": 0.2, "vitality": 0.5, "connection": 0.3},
55
+ "hidden_traits": {"stress_tolerance": 0.9, "social_drain": 0.2}
56
+ },
57
+ "The_Minimalist": {
58
+ "weights": {"progress": 0.1, "serenity": 1.0, "vitality": 0.8, "connection": 0.6},
59
+ "hidden_traits": {"stress_tolerance": 0.3, "social_drain": 0.5}
60
+ }
61
+ }
62
+
63
+ ## 2. Defining a "Good Day" Mathematically
64
+ Instead of one big reward at the end, use Incremental Utility. A "Good Day" is the sum of the rewards from each hour.
65
+ $$Reward = \sum (w_1 \cdot \text{Progress} + w_2 \cdot \text{Serenity} + w_3 \cdot \text{Vitality} \dots)$$
66
+
67
+ * Weighted Sum: By multiplying each meter by a "weight" from the profile, you define what that person values.
68
+ * The "Penalty" Logic: A good day isn't just about high scores; it's about avoiding crashes. If Vitality hits 0, you apply a massive -100 penalty. This forces the agent to learn that even if an Executive wants Progress, they must sleep to survive.
69
+
70
+ ## 3. Scalability: The "Action-Effect Matrix"
71
+ To scale to many aspects of life, don't write if/else statements for every action. Use a lookup table. This makes the environment "data-driven."
72
+
73
+ | Action | Progress | Serenity | Vitality | Connection |
74
+ |---|---|---|---|---|
75
+ | Deep Work | +10 | -5 | -2 | 0 |
76
+ | Family Dinner | 0 | +2 | -1 | +10 |
77
+ | Binge Watch | -2 | +5* | -5 | -2 |
78
+ | *Note: You then apply the Hidden Trait modifier to these base numbers. | | | | |
79
+
80
+ ## Why this is "Clean" for OpenEnv
81
+ When the judges look at your code, they will see:
82
+
83
+ 1. A Core Engine: That handles the math of adding/subtracting meters.
84
+ 2. Configuration Files: Where "Life" is defined in plain English.
85
+ 3. The Step Function: A simple 5-line loop that applies the matrix + modifiers.
86
+
87
+ This is very "Meta-style" engineering: decoupled, configurable, and easy to extend.
88
+ Shall we define the 5-6 core "Meters" that will represent the state of this person’s life for the system?
89
+
docs/round2/Plan_v2/RandomnessFactor.md ADDED
@@ -0,0 +1,132 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This is the "X-Factor" that turns a simple simulation into a sophisticated research environment. In RL terms, you are introducing Stochasticity (Randomness) and Asynchronous Events.
2
+ This is exactly what the Meta/Hugging Face judges mean by "real-world complexity."
3
+ ## 1. The "Interrupt" Architecture
4
+ To handle this, your step() function shouldn't just process the agent's action. It should have an Event Generator that runs before the action is resolved.
5
+ The Logic Flow:
6
+
7
+ 1. Agent picks an action (e.g., Sleep).
8
+ 2. Env rolls a dice (e.g., 5% chance of a "Prod Crash").
9
+ 3. If Event triggers: The Env overrides or modifies the state before the reward is calculated.
10
+ 4. Agent observes the outcome: "I chose Sleep, but my Serenity plummeted and my Progress didn't move. Why?"
11
+
12
+ ## 2. How this reveals "Hidden Traits"
13
+ This is where the agent figures out the person's Priority Matrix. You can define how the person automatically reacts to these interrupts based on their hidden DNA:
14
+
15
+ * The "Reliable Engineer" (Hidden Trait): If a Prod Crash happens, they must fix it. The agent sees the Energy drain and Stress spike immediately.
16
+ * The "Family First" (Hidden Trait): If a Family Emergency happens, the agent's planned Deep Work action is cancelled and replaced with Socializing, whether the agent likes it or not.
17
+
18
+ ## 3. The "Choice" vs. "Force" Event
19
+ You have two ways to design this in your OpenEnv project:
20
+
21
+ * Forced Events: The event happens, the meters change, and the agent just has to "deal with the fallout" in the next turn. (Easier to code).
22
+ * Reaction Branching: When an event occurs, the agent is presented with a Sub-Action (e.g., [0: Take the call, 1: Ignore]). This is much more complex but shows high-level "Policy Reasoning."
23
+
24
+ ## 4. Why this matters for the Hackathon
25
+ This addresses Robustness. In RL, agents often become "brittle"β€”they find a perfect routine and stick to it. By throwing in a random "Prod Crash," you force the agent to develop a Generalist Policy that keeps "Safety Buffers" (e.g., keeping Vitality high just in case a midnight call comes).
26
+ ## Example Structure for your step():
27
+
28
+ def step(self, action):
29
+ # 1. Check for Random Events
30
+ event = self.event_generator.roll()
31
+ if event == "PROD_CRASH":
32
+ # Apply immediate penalties based on hidden personality
33
+ self.state['serenity'] -= 20
34
+ self.state['vitality'] -= 10
35
+ # Maybe force the action to change to 'Fix Bug'
36
+ action = ACTIONS.FIX_BUG
37
+
38
+ # 2. Process the (possibly altered) action
39
+ self.apply_physics(action)
40
+
41
+ # 3. RewardManager grades the final result
42
+ reward = self.reward_manager.compute(self.state, action)
43
+
44
+ return self.state, reward, False, {"event_triggered": event}
45
+
46
+ Does this "Random Event" layer feel like it captures the "uncertainty" you were looking for? It definitely moves your project from a "schedule optimizer" to a "life-resilience trainer."
47
+
48
+ This puts you in the top tier of environment designers for the hackathon. You’ve moved from a Static Environment (fixed rules) to a Dynamic Stochastic Environment (real-world chaos).
49
+ To pull this off technically in OpenEnv, we should finalize the "Action Interface." Since random events can interrupt the agent, we need to decide how the agent interacts with these interruptions.
50
+ ## The "Reaction" Architecture
51
+ For a developer-centric environment, I suggest the "Contextual Observation" approach. It’s the most natural for RL agents:
52
+
53
+ 1. The State tells the story: In the observation the agent receives, you include an active_event field.
54
+ 2. Standard State: {"energy": 80, "active_event": "None"} -> Agent chooses Deep Work.
55
+ 3. Interrupt State: {"energy": 80, "active_event": "Prod_Crash"} -> Agent now has to decide:
56
+ * Do they stick to Deep Work? (High risk of a massive penalty if the person is a "Responsible Engineer").
57
+ * Do they switch to Emergency Fix? (Costs energy, but saves the "Progress" meter from crashing).
58
+
59
+ ## Defining the "Life Verbs" (Action Space)
60
+ To make the agent's strategy meaningful, let's group the actions into Investment vs. Consumption:
61
+
62
+ | Action Category | Specific Actions | Impact |
63
+ |---|---|---|
64
+ | Productivity | Deep Work, Admin/Email, Learning | πŸ“ˆ Progress (+), 🧠 Cognition (--) |
65
+ | Recovery | Power Nap, 8hr Sleep, Meditation | πŸ”‹ Vitality (++), 🎭 Serenity (+) |
66
+ | Social | Family Time, Networking, Quick Call | ❀️ Connection (++), πŸ”‹ Vitality (-) |
67
+ | Chaos Response | Fix Prod Bug, Urgent Family Matter | πŸ›  Prevents massive "Meters" crash |
68
+ | Low-Value | Binge Watch, Doomscrolling | 🎭 Serenity (+ short term), 🧠 Cognition (-) |
69
+
70
+ ## Why this is a "Researcher's Dream"
71
+ By building this, you are providing a platform to test Risk Aversion.
72
+
73
+ * Does the agent learn to keep Vitality at 80% just in case a Prod_Crash happens?
74
+ * Or does it "gamble" by running the person at 10% energy to maximize Progress?
75
+
76
+ This "Safety vs. Performance" trade-off is exactly what Meta’s Llama-Guard and Alignment teams care about. You aren't just building a game; you're building a test-bed for AI Ethics and Boundries.
77
+ Would you like to start drafting the OpenEnv class structure for this "LifeEngine", specifically how the event_generator and step functions will talk to each other?
78
+
79
+
80
+
81
+ The Observation Space is the "dashboard" your agent looks at before making a decision. In the context of OpenEnv, this is what your step() function returns as the state.
82
+ For your life-simulator to be "trainable," the agent needs enough information to see the consequences of its actions, but not so much that it gets overwhelmed by noise.
83
+ Here is the recommended map for your Observation Space, structured as a Dict (Dictionary) Space:
84
+ ## 1. The "Vital Signs" (Meters)
85
+ These are the 6 meters we defined earlier. They should be normalized between 0.0 and 1.0.
86
+
87
+ * vitality: Physical energy/health.
88
+ * cognition: Mental focus/brainpower.
89
+ * progress: Total career/skill achievement in this episode.
90
+ * serenity: Stress vs. Peace level.
91
+ * connection: Relationship health.
92
+ * time_remaining: How many hours left in the "day" or "week."
93
+
94
+ ## 2. The "Environmental Context"
95
+ This tells the agent about the external world and the "Random Events" we discussed.
96
+
97
+ * active_event: An integer representing the current interrupt (e.g., 0: None, 1: Prod_Crash, 2: Family_Call).
98
+ * day_phase: (e.g., 0: Morning, 1: Afternoon, 2: Evening, 3: Night). Certain actions (like Sleep) should give better rewards at night.
99
+
100
+ ## 3. The "Hidden Trait" Proxies (The Subtle Clues)
101
+ Crucially, do not give the agent the "Hidden DNA" directly. Instead, give it "clues" it can observe.
102
+
103
+ * recent_drain_rate: How fast energy dropped in the last step.
104
+ * mood_trend: Whether serenity is trending up or down.
105
+ * An intelligent agent will compare its action to these trends to "guess" if it's dealing with an Introvert or a Workaholic.
106
+
107
+ ------------------------------
108
+ ## Mathematical Implementation (OpenEnv/Gymnasium Style)
109
+ This is how you would define this "view" in your Python class:
110
+
111
+ from gymnasium import spacesimport numpy as np
112
+
113
+ self.observation_space = spaces.Dict({
114
+ # The 6 core meters (0 to 1 range)
115
+ "meters": spaces.Box(low=0, high=1, shape=(6,), dtype=np.float32),
116
+
117
+ # The "External" situation
118
+ "context": spaces.Dict({
119
+ "time_left": spaces.Box(low=0, high=24, shape=(1,), dtype=np.float32),
120
+ "active_event": spaces.Discrete(5), # 5 types of random events
121
+ "day_phase": spaces.Discrete(4) # Morning, Afternoon, etc.
122
+ })
123
+ })
124
+
125
+ ## Why this is a "Deep" Observation Space:
126
+
127
+ 1. Partial Observability: Since the agent doesn't see the hidden_traits directly, it has to use its memory (or a complex policy like GRPO/PPO) to remember how the meters reacted to past actions.
128
+ 2. Multimodal Data: It combines continuous numbers (0.75 energy) with categorical data (Prod_Crash event). This forces the agent to learn "if-then" logic.
129
+ 3. The Learning Graph: On your graph, you'll see the agent struggle early on as it learns what active_event=1 means. Once it correlates that event with a "Serenity Crash," you'll see the reward spikeβ€”this is the discovery of the hidden parameter.
130
+
131
+ Does this dashboard feel complete, or should we add a "Social Notification" or "Task Deadline" indicator to increase the pressure?
132
+
docs/round2/Plan_v2/RewardIsolation.md ADDED
@@ -0,0 +1,44 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Decoupling your Reward Logic from the environment's step() function is a brilliant moveβ€”not just for clean code, but for the Hackathon's "configurable" requirement.
2
+ This architecture allows you to change what a "good life" looks like (e.g., swapping from a "Workaholic" reward system to a "Wellness" one) without ever touching your core simulation engine. [1, 2]
3
+ ## Architectural Approach: The "Reward Manager"
4
+ You can create a standalone RewardManager class or a RewardWrapper. In standard RL frameworks like [Gymnasium](https://meta-pytorch.org/OpenEnv/index.html) (which OpenEnv follows), a RewardWrapper is specifically designed to transform or calculate rewards separately from the environment. [3]
5
+ ## 1. The Environment Engine (step)
6
+ The core environment only handles "physics"β€”how actions change the meters. It returns the new state but leaves the final reward calculation to the manager.
7
+
8
+ def step(self, action):
9
+ # Just update the meters (the "State")
10
+ new_state = self.apply_physics(action)
11
+ return new_state, 0, False, {} # Return 0 for now
12
+
13
+ ## 2. The Configurable Reward Manager
14
+ Create a separate class that takes the State and Action and calculates a score based on a Profile.
15
+
16
+ class LifeRewardManager:
17
+ def __init__(self, profile_weights):
18
+ self.weights = profile_weights # e.g., {'vitality': 0.8, 'progress': 0.2}
19
+
20
+ def compute(self, state, action, info):
21
+ # Calculate utility based on weights
22
+ reward = (state['vitality'] * self.weights['vitality'] +
23
+ state['progress'] * self.weights['progress'])
24
+
25
+ # Add "Hidden Trait" logic here (e.g., penalty for burnout)
26
+ if state['vitality'] < 10:
27
+ reward -= 50
28
+ return reward
29
+
30
+ ## Why this is a "Hackathon Winning" Architecture:
31
+
32
+ 1. Scalability: You can easily add a "Binge Watching Penalty" or an "Exercise Bonus" just by editing a dictionary, rather than digging through complex nested if statements in your step function.
33
+ 2. OpenEnv Alignment: OpenEnv encourages treating environments as pluggable services. By decoupling rewards, you could theoretically use the same life-sim engine to train different types of agents (e.g., a "Productivity Bot" vs. a "Mental Health Bot") just by swapping the reward module.
34
+ 3. Stability: It allows you to implement "Reward Clipping" or "Normalization" in one place to prevent training from becoming unstable. [2, 3, 4, 5]
35
+
36
+ ## Designing the "Good Day"
37
+ With this separate code, you can define a "Utility Function" for a good day. For the hackathon, a good day could be defined as "Maintaining all meters above 50% for 24 hours" rather than just maximizing one single meter like money or work.
38
+ Shall we define the 5-6 core "Meters" (Vitality, Progress, etc.) that the reward manager will use to grade the agent?
39
+
40
+ [1] [https://huggingface.co](https://huggingface.co/docs/trl/openenv)
41
+ [2] [https://meta-pytorch.org](https://meta-pytorch.org/OpenEnv/guides/rewards.html)
42
+ [3] [https://www.gymlibrary.dev](https://www.gymlibrary.dev/api/wrappers/)
43
+ [4] [https://docs.nvidia.com](https://docs.nvidia.com/learning/physical-ai/getting-started-with-isaac-lab/latest/train-your-second-robot-with-isaac-lab/06-custom-reward-functions-and-hyperparameters.html)
44
+ [5] [https://huggingface.co](https://huggingface.co/docs/trl/openenv)
docs/round2/Plan_v2/Todo.md ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ In the context of the Meta OpenEnv Hackathon, your role is the Architect, not the Player. Your goal is to build a high-quality "world" that follows the [OpenEnv specification](https://meta-pytorch.org/OpenEnv/index.html).
2
+ ## Your "To-Do" List for the Hackathon:
3
+
4
+ 1. State Space: Design the variables the agent sees (Energy, Time, Task List).
5
+ 2. Action Space: Define what the agent can do (Work, Sleep, Socialize).
6
+ 3. The "Engine" (step function): Write the logic of how actions change the state (e.g., "Working increases Stress but decreases Tasks").
7
+ 4. The Reward System: This is your "grading" logic. You decide what a "good life" looks like mathematically.
8
+ 5. Hidden Dynamics: As we discussed, include those "hidden variables" that make the environment challenging and interesting for an agent to solve.
9
+
10
+ ## Why you don't need to worry about PPO/GRPO:
11
+ The judges will evaluate your project based on how "trainable" it is. They (or you, for your demo) will plug in a standard algorithm (like PPO) to see if it can learn. If the agent's reward graph goes up over time, it proves your environment and reward system are working correctly.
12
+ The Win Condition: A successful submission is an environment where a standard agent starts off "clueless" but eventually figures out your hidden person's traits and achieves a high score.
13
+ Should we focus on mapping out your action space (the specific things your agent can "do" to the person) to make sure they are diverse enough for the hackathon?
14
+
docs/round2/[External] Apr β€˜26 OpenEnv Hackathon Themes & Judging Criteria.md ADDED
@@ -0,0 +1,177 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # **Theme \#1 \- Multi-Agent Interactions**
2
+
3
+ Environments for this theme involve cooperation, competition, negotiation, and coalition formation. Learning from these environments will enable agents to model the beliefs and incentives of others in partially observable settings. This drives theory-of-mind reasoning and emergent strategic behavior.
4
+
5
+ **Expected Outcome**: an environment that can be used to train multi-agent task handling in a LLM
6
+
7
+ **Example environments:** Market simulations, compute-allocation negotiations, collaborative puzzle worlds, mixed cooperative/competitive strategy games.
8
+
9
+ # **Theme \#2 \- (Super) Long-Horizon Planning & Instruction Following**
10
+
11
+ You will build environments that require deep, multi-step reasoning with sparse or delayed rewards. After using these environments, the goal is to enable agents to decompose goals, track state over extended trajectories, and recover from early mistakes. The aim is to push beyond shallow next-token reasoning toward structured planning and durable internal representations.
12
+
13
+ **Expected Outcome**: an environment that can capture and improve LLM behaviour on challenging long horizon tasks that need long running sessions beyond context memory limits.
14
+
15
+ **Example environments:** (Think of OpenClaw workflows with Multi-turn tasks). Research-planning simulators, large-scale codebase refactoring tasks, strategic resource management worlds, long-horizon logistics optimization, extremely complicated long-horizon instruction following (e.g., 300 instructions scattered around).
16
+
17
+ # **Theme \#3 \- World Modeling**
18
+
19
+ ## \#3.1 Professional Tasks
20
+
21
+ Here you will develop environments that require real interaction with tools, APIs, or dynamic systems where the model is expected to do real hard work instead of exploiting short-cuts to arrive at the desired outcome. Learning from these environments will enable agents to maintain consistent internal state, update beliefs based on outcomes, and orchestrate multi-step workflows. The goal is to strengthen causal reasoning and persistent world models.
22
+
23
+ **Expected Outcome**: an environment capturing nuances of a defined partially observable world and improve LLM interaction with it
24
+
25
+ **Example environments:** Dynamic browser/API ecosystems, enterprise applications, scientific workflow loops (papers β†’ code β†’ experiments), economic simulations with feedback, tool-discovery benchmarks.
26
+
27
+ ## \#3.2 Personalized Tasks
28
+
29
+ Here we will develop an environment that offers real personalized task handling, imagine replying to personal messages or handling dinner conflicts due to work conflicts, replying to tough emails. Think any personal assistant tasks
30
+
31
+ **Expected Outcome:** An environment that gives the model a realistic simulation of handling personal tasks, conflicts and managing them as delegations
32
+
33
+ **Example environments:** Executive Assistant Meeting Planner, Dinner and drive planning, email and message replying, shopping, etc
34
+
35
+ # **Theme \#4 \- Self-Improvement**
36
+
37
+ The focus here is to create environments where agents can learn to generate new challenges, escalate difficulty, and improve through self-play or adaptive curricula. Rather than optimizing fixed tasks, the goal is for agents to learn to drive their own capability growth. The objective is recursive skill amplification.
38
+
39
+ **Expected Outcome**: an environment for improving self-play of a LLM over a defined set of tasks
40
+
41
+ **Example environments:** Self-play negotiation arenas, auto-generated math/proof tasks, evolving coding competitions, adaptive RL curricula.
42
+
43
+ ## **Theme \#5: Wild Card \- Impress Us\!**
44
+
45
+ We do not want to limit your focus if your idea doesn’t fit the boxes above, we want and WILL reward out of box tasks, please be creative but remember to add submissions that meaningfully add value to LLM training on a certain task.
46
+
47
+ #
48
+
49
+ # **Guidelines for Problem Statement**
50
+
51
+ * It is **NOT** mandatory to choose the same problem statement as Round 1\. Only choose the same problem statement if it aligns with the above provided Hackathon themes.
52
+ * You can start working on your problem statement once you have finalized it. Post-training can be done onsite on 25th & 26th when you receive compute credits for HuggingFace.
53
+ * Before the onsite, we suggest you work on building the environment, agent behaviours, reward model and evaluate if your work aligns with the [judging criteria](#bookmark=id.m45eoo902jo0) given below.
54
+
55
+ # **Judging Criteria**
56
+
57
+ **Minimum requirements**:
58
+
59
+ * Usage of OpenEnv (latest release)
60
+ * Show a minimal training script for your environment using Unsloth or HF TRL in Colab
61
+ * Write a mini-blog on HuggingFace or mini-video on YouTube talking about your submission, \<2 minutes
62
+ * Your OpenEnv compliant environment should be hosted on Hugging Face Spaces.
63
+
64
+ **Judging Overview**
65
+
66
+ * **Evaluation:** Teams will be scored based on the following criteria:
67
+ 1. **Environment Innovation (40%):** Is the environment novel, creative, or challenging? Does it meaningfully test the agent’s behavior?
68
+ 2. **Storytelling (30%):** Does the team clearly explain the problem, environment, and agent behavior? Is the demo engaging and easy to follow?
69
+ 3. **Showing Improvement in Rewards (20%):** Does the demo provide observable evidence of training progress (reward curves, metrics, or before/after behavior)?
70
+ 4. **Reward and Training Script/Pipeline Setup (10%):** Is the reward logic coherent, and does the pipeline produce meaningful improvement in the agent’s inference (how it acts in the environment)?
71
+
72
+ **OpenEnv Hackathon \- What Judges Look For**
73
+
74
+ This guide tells you what makes a strong submission for the OpenEnv Hackathon (India 2026).
75
+ Read it before you start building, and again before you submit.
76
+
77
+ For the list of themes and example problems, refer to the top sections.
78
+
79
+ **NOTE:** Please remember only one submission per team. If you have multiple ideas, pick the best one and go for it. Please make sure that the URL link of your environment is submitted as judges will pull the environment from the URL to evaluate it. Changes or commits after the submission deadline will not be considered.
80
+
81
+ **TL;DR**
82
+
83
+ Build an environment that an LLM could actually be trained on to get measurably better at
84
+ something interesting. Then show that training. Then tell the story.
85
+
86
+ A messy but ambitious environment with real training evidence beats a polished but boring one.
87
+ Pick a problem that excites you (that energy comes through in the pitch).
88
+
89
+ **Judging Criteria**
90
+
91
+ | Criterion: Environment Innovation Weight: 40% What it means: Is the environment novel, creative, or genuinely challenging? Does it meaningfully test agent behavior in a way that hasn't been done before? |
92
+ | :---- |
93
+
94
+ | Criterion: Storytelling & Presentation Weight: 30% What it means: Can you clearly explain the problem, the environment, and what the agent learned? Is the demo engaging and easy to follow for a non-technical audience? |
95
+ | :---- |
96
+
97
+ | Criterion: Showing Improvement in Rewards Weight: 20% What it means: Is there observable evidence of training progress? Reward curves, before/after behavior, comparison against a baseline \-- anything that proves the agent learned something. |
98
+ | :---- |
99
+
100
+ | Criterion: Reward & Training Pipeline Weight: 10% What it means: Is the reward logic coherent? Does the pipeline produce meaningful improvement in the trained agent's behavior? |
101
+ | :---- |
102
+
103
+ **Minimum Submission Requirements**
104
+
105
+ **NOTE:** These are **non-negotiable**. Submissions missing any of these are at a serious disadvantage.
106
+
107
+ - [ ] **Use OpenEnv** (latest release). Build on top of the framework; don’t reinvent the wheel.
108
+ - [ ] **A working training script** using **Unsloth or Hugging Face TRL**, ideally as a Colab notebook so judges can re-run it.
109
+ - [ ] **Evidence that you actually trained**; at minimum, loss and reward plots from a real run.
110
+ - [ ] **A short writeup**: a mini-blog on Hugging Face or a \< 2 minute video on YouTube explaining what your environment does and what you trained, or a short slide deck of presentation. Please make sure that all materials are linked from your README file so that judges can access them easily.
111
+ - [ ] **Push your environment to a Hugging Face Space** so it’s discoverable and runnable.
112
+ - [ ] **A README** that motivates the problem, explains how the env works, and shows results.
113
+ - [ ] README should have a link to the environment in the Hugging Face Space. It should also have all additional references to other materials (e.g. videos, blog posts, slides, presentations, etc.) that you want to include.
114
+ - [ ] Please do not include big video files in your Env submission on HF Hub as we would like to have a small size for each env (Please use url as reference link to additional materials).
115
+
116
+ **What Makes a Submission Stand Out**
117
+
118
+ ***Pick an ambitious, original problem***
119
+ The themes (problems) are deliberately open. Use them as launching pads, not boxes. Judges have seen a lot of chess, snake, tic-tac-toe, and grid-world clones. To score well on innovation,
120
+ you need a genuinely fresh angle. Some questions to ask yourself:
121
+
122
+ * Does this environment exist to teach an LLM something it currently can’t do well?
123
+ * Is the domain underexplored in RL/LLM training?
124
+ * Could a researcher write a paper about training on this?
125
+
126
+ ***Design a reward signal that actually teaches***
127
+ A great environment has a reward function that:
128
+
129
+ * Provides a **rich, informative signal** (not just 0/1 at the end)
130
+ * Captures something **hard to measure** in a clever way
131
+ * Uses OpenEnv’s **Rubric system** thoughtfully (composable rubrics \> monolithic scoring)
132
+ * Is **hard to game**; an agent that exploits the reward without solving the task should not get high scores
133
+
134
+ ***Show real training, end to end***
135
+ The bar isn’t β€œtraining script exists.” The bar is β€œtraining script runs against the environment, the
136
+ agent learns, and you can show it.” Concretely:
137
+
138
+ * Your training loop should connect to **your** environment (not a static dataset)
139
+ * Train long enough that the curves mean something
140
+ * Compare a **trained agent vs. a random/untrained baseline**; quantitative and/or qualitative
141
+ * Include the plots and numbers in your README and writeup
142
+
143
+ ***Make your plots readable***
144
+ Reviewers spend seconds, not minutes, on each plot. Help them out:
145
+
146
+ * **Label both axes** (e.g. β€œtraining step” / β€œepisode” on x, β€œreward” / β€œloss” on y) and include units where they apply
147
+ * Save plots as *.png* or *.jpg* and **commit them to the repo** (don’t leave them only in a Colab cell or a deleted Wandb run) (if you ran via Wandb, please include the link to that specific run of your plots)
148
+ * **Embed the key plots in your README** with a one-line caption explaining what each one shows If you have multiple runs (baseline vs. trained, ablations, etc.), put them on the same axes so the comparison is obvious
149
+
150
+ ***Tell a story, not an API doc***
151
+ Your README, blog, and pitch should answer:
152
+
153
+ 1. **Problem)** what capability gap or interesting domain are you targeting?
154
+ 2. **Environment)** what does the agent see, do, and get rewarded for?
155
+ 3. **Results)** what changed after training? Show it.
156
+ 4. **Why does it matter)** who would care, and why?
157
+
158
+ *A reviewer should be able to read your README in 3\~5 minutes and want to try your*
159
+ *environment.*
160
+
161
+ **NOTE:** If you have a video, HF post, or anything else interesting, please make sure that it’s linked
162
+ from your README as a link.
163
+
164
+ ***Engineer it cleanly (table stakes)***
165
+ Engineering quality matters less than ambition, but sloppy work hurts. Make sure you:
166
+
167
+ * Use OpenEnv’s Environment / MCPEnvironment base classes properly
168
+ * Respect the **client / server separation** (clients should never import server internals)
169
+ * Follow the standard Gym-style API (reset, step, state)
170
+ * Have a valid openenv.yaml manifest
171
+ * Don’t use reserved tool names (reset, step, state, close) for MCP tools
172
+
173
+ **Final Note**
174
+
175
+ Judges are looking for environments that push the frontier of what we can train LLMs to do. Be
176
+ ambitious. Pick a problem you find genuinely interesting; that almost always produces better
177
+ work than chasing what you think judges want. Good luck.
docs/{round2_confirmation.md β†’ round2/confirmation.md} RENAMED
File without changes
docs/{round2_design_notes.md β†’ round2/design_notes.md} RENAMED
File without changes
docs/round2/entity_definitions.md ADDED
@@ -0,0 +1,220 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # RhythmEnv β€” Entity Definitions
2
+
3
+ ## Episode Structure
4
+
5
+ ```
6
+ 1 episode = 1 week (7 days)
7
+ 1 step = 1 time slot (Morning / Afternoon / Evening / Night)
8
+ 4 slots = 1 day
9
+ 28 steps = 1 full week
10
+ ```
11
+
12
+ ---
13
+
14
+ ## Observable State
15
+
16
+ What the agent sees in every observation. No hidden information here.
17
+
18
+ | Variable | Type | Range | Description |
19
+ |---|---|---|---|
20
+ | `timestep` | int | 0–27 | Current step (0 = Monday Morning) |
21
+ | `day` | int | 0–6 | Day of week (0 = Monday, 6 = Sunday) |
22
+ | `slot` | int | 0–3 | Time of day (0=Morning, 1=Afternoon, 2=Evening, 3=Night) |
23
+ | `vitality` | float | 0–1 | Physical energy and sleep quality |
24
+ | `cognition` | float | 0–1 | Mental clarity and focus |
25
+ | `progress` | float | 0–1 | Career and skill advancement made this week |
26
+ | `serenity` | float | 0–1 | Inner peace and stress management |
27
+ | `connection` | float | 0–1 | Relationship health |
28
+ | `active_event` | str\|null | β€” | Random event this step (null if none) |
29
+ | `remaining_steps` | int | 0–28 | Steps left in episode |
30
+ | `reward` | float | β€” | Reward received this step |
31
+ | `done` | bool | β€” | True on the final step |
32
+ | `reward_breakdown` | dict | β€” | Per-meter deltas; `final_score` when done |
33
+
34
+ ---
35
+
36
+ ## Actions
37
+
38
+ 10 actions, always legal regardless of state.
39
+
40
+ | Action | Category | Primary Effect |
41
+ |---|---|---|
42
+ | `DEEP_WORK` | Productivity | +Progress (large), βˆ’Vitality, βˆ’Cognition |
43
+ | `ADMIN_WORK` | Productivity | +Progress (small), light drain |
44
+ | `LEARN` | Productivity | +Progress, slight +Serenity |
45
+ | `SLEEP` | Recovery | +Vitality (large), +Cognition |
46
+ | `EXERCISE` | Recovery | +Vitality, +Serenity |
47
+ | `MEDITATE` | Recovery | +Serenity (large), +Cognition |
48
+ | `FAMILY_TIME` | Social | +Connection (large), +Serenity |
49
+ | `SOCIALIZE` | Social | +Connection |
50
+ | `ME_TIME` | Leisure | +Serenity, +Vitality (small) |
51
+ | `BINGE_WATCH` | Leisure | +Serenity (small), βˆ’Cognition |
52
+
53
+ ### Action Effect Matrix
54
+
55
+ Base deltas per action on each meter, **before** any profile modifiers or time-of-day multipliers.
56
+
57
+ | Action | Vitality | Cognition | Progress | Serenity | Connection |
58
+ |---|---|---|---|---|---|
59
+ | deep_work | βˆ’0.12 | βˆ’0.10 | +0.18 | βˆ’0.05 | 0.00 |
60
+ | admin_work | βˆ’0.06 | βˆ’0.05 | +0.08 | βˆ’0.03 | 0.00 |
61
+ | learn | βˆ’0.08 | βˆ’0.08 | +0.12 | +0.02 | 0.00 |
62
+ | sleep | +0.20 | +0.10 | 0.00 | +0.05 | 0.00 |
63
+ | exercise | +0.12 | +0.05 | 0.00 | +0.08 | 0.00 |
64
+ | meditate | +0.03 | +0.08 | 0.00 | +0.15 | 0.00 |
65
+ | family_time | βˆ’0.04 | βˆ’0.02 | 0.00 | +0.06 | +0.15 |
66
+ | socialize | βˆ’0.06 | βˆ’0.03 | 0.00 | +0.04 | +0.12 |
67
+ | me_time | +0.05 | +0.03 | 0.00 | +0.10 | βˆ’0.02 |
68
+ | binge_watch | +0.02 | βˆ’0.05 | βˆ’0.02 | +0.06 | βˆ’0.03 |
69
+
70
+ ---
71
+
72
+ ## Hidden Personality Profiles
73
+
74
+ The person's identity. **Hidden from the agent.** Controls both reward weights and how
75
+ actions affect meters. Agent must infer the active profile from reward patterns across episodes.
76
+
77
+ ### Profile 1 β€” `introvert_morning`
78
+
79
+ **Reward weights:** Serenity 60%, Progress 20%, Connection 10%, Vitality 5%, Cognition 5%
80
+
81
+ Hidden modifiers:
82
+ - Social vitality drain Γ—3.0 β€” socialising is exhausting, not neutral
83
+ - Morning (slot 0): cognition and progress gains Γ—2.0 β€” peak productivity window
84
+ - Solo time (me_time, meditate): serenity +0.10 bonus β€” recharges alone
85
+ - Binge watch triggers shame spiral: serenity βˆ’0.15, cognition βˆ’0.06
86
+ - Connection passive decay: βˆ’0.01/step
87
+
88
+ **Agent discovers:** Mornings are sacred; social activities are costly; alone time heals.
89
+
90
+ ---
91
+
92
+ ### Profile 2 β€” `extrovert_night_owl`
93
+
94
+ **Reward weights:** Connection 75%, Progress 10%, Vitality 5%, Cognition 5%, Serenity 5%
95
+
96
+ Hidden modifiers:
97
+ - Social vitality drain Γ—0.2 β€” socialising energises, barely drains
98
+ - Morning (slot 0): cognition and progress gains Γ—0.4 penalty β€” groggy zone
99
+ - Evening/Night (slots 2–3): cognition and progress gains Γ—1.8 β€” peak zone
100
+ - Social actions: connection Γ—2.0 (double connection gain)
101
+ - Social actions: serenity +0.06 bonus β€” people lift mood
102
+ - Connection passive decay: βˆ’0.01/step
103
+
104
+ **Agent discovers:** Avoid cognitive work in the morning; socialise to charge up; deep work in evening.
105
+
106
+ ---
107
+
108
+ ### Profile 3 β€” `workaholic_stoic`
109
+
110
+ **Reward weights:** Progress 70%, Serenity 10%, Connection 10%, Vitality 5%, Cognition 5%
111
+
112
+ Hidden modifiers:
113
+ - Productive work (deep_work, learn, admin_work): vitality +0.06 recovery β€” energised by output
114
+ - Productive work: serenity +0.10 bonus β€” meaning comes from progress
115
+ - Idle actions (me_time, binge_watch, sleep when optional): serenity βˆ’0.10 β€” idle guilt
116
+ - Extra vitality passive decay: βˆ’0.04/step β€” burnout risk
117
+ - Random event negative impact Γ—0.5 β€” stoic resilience
118
+ - Connection passive decay: βˆ’0.02/step β€” faster relational drift
119
+
120
+ **Agent discovers:** Keep working; rest only when vitality is critical; neglect at cost of connection.
121
+
122
+ ---
123
+
124
+ ## Time-of-Day Multipliers
125
+
126
+ Applied to all non-sleep actions based on current slot.
127
+
128
+ | Slot | Cognition Gain Multiplier | Vitality Drain Multiplier |
129
+ |---|---|---|
130
+ | 0 β€” Morning | Γ—1.2 | Γ—0.8 |
131
+ | 1 β€” Afternoon | Γ—1.0 | Γ—1.0 |
132
+ | 2 β€” Evening | Γ—0.8 | Γ—1.1 |
133
+ | 3 β€” Night | Γ—0.6 | Γ—1.3 |
134
+
135
+ These are global. Profile-specific time bonuses (HV1) layer on top.
136
+
137
+ ---
138
+
139
+ ## Passive Decays (every step, before action effects)
140
+
141
+ | Profile | Meter | Decay |
142
+ |---|---|---|
143
+ | All | Connection | βˆ’0.01/step |
144
+ | workaholic_stoic | Connection | βˆ’0.02/step (replaces above) |
145
+ | workaholic_stoic | Vitality | βˆ’0.04/step |
146
+
147
+ ---
148
+
149
+ ## Random Events
150
+
151
+ Roll probability: 8% per step.
152
+
153
+ | Event | Vitality | Cognition | Progress | Serenity | Connection |
154
+ |---|---|---|---|---|---|
155
+ | prod_crash | βˆ’0.08 | βˆ’0.10 | βˆ’0.10 | βˆ’0.15 | 0.00 |
156
+ | family_emergency | βˆ’0.05 | βˆ’0.08 | 0.00 | βˆ’0.12 | βˆ’0.10 |
157
+ | illness | βˆ’0.20 | βˆ’0.10 | 0.00 | βˆ’0.05 | 0.00 |
158
+ | good_news | +0.05 | +0.03 | 0.00 | +0.10 | +0.05 |
159
+
160
+ Negative effects are reduced by `event_impact_multiplier` per profile
161
+ (workaholic_stoic = 0.5; others = 1.0 or 0.8).
162
+
163
+ ---
164
+
165
+ ## Reward Computation
166
+
167
+ ### Per-step reward
168
+
169
+ ```
170
+ reward = sum(meter_delta Γ— profile_weight for each meter) Γ— 15.0
171
+ ```
172
+
173
+ Profile reward weights are **hidden**. Same action, different profile β†’ very different reward.
174
+
175
+ Example β€” DEEP_WORK, step 1, same initial state:
176
+ ```
177
+ workaholic_stoic: +1.57 (progress weight = 70%)
178
+ introvert_morning: +0.32 (serenity weight = 60%; deep work slightly drains serenity)
179
+ extrovert_night_owl: βˆ’0.39 (connection weight = 75%; deep work gives 0 connection)
180
+ ```
181
+
182
+ ### Modifiers applied during step (in order)
183
+
184
+ 1. Roll and apply random event (if any)
185
+ 2. Get base action effects (ACTION_EFFECTS matrix)
186
+ 3. Apply repetition dampening (same action 3Γ— in a row β†’ 25% / 50% / 75% effect reduction)
187
+ 4. Apply time-of-day multipliers (cognition gain, vitality drain)
188
+ 5. Apply profile-specific modifiers (HV1/HV2/HV3)
189
+ 6. Apply global vitality factor (`0.5 + 0.5 Γ— vitality`) β€” low vitality reduces positive effects
190
+ 7. Apply passive decays (connection, workaholic vitality)
191
+ 8. Clamp all meters to [0.0, 1.0]
192
+ 9. Compute reward as weighted sum of deltas Γ— REWARD_SCALE (15.0)
193
+ 10. Apply critical floor penalty: any meter < 0.10 β†’ βˆ’0.30
194
+
195
+ ### Final grade (returned in `reward_breakdown["final_score"]` when `done=True`)
196
+
197
+ Score in [0.0, 1.0]:
198
+
199
+ ```
200
+ score = 0.30 Γ— balance_score (mean of meters βˆ’ variance)
201
+ + 0.25 Γ— crash_free_ratio (1 βˆ’ crash_count / total_possible_crashes)
202
+ + 0.20 Γ— progress (final progress meter value)
203
+ + 0.15 Γ— connection (final connection meter value)
204
+ + 0.10 Γ— efficiency_score (avg step reward normalised to [0, 1])
205
+ ```
206
+
207
+ ---
208
+
209
+ ## Internal Tracking Variables
210
+
211
+ Not in the observation. Used by the environment to compute rewards and grade.
212
+
213
+ | Variable | Description |
214
+ |---|---|
215
+ | `_profile` | Active profile dict (hidden from agent) |
216
+ | `_rng` | Seeded random instance for event rolls and profile selection |
217
+ | `_crash_count` | Steps where any meter fell below 0.10 |
218
+ | `_total_reward` | Running sum of step rewards for efficiency score |
219
+ | `_recent_actions` | Last N action names for repetition dampening |
220
+ | `_timestep` | Current step index (0–27) |
docs/round2/environment_design.md ADDED
@@ -0,0 +1,209 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Round 2 β€” Environment Design: RhythmEnv Life Simulator
2
+
3
+ ## What We Built
4
+
5
+ A **Life Simulator** β€” a holistic resource management RL environment where an agent learns
6
+ a specific person's hidden patterns through experience, not configuration.
7
+
8
+ **Core premise:** Personal AI assistants give generic advice. They don't learn *you*.
9
+ RhythmEnv is the training ground for an agent that must discover hidden personality dynamics
10
+ through reward signals alone β€” the same way a great personal assistant adapts over time.
11
+
12
+ ---
13
+
14
+ ## Why Life Simulator (Not Workday Scheduler)
15
+
16
+ Round 1 was a workday task scheduler (energy/stress, 20 steps, 4 actions, task deadlines).
17
+ Round 2 rebuilt as a Life Simulator for a stronger learning signal and clearer discovery challenge:
18
+
19
+ | | Workday Scheduler (Round 1) | Life Simulator (Round 2) |
20
+ |---|---|---|
21
+ | Episode | 1 day, 20 steps | 1 week, 28 steps |
22
+ | State | Energy, stress, task queue | 5 life meters |
23
+ | Actions | 4 (task management) | 10 (life activities) |
24
+ | Hidden mechanism | Circadian multiplier on tasks | Profile-specific reward weights + action modifiers |
25
+ | Learning signal | How to sequence tasks | Which actions serve *this specific person* |
26
+ | Pitch story | "Schedule better" | "Learn who you are" |
27
+
28
+ The Life Simulator creates a fundamentally **non-promptable discovery problem**: the agent
29
+ cannot know the person's profile from the prompt text β€” it must be discovered through reward
30
+ patterns across episodes. This is structurally different from a task that better prompting solves.
31
+
32
+ ---
33
+
34
+ ## The Discovery Challenge
35
+
36
+ Three hidden mechanism layers, each requiring different signal accumulation to discover:
37
+
38
+ ### Layer 1 β€” Reward Weights (What Matters to This Person)
39
+
40
+ Same action, same starting state β†’ wildly different rewards depending on hidden profile:
41
+
42
+ ```
43
+ DEEP_WORK, step 1, same initial state:
44
+ workaholic_stoic: +1.57 (progress weight = 70% β€” work = meaning)
45
+ introvert_morning: +0.32 (serenity weight = 60% β€” mild net gain)
46
+ extrovert_night_owl: βˆ’0.39 (connection weight = 75% β€” work gives 0 connection)
47
+ ```
48
+
49
+ An agent that doesn't adapt to the profile plateaus at ~0.60 final score.
50
+ One that discovers the profile targets can push above 0.80.
51
+
52
+ ### Layer 2 β€” Action Modifiers (How Actions Actually Affect This Person)
53
+
54
+ The base effect matrix is modified invisibly per profile:
55
+
56
+ | Profile | Hidden modifier | Observable signal |
57
+ |---|---|---|
58
+ | introvert_morning | Social drain Γ—3.0 | SOCIALIZE drains vitality 3Γ— more than expected |
59
+ | introvert_morning | Morning deep work Γ—2.0 | Same action gives 2Γ— progress at slot 0 |
60
+ | extrovert_night_owl | Morning penalty Γ—0.4 | DEEP_WORK in morning gives 40% of expected progress |
61
+ | extrovert_night_owl | Evening/night bonus Γ—1.8 | Same action gives 1.8Γ— progress at slots 2–3 |
62
+ | extrovert_night_owl | Social connection Γ—2.0 | SOCIALIZE gives 2Γ— connection gain |
63
+ | workaholic_stoic | Work recovers vitality +0.06 | DEEP_WORK raises vitality instead of draining |
64
+ | workaholic_stoic | Idle drains serenity βˆ’0.10 | ME_TIME/BINGE_WATCH lower serenity |
65
+
66
+ Agent sees the same meters and actions every episode.
67
+ The profile changes what actions *mean* in this episode.
68
+
69
+ ### Layer 3 β€” Stress Spiral (Amplification Mechanics)
70
+
71
+ When serenity drops below the profile's stress tolerance, all negative effects amplify Γ—1.3.
72
+ The introvert's tolerance is highest (0.30), extrovert's is mid (0.20), stoic's is lowest (0.15).
73
+
74
+ This creates a compounding dynamic: wrong actions β†’ serenity drops β†’ worse outcomes β†’ harder
75
+ recovery. The agent must learn to protect serenity proactively, not reactively.
76
+
77
+ ---
78
+
79
+ ## Episode Structure
80
+
81
+ ```
82
+ 1 episode = 1 week
83
+ 1 step = 1 time slot (Morning / Afternoon / Evening / Night)
84
+ 4 slots/day Γ— 7 days = 28 steps total
85
+
86
+ Slot 0 β€” Morning (HV1: cognition Γ—1.2, vitality drain Γ—0.8)
87
+ Slot 1 β€” Afternoon (HV1: neutral)
88
+ Slot 2 β€” Evening (HV1: cognition Γ—0.8, vitality drain Γ—1.1)
89
+ Slot 3 β€” Night (HV1: cognition Γ—0.6, vitality drain Γ—1.3)
90
+ ```
91
+
92
+ Each `reset(seed, profile)` deterministically initialises state:
93
+ - Profile explicit kwarg β†’ use that profile
94
+ - No profile β†’ `seed % 3` selects profile (agent doesn't know which)
95
+ - Full episode is reproducible from seed alone (random events included)
96
+
97
+ ---
98
+
99
+ ## Observable vs Hidden
100
+
101
+ | Observable (agent sees every step) | Hidden (must discover from reward patterns) |
102
+ |---|---|
103
+ | All 5 meter values (0.0–1.0) | Which of the 3 profiles is active |
104
+ | Day of week (0–6) | Profile reward weights |
105
+ | Time slot (0–3) | Per-action modifiers for this profile |
106
+ | Active random event name (if any) | Stress tolerance threshold |
107
+ | Remaining steps | Connection decay rate |
108
+ | Per-meter reward deltas | Event impact multiplier |
109
+
110
+ ---
111
+
112
+ ## The Training Story
113
+
114
+ ```
115
+ Untrained agent (random baseline):
116
+ β†’ No pattern to action selection
117
+ β†’ Misses optimal timing windows (morning for introverts, evening for extroverts)
118
+ β†’ Doesn't protect serenity floor
119
+ β†’ final_score β‰ˆ 0.60–0.70
120
+
121
+ Heuristic agent (rule-based, profile-blind):
122
+ β†’ Follows observable rules: sleep when vitality low, meditate when serenity low
123
+ β†’ Cannot differentiate workaholic from introvert strategy
124
+ β†’ Misses profile-specific timing bonuses
125
+ β†’ final_score β‰ˆ 0.75–0.82
126
+
127
+ GRPO-trained agent (after 500–1000 steps):
128
+ β†’ Discovers DEEP_WORK in the morning gives 2Γ— progress for introvert profiles
129
+ β†’ Learns SOCIALIZE has opposite vitality effects for extrovert vs introvert
130
+ β†’ Adapts overall strategy to the person's hidden reward structure
131
+ β†’ Target: final_score > 0.82, beating heuristic on 2+ of 3 profiles
132
+ ```
133
+
134
+ The training plot should show:
135
+ 1. Mean reward increasing across GRPO steps
136
+ 2. Trained agent bar chart > heuristic bar chart for at least 2 profiles
137
+ 3. Per-profile breakdown showing differentiated learned strategy
138
+
139
+ ---
140
+
141
+ ## Anti-Reward-Hacking Measures
142
+
143
+ Three independent reward layers prevent gaming any single signal:
144
+
145
+ | Layer | Signal | Penalty for failure |
146
+ |---|---|---|
147
+ | `format_valid` | Output parseable action name | βˆ’2.0 |
148
+ | `action_legal` | Output is one of 10 valid actions | βˆ’1.0 |
149
+ | `env_reward` | Real environment reward via episode replay | βˆ’3.0 |
150
+
151
+ Additional safeguards:
152
+ - **Repetition dampening**: Same action 3Γ— in a row β†’ 25%/50%/75% effect reduction (prevents spam)
153
+ - **Critical floor penalty**: Any meter < 0.10 β†’ βˆ’0.30 per step (prevents neglect farming)
154
+ - **Random events** (8%/step): Prevents overfitting to deterministic trajectories
155
+ - **Seed-based replay**: `env_reward` replays exact episode state via seed + action_history β€” reward cannot be fabricated
156
+
157
+ ---
158
+
159
+ ## Alignment with Hackathon Themes
160
+
161
+ **Primary: Theme 3.2 β€” World Modeling: Personalized Tasks**
162
+
163
+ The environment models real personal assistant behaviour:
164
+ - Agent manages a person's week across competing life priorities
165
+ - Hidden profile = real individual differences in what matters and how actions affect a person
166
+ - Discovery through reward = how a good PA adapts over their first weeks on the job
167
+
168
+ **Secondary: Theme 2 β€” Long-Horizon Planning**
169
+
170
+ 28 steps with delayed, compounding consequences:
171
+ - Neglecting connection decays slowly but each step makes recovery harder
172
+ - Progress must be built steadily β€” the final grader rewards sustained output
173
+ - Serenity meltdown triggered by accumulated bad decisions, not a single step
174
+
175
+ ---
176
+
177
+ ## Implementation Reference
178
+
179
+ | Component | File | Lines |
180
+ |---|---|---|
181
+ | Environment | `server/rhythm_environment.py` | 577 |
182
+ | Data models | `models.py` | 89 |
183
+ | Training orchestrator | `training/train.py` | 202 |
184
+ | Dataset generator | `training/dataset.py` | 181 |
185
+ | Reward functions | `training/reward_functions.py` | 215 |
186
+ | Baseline evaluation | `training/inference_eval.py` | 227 |
187
+ | Colab notebook | `training/RhythmEnv_GRPO_Training.ipynb` | β€” |
188
+ | Gradio UI | `ui/app.py` | β€” |
189
+ | FastAPI server | `server/app.py` | 74 |
190
+
191
+ Key API:
192
+ ```python
193
+ env = RhythmEnvironment()
194
+ obs = env.reset(seed=42, profile="introvert_morning") # profile optional
195
+ obs = env.step(RhythmAction(action_type=ActionType.DEEP_WORK))
196
+ # obs.reward, obs.done, obs.reward_breakdown, obs.vitality, ...
197
+ ```
198
+
199
+ ---
200
+
201
+ ## Open Questions β€” Decided
202
+
203
+ | Question | Decision |
204
+ |---|---|
205
+ | All 3 hidden variables or start with 2? | All 3 fully implemented |
206
+ | Do profiles change every episode? | Seed-based: same seed β†’ same profile |
207
+ | Does profile affect which tasks appear? | No tasks in Life Simulator; profile affects action effects + reward weights |
208
+ | Add BUNDLE_TASKS action? | Skipped β€” Life Simulator action space is complete at 10 |
209
+ | 7-day vs 1-day episodes? | 7-day (28 steps) β€” long horizon is the point |
docs/{Hackathon Themes.md β†’ round2/hackathon_themes.md} RENAMED
File without changes
docs/round2/pitch_framing.md ADDED
@@ -0,0 +1,57 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Round 2 β€” Pitch Framing
2
+
3
+ ## Why This Exists
4
+
5
+ Personal AI assistants give generic advice. They don't know you.
6
+ RhythmEnv is an environment where an agent learns YOUR specific patterns through experience β€” not configuration.
7
+
8
+ ---
9
+
10
+ ## The Product Vision
11
+
12
+ ```
13
+ User installs app
14
+ Agent runs episodes in background
15
+ Over time β†’ learns energy patterns, task preferences, peak hours
16
+ Result β†’ a scheduler that actually knows YOU
17
+ ```
18
+
19
+ No setup. No personality quiz. The agent figures you out.
20
+
21
+ ---
22
+
23
+ ## Why Simulation is a Valid Proxy
24
+
25
+ | Hackathon env | Real product |
26
+ |---|---|
27
+ | Simulated tasks | Real calendar + Notion + email |
28
+ | Simulated energy | Biometric data or self-report |
29
+ | Fixed scenarios | Dynamic, unpredictable days |
30
+
31
+ The mechanics are the same. The simulation is a controlled version of the real problem β€” which is exactly what RL training environments are for.
32
+
33
+ ---
34
+
35
+ ## What Makes This Hard for an LLM
36
+
37
+ Without hidden variables β†’ LLM already knows how to schedule by deadline. Nothing to learn.
38
+
39
+ With hidden variables β†’ LLM must discover YOUR specific rules:
40
+
41
+ ```
42
+ YOUR energy cliff (performance drops sharply below a threshold, not gradually)
43
+ YOUR peak hours (certain tasks score better at certain times of day)
44
+ YOUR recovery curve (consecutive breaks compound in ways that aren't obvious)
45
+ ```
46
+
47
+ These aren't in the state. The agent discovers them through reward signal across episodes.
48
+ That's the training story.
49
+
50
+ ---
51
+
52
+ ## The Pitch (3 minutes)
53
+
54
+ 1. **Problem** β€” AI assistants are generic. They don't learn you.
55
+ 2. **Environment** β€” A simulated workday with hidden personal patterns the agent must discover.
56
+ 3. **Results** β€” Show reward curves improving as the agent learns the hidden variables.
57
+ 4. **Why it matters** β€” This is the training ground for truly personalized AI.
docs/{round2_problem_statement.md β†’ round2/problem_statement.md} RENAMED
File without changes
eval_results.json ADDED
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+ "seed": 1,
678
+ "final_score": 0.6094,
679
+ "total_reward": 5.39,
680
+ "vitality": 0.04,
681
+ "cognition": 0.55,
682
+ "progress": 0.6,
683
+ "serenity": 1.0,
684
+ "connection": 0.44,
685
+ "actions": [
686
+ "exercise",
687
+ "meditate",
688
+ "sleep",
689
+ "meditate",
690
+ "meditate",
691
+ "me_time",
692
+ "meditate",
693
+ "learn",
694
+ "meditate",
695
+ "meditate",
696
+ "socialize",
697
+ "socialize",
698
+ "deep_work",
699
+ "meditate",
700
+ "socialize",
701
+ "deep_work",
702
+ "meditate",
703
+ "sleep",
704
+ "learn",
705
+ "socialize",
706
+ "deep_work",
707
+ "socialize",
708
+ "learn",
709
+ "sleep",
710
+ "family_time",
711
+ "meditate",
712
+ "meditate",
713
+ "admin_work"
714
+ ]
715
+ },
716
+ {
717
+ "profile": "workaholic_stoic",
718
+ "strategy": "random",
719
+ "seed": 2,
720
+ "final_score": 0.5782,
721
+ "total_reward": 7.33,
722
+ "vitality": 0.4,
723
+ "cognition": 0.23,
724
+ "progress": 0.88,
725
+ "serenity": 0.99,
726
+ "connection": 0.0,
727
+ "actions": [
728
+ "me_time",
729
+ "meditate",
730
+ "learn",
731
+ "meditate",
732
+ "learn",
733
+ "family_time",
734
+ "deep_work",
735
+ "family_time",
736
+ "me_time",
737
+ "admin_work",
738
+ "sleep",
739
+ "meditate",
740
+ "sleep",
741
+ "admin_work",
742
+ "meditate",
743
+ "me_time",
744
+ "sleep",
745
+ "sleep",
746
+ "binge_watch",
747
+ "admin_work",
748
+ "deep_work",
749
+ "admin_work",
750
+ "admin_work",
751
+ "binge_watch",
752
+ "learn",
753
+ "sleep",
754
+ "me_time",
755
+ "deep_work"
756
+ ]
757
+ }
758
+ ]
inference.py CHANGED
@@ -5,7 +5,7 @@
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
- RhythmEnv Inference Script
9
  ===================================
10
  MANDATORY
11
  - Before submitting, ensure the following variables are defined in your environment configuration:
@@ -64,29 +64,40 @@ API_BASE_URL = os.getenv("API_BASE_URL", "https://router.huggingface.co/v1")
64
  MODEL_NAME = os.getenv("MODEL_NAME", "Qwen/Qwen2.5-72B-Instruct")
65
  BASE_URL = os.getenv("RHYTHM_ENV_URL", "https://InosLihka-rhythm-env.hf.space")
66
  BENCHMARK = "rhythm_env"
67
- TASKS = ["easy", "medium", "hard"]
68
- MAX_STEPS = 20
 
 
69
  SCORE_THRESHOLD = 0.1
70
 
 
 
 
71
  SYSTEM_PROMPT = textwrap.dedent("""\
72
- You are a daily planning agent. You manage tasks across a workday.
73
- Each step is a 30-minute slot. You have energy (0-1) and stress (0-1).
 
 
 
 
 
 
 
 
74
 
75
- Available actions (respond with EXACTLY one line in this format):
76
- START_TASK <task_id>
77
- CONTINUE_TASK
78
- SWITCH_TASK <task_id>
79
- TAKE_BREAK
80
 
81
- Rules:
82
- - START_TASK/SWITCH_TASK require a task_id (integer).
83
- - CONTINUE_TASK continues your current task.
84
- - TAKE_BREAK recovers energy and reduces stress.
85
- - Take breaks when energy < 0.3.
86
- - Prioritize tasks by deadline urgency, then importance.
87
- - Avoid unnecessary switching (costs energy and reward).
88
 
89
- Respond with ONLY the action line, nothing else.""")
90
 
91
 
92
  # ---------------------------------------------------------------------------
@@ -115,63 +126,78 @@ def log_end(success: bool, steps: int, score: float, rewards: List[float]) -> No
115
 
116
 
117
  # ---------------------------------------------------------------------------
118
- # Heuristic action selection (enhanced by LLM)
119
  # ---------------------------------------------------------------------------
120
 
121
  def choose_action_heuristic(obs) -> RhythmAction:
122
- """Greedy heuristic: prioritize by deadline then importance."""
123
- energy = obs.energy
124
- current_task_id = obs.current_task_id
125
- tasks = obs.tasks
126
- timestep = obs.timestep
127
- meetings = obs.meetings
128
-
129
- # During meeting slots, just take a break
130
- if timestep in meetings:
131
- return RhythmAction(action_type=ActionType.TAKE_BREAK)
132
-
133
- # Take break if energy is low
134
- if energy < 0.3:
135
- return RhythmAction(action_type=ActionType.TAKE_BREAK)
136
-
137
- # Get uncompleted tasks
138
- uncompleted = [t for t in tasks if t.progress < t.effort]
139
- if not uncompleted:
140
- return RhythmAction(action_type=ActionType.TAKE_BREAK)
141
-
142
- # Sort by deadline (ascending), then importance (descending)
143
- uncompleted.sort(key=lambda t: (t.deadline, -t.importance))
144
-
145
- # Check for urgent tasks (deadline within 3 steps)
146
- urgent = [t for t in uncompleted if t.deadline - timestep <= 3]
147
- best = urgent[0] if urgent else uncompleted[0]
148
-
149
- if current_task_id is not None and current_task_id == best.id:
150
- return RhythmAction(action_type=ActionType.CONTINUE_TASK)
151
- elif current_task_id is not None:
152
- return RhythmAction(action_type=ActionType.SWITCH_TASK, task_id=best.id)
153
- else:
154
- return RhythmAction(action_type=ActionType.START_TASK, task_id=best.id)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
155
 
156
 
157
  def choose_action_llm(obs, llm_client: OpenAI) -> RhythmAction:
158
  """Use LLM to pick an action, fall back to heuristic on failure."""
159
- tasks_desc = "\n".join(
160
- f" Task {t.id}: {t.name} β€” {t.description}\n"
161
- f" (effort={t.effort:.2f}, progress={t.progress:.2f}, "
162
- f"deadline=step {t.deadline}, importance={t.importance})"
163
- for t in obs.tasks
164
- )
165
  user_prompt = textwrap.dedent(f"""\
166
- Step: {obs.timestep}/{MAX_STEPS}
167
- Energy: {obs.energy:.2f}
168
- Stress: {obs.stress:.2f}
169
- Current task: {obs.current_task_id}
170
- Meetings at steps: {obs.meetings}
171
  Remaining steps: {obs.remaining_steps}
172
 
173
- Tasks:
174
- {tasks_desc}
 
 
 
 
175
 
176
  Choose your action:""")
177
 
@@ -187,38 +213,27 @@ Choose your action:""")
187
  stream=False,
188
  )
189
  text = (completion.choices[0].message.content or "").strip()
190
- return parse_llm_action(text, obs)
191
  except Exception:
192
  return choose_action_heuristic(obs)
193
 
194
 
195
- def parse_llm_action(text: str, obs) -> RhythmAction:
196
  """Parse LLM response text into a RhythmAction."""
197
- text = text.strip().upper()
198
-
199
- if text.startswith("TAKE_BREAK"):
200
- return RhythmAction(action_type=ActionType.TAKE_BREAK)
201
 
202
- if text.startswith("CONTINUE_TASK"):
203
- if obs.current_task_id is not None:
204
- return RhythmAction(action_type=ActionType.CONTINUE_TASK)
205
- return choose_action_heuristic(obs)
206
 
207
- for prefix, action_type in [
208
- ("START_TASK", ActionType.START_TASK),
209
- ("SWITCH_TASK", ActionType.SWITCH_TASK),
210
- ]:
211
- if text.startswith(prefix):
212
- rest = text[len(prefix):].strip()
213
- try:
214
- task_id = int(rest)
215
- if 0 <= task_id < len(obs.tasks):
216
- return RhythmAction(action_type=action_type, task_id=task_id)
217
- except ValueError:
218
- pass
219
 
220
- # Fallback
221
- return choose_action_heuristic(obs)
222
 
223
 
224
  # ---------------------------------------------------------------------------
@@ -226,7 +241,9 @@ def parse_llm_action(text: str, obs) -> RhythmAction:
226
  # ---------------------------------------------------------------------------
227
 
228
  async def run_task(task_name: str, llm_client: OpenAI) -> float:
229
- """Run a single task and return the score."""
 
 
230
  if IMAGE_NAME:
231
  env = await RhythmEnv.from_docker_image(IMAGE_NAME)
232
  else:
@@ -241,7 +258,7 @@ async def run_task(task_name: str, llm_client: OpenAI) -> float:
241
 
242
  try:
243
  async with env:
244
- result = await env.reset(task=task_name)
245
 
246
  for step in range(1, MAX_STEPS + 1):
247
  if result.done:
@@ -254,8 +271,6 @@ async def run_task(task_name: str, llm_client: OpenAI) -> float:
254
  action = choose_action_heuristic(result.observation)
255
 
256
  action_str = action.action_type.value
257
- if action.task_id is not None:
258
- action_str += f"({action.task_id})"
259
 
260
  result = await env.step(action)
261
 
 
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
+ RhythmEnv Life Simulator β€” Inference Script
9
  ===================================
10
  MANDATORY
11
  - Before submitting, ensure the following variables are defined in your environment configuration:
 
64
  MODEL_NAME = os.getenv("MODEL_NAME", "Qwen/Qwen2.5-72B-Instruct")
65
  BASE_URL = os.getenv("RHYTHM_ENV_URL", "https://InosLihka-rhythm-env.hf.space")
66
  BENCHMARK = "rhythm_env"
67
+ # Tasks map to seed values: seed 0 = introvert_morning, 1 = extrovert_night_owl, 2 = workaholic_stoic
68
+ TASKS = ["profile_0", "profile_1", "profile_2"]
69
+ TASK_SEEDS = {"profile_0": 0, "profile_1": 1, "profile_2": 2}
70
+ MAX_STEPS = 28
71
  SCORE_THRESHOLD = 0.1
72
 
73
+ SLOT_NAMES = ["Morning", "Afternoon", "Evening", "Night"]
74
+ DAY_NAMES = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"]
75
+
76
  SYSTEM_PROMPT = textwrap.dedent("""\
77
+ You are a life management agent. You balance 5 life meters over a 7-day week.
78
+ Each day has 4 slots: Morning (0), Afternoon (1), Evening (2), Night (3).
79
+ Total: 28 steps.
80
+
81
+ Meters (0.0 to 1.0):
82
+ - Vitality: physical energy, sleep quality
83
+ - Cognition: mental clarity, focus
84
+ - Progress: career/skill advancement
85
+ - Serenity: inner peace, stress management
86
+ - Connection: relationship health
87
 
88
+ Available actions (respond with EXACTLY the action name):
89
+ DEEP_WORK, ADMIN_WORK, LEARN, SLEEP, EXERCISE, MEDITATE,
90
+ FAMILY_TIME, SOCIALIZE, ME_TIME, BINGE_WATCH
 
 
91
 
92
+ Key rules:
93
+ - Low Vitality reduces effectiveness of all positive actions.
94
+ - If ANY meter drops below 0.1, you get a heavy penalty.
95
+ - Connection decays passively if you don't socialize.
96
+ - Different episodes may have different hidden dynamics β€” adapt!
97
+ - Time of day matters: cognition is generally best in the morning.
98
+ - Balance all meters β€” neglecting any one will hurt your score.
99
 
100
+ Respond with ONLY the action name, nothing else.""")
101
 
102
 
103
  # ---------------------------------------------------------------------------
 
126
 
127
 
128
  # ---------------------------------------------------------------------------
129
+ # Heuristic action selection
130
  # ---------------------------------------------------------------------------
131
 
132
  def choose_action_heuristic(obs) -> RhythmAction:
133
+ """Priority-based heuristic: critical recovery β†’ time-appropriate β†’ balance."""
134
+ slot = obs.slot
135
+ vitality = obs.vitality
136
+ cognition = obs.cognition
137
+ serenity = obs.serenity
138
+ connection = obs.connection
139
+ progress = obs.progress
140
+
141
+ # Critical recovery: prevent any meter from crashing
142
+ if vitality < 0.15:
143
+ return RhythmAction(action_type=ActionType.SLEEP)
144
+ if serenity < 0.15:
145
+ return RhythmAction(action_type=ActionType.MEDITATE)
146
+ if connection < 0.15:
147
+ return RhythmAction(action_type=ActionType.FAMILY_TIME)
148
+
149
+ # Night slot: prioritize sleep unless critical
150
+ if slot == 3:
151
+ if vitality < 0.5:
152
+ return RhythmAction(action_type=ActionType.SLEEP)
153
+ if connection < 0.3:
154
+ return RhythmAction(action_type=ActionType.FAMILY_TIME)
155
+ return RhythmAction(action_type=ActionType.SLEEP)
156
+
157
+ # Morning: productivity if able
158
+ if slot == 0:
159
+ if vitality > 0.4 and cognition > 0.3:
160
+ return RhythmAction(action_type=ActionType.DEEP_WORK)
161
+ if vitality < 0.4:
162
+ return RhythmAction(action_type=ActionType.EXERCISE)
163
+ return RhythmAction(action_type=ActionType.ADMIN_WORK)
164
+
165
+ # Afternoon: balanced mix
166
+ if slot == 1:
167
+ if connection < 0.3:
168
+ return RhythmAction(action_type=ActionType.FAMILY_TIME)
169
+ if progress < 0.3 and vitality > 0.3:
170
+ return RhythmAction(action_type=ActionType.LEARN)
171
+ if serenity < 0.4:
172
+ return RhythmAction(action_type=ActionType.MEDITATE)
173
+ return RhythmAction(action_type=ActionType.ADMIN_WORK)
174
+
175
+ # Evening: social and recovery
176
+ if connection < 0.4:
177
+ return RhythmAction(action_type=ActionType.SOCIALIZE)
178
+ if serenity < 0.5:
179
+ return RhythmAction(action_type=ActionType.ME_TIME)
180
+ if vitality < 0.4:
181
+ return RhythmAction(action_type=ActionType.EXERCISE)
182
+ return RhythmAction(action_type=ActionType.MEDITATE)
183
 
184
 
185
  def choose_action_llm(obs, llm_client: OpenAI) -> RhythmAction:
186
  """Use LLM to pick an action, fall back to heuristic on failure."""
187
+ day_name = DAY_NAMES[obs.day] if obs.day < 7 else f"Day {obs.day}"
188
+ slot_name = SLOT_NAMES[obs.slot] if obs.slot < 4 else f"Slot {obs.slot}"
189
+ event_str = f"\nActive event: {obs.active_event}" if obs.active_event else ""
190
+
 
 
191
  user_prompt = textwrap.dedent(f"""\
192
+ Step: {obs.timestep}/{MAX_STEPS} ({day_name} {slot_name})
 
 
 
 
193
  Remaining steps: {obs.remaining_steps}
194
 
195
+ Meters:
196
+ Vitality: {obs.vitality:.2f}
197
+ Cognition: {obs.cognition:.2f}
198
+ Progress: {obs.progress:.2f}
199
+ Serenity: {obs.serenity:.2f}
200
+ Connection: {obs.connection:.2f}{event_str}
201
 
202
  Choose your action:""")
203
 
 
213
  stream=False,
214
  )
215
  text = (completion.choices[0].message.content or "").strip()
216
+ return parse_llm_action(text)
217
  except Exception:
218
  return choose_action_heuristic(obs)
219
 
220
 
221
+ def parse_llm_action(text: str) -> RhythmAction:
222
  """Parse LLM response text into a RhythmAction."""
223
+ text = text.strip().upper().replace(" ", "_")
 
 
 
224
 
225
+ # Try direct match
226
+ for action_type in ActionType:
227
+ if action_type.value.upper() == text:
228
+ return RhythmAction(action_type=action_type)
229
 
230
+ # Try partial match
231
+ for action_type in ActionType:
232
+ if action_type.value.upper() in text:
233
+ return RhythmAction(action_type=action_type)
 
 
 
 
 
 
 
 
234
 
235
+ # Default fallback
236
+ return RhythmAction(action_type=ActionType.SLEEP)
237
 
238
 
239
  # ---------------------------------------------------------------------------
 
241
  # ---------------------------------------------------------------------------
242
 
243
  async def run_task(task_name: str, llm_client: OpenAI) -> float:
244
+ """Run a single task (profile) and return the score."""
245
+ seed = TASK_SEEDS.get(task_name, 0)
246
+
247
  if IMAGE_NAME:
248
  env = await RhythmEnv.from_docker_image(IMAGE_NAME)
249
  else:
 
258
 
259
  try:
260
  async with env:
261
+ result = await env.reset(seed=seed)
262
 
263
  for step in range(1, MAX_STEPS + 1):
264
  if result.done:
 
271
  action = choose_action_heuristic(result.observation)
272
 
273
  action_str = action.action_type.value
 
 
274
 
275
  result = await env.step(action)
276
 
models.py CHANGED
@@ -5,105 +5,84 @@
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
- Data models for RhythmEnv Environment.
9
 
10
- Defines the Action, Observation, and State types for the daily planning
11
- and scheduling RL environment.
 
12
  """
13
 
14
  from __future__ import annotations
15
 
16
  from enum import Enum
17
- from typing import Dict, List, Optional
18
 
19
  from openenv.core.env_server import Action, Observation, State
20
- from pydantic import BaseModel, Field
21
 
22
 
23
  class ActionType(str, Enum):
24
- """Available action types for the agent."""
25
-
26
- START_TASK = "start_task"
27
- CONTINUE_TASK = "continue_task"
28
- SWITCH_TASK = "switch_task"
29
- TAKE_BREAK = "take_break"
 
 
 
 
 
 
 
 
 
 
30
 
31
 
32
  class RhythmAction(Action):
33
- """
34
- Action for RhythmEnv.
35
-
36
- Attributes:
37
- action_type: The type of action to perform.
38
- task_id: Task index (required for START_TASK and SWITCH_TASK).
39
- """
40
 
41
  action_type: ActionType
42
- task_id: Optional[int] = None
43
-
44
-
45
- class TaskInfo(BaseModel):
46
- """
47
- Information about a single task visible to the agent.
48
-
49
- Attributes:
50
- id: Unique task identifier.
51
- name: Human-readable task name.
52
- description: Brief description of what the task involves.
53
- effort: Total work required (0-1 scale).
54
- progress: Work completed so far (0 to effort).
55
- deadline: Timestep by which task should be done.
56
- importance: How important this task is (0-1).
57
- """
58
-
59
- id: int
60
- name: str
61
- description: str = ""
62
- effort: float
63
- progress: float
64
- deadline: int
65
- importance: float
66
 
67
 
68
  class RhythmObservation(Observation):
69
  """
70
- Observation for RhythmEnv.
71
-
72
- Attributes:
73
- timestep: Current 30-minute slot (0-19).
74
- energy: Agent energy level (0-1).
75
- stress: Agent stress level (0-1).
76
- current_task_id: ID of task currently being worked on, or None.
77
- tasks: List of all tasks with current progress.
78
- meetings: Timesteps blocked by meetings.
79
- remaining_steps: Steps left in the episode.
80
- reward_breakdown: Component-wise reward details.
81
  """
82
 
83
  timestep: int = 0
84
- energy: float = 1.0
85
- stress: float = 0.0
86
- current_task_id: Optional[int] = None
87
- tasks: List[TaskInfo] = Field(default_factory=list)
88
- meetings: List[int] = Field(default_factory=list)
89
- remaining_steps: int = 20
 
 
 
 
 
90
  reward_breakdown: Dict[str, float] = Field(default_factory=dict)
91
 
92
 
93
  class RhythmState(State):
94
  """
95
- State for RhythmEnv.
96
-
97
- Attributes:
98
- task_name: Name of the current scenario (easy/medium/hard).
99
- timestep: Current 30-minute slot.
100
- energy: Agent energy level.
101
- stress: Agent stress level.
102
- current_task_id: ID of task currently being worked on.
103
  """
104
 
105
- task_name: str = ""
106
  timestep: int = 0
107
- energy: float = 1.0
108
- stress: float = 0.0
109
- current_task_id: Optional[int] = None
 
 
 
 
 
 
 
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
+ Data models for RhythmEnv Life Simulator.
9
 
10
+ A holistic life resource management RL environment where an agent balances
11
+ 5 life meters (Vitality, Cognition, Progress, Serenity, Connection) across
12
+ a 7-day week with hidden personality profiles.
13
  """
14
 
15
  from __future__ import annotations
16
 
17
  from enum import Enum
18
+ from typing import Dict, Optional
19
 
20
  from openenv.core.env_server import Action, Observation, State
21
+ from pydantic import Field
22
 
23
 
24
  class ActionType(str, Enum):
25
+ """Available actions for the life simulator agent."""
26
+
27
+ # Productivity
28
+ DEEP_WORK = "deep_work"
29
+ ADMIN_WORK = "admin_work"
30
+ LEARN = "learn"
31
+ # Recovery
32
+ SLEEP = "sleep"
33
+ EXERCISE = "exercise"
34
+ MEDITATE = "meditate"
35
+ # Social
36
+ FAMILY_TIME = "family_time"
37
+ SOCIALIZE = "socialize"
38
+ # Leisure
39
+ ME_TIME = "me_time"
40
+ BINGE_WATCH = "binge_watch"
41
 
42
 
43
  class RhythmAction(Action):
44
+ """Action for the Life Simulator. Agent chooses one of 10 activity types."""
 
 
 
 
 
 
45
 
46
  action_type: ActionType
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
47
 
48
 
49
  class RhythmObservation(Observation):
50
  """
51
+ Observation returned to the agent each step.
52
+
53
+ The agent sees all 5 meters and temporal context, but NOT the hidden
54
+ personality profile or reward weight decomposition.
 
 
 
 
 
 
 
55
  """
56
 
57
  timestep: int = 0
58
+ day: int = 0
59
+ slot: int = 0
60
+ vitality: float = 0.8
61
+ cognition: float = 0.7
62
+ progress: float = 0.0
63
+ serenity: float = 0.7
64
+ connection: float = 0.5
65
+ active_event: Optional[str] = None
66
+ remaining_steps: int = 28
67
+ reward: float = 0.0
68
+ done: bool = False
69
  reward_breakdown: Dict[str, float] = Field(default_factory=dict)
70
 
71
 
72
  class RhythmState(State):
73
  """
74
+ Internal state for the Life Simulator.
75
+
76
+ Includes profile_name which is hidden from the observation.
 
 
 
 
 
77
  """
78
 
 
79
  timestep: int = 0
80
+ day: int = 0
81
+ slot: int = 0
82
+ profile_name: str = ""
83
+ vitality: float = 0.8
84
+ cognition: float = 0.7
85
+ progress: float = 0.0
86
+ serenity: float = 0.7
87
+ connection: float = 0.5
88
+ active_event: Optional[str] = None
pyproject.toml CHANGED
@@ -10,14 +10,15 @@ build-backend = "setuptools.build_meta"
10
 
11
  [project]
12
  name = "openenv-rhythm-env"
13
- version = "0.1.0"
14
- description = "RhythmEnv - Daily Planning RL Environment for OpenEnv"
15
  requires-python = ">=3.10"
16
  dependencies = [
17
  "openenv-core[core]>=0.2.2",
18
  "fastapi>=0.115.0",
19
  "pydantic>=2.0.0",
20
  "uvicorn>=0.24.0",
 
21
  ]
22
 
23
  [project.optional-dependencies]
 
10
 
11
  [project]
12
  name = "openenv-rhythm-env"
13
+ version = "0.2.0"
14
+ description = "RhythmEnv - Life Simulator RL Environment for OpenEnv"
15
  requires-python = ">=3.10"
16
  dependencies = [
17
  "openenv-core[core]>=0.2.2",
18
  "fastapi>=0.115.0",
19
  "pydantic>=2.0.0",
20
  "uvicorn>=0.24.0",
21
+ "gradio>=4.0.0",
22
  ]
23
 
24
  [project.optional-dependencies]
server/requirements.txt CHANGED
@@ -2,3 +2,4 @@ openenv-core[core]>=0.2.2
2
  fastapi>=0.115.0
3
  uvicorn>=0.24.0
4
  pydantic>=2.0.0
 
 
2
  fastapi>=0.115.0
3
  uvicorn>=0.24.0
4
  pydantic>=2.0.0
5
+ gradio>=4.0.0
server/rhythm_environment.py CHANGED
@@ -5,215 +5,185 @@
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
- RhythmEnv Environment Implementation.
9
 
10
- A deterministic RL environment simulating daily planning and scheduling
11
- under energy, stress, deadline, and importance constraints.
 
 
12
 
13
- 1 episode = 1 day, 1 step = 30 minutes, 20 steps total.
14
  """
15
 
16
- from typing import Any, Dict, List, Optional, Set
 
 
17
  from uuid import uuid4
18
 
19
  from openenv.core.env_server import Environment
20
  from openenv.core.env_server.types import EnvironmentMetadata
21
 
22
- # Support both in-repo and standalone imports
23
  try:
24
- from ..models import (
25
- ActionType,
26
- RhythmAction,
27
- RhythmObservation,
28
- RhythmState,
29
- TaskInfo,
30
- )
31
  except (ImportError, ModuleNotFoundError):
32
- from models import (
33
- ActionType,
34
- RhythmAction,
35
- RhythmObservation,
36
- RhythmState,
37
- TaskInfo,
38
- )
39
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
40
 
41
  # ---------------------------------------------------------------------------
42
- # Task scenario configurations (all deterministic)
43
  # ---------------------------------------------------------------------------
44
 
45
- TASK_CONFIGS: Dict[str, Dict[str, Any]] = {
46
- "easy": {
47
- "scenario": "You are a marketing analyst preparing for a quarterly review. "
48
- "Your manager needs the Q3 performance report by midday. "
49
- "You also have routine emails and expense filing to handle.",
50
- "tasks": [
51
- {
52
- "id": 0,
53
- "name": "Q3 Performance Report",
54
- "description": "Compile sales data, create visualizations, and write executive summary for the quarterly business review.",
55
- "effort": 0.65,
56
- "progress": 0.0,
57
- "deadline": 10,
58
- "importance": 0.9,
59
- },
60
- {
61
- "id": 1,
62
- "name": "Client Emails",
63
- "description": "Respond to 12 pending client inquiries about pricing updates and contract renewals.",
64
- "effort": 0.45,
65
- "progress": 0.0,
66
- "deadline": 13,
67
- "importance": 0.3,
68
- },
69
- {
70
- "id": 2,
71
- "name": "Expense Filing",
72
- "description": "Submit last month's travel receipts and categorize team expenses in the accounting system.",
73
- "effort": 0.35,
74
- "progress": 0.0,
75
- "deadline": 16,
76
- "importance": 0.2,
77
- },
78
- ],
79
- "meetings": [3, 11],
80
- "initial_energy": 0.75,
81
- },
82
- "medium": {
83
- "scenario": "You are a product manager with a client pitch tomorrow. "
84
- "The proposal and presentation deck are top priority, but you also need to "
85
- "review a teammate's design doc and prepare meeting notes for leadership.",
86
- "tasks": [
87
- {
88
- "id": 0,
89
- "name": "Client Proposal",
90
- "description": "Draft a 5-page proposal for the enterprise client including pricing tiers, timeline, and integration plan.",
91
- "effort": 0.40,
92
- "progress": 0.0,
93
- "deadline": 8,
94
- "importance": 0.7,
95
- },
96
- {
97
- "id": 1,
98
- "name": "Pitch Deck",
99
- "description": "Create a 15-slide presentation with product demos, ROI projections, and competitive analysis.",
100
- "effort": 0.35,
101
- "progress": 0.0,
102
- "deadline": 10,
103
- "importance": 0.8,
104
- },
105
- {
106
- "id": 2,
107
- "name": "Design Review",
108
- "description": "Review the UX team's redesign mockups for the dashboard. Provide written feedback on usability and alignment with product goals.",
109
- "effort": 0.25,
110
- "progress": 0.0,
111
- "deadline": 14,
112
- "importance": 0.5,
113
- },
114
- {
115
- "id": 3,
116
- "name": "Leadership Notes",
117
- "description": "Summarize this week's sprint outcomes and blockers for the Monday leadership sync.",
118
- "effort": 0.20,
119
- "progress": 0.0,
120
- "deadline": 18,
121
- "importance": 0.4,
122
- },
123
- ],
124
- "meetings": [4, 12],
125
- "initial_energy": 0.7,
126
- },
127
- "hard": {
128
- "scenario": "You are a senior engineer on a critical release day. "
129
- "The system architecture redesign is the highest priority, but two production "
130
- "bugs are blocking users, docs need updating, and test coverage is behind.",
131
- "tasks": [
132
- {
133
- "id": 0,
134
- "name": "Architecture Redesign",
135
- "description": "Refactor the authentication service from monolith to microservice pattern. Requires deep focus: redesign API contracts, update database schema, and write migration scripts.",
136
- "effort": 0.80,
137
- "progress": 0.0,
138
- "deadline": 16,
139
- "importance": 0.9,
140
- },
141
- {
142
- "id": 1,
143
- "name": "Fix: Login Timeout",
144
- "description": "Users on slow connections get a 504 timeout during OAuth handshake. Root cause is likely the retry logic in the auth middleware.",
145
- "effort": 0.15,
146
- "progress": 0.0,
147
- "deadline": 6,
148
- "importance": 0.5,
149
- },
150
- {
151
- "id": 2,
152
- "name": "Fix: CSV Export",
153
- "description": "The data export endpoint crashes on records with Unicode characters in the notes field. Need to fix encoding in the serializer.",
154
- "effort": 0.15,
155
- "progress": 0.0,
156
- "deadline": 10,
157
- "importance": 0.4,
158
- },
159
- {
160
- "id": 3,
161
- "name": "API Documentation",
162
- "description": "Update the REST API docs to reflect the new v3 endpoints. Add request/response examples and deprecation notices for v2.",
163
- "effort": 0.20,
164
- "progress": 0.0,
165
- "deadline": 14,
166
- "importance": 0.3,
167
- },
168
- {
169
- "id": 4,
170
- "name": "Integration Tests",
171
- "description": "Write end-to-end tests for the payment flow covering Stripe webhook handling, refund processing, and receipt generation.",
172
- "effort": 0.20,
173
- "progress": 0.0,
174
- "deadline": 18,
175
- "importance": 0.6,
176
- },
177
- ],
178
- "meetings": [6],
179
- "initial_energy": 0.4,
180
- },
181
  }
182
 
183
  # ---------------------------------------------------------------------------
184
- # Constants
 
 
 
 
 
 
 
 
 
 
 
185
  # ---------------------------------------------------------------------------
186
 
187
- MAX_STEPS = 20
188
- PROGRESS_RATE = 0.15
189
- ENERGY_WORK_DRAIN = 0.05
190
- ENERGY_BREAK_GAIN = 0.12
191
- ENERGY_MEETING_DRAIN = 0.03
192
- ENERGY_SWITCH_DRAIN = 0.02
193
- STRESS_DEADLINE_MISS = 0.15
194
- STRESS_APPROACHING = 0.03
195
- STRESS_BREAK_RELIEF = 0.08
196
- STRESS_COMPLETION_RELIEF = 0.1
197
- APPROACHING_DEADLINE_WINDOW = 2
198
- MAX_FREE_BREAKS = 2
199
- BREAK_SPAM_PENALTY = 0.05
200
- SWITCH_PENALTY = 0.1
201
- IDLE_PENALTY = 0.05
202
- DEADLINE_MISS_PENALTY = 0.3
203
- STRESS_PENALTY_RATE = 0.15
204
- STRESS_PROGRESS_FACTOR = 0.3
205
- PROGRESS_REWARD_SCALE = 2.0
206
- COMPLETION_BONUS_SCALE = 1.5
207
- DEEP_WORK_BONUS = 0.05
208
- EXECUTION_BONUS = 0.02
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
209
 
210
 
211
  class RhythmEnvironment(Environment):
212
  """
213
- Daily planning and scheduling environment.
214
 
215
- The agent manages a set of tasks over a simulated workday, balancing
216
- energy, stress, deadlines, and task importance.
 
 
217
  """
218
 
219
  SUPPORTS_CONCURRENT_SESSIONS: bool = True
@@ -221,30 +191,29 @@ class RhythmEnvironment(Environment):
221
  def __init__(self) -> None:
222
  super().__init__()
223
  self._state = RhythmState()
224
- # Internal tracking
225
- self._tasks: List[Dict[str, Any]] = []
226
- self._meetings: List[int] = []
227
- self._initial_energy: float = 1.0
228
- self._energy: float = 1.0
229
- self._stress: float = 0.0
230
- self._current_task_id: Optional[int] = None
231
- self._consecutive_breaks: int = 0
232
- self._completed_tasks: Set[int] = set()
233
- self._missed_deadlines: Set[int] = set()
234
- self._total_energy: float = 0.0
235
- self._total_stress: float = 0.0
236
- self._steps_working: int = 0
237
- self._switch_count: int = 0
238
  self._timestep: int = 0
 
 
 
239
 
240
  def get_metadata(self) -> EnvironmentMetadata:
241
  return EnvironmentMetadata(
242
  name="RhythmEnv",
243
  description=(
244
- "A deterministic RL environment for daily planning and scheduling "
245
- "under energy, stress, deadline, and importance constraints."
 
246
  ),
247
- version="0.1.0",
248
  )
249
 
250
  # ------------------------------------------------------------------
@@ -257,45 +226,51 @@ class RhythmEnvironment(Environment):
257
  episode_id: Optional[str] = None,
258
  **kwargs: Any,
259
  ) -> RhythmObservation:
260
- task_name = kwargs.get("task", "easy")
 
 
 
 
 
 
261
 
262
- if task_name == "custom":
263
- config = self._parse_custom_config(kwargs)
264
- elif task_name in TASK_CONFIGS:
265
- config = TASK_CONFIGS[task_name]
266
  else:
267
- task_name = "easy"
268
- config = TASK_CONFIGS[task_name]
269
-
270
- # Deep-copy tasks so mutations don't affect the template
271
- self._tasks = [dict(t) for t in config["tasks"]]
272
- self._meetings = list(config["meetings"])
273
- self._initial_energy = config["initial_energy"]
274
-
275
- # Reset state
276
- self._energy = self._initial_energy
277
- self._stress = 0.0
278
- self._current_task_id = None
279
- self._consecutive_breaks = 0
280
- self._completed_tasks = set()
281
- self._missed_deadlines = set()
282
- self._total_energy = 0.0
283
- self._total_stress = 0.0
284
- self._steps_working = 0
285
- self._switch_count = 0
286
  self._timestep = 0
 
 
 
287
 
288
  self._state = RhythmState(
289
  episode_id=episode_id or str(uuid4()),
290
  step_count=0,
291
- task_name=task_name,
292
  timestep=0,
293
- energy=self._energy,
294
- stress=self._stress,
295
- current_task_id=None,
 
 
 
 
296
  )
297
 
298
- return self._make_observation(reward=0.0, done=False, reward_breakdown={})
299
 
300
  # ------------------------------------------------------------------
301
  # step
@@ -307,181 +282,101 @@ class RhythmEnvironment(Environment):
307
  timeout_s: Optional[float] = None,
308
  **kwargs: Any,
309
  ) -> RhythmObservation:
310
- reward_breakdown: Dict[str, float] = {}
311
- progress_delta = 0.0
312
- completed_this_step: List[int] = []
313
- switched = False
314
- is_idle = False
315
- is_meeting = self._timestep in self._meetings
316
- worked_on_task_id: Optional[int] = None # tracks which task earned progress this step
317
-
318
- # --- Meeting override ---
319
- if is_meeting:
320
- self._energy = max(0.0, self._energy - ENERGY_MEETING_DRAIN)
321
- # During meetings, agent cannot work β€” action is ignored
322
- else:
323
- # --- Validate & process action ---
324
- valid = self._validate_action(action)
325
-
326
- if not valid:
327
- is_idle = True
328
- elif action.action_type == ActionType.TAKE_BREAK:
329
- self._current_task_id = None
330
- self._consecutive_breaks += 1
331
- self._energy = min(1.0, self._energy + ENERGY_BREAK_GAIN)
332
- self._stress = max(0.0, self._stress - STRESS_BREAK_RELIEF)
333
- else:
334
- # Reset break counter on any non-break action
335
- self._consecutive_breaks = 0
336
-
337
- if action.action_type == ActionType.START_TASK:
338
- # Validation ensures current_task_id is None here
339
- self._current_task_id = action.task_id
340
-
341
- elif action.action_type == ActionType.SWITCH_TASK:
342
- # Validation ensures current_task_id exists and differs from target
343
- switched = True
344
- self._current_task_id = action.task_id
345
-
346
- elif action.action_type == ActionType.CONTINUE_TASK:
347
- pass # Validation already ensured current_task_id is valid
348
-
349
- # Apply switch energy penalty
350
- if switched:
351
- self._energy = max(0.0, self._energy - ENERGY_SWITCH_DRAIN)
352
- self._switch_count += 1
353
-
354
- # Compute progress if working on a valid uncompleted task
355
- if (
356
- self._current_task_id is not None
357
- and not is_idle
358
- and self._current_task_id not in self._completed_tasks
359
- ):
360
- worked_on_task_id = self._current_task_id
361
- task = self._tasks[self._current_task_id]
362
- # Stress impairs productivity: at stress=1.0, progress is 70% of normal
363
- stress_factor = 1.0 - (self._stress * STRESS_PROGRESS_FACTOR)
364
- progress_delta = PROGRESS_RATE * self._energy * stress_factor
365
- task["progress"] = min(task["effort"], task["progress"] + progress_delta)
366
-
367
- # Check completion
368
- if task["progress"] >= task["effort"] and self._current_task_id not in self._completed_tasks:
369
- self._completed_tasks.add(self._current_task_id)
370
- completed_this_step.append(self._current_task_id)
371
- # Auto-clear: agent becomes idle after finishing a task,
372
- # so they can START_TASK a new one without needing to break/switch.
373
- self._current_task_id = None
374
-
375
- self._energy = max(0.0, self._energy - ENERGY_WORK_DRAIN)
376
- self._steps_working += 1
377
-
378
- # --- Check deadlines ---
379
- new_missed: List[int] = []
380
- for t in self._tasks:
381
- tid = t["id"]
382
- if tid not in self._completed_tasks and tid not in self._missed_deadlines:
383
- if self._timestep > t["deadline"]:
384
- self._missed_deadlines.add(tid)
385
- new_missed.append(tid)
386
- self._stress = min(1.0, self._stress + STRESS_DEADLINE_MISS)
387
-
388
- # --- Stress from approaching deadlines ---
389
- for t in self._tasks:
390
- tid = t["id"]
391
- if tid not in self._completed_tasks and tid not in self._missed_deadlines:
392
- if 0 < t["deadline"] - self._timestep <= APPROACHING_DEADLINE_WINDOW:
393
- self._stress = min(1.0, self._stress + STRESS_APPROACHING)
394
-
395
- # --- Stress relief from completion ---
396
- for _ in completed_this_step:
397
- self._stress = max(0.0, self._stress - STRESS_COMPLETION_RELIEF)
398
-
399
- # --- Advance timestep ---
400
  self._timestep += 1
401
- self._state.step_count += 1
402
-
403
- # --- Track averages ---
404
- self._total_energy += self._energy
405
- self._total_stress += self._stress
406
-
407
- # --- Compute reward ---
408
- reward = 0.0
409
-
410
- # Progress reward (use worked_on_task_id since current_task_id may be
411
- # cleared on completion)
412
- if progress_delta > 0 and worked_on_task_id is not None:
413
- task = self._tasks[worked_on_task_id]
414
- r = progress_delta * task["importance"] * PROGRESS_REWARD_SCALE
415
- reward += r
416
- reward_breakdown["progress_reward"] = round(r, 4)
417
-
418
- # Completion bonus
419
- for tid in completed_this_step:
420
- bonus = self._tasks[tid]["importance"] * COMPLETION_BONUS_SCALE
421
- reward += bonus
422
- reward_breakdown["completion_bonus"] = round(
423
- reward_breakdown.get("completion_bonus", 0.0) + bonus, 4
424
- )
425
-
426
- # Stress penalty
427
- stress_pen = -self._stress * STRESS_PENALTY_RATE
428
- reward += stress_pen
429
- reward_breakdown["stress_penalty"] = round(stress_pen, 4)
430
-
431
- # Deadline miss penalty
432
- if new_missed:
433
- dp = -DEADLINE_MISS_PENALTY * len(new_missed)
434
- reward += dp
435
- reward_breakdown["deadline_penalty"] = round(dp, 4)
436
-
437
- # Switch penalty
438
- if switched:
439
- reward -= SWITCH_PENALTY
440
- reward_breakdown["switch_penalty"] = round(-SWITCH_PENALTY, 4)
441
-
442
- # Idle penalty
443
- if not is_meeting and is_idle:
444
- reward -= IDLE_PENALTY
445
- reward_breakdown["idle_penalty"] = round(-IDLE_PENALTY, 4)
446
-
447
- # Break spam penalty
448
- if not is_meeting and action.action_type == ActionType.TAKE_BREAK:
449
- spam = -BREAK_SPAM_PENALTY * max(0, self._consecutive_breaks - MAX_FREE_BREAKS)
450
- if spam < 0:
451
- reward += spam
452
- reward_breakdown["break_spam_penalty"] = round(spam, 4)
453
-
454
- # Mode bonus
455
- mode = self._compute_mode()
456
- mode_bonus = 0.0
457
- if mode == "deep_work":
458
- mode_bonus = DEEP_WORK_BONUS
459
- elif mode == "execution":
460
- mode_bonus = EXECUTION_BONUS
461
- if mode_bonus > 0:
462
- reward += mode_bonus
463
- reward_breakdown["mode_bonus"] = round(mode_bonus, 4)
464
-
465
- # Clamp reward (wide enough to preserve completion signal)
466
- reward = max(-2.0, min(2.0, round(reward, 4)))
467
-
468
- # --- Done? ---
469
- all_tasks_completed = len(self._completed_tasks) == len(self._tasks)
470
- done = self._timestep >= MAX_STEPS or all_tasks_completed
471
-
472
- # --- Final grading ---
473
  if done:
474
  final_score = self._grade_episode()
475
  reward_breakdown["final_score"] = round(final_score, 4)
476
 
477
- # --- Update state ---
 
478
  self._state.timestep = self._timestep
479
- self._state.energy = round(self._energy, 4)
480
- self._state.stress = round(self._stress, 4)
481
- self._state.current_task_id = self._current_task_id
 
 
 
 
 
482
 
483
  return self._make_observation(
484
- reward=reward, done=done, reward_breakdown=reward_breakdown
 
 
 
485
  )
486
 
487
  # ------------------------------------------------------------------
@@ -493,155 +388,166 @@ class RhythmEnvironment(Environment):
493
  return self._state
494
 
495
  # ------------------------------------------------------------------
496
- # Helpers
497
  # ------------------------------------------------------------------
498
 
499
- def _validate_action(self, action: RhythmAction) -> bool:
500
- """Return True if the action is valid given current state."""
501
- if action.action_type == ActionType.START_TASK:
502
- if action.task_id is None:
503
- return False
504
- if action.task_id < 0 or action.task_id >= len(self._tasks):
505
- return False
506
- if action.task_id in self._completed_tasks:
507
- return False
508
- # START_TASK: only valid when not currently working on anything
509
- if self._current_task_id is not None:
510
- return False
511
- elif action.action_type == ActionType.SWITCH_TASK:
512
- if action.task_id is None:
513
- return False
514
- if action.task_id < 0 or action.task_id >= len(self._tasks):
515
- return False
516
- if action.task_id in self._completed_tasks:
517
- return False
518
- # SWITCH_TASK: only valid when already working on a different task
519
- if self._current_task_id is None:
520
- return False
521
- if self._current_task_id == action.task_id:
522
- return False
523
- elif action.action_type == ActionType.CONTINUE_TASK:
524
- if self._current_task_id is None:
525
- return False
526
- if self._current_task_id in self._completed_tasks:
527
- return False
528
- return True
529
-
530
- @staticmethod
531
- def _parse_custom_config(kwargs: Dict[str, Any]) -> Dict[str, Any]:
532
- """Parse and validate a custom task configuration from reset kwargs."""
533
- raw_tasks = kwargs.get("tasks")
534
- if not raw_tasks or not isinstance(raw_tasks, list):
535
- raise ValueError("Custom mode requires a 'tasks' list with at least 1 task.")
536
- if len(raw_tasks) > 10:
537
- raise ValueError("Maximum 10 tasks allowed.")
538
-
539
- tasks = []
540
- for i, t in enumerate(raw_tasks):
541
- if not isinstance(t, dict):
542
- raise ValueError(f"Task {i} must be a dict.")
543
- tasks.append({
544
- "id": i,
545
- "name": str(t.get("name", f"Task {i}")),
546
- "description": str(t.get("description", "")),
547
- "effort": max(0.05, min(1.0, float(t.get("effort", 0.3)))),
548
- "progress": 0.0,
549
- "deadline": max(1, min(MAX_STEPS, int(t.get("deadline", MAX_STEPS - 2)))),
550
- "importance": max(0.1, min(1.0, float(t.get("importance", 0.5)))),
551
- })
552
-
553
- meetings = kwargs.get("meetings", [])
554
- if not isinstance(meetings, list):
555
- meetings = []
556
- valid_meetings = []
557
- for m in meetings:
558
- try:
559
- mi = int(m)
560
- if 0 <= mi < MAX_STEPS:
561
- valid_meetings.append(mi)
562
- except (ValueError, TypeError):
563
- continue
564
- meetings = valid_meetings
565
-
566
- initial_energy = max(0.1, min(1.0, float(kwargs.get("initial_energy", 0.8))))
567
-
568
- return {
569
- "scenario": "Custom task configuration.",
570
- "tasks": tasks,
571
- "meetings": meetings,
572
- "initial_energy": initial_energy,
573
- }
574
-
575
- def _compute_mode(self) -> str:
576
- """Compute hidden internal mode (not exposed to agent)."""
577
- if (
578
- self._energy > 0.6
579
- and self._stress < 0.3
580
- and self._current_task_id is not None
581
- and self._tasks[self._current_task_id]["effort"] > 0.5
582
- ):
583
- return "deep_work"
584
- if (
585
- self._energy > 0.3
586
- and self._stress < 0.6
587
- and self._current_task_id is not None
588
- ):
589
- return "execution"
590
- return "balanced"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
591
 
592
  def _grade_episode(self) -> float:
593
  """Compute final episode score in [0, 1]."""
594
- # 1. Completion score (weighted by importance)
595
- total_importance = sum(t["importance"] for t in self._tasks)
596
- completed_importance = sum(
597
- t["importance"]
598
- for t in self._tasks
599
- if t["id"] in self._completed_tasks
600
- )
601
- completion_score = (
602
- completed_importance / total_importance if total_importance > 0 else 0.0
603
- )
604
 
605
- # 2. Deadline score (importance-weighted: missing important deadlines hurts more)
606
- met_importance = sum(
607
- t["importance"]
608
- for t in self._tasks
609
- if t["id"] not in self._missed_deadlines
610
- )
611
- deadline_score = met_importance / total_importance if total_importance > 0 else 0.0
612
-
613
- # 3. Efficiency score (using realistic optimal based on average energy)
614
- steps_elapsed = max(self._timestep, 1)
615
- total_effort = sum(
616
- t["effort"]
617
- for t in self._tasks
618
- if t["id"] in self._completed_tasks
619
- )
620
- if total_effort > 0 and self._steps_working > 0:
621
- avg_energy = self._total_energy / steps_elapsed
622
- effective_rate = PROGRESS_RATE * max(avg_energy, 0.3)
623
- optimal_steps = total_effort / effective_rate
624
- efficiency_score = min(1.0, optimal_steps / self._steps_working)
625
- else:
626
- # No tasks completed = zero efficiency
627
- efficiency_score = 0.0
628
 
629
- # 4. Energy management (average energy)
630
- energy_management = self._total_energy / steps_elapsed
 
631
 
632
- # 5. Stress management (1 - average stress)
633
- stress_management = 1.0 - (self._total_stress / steps_elapsed)
634
 
635
- # 6. Switch penalty in grader (penalize excessive context-switching)
636
- switch_penalty = min(0.15, self._switch_count * 0.02)
 
 
 
 
637
 
638
  score = (
639
- 0.40 * completion_score
640
- + 0.20 * deadline_score
641
- + 0.15 * efficiency_score
642
- + 0.10 * energy_management
643
- + 0.15 * stress_management
644
- - switch_penalty
645
  )
646
  return max(0.0, min(1.0, score))
647
 
@@ -649,30 +555,22 @@ class RhythmEnvironment(Environment):
649
  self,
650
  reward: float,
651
  done: bool,
652
- reward_breakdown: Dict[str, float],
 
653
  ) -> RhythmObservation:
654
- """Build the observation returned to the agent."""
655
- task_infos = [
656
- TaskInfo(
657
- id=t["id"],
658
- name=t["name"],
659
- description=t.get("description", ""),
660
- effort=round(t["effort"], 4),
661
- progress=round(t["progress"], 4),
662
- deadline=t["deadline"],
663
- importance=t["importance"],
664
- )
665
- for t in self._tasks
666
- ]
667
  return RhythmObservation(
668
  timestep=self._timestep,
669
- energy=round(self._energy, 4),
670
- stress=round(self._stress, 4),
671
- current_task_id=self._current_task_id,
672
- tasks=task_infos,
673
- meetings=self._meetings,
 
 
 
674
  remaining_steps=MAX_STEPS - self._timestep,
675
- reward_breakdown=reward_breakdown,
676
  reward=reward,
677
  done=done,
678
  )
 
5
  # LICENSE file in the root directory of this source tree.
6
 
7
  """
8
+ RhythmEnv Life Simulator β€” Environment Implementation.
9
 
10
+ A holistic life resource management RL environment. The agent balances
11
+ 5 life meters across a 7-day week (28 steps) while hidden personality
12
+ profiles secretly control how actions affect meters and how reward is
13
+ computed. The agent must discover these hidden dynamics through experience.
14
 
15
+ 1 episode = 1 week, 1 step = 1 time slot (4 per day), 28 steps total.
16
  """
17
 
18
+ import random
19
+ from copy import deepcopy
20
+ from typing import Any, Dict, List, Optional
21
  from uuid import uuid4
22
 
23
  from openenv.core.env_server import Environment
24
  from openenv.core.env_server.types import EnvironmentMetadata
25
 
 
26
  try:
27
+ from ..models import ActionType, RhythmAction, RhythmObservation, RhythmState
 
 
 
 
 
 
28
  except (ImportError, ModuleNotFoundError):
29
+ from models import ActionType, RhythmAction, RhythmObservation, RhythmState
 
 
 
 
 
 
30
 
31
+ # ---------------------------------------------------------------------------
32
+ # Constants
33
+ # ---------------------------------------------------------------------------
34
+
35
+ MAX_STEPS = 28
36
+ DAYS = 7
37
+ SLOTS_PER_DAY = 4
38
+ SLOT_NAMES = ["morning", "afternoon", "evening", "night"]
39
+ METERS = ["vitality", "cognition", "progress", "serenity", "connection"]
40
+
41
+ EVENT_PROBABILITY = 0.08
42
+ CRITICAL_THRESHOLD = 0.1
43
+ CRITICAL_PENALTY = -0.3
44
+ REWARD_SCALE = 15.0
45
 
46
  # ---------------------------------------------------------------------------
47
+ # Action-Effect Matrix (base deltas per action on each meter)
48
  # ---------------------------------------------------------------------------
49
 
50
+ ACTION_EFFECTS: Dict[str, Dict[str, float]] = {
51
+ "deep_work": {"vitality": -0.12, "cognition": -0.10, "progress": 0.18, "serenity": -0.05, "connection": 0.00},
52
+ "admin_work": {"vitality": -0.06, "cognition": -0.05, "progress": 0.08, "serenity": -0.03, "connection": 0.00},
53
+ "learn": {"vitality": -0.08, "cognition": -0.08, "progress": 0.12, "serenity": 0.02, "connection": 0.00},
54
+ "sleep": {"vitality": 0.20, "cognition": 0.10, "progress": 0.00, "serenity": 0.05, "connection": 0.00},
55
+ "exercise": {"vitality": 0.12, "cognition": 0.05, "progress": 0.00, "serenity": 0.08, "connection": 0.00},
56
+ "meditate": {"vitality": 0.03, "cognition": 0.08, "progress": 0.00, "serenity": 0.15, "connection": 0.00},
57
+ "family_time": {"vitality": -0.04, "cognition": -0.02, "progress": 0.00, "serenity": 0.06, "connection": 0.15},
58
+ "socialize": {"vitality": -0.06, "cognition": -0.03, "progress": 0.00, "serenity": 0.04, "connection": 0.12},
59
+ "me_time": {"vitality": 0.05, "cognition": 0.03, "progress": 0.00, "serenity": 0.10, "connection": -0.02},
60
+ "binge_watch": {"vitality": 0.02, "cognition": -0.05, "progress": -0.02, "serenity": 0.06, "connection": -0.03},
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
61
  }
62
 
63
  # ---------------------------------------------------------------------------
64
+ # Time-of-Day Multipliers
65
+ # ---------------------------------------------------------------------------
66
+
67
+ TIME_MULTIPLIERS: Dict[int, Dict[str, float]] = {
68
+ 0: {"cognition_gain": 1.2, "vitality_drain": 0.8}, # Morning
69
+ 1: {"cognition_gain": 1.0, "vitality_drain": 1.0}, # Afternoon
70
+ 2: {"cognition_gain": 0.8, "vitality_drain": 1.1}, # Evening
71
+ 3: {"cognition_gain": 0.6, "vitality_drain": 1.3}, # Night
72
+ }
73
+
74
+ # ---------------------------------------------------------------------------
75
+ # Random Events
76
  # ---------------------------------------------------------------------------
77
 
78
+ EVENT_EFFECTS: Dict[str, Dict[str, float]] = {
79
+ "prod_crash": {"vitality": -0.08, "cognition": -0.10, "progress": -0.10, "serenity": -0.15, "connection": 0.00},
80
+ "family_emergency": {"vitality": -0.05, "cognition": -0.08, "progress": 0.00, "serenity": -0.12, "connection": -0.10},
81
+ "illness": {"vitality": -0.20, "cognition": -0.10, "progress": 0.00, "serenity": -0.05, "connection": 0.00},
82
+ "good_news": {"vitality": 0.05, "cognition": 0.03, "progress": 0.00, "serenity": 0.10, "connection": 0.05},
83
+ }
84
+
85
+ EVENT_NAMES: List[str] = list(EVENT_EFFECTS.keys())
86
+
87
+ # ---------------------------------------------------------------------------
88
+ # Hidden Personality Profiles
89
+ # ---------------------------------------------------------------------------
90
+
91
+ PROFILES: List[Dict[str, Any]] = [
92
+ {
93
+ "name": "introvert_morning",
94
+ "social_vitality_multiplier": 3.0,
95
+ "morning_cognition_bonus": 2.0,
96
+ "evening_night_cognition_bonus": None,
97
+ "morning_penalty": None,
98
+ "binge_shame": True,
99
+ "progress_serenity_bonus": 0.0,
100
+ "idle_serenity_decay": 0.0,
101
+ "vitality_decay_rate": 0.0,
102
+ "stress_tolerance": 0.3,
103
+ "event_impact_multiplier": 1.0,
104
+ "connection_decay_rate": 0.01,
105
+ "solo_serenity_bonus": 0.10,
106
+ "social_connection_multiplier": 1.0,
107
+ "social_serenity_bonus": 0.0,
108
+ "work_vitality_recovery": 0.0,
109
+ "initial_meters": {
110
+ "vitality": 0.7, "cognition": 0.7, "progress": 0.0,
111
+ "serenity": 0.7, "connection": 0.5,
112
+ },
113
+ "reward_weights": {
114
+ "vitality": 0.05, "cognition": 0.05, "progress": 0.20,
115
+ "serenity": 0.60, "connection": 0.10,
116
+ },
117
+ },
118
+ {
119
+ "name": "extrovert_night_owl",
120
+ "social_vitality_multiplier": 0.2,
121
+ "morning_cognition_bonus": None,
122
+ "evening_night_cognition_bonus": 1.8,
123
+ "morning_penalty": 0.4,
124
+ "binge_shame": False,
125
+ "progress_serenity_bonus": 0.0,
126
+ "idle_serenity_decay": 0.0,
127
+ "vitality_decay_rate": 0.0,
128
+ "stress_tolerance": 0.2,
129
+ "event_impact_multiplier": 0.8,
130
+ "connection_decay_rate": 0.01,
131
+ "solo_serenity_bonus": 0.0,
132
+ "social_connection_multiplier": 2.0,
133
+ "social_serenity_bonus": 0.06,
134
+ "work_vitality_recovery": 0.0,
135
+ "initial_meters": {
136
+ "vitality": 0.7, "cognition": 0.7, "progress": 0.0,
137
+ "serenity": 0.7, "connection": 0.5,
138
+ },
139
+ "reward_weights": {
140
+ "vitality": 0.05, "cognition": 0.05, "progress": 0.10,
141
+ "serenity": 0.05, "connection": 0.75,
142
+ },
143
+ },
144
+ {
145
+ "name": "workaholic_stoic",
146
+ "social_vitality_multiplier": 1.0,
147
+ "morning_cognition_bonus": None,
148
+ "evening_night_cognition_bonus": None,
149
+ "morning_penalty": None,
150
+ "binge_shame": False,
151
+ "progress_serenity_bonus": 0.10,
152
+ "idle_serenity_decay": 0.10,
153
+ "vitality_decay_rate": 0.04,
154
+ "stress_tolerance": 0.15,
155
+ "event_impact_multiplier": 0.5,
156
+ "connection_decay_rate": 0.02,
157
+ "solo_serenity_bonus": 0.0,
158
+ "social_connection_multiplier": 1.0,
159
+ "social_serenity_bonus": 0.0,
160
+ "work_vitality_recovery": 0.06,
161
+ "initial_meters": {
162
+ "vitality": 0.7, "cognition": 0.7, "progress": 0.0,
163
+ "serenity": 0.7, "connection": 0.5,
164
+ },
165
+ "reward_weights": {
166
+ "vitality": 0.05, "cognition": 0.05, "progress": 0.70,
167
+ "serenity": 0.10, "connection": 0.10,
168
+ },
169
+ },
170
+ ]
171
+
172
+ PROFILE_MAP: Dict[str, Dict[str, Any]] = {p["name"]: p for p in PROFILES}
173
+
174
+ # Social actions for modifier checks
175
+ SOCIAL_ACTIONS = {"family_time", "socialize"}
176
+ IDLE_ACTIONS = {"me_time", "binge_watch", "sleep"}
177
 
178
 
179
  class RhythmEnvironment(Environment):
180
  """
181
+ Life Simulator RL Environment.
182
 
183
+ The agent manages 5 life meters (Vitality, Cognition, Progress, Serenity,
184
+ Connection) across a 7-day week. Hidden personality profiles secretly
185
+ control how actions affect meters and how reward is computed. The agent
186
+ must discover these hidden dynamics through experience.
187
  """
188
 
189
  SUPPORTS_CONCURRENT_SESSIONS: bool = True
 
191
  def __init__(self) -> None:
192
  super().__init__()
193
  self._state = RhythmState()
194
+ self._rng = random.Random(0)
195
+ self._profile: Dict[str, Any] = PROFILES[0]
196
+ # Meters
197
+ self._vitality: float = 0.8
198
+ self._cognition: float = 0.7
199
+ self._progress: float = 0.0
200
+ self._serenity: float = 0.7
201
+ self._connection: float = 0.5
202
+ # Tracking
 
 
 
 
 
203
  self._timestep: int = 0
204
+ self._crash_count: int = 0
205
+ self._total_reward: float = 0.0
206
+ self._recent_actions: list = []
207
 
208
  def get_metadata(self) -> EnvironmentMetadata:
209
  return EnvironmentMetadata(
210
  name="RhythmEnv",
211
  description=(
212
+ "Life Simulator β€” a holistic resource management RL environment "
213
+ "where an agent balances 5 life meters across a 7-day week "
214
+ "with hidden personality profiles."
215
  ),
216
+ version="0.2.0",
217
  )
218
 
219
  # ------------------------------------------------------------------
 
226
  episode_id: Optional[str] = None,
227
  **kwargs: Any,
228
  ) -> RhythmObservation:
229
+ # Determine seed
230
+ if seed is not None:
231
+ effective_seed = seed
232
+ else:
233
+ effective_seed = hash(episode_id or str(uuid4())) & 0x7FFFFFFF
234
+
235
+ self._rng = random.Random(effective_seed)
236
 
237
+ # Profile selection: explicit kwarg or seed-based
238
+ profile_name = kwargs.get("profile")
239
+ if profile_name and profile_name in PROFILE_MAP:
240
+ self._profile = deepcopy(PROFILE_MAP[profile_name])
241
  else:
242
+ profile_index = effective_seed % len(PROFILES)
243
+ self._profile = deepcopy(PROFILES[profile_index])
244
+
245
+ # Initialize meters from profile defaults
246
+ initial = self._profile["initial_meters"]
247
+ self._vitality = initial["vitality"]
248
+ self._cognition = initial["cognition"]
249
+ self._progress = initial["progress"]
250
+ self._serenity = initial["serenity"]
251
+ self._connection = initial["connection"]
252
+
253
+ # Reset tracking
 
 
 
 
 
 
 
254
  self._timestep = 0
255
+ self._crash_count = 0
256
+ self._total_reward = 0.0
257
+ self._recent_actions = []
258
 
259
  self._state = RhythmState(
260
  episode_id=episode_id or str(uuid4()),
261
  step_count=0,
262
+ profile_name=self._profile["name"],
263
  timestep=0,
264
+ day=0,
265
+ slot=0,
266
+ vitality=self._vitality,
267
+ cognition=self._cognition,
268
+ progress=self._progress,
269
+ serenity=self._serenity,
270
+ connection=self._connection,
271
  )
272
 
273
+ return self._make_observation(reward=0.0, done=False, active_event=None)
274
 
275
  # ------------------------------------------------------------------
276
  # step
 
282
  timeout_s: Optional[float] = None,
283
  **kwargs: Any,
284
  ) -> RhythmObservation:
285
+ slot = self._timestep % SLOTS_PER_DAY
286
+ day = self._timestep // SLOTS_PER_DAY
287
+ action_name = action.action_type.value
288
+
289
+ # --- 1. Roll and apply event ---
290
+ active_event = self._roll_event()
291
+ if active_event:
292
+ self._apply_event(active_event)
293
+
294
+ # --- 2. Get base action effects ---
295
+ effects = dict(ACTION_EFFECTS[action_name])
296
+
297
+ # --- 2b. Repetition dampening ---
298
+ repeat_count = self._recent_actions[-3:].count(action_name)
299
+ if repeat_count > 0:
300
+ dampening = 1.0 - 0.25 * repeat_count # 0.75, 0.50, 0.25
301
+ for meter in METERS:
302
+ if effects[meter] > 0:
303
+ effects[meter] *= dampening
304
+
305
+ # --- 3. Apply time-of-day multipliers (SLEEP bypasses) ---
306
+ if action_name != "sleep":
307
+ effects = self._apply_time_multipliers(effects, slot)
308
+
309
+ # --- 4. Apply profile modifiers ---
310
+ effects = self._apply_profile_modifiers(effects, action_name, slot)
311
+
312
+ # --- 5. Apply global vitality factor (low vitality reduces positive effects) ---
313
+ vitality_factor = 0.5 + 0.5 * self._vitality
314
+ for meter in METERS:
315
+ if meter != "vitality" and effects[meter] > 0:
316
+ effects[meter] *= vitality_factor
317
+
318
+ # --- 6. Apply passive decays ---
319
+ self._apply_passive_decays()
320
+
321
+ # --- 7. Update meters and track deltas ---
322
+ deltas: Dict[str, float] = {}
323
+ for meter in METERS:
324
+ old_val = getattr(self, f"_{meter}")
325
+ new_val = max(0.0, min(1.0, old_val + effects[meter]))
326
+ deltas[meter] = new_val - old_val
327
+ setattr(self, f"_{meter}", new_val)
328
+
329
+ # --- 8. Compute reward ---
330
+ reward = self._compute_reward(deltas)
331
+
332
+ # --- 9. Check critical thresholds ---
333
+ for meter in METERS:
334
+ if getattr(self, f"_{meter}") < CRITICAL_THRESHOLD:
335
+ reward += CRITICAL_PENALTY
336
+ self._crash_count += 1
337
+
338
+ # Clamp reward
339
+ reward = max(-3.0, min(3.0, round(reward, 4)))
340
+ self._total_reward += reward
341
+
342
+ # --- 10. Advance timestep ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
343
  self._timestep += 1
344
+ self._recent_actions.append(action_name)
345
+ new_day = self._timestep // SLOTS_PER_DAY
346
+ new_slot = self._timestep % SLOTS_PER_DAY
347
+
348
+ # --- 11. Check done ---
349
+ done = self._timestep >= MAX_STEPS
350
+
351
+ # --- 12. Build reward breakdown ---
352
+ reward_breakdown: Dict[str, float] = {}
353
+ for meter in METERS:
354
+ reward_breakdown[f"{meter}_delta"] = round(deltas[meter], 4)
355
+ if active_event:
356
+ reward_breakdown["event"] = 1.0
357
+
358
+ # --- 13. Grade if done ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
359
  if done:
360
  final_score = self._grade_episode()
361
  reward_breakdown["final_score"] = round(final_score, 4)
362
 
363
+ # --- 14. Update state ---
364
+ self._state.step_count = self._timestep
365
  self._state.timestep = self._timestep
366
+ self._state.day = new_day
367
+ self._state.slot = new_slot
368
+ self._state.vitality = round(self._vitality, 4)
369
+ self._state.cognition = round(self._cognition, 4)
370
+ self._state.progress = round(self._progress, 4)
371
+ self._state.serenity = round(self._serenity, 4)
372
+ self._state.connection = round(self._connection, 4)
373
+ self._state.active_event = active_event
374
 
375
  return self._make_observation(
376
+ reward=reward,
377
+ done=done,
378
+ active_event=active_event,
379
+ reward_breakdown=reward_breakdown,
380
  )
381
 
382
  # ------------------------------------------------------------------
 
388
  return self._state
389
 
390
  # ------------------------------------------------------------------
391
+ # Internal helpers
392
  # ------------------------------------------------------------------
393
 
394
+ def _roll_event(self) -> Optional[str]:
395
+ """Roll for a random event this step."""
396
+ if self._rng.random() < EVENT_PROBABILITY:
397
+ return self._rng.choice(EVENT_NAMES)
398
+ return None
399
+
400
+ def _apply_event(self, event_name: str) -> None:
401
+ """Apply event effects to meters, modified by profile."""
402
+ effects = EVENT_EFFECTS[event_name]
403
+ multiplier = self._profile["event_impact_multiplier"]
404
+ for meter in METERS:
405
+ delta = effects[meter]
406
+ # Only apply multiplier to negative effects
407
+ if delta < 0:
408
+ delta *= multiplier
409
+ old_val = getattr(self, f"_{meter}")
410
+ new_val = max(0.0, min(1.0, old_val + delta))
411
+ setattr(self, f"_{meter}", new_val)
412
+
413
+ def _apply_time_multipliers(
414
+ self, effects: Dict[str, float], slot: int
415
+ ) -> Dict[str, float]:
416
+ """Apply time-of-day multipliers to action effects."""
417
+ multipliers = TIME_MULTIPLIERS[slot]
418
+
419
+ for meter in effects:
420
+ if meter == "cognition" and effects[meter] > 0:
421
+ effects[meter] *= multipliers["cognition_gain"]
422
+ elif meter == "vitality" and effects[meter] < 0:
423
+ effects[meter] *= multipliers["vitality_drain"]
424
+
425
+ return effects
426
+
427
+ def _apply_profile_modifiers(
428
+ self, effects: Dict[str, float], action_name: str, slot: int
429
+ ) -> Dict[str, float]:
430
+ """Apply hidden profile modifiers to action effects."""
431
+ profile = self._profile
432
+
433
+ # Social vitality drain multiplier
434
+ if action_name in SOCIAL_ACTIONS and effects["vitality"] < 0:
435
+ effects["vitality"] *= profile["social_vitality_multiplier"]
436
+
437
+ # Introvert morning cognition bonus
438
+ bonus = profile.get("morning_cognition_bonus")
439
+ if bonus and slot == 0:
440
+ if effects["cognition"] > 0:
441
+ effects["cognition"] *= bonus
442
+ if effects["progress"] > 0:
443
+ effects["progress"] *= bonus
444
+
445
+ # Extrovert evening/night cognition bonus
446
+ bonus = profile.get("evening_night_cognition_bonus")
447
+ if bonus and slot in (2, 3):
448
+ if effects["cognition"] > 0:
449
+ effects["cognition"] *= bonus
450
+ if effects["progress"] > 0:
451
+ effects["progress"] *= bonus
452
+
453
+ # Extrovert morning penalty
454
+ penalty = profile.get("morning_penalty")
455
+ if penalty and slot == 0:
456
+ if effects["cognition"] > 0:
457
+ effects["cognition"] *= penalty
458
+ if effects["progress"] > 0:
459
+ effects["progress"] *= penalty
460
+
461
+ # Binge shame spiral
462
+ if profile.get("binge_shame") and action_name == "binge_watch":
463
+ effects["serenity"] -= 0.15
464
+ effects["cognition"] -= 0.06
465
+
466
+ # Workaholic: progress-producing actions give serenity bonus
467
+ psb = profile.get("progress_serenity_bonus", 0.0)
468
+ if psb > 0 and effects["progress"] > 0:
469
+ effects["serenity"] += psb
470
+
471
+ # Workaholic: idle actions drain serenity
472
+ isd = profile.get("idle_serenity_decay", 0.0)
473
+ if isd > 0 and action_name in IDLE_ACTIONS:
474
+ effects["serenity"] -= isd
475
+
476
+ # Solo recharge: introvert gets serenity from alone time
477
+ ssb = profile.get("solo_serenity_bonus", 0.0)
478
+ if ssb > 0 and action_name in ("me_time", "meditate"):
479
+ effects["serenity"] += ssb
480
+
481
+ # Social connection multiplier: extrovert gets more connection from socializing
482
+ scm = profile.get("social_connection_multiplier", 1.0)
483
+ if scm != 1.0 and action_name in SOCIAL_ACTIONS and effects["connection"] > 0:
484
+ effects["connection"] *= scm
485
+
486
+ # Social serenity bonus: extrovert gets serenity from socializing
487
+ ssrb = profile.get("social_serenity_bonus", 0.0)
488
+ if ssrb > 0 and action_name in SOCIAL_ACTIONS:
489
+ effects["serenity"] += ssrb
490
+
491
+ # Work vitality recovery: workaholic gets vitality from productive work
492
+ wvr = profile.get("work_vitality_recovery", 0.0)
493
+ if wvr > 0 and action_name in ("deep_work", "learn", "admin_work"):
494
+ effects["vitality"] += wvr
495
+
496
+ # Low serenity amplification (stress spiral)
497
+ if self._serenity < profile.get("stress_tolerance", 0.3):
498
+ for meter in effects:
499
+ if effects[meter] < 0:
500
+ effects[meter] *= 1.3
501
+
502
+ return effects
503
+
504
+ def _apply_passive_decays(self) -> None:
505
+ """Apply per-step passive meter decays."""
506
+ # Connection always decays if not actively maintained
507
+ decay = self._profile["connection_decay_rate"]
508
+ self._connection = max(0.0, self._connection - decay)
509
+
510
+ # Workaholic extra vitality decay
511
+ vd = self._profile.get("vitality_decay_rate", 0.0)
512
+ if vd > 0:
513
+ self._vitality = max(0.0, self._vitality - vd)
514
+
515
+ def _compute_reward(self, deltas: Dict[str, float]) -> float:
516
+ """Compute reward as hidden-weighted sum of meter deltas."""
517
+ weights = self._profile["reward_weights"]
518
+ reward = sum(deltas[m] * weights[m] for m in METERS)
519
+ return reward * REWARD_SCALE
520
 
521
  def _grade_episode(self) -> float:
522
  """Compute final episode score in [0, 1]."""
523
+ meters = {m: getattr(self, f"_{m}") for m in METERS}
 
 
 
 
 
 
 
 
 
524
 
525
+ # 1. Meter balance (0.30): high mean, low variance
526
+ values = list(meters.values())
527
+ mean_meter = sum(values) / len(values)
528
+ variance = sum((v - mean_meter) ** 2 for v in values) / len(values)
529
+ balance_score = max(0.0, mean_meter - variance)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
530
 
531
+ # 2. No crashes (0.25): fraction of steps without critical meters
532
+ steps = max(self._timestep, 1)
533
+ crash_free_ratio = 1.0 - (self._crash_count / (steps * len(METERS)))
534
 
535
+ # 3. Progress made (0.20)
536
+ progress_score = self._progress
537
 
538
+ # 4. Connection maintained (0.15)
539
+ connection_score = self._connection
540
+
541
+ # 5. Efficiency (0.10): normalized average reward
542
+ avg_reward = self._total_reward / steps
543
+ efficiency_score = max(0.0, min(1.0, (avg_reward + 1.0) / 2.0))
544
 
545
  score = (
546
+ 0.30 * balance_score
547
+ + 0.25 * crash_free_ratio
548
+ + 0.20 * progress_score
549
+ + 0.15 * connection_score
550
+ + 0.10 * efficiency_score
 
551
  )
552
  return max(0.0, min(1.0, score))
553
 
 
555
  self,
556
  reward: float,
557
  done: bool,
558
+ active_event: Optional[str],
559
+ reward_breakdown: Optional[Dict[str, float]] = None,
560
  ) -> RhythmObservation:
561
+ """Build the observation returned to the agent (hides profile)."""
 
 
 
 
 
 
 
 
 
 
 
 
562
  return RhythmObservation(
563
  timestep=self._timestep,
564
+ day=self._timestep // SLOTS_PER_DAY,
565
+ slot=self._timestep % SLOTS_PER_DAY,
566
+ vitality=round(self._vitality, 4),
567
+ cognition=round(self._cognition, 4),
568
+ progress=round(self._progress, 4),
569
+ serenity=round(self._serenity, 4),
570
+ connection=round(self._connection, 4),
571
+ active_event=active_event,
572
  remaining_steps=MAX_STEPS - self._timestep,
573
+ reward_breakdown=reward_breakdown or {},
574
  reward=reward,
575
  done=done,
576
  )
tests/test_rhythm_env.py CHANGED
@@ -4,15 +4,18 @@
4
  # This source code is licensed under the BSD-style license found in the
5
  # LICENSE file in the root directory of this source tree.
6
 
7
- """Tests for RhythmEnv environment."""
8
 
9
  import pytest
10
 
 
11
  from server.rhythm_environment import (
 
12
  MAX_STEPS,
 
 
13
  RhythmEnvironment,
14
  )
15
- from models import ActionType, RhythmAction
16
 
17
 
18
  @pytest.fixture
@@ -20,287 +23,348 @@ def env():
20
  return RhythmEnvironment()
21
 
22
 
 
 
 
 
23
  # ---------------------------------------------------------------------------
24
- # reset() tests
25
  # ---------------------------------------------------------------------------
26
 
 
27
  class TestReset:
28
- def test_reset_returns_observation(self, env):
29
- obs = env.reset(task="easy")
 
30
  assert obs.timestep == 0
 
 
 
31
  assert obs.done is False
32
  assert obs.reward == 0.0
33
 
34
- def test_reset_easy_has_3_tasks(self, env):
35
- obs = env.reset(task="easy")
36
- assert len(obs.tasks) == 3
37
-
38
- def test_reset_medium_has_4_tasks(self, env):
39
- obs = env.reset(task="medium")
40
- assert len(obs.tasks) == 4
41
-
42
- def test_reset_hard_has_5_tasks(self, env):
43
- obs = env.reset(task="hard")
44
- assert len(obs.tasks) == 5
45
-
46
- def test_reset_unknown_task_defaults_to_easy(self, env):
47
- obs = env.reset(task="nonexistent")
48
- assert len(obs.tasks) == 3
49
-
50
- def test_reset_empty_defaults_to_easy(self, env):
51
- obs = env.reset()
52
- assert len(obs.tasks) == 3
 
 
 
 
 
 
 
 
53
 
54
  def test_reset_clears_state(self, env):
55
- obs = env.reset(task="easy")
56
- env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
57
- obs = env.reset(task="easy")
 
58
  assert obs.timestep == 0
59
- assert obs.energy == 0.75
60
- assert obs.current_task_id is None
61
-
62
- def test_reset_custom_tasks(self, env):
63
- obs = env.reset(
64
- task="custom",
65
- tasks=[
66
- {"name": "T1", "effort": 0.3, "deadline": 10, "importance": 0.8},
67
- {"name": "T2", "effort": 0.2, "deadline": 15, "importance": 0.5},
68
- ],
69
- meetings=[5],
70
- initial_energy=0.6,
71
- )
72
- assert len(obs.tasks) == 2
73
- assert obs.tasks[0].name == "T1"
74
- assert obs.energy == 0.6
75
- assert obs.meetings == [5]
76
-
77
- def test_reset_custom_rejects_empty_tasks(self, env):
78
- with pytest.raises(ValueError, match="tasks"):
79
- env.reset(task="custom", tasks=[])
80
-
81
- def test_reset_custom_clamps_bounds(self, env):
82
- obs = env.reset(
83
- task="custom",
84
- tasks=[{"name": "X", "effort": 99, "deadline": 999, "importance": -5}],
85
- initial_energy=50,
86
- )
87
- t = obs.tasks[0]
88
- assert t.effort <= 1.0
89
- assert t.deadline <= MAX_STEPS
90
- assert t.importance >= 0.1
91
- assert obs.energy <= 1.0
92
 
93
 
94
  # ---------------------------------------------------------------------------
95
- # step() tests
96
  # ---------------------------------------------------------------------------
97
 
 
98
  class TestStep:
99
- def test_step_advances_timestep(self, env):
100
- env.reset(task="easy")
101
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
102
  assert obs.timestep == 1
103
 
104
- def test_working_drains_energy(self, env):
105
- env.reset(task="easy")
106
- initial_energy = 0.75
107
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
108
- assert obs.energy < initial_energy
109
-
110
- def test_break_recovers_energy(self, env):
111
- env.reset(task="hard") # starts at 0.4 energy
112
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
113
- assert obs.energy > 0.4
114
-
115
- def test_progress_accumulates(self, env):
116
- env.reset(task="easy")
117
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
118
- assert obs.tasks[0].progress > 0.0
119
-
120
- def test_continue_task_works(self, env):
121
- env.reset(task="easy")
122
- env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
123
- obs = env.step(RhythmAction(action_type=ActionType.CONTINUE_TASK))
124
- assert obs.tasks[0].progress > 0.0
125
-
126
- def test_start_task_invalid_when_already_working(self, env):
127
- """START_TASK should fail (idle) when already working on a task."""
128
- env.reset(task="easy")
129
- env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
130
- # Trying START_TASK again while already on task 0 should be invalid
131
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=1))
132
- # Should incur idle penalty since START is invalid when current_task_id is set
133
- assert "idle_penalty" in obs.reward_breakdown
134
-
135
- def test_switch_task_requires_current_task(self, env):
136
- """SWITCH_TASK should fail when no task is active."""
137
- env.reset(task="easy")
138
- obs = env.step(RhythmAction(action_type=ActionType.SWITCH_TASK, task_id=0))
139
- assert "idle_penalty" in obs.reward_breakdown
140
-
141
- def test_meeting_blocks_action(self, env):
142
- """At meeting timesteps, the action should be ignored."""
143
- env.reset(task="easy") # meetings at steps 3 and 11
144
- # Advance to step 3 (meeting)
145
  for _ in range(3):
146
- env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
147
- # Step at meeting time β€” action should be ignored
148
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
149
- # After meeting, current_task_id should still be None
150
- assert obs.current_task_id is None
 
 
 
 
 
151
 
152
  def test_episode_ends_at_max_steps(self, env):
153
- env.reset(task="easy")
154
- for _ in range(MAX_STEPS):
155
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
156
  assert obs.done is True
 
157
 
158
- def test_early_termination_when_all_tasks_complete(self, env):
159
- """Episode ends early if all tasks are completed."""
160
- env.reset(
161
- task="custom",
162
- tasks=[{"name": "Tiny", "effort": 0.05, "deadline": 19, "importance": 0.5}],
163
- initial_energy=1.0,
164
- )
165
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
166
- assert obs.done is True
167
- assert obs.timestep < MAX_STEPS
168
- assert "final_score" in obs.reward_breakdown
169
 
170
- def test_stress_affects_progress(self, env):
171
- """High stress should reduce progress rate."""
172
- # Run 1: zero-stress scenario (custom, high energy, generous deadline)
173
- env.reset(
174
- task="custom",
175
- tasks=[{"name": "A", "effort": 1.0, "deadline": 19, "importance": 0.5}],
176
- initial_energy=1.0,
177
- )
178
- obs1 = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
179
- progress_low_stress = obs1.tasks[0].progress
180
-
181
- # Run 2: build up stress by missing multiple deadlines, then measure
182
- # progress. Use 3 tasks with deadline=1 so that after 2 steps,
183
- # timestep=2 > 1 triggers 3 deadline misses β†’ stress += 0.45.
184
- # Work on task 3 throughout so energy drains equally.
185
- env.reset(
186
- task="custom",
187
- tasks=[
188
- {"name": "M1", "effort": 1.0, "deadline": 1, "importance": 0.9},
189
- {"name": "M2", "effort": 1.0, "deadline": 1, "importance": 0.9},
190
- {"name": "M3", "effort": 1.0, "deadline": 1, "importance": 0.9},
191
- {"name": "B", "effort": 1.0, "deadline": 19, "importance": 0.5},
192
- ],
193
- initial_energy=1.0,
194
- )
195
- # Step 1 (timestep 0β†’1): work on task B, deadlines approaching β†’ some stress
196
- env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=3))
197
- # Step 2 (timestep 1β†’2): continue working, 3 deadlines missed β†’ stress +0.45
198
- env.step(RhythmAction(action_type=ActionType.CONTINUE_TASK))
199
- # Step 3: continue working on B under high stress
200
- obs2 = env.step(RhythmAction(action_type=ActionType.CONTINUE_TASK))
201
- # Total progress on B across steps 1-3
202
- progress_high_stress_total = obs2.tasks[3].progress
203
- # Progress in step 3 alone = total - progress from steps 1+2
204
- # But simpler: just compare step-1 progress (no stress) vs later progress.
205
- # Since energy decreases each step and stress accumulates, step 3's
206
- # marginal progress is less than step 1's.
207
- # We can verify stress is significant:
208
- assert obs2.stress >= 0.3
209
- # And the average per-step progress under stress is lower than the
210
- # first step's progress with zero stress and full energy:
211
- avg_progress_per_step = progress_high_stress_total / 3
212
- assert progress_low_stress > avg_progress_per_step
213
 
214
 
215
  # ---------------------------------------------------------------------------
216
- # Grader tests
217
  # ---------------------------------------------------------------------------
218
 
219
- class TestGrader:
220
- def test_final_score_in_range(self, env):
221
- env.reset(task="easy")
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
222
  for _ in range(MAX_STEPS):
223
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
224
- score = obs.reward_breakdown.get("final_score", -1)
225
- assert 0.0 <= score <= 1.0
226
 
227
- def test_doing_nothing_scores_low(self, env):
228
- env.reset(task="hard")
229
  for _ in range(MAX_STEPS):
230
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
231
- score = obs.reward_breakdown["final_score"]
232
- assert score < 0.5
233
 
234
- def test_heuristic_beats_random(self, env):
235
- """The simple heuristic should beat a do-nothing strategy."""
236
- import random
237
- random.seed(42)
238
 
239
- # Heuristic run
240
- obs = env.reset(task="easy")
241
- for _ in range(MAX_STEPS):
242
- if obs.done:
 
 
 
 
 
 
 
 
 
 
243
  break
244
- uncompleted = [t for t in obs.tasks if t.progress < t.effort]
245
- if obs.energy < 0.3 or not uncompleted:
246
- action = RhythmAction(action_type=ActionType.TAKE_BREAK)
247
- elif obs.current_task_id is not None:
248
- action = RhythmAction(action_type=ActionType.CONTINUE_TASK)
249
- else:
250
- action = RhythmAction(action_type=ActionType.START_TASK, task_id=uncompleted[0].id)
251
- obs = env.step(action)
252
- heuristic_score = obs.reward_breakdown["final_score"]
253
-
254
- # Do-nothing run
255
- obs = env.reset(task="easy")
256
  for _ in range(MAX_STEPS):
257
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
258
- idle_score = obs.reward_breakdown["final_score"]
 
 
 
 
 
 
 
259
 
260
- assert heuristic_score > idle_score
261
 
262
- def test_grader_deterministic(self, env):
263
- """Same actions produce same score."""
264
- def run():
265
- obs = env.reset(task="medium")
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
266
  for _ in range(MAX_STEPS):
267
- if obs.done:
268
- break
269
- obs = env.step(RhythmAction(action_type=ActionType.TAKE_BREAK))
270
- return obs.reward_breakdown["final_score"]
271
 
272
- assert run() == run()
 
 
 
 
 
 
273
 
274
 
275
  # ---------------------------------------------------------------------------
276
- # Edge cases
277
  # ---------------------------------------------------------------------------
278
 
 
279
  class TestEdgeCases:
280
- def test_complete_task_then_continue_is_idle(self, env):
281
- """Continuing after completing a task should be treated as idle.
282
- With auto-clear, current_task_id resets to None on completion,
283
- so CONTINUE_TASK becomes invalid (no active task)."""
284
- env.reset(
285
- task="custom",
286
- tasks=[
287
- {"name": "Quick", "effort": 0.05, "deadline": 19, "importance": 0.5},
288
- {"name": "Other", "effort": 1.0, "deadline": 19, "importance": 0.5},
289
- ],
290
- initial_energy=1.0,
291
- )
292
- # One step should complete task 0 (0.15 * 1.0 > 0.05)
293
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
294
- assert obs.tasks[0].progress >= obs.tasks[0].effort
295
- # current_task_id auto-cleared after completion
296
- assert obs.current_task_id is None
297
- # CONTINUE with no current task β†’ idle
298
- obs = env.step(RhythmAction(action_type=ActionType.CONTINUE_TASK))
299
- assert "idle_penalty" in obs.reward_breakdown
300
-
301
- def test_reward_breakdown_has_all_components(self, env):
302
- env.reset(task="easy")
303
- obs = env.step(RhythmAction(action_type=ActionType.START_TASK, task_id=0))
304
- # Should have at least progress_reward and stress_penalty
305
- assert "progress_reward" in obs.reward_breakdown
306
- assert "stress_penalty" in obs.reward_breakdown
 
4
  # This source code is licensed under the BSD-style license found in the
5
  # LICENSE file in the root directory of this source tree.
6
 
7
+ """Tests for the RhythmEnv Life Simulator."""
8
 
9
  import pytest
10
 
11
+ from models import ActionType, RhythmAction, RhythmObservation
12
  from server.rhythm_environment import (
13
+ CRITICAL_THRESHOLD,
14
  MAX_STEPS,
15
+ METERS,
16
+ PROFILES,
17
  RhythmEnvironment,
18
  )
 
19
 
20
 
21
  @pytest.fixture
 
23
  return RhythmEnvironment()
24
 
25
 
26
+ def make_action(action_type: ActionType) -> RhythmAction:
27
+ return RhythmAction(action_type=action_type)
28
+
29
+
30
  # ---------------------------------------------------------------------------
31
+ # TestReset
32
  # ---------------------------------------------------------------------------
33
 
34
+
35
  class TestReset:
36
+ def test_returns_valid_observation(self, env):
37
+ obs = env.reset(seed=0)
38
+ assert isinstance(obs, RhythmObservation)
39
  assert obs.timestep == 0
40
+ assert obs.day == 0
41
+ assert obs.slot == 0
42
+ assert obs.remaining_steps == MAX_STEPS
43
  assert obs.done is False
44
  assert obs.reward == 0.0
45
 
46
+ def test_meters_initialized(self, env):
47
+ obs = env.reset(seed=0)
48
+ assert 0.0 <= obs.vitality <= 1.0
49
+ assert 0.0 <= obs.cognition <= 1.0
50
+ assert obs.progress == 0.0
51
+ assert 0.0 <= obs.serenity <= 1.0
52
+ assert 0.0 <= obs.connection <= 1.0
53
+
54
+ def test_seed_selects_profile(self, env):
55
+ """Different seeds select different profiles."""
56
+ profiles_seen = set()
57
+ for seed in range(3):
58
+ env.reset(seed=seed)
59
+ profiles_seen.add(env.state.profile_name)
60
+ assert len(profiles_seen) == 3
61
+
62
+ def test_deterministic_with_same_seed(self, env):
63
+ obs1 = env.reset(seed=42)
64
+ obs2 = env.reset(seed=42)
65
+ assert obs1.vitality == obs2.vitality
66
+ assert obs1.cognition == obs2.cognition
67
+ assert obs1.serenity == obs2.serenity
68
+ assert obs1.connection == obs2.connection
69
+
70
+ def test_explicit_profile_selection(self, env):
71
+ env.reset(seed=0, profile="workaholic_stoic")
72
+ assert env.state.profile_name == "workaholic_stoic"
73
 
74
  def test_reset_clears_state(self, env):
75
+ env.reset(seed=0)
76
+ for _ in range(5):
77
+ env.step(make_action(ActionType.DEEP_WORK))
78
+ obs = env.reset(seed=0)
79
  assert obs.timestep == 0
80
+ assert obs.progress == 0.0
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
81
 
82
 
83
  # ---------------------------------------------------------------------------
84
+ # TestStep
85
  # ---------------------------------------------------------------------------
86
 
87
+
88
  class TestStep:
89
+ def test_timestep_advances(self, env):
90
+ env.reset(seed=0)
91
+ obs = env.step(make_action(ActionType.DEEP_WORK))
92
  assert obs.timestep == 1
93
 
94
+ def test_day_and_slot_correct(self, env):
95
+ env.reset(seed=0)
96
+ for _ in range(5):
97
+ obs = env.step(make_action(ActionType.SLEEP))
98
+ assert obs.day == 1
99
+ assert obs.slot == 1
100
+
101
+ def test_deep_work_increases_progress(self, env):
102
+ env.reset(seed=0)
103
+ obs = env.step(make_action(ActionType.DEEP_WORK))
104
+ assert obs.progress > 0.0
105
+
106
+ def test_deep_work_drains_vitality(self, env):
107
+ env.reset(seed=0)
108
+ initial_vitality = env.state.vitality
109
+ obs = env.step(make_action(ActionType.DEEP_WORK))
110
+ assert obs.vitality < initial_vitality
111
+
112
+ def test_sleep_recovers_vitality(self, env):
113
+ env.reset(seed=0)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
114
  for _ in range(3):
115
+ env.step(make_action(ActionType.DEEP_WORK))
116
+ vitality_before_sleep = env.state.vitality
117
+ obs = env.step(make_action(ActionType.SLEEP))
118
+ assert obs.vitality > vitality_before_sleep
119
+
120
+ def test_socialize_builds_connection(self, env):
121
+ env.reset(seed=0)
122
+ initial_connection = env.state.connection
123
+ obs = env.step(make_action(ActionType.FAMILY_TIME))
124
+ assert obs.connection > initial_connection - 0.05
125
 
126
  def test_episode_ends_at_max_steps(self, env):
127
+ env.reset(seed=0)
128
+ for i in range(MAX_STEPS):
129
+ obs = env.step(make_action(ActionType.SLEEP))
130
  assert obs.done is True
131
+ assert obs.timestep == MAX_STEPS
132
 
133
+ def test_not_done_before_max_steps(self, env):
134
+ env.reset(seed=0)
135
+ for i in range(MAX_STEPS - 1):
136
+ obs = env.step(make_action(ActionType.SLEEP))
137
+ assert obs.done is False
 
 
 
 
 
 
138
 
139
+ def test_meters_stay_in_bounds(self, env):
140
+ """No meter exceeds [0.0, 1.0] regardless of actions."""
141
+ env.reset(seed=0)
142
+ for _ in range(MAX_STEPS):
143
+ obs = env.step(make_action(ActionType.DEEP_WORK))
144
+ for meter in METERS:
145
+ val = getattr(obs, meter)
146
+ assert 0.0 <= val <= 1.0, f"{meter}={val} out of bounds"
147
+
148
+ def test_low_vitality_reduces_effectiveness(self, env):
149
+ """Progress gain should be lower when vitality is low."""
150
+ env.reset(seed=0, profile="introvert_morning")
151
+ obs_high = env.step(make_action(ActionType.DEEP_WORK))
152
+ progress_high = obs_high.progress
153
+
154
+ env.reset(seed=0, profile="introvert_morning")
155
+ for _ in range(6):
156
+ env.step(make_action(ActionType.DEEP_WORK))
157
+ progress_before = env.state.progress
158
+ env.step(make_action(ActionType.DEEP_WORK))
159
+ progress_gained_low = env.state.progress - progress_before
160
+
161
+ assert progress_high > progress_gained_low
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
162
 
163
 
164
  # ---------------------------------------------------------------------------
165
+ # TestProfiles
166
  # ---------------------------------------------------------------------------
167
 
168
+
169
+ class TestProfiles:
170
+ def test_introvert_social_drains_more(self, env):
171
+ """Introvert loses more vitality from socializing than extrovert."""
172
+ env.reset(seed=0, profile="introvert_morning")
173
+ v_before_intro = env.state.vitality
174
+ env.step(make_action(ActionType.SOCIALIZE))
175
+ intro_drain = v_before_intro - env.state.vitality
176
+
177
+ env2 = RhythmEnvironment()
178
+ env2.reset(seed=0, profile="extrovert_night_owl")
179
+ v_before_extro = env2.state.vitality
180
+ env2.step(make_action(ActionType.SOCIALIZE))
181
+ extro_drain = v_before_extro - env2.state.vitality
182
+
183
+ assert intro_drain > extro_drain
184
+
185
+ def test_workaholic_progress_gives_serenity(self, env):
186
+ """Workaholic has better serenity outcome from deep work than introvert."""
187
+ env.reset(seed=0, profile="workaholic_stoic")
188
+ serenity_before = env.state.serenity
189
+ env.step(make_action(ActionType.DEEP_WORK))
190
+ workaholic_change = env.state.serenity - serenity_before
191
+
192
+ env2 = RhythmEnvironment()
193
+ env2.reset(seed=0, profile="introvert_morning")
194
+ serenity_before_intro = env2.state.serenity
195
+ env2.step(make_action(ActionType.DEEP_WORK))
196
+ introvert_change = env2.state.serenity - serenity_before_intro
197
+
198
+ assert workaholic_change > introvert_change
199
+
200
+ def test_binge_shame_introvert(self, env):
201
+ """Introvert suffers extra serenity loss from binge watching."""
202
+ env.reset(seed=0, profile="introvert_morning")
203
+ serenity_before = env.state.serenity
204
+ env.step(make_action(ActionType.BINGE_WATCH))
205
+ intro_change = env.state.serenity - serenity_before
206
+
207
+ env2 = RhythmEnvironment()
208
+ env2.reset(seed=0, profile="extrovert_night_owl")
209
+ serenity_before_ext = env2.state.serenity
210
+ env2.step(make_action(ActionType.BINGE_WATCH))
211
+ ext_change = env2.state.serenity - serenity_before_ext
212
+
213
+ assert intro_change < ext_change
214
+
215
+ def test_different_rewards_same_action(self, env):
216
+ """Same action produces different rewards for different profiles."""
217
+ rewards = {}
218
+ for profile_name in ["introvert_morning", "extrovert_night_owl", "workaholic_stoic"]:
219
+ e = RhythmEnvironment()
220
+ e.reset(seed=0, profile=profile_name)
221
+ obs = e.step(make_action(ActionType.DEEP_WORK))
222
+ rewards[profile_name] = obs.reward
223
+
224
+ values = list(rewards.values())
225
+ assert len(set(round(v, 3) for v in values)) > 1
226
+
227
+ def test_extrovert_night_cognition_bonus(self, env):
228
+ """Extrovert gets better cognition gains in evening vs morning."""
229
+ env.reset(seed=0, profile="extrovert_night_owl")
230
+ env.step(make_action(ActionType.SLEEP)) # morning
231
+ env.step(make_action(ActionType.SLEEP)) # afternoon
232
+ cognition_before = env.state.cognition
233
+ env.step(make_action(ActionType.MEDITATE)) # evening
234
+ evening_gain = env.state.cognition - cognition_before
235
+
236
+ env.reset(seed=0, profile="extrovert_night_owl")
237
+ cognition_before_m = env.state.cognition
238
+ env.step(make_action(ActionType.MEDITATE)) # morning
239
+ morning_gain = env.state.cognition - cognition_before_m
240
+
241
+ assert evening_gain > morning_gain
242
+
243
+
244
+ # ---------------------------------------------------------------------------
245
+ # TestEvents
246
+ # ---------------------------------------------------------------------------
247
+
248
+
249
+ class TestEvents:
250
+ def test_events_deterministic_with_seed(self, env):
251
+ """Same seed produces same event sequence."""
252
+ events1 = []
253
+ env.reset(seed=99)
254
  for _ in range(MAX_STEPS):
255
+ obs = env.step(make_action(ActionType.SLEEP))
256
+ events1.append(obs.active_event)
 
257
 
258
+ events2 = []
259
+ env.reset(seed=99)
260
  for _ in range(MAX_STEPS):
261
+ obs = env.step(make_action(ActionType.SLEEP))
262
+ events2.append(obs.active_event)
 
263
 
264
+ assert events1 == events2
 
 
 
265
 
266
+ def test_event_visible_in_observation(self, env):
267
+ """When an event fires, active_event is set in observation."""
268
+ found_event = False
269
+ for seed in range(100):
270
+ env.reset(seed=seed)
271
+ for _ in range(MAX_STEPS):
272
+ obs = env.step(make_action(ActionType.SLEEP))
273
+ if obs.active_event is not None:
274
+ found_event = True
275
+ assert obs.active_event in [
276
+ "prod_crash", "family_emergency", "illness", "good_news"
277
+ ]
278
+ break
279
+ if found_event:
280
  break
281
+ assert found_event, "No events triggered in 100 episodes"
282
+
283
+ def test_no_event_when_none(self, env):
284
+ """Most steps should have no event."""
285
+ env.reset(seed=0)
286
+ no_event_count = 0
 
 
 
 
 
 
287
  for _ in range(MAX_STEPS):
288
+ obs = env.step(make_action(ActionType.SLEEP))
289
+ if obs.active_event is None:
290
+ no_event_count += 1
291
+ assert no_event_count > MAX_STEPS * 0.7
292
+
293
+
294
+ # ---------------------------------------------------------------------------
295
+ # TestGrader
296
+ # ---------------------------------------------------------------------------
297
 
 
298
 
299
+ class TestGrader:
300
+ def test_final_score_in_range(self, env):
301
+ env.reset(seed=0)
302
+ for _ in range(MAX_STEPS):
303
+ obs = env.step(make_action(ActionType.SLEEP))
304
+ assert "final_score" in obs.reward_breakdown
305
+ score = obs.reward_breakdown["final_score"]
306
+ assert 0.0 <= score <= 1.0
307
+
308
+ def test_balanced_play_beats_all_sleep(self, env):
309
+ """A balanced strategy should score higher than just sleeping."""
310
+ env.reset(seed=0)
311
+ for _ in range(MAX_STEPS):
312
+ obs_sleep = env.step(make_action(ActionType.SLEEP))
313
+ score_sleep = obs_sleep.reward_breakdown["final_score"]
314
+
315
+ balanced_actions = [
316
+ ActionType.DEEP_WORK, ActionType.LEARN,
317
+ ActionType.EXERCISE, ActionType.FAMILY_TIME,
318
+ ] * 7
319
+ env.reset(seed=0)
320
+ for action_type in balanced_actions:
321
+ obs_balanced = env.step(make_action(action_type))
322
+ score_balanced = obs_balanced.reward_breakdown["final_score"]
323
+
324
+ assert score_balanced > score_sleep
325
+
326
+ def test_deterministic_grading(self, env):
327
+ """Same actions produce same final score."""
328
+ scores = []
329
+ for _ in range(2):
330
+ env.reset(seed=42)
331
  for _ in range(MAX_STEPS):
332
+ obs = env.step(make_action(ActionType.DEEP_WORK))
333
+ scores.append(obs.reward_breakdown["final_score"])
334
+ assert scores[0] == scores[1]
 
335
 
336
+ def test_all_binge_scores_low(self, env):
337
+ """Binge watching everything should produce a low score."""
338
+ env.reset(seed=0)
339
+ for _ in range(MAX_STEPS):
340
+ obs = env.step(make_action(ActionType.BINGE_WATCH))
341
+ score = obs.reward_breakdown["final_score"]
342
+ assert score < 0.5
343
 
344
 
345
  # ---------------------------------------------------------------------------
346
+ # TestEdgeCases
347
  # ---------------------------------------------------------------------------
348
 
349
+
350
  class TestEdgeCases:
351
+ def test_observation_hides_profile(self, env):
352
+ """Observation should not expose profile_name."""
353
+ obs = env.reset(seed=0)
354
+ obs_dict = obs.model_dump()
355
+ assert "profile_name" not in obs_dict
356
+
357
+ def test_state_exposes_profile(self, env):
358
+ """State should include profile_name for debugging."""
359
+ env.reset(seed=0)
360
+ assert env.state.profile_name != ""
361
+ assert env.state.profile_name in [p["name"] for p in PROFILES]
362
+
363
+ def test_all_action_types_valid(self, env):
364
+ """Every ActionType should be processable without error."""
365
+ env.reset(seed=0)
366
+ for action_type in ActionType:
367
+ e = RhythmEnvironment()
368
+ e.reset(seed=0)
369
+ obs = e.step(make_action(action_type))
370
+ assert isinstance(obs, RhythmObservation)
 
 
 
 
 
 
 
training/RhythmEnv_GRPO_Training.ipynb ADDED
@@ -0,0 +1,557 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "cells": [
3
+ {
4
+ "cell_type": "markdown",
5
+ "metadata": {},
6
+ "source": [
7
+ "# RhythmEnv GRPO Training β€” Life Simulator\n",
8
+ "\n",
9
+ "Train an LLM agent to balance 5 life meters across a 7-day week using **Group Relative Policy Optimization (GRPO)**.\n",
10
+ "\n",
11
+ "The agent must discover hidden personality profiles (introvert, extrovert, workaholic) through reward signals alone.\n",
12
+ "\n",
13
+ "**Requirements**: Free Colab GPU (T4) is sufficient. Training takes ~30-60 minutes for 500 steps.\n",
14
+ "\n",
15
+ "**Environment**: https://huggingface.co/spaces/InosLihka/rhythm_env"
16
+ ]
17
+ },
18
+ {
19
+ "cell_type": "markdown",
20
+ "metadata": {},
21
+ "source": [
22
+ "## 1. Install Dependencies"
23
+ ]
24
+ },
25
+ {
26
+ "cell_type": "code",
27
+ "execution_count": null,
28
+ "metadata": {},
29
+ "outputs": [],
30
+ "source": [
31
+ "%%capture\n",
32
+ "!pip install --upgrade uv\n",
33
+ "!uv pip install --system torch>=2.8.0 triton>=3.4.0 torchvision bitsandbytes\n",
34
+ "!uv pip install --system transformers==4.56.2 trl==0.22.2 datasets wandb\n",
35
+ "!pip install unsloth\n",
36
+ "!pip install fastapi uvicorn pydantic matplotlib"
37
+ ]
38
+ },
39
+ {
40
+ "cell_type": "markdown",
41
+ "metadata": {},
42
+ "source": [
43
+ "## 2. Clone RhythmEnv & Setup Paths"
44
+ ]
45
+ },
46
+ {
47
+ "cell_type": "code",
48
+ "execution_count": null,
49
+ "metadata": {},
50
+ "outputs": [],
51
+ "source": [
52
+ "import os\n",
53
+ "\n",
54
+ "# Clone the repo (update URL to your actual repo)\n",
55
+ "REPO_URL = \"https://huggingface.co/spaces/InosLihka/rhythm_env\"\n",
56
+ "ENV_DIR = \"/content/rhythm_env\"\n",
57
+ "\n",
58
+ "if not os.path.exists(ENV_DIR):\n",
59
+ " !git clone {REPO_URL} {ENV_DIR}\n",
60
+ "\n",
61
+ "os.chdir(ENV_DIR)\n",
62
+ "\n",
63
+ "import sys\n",
64
+ "sys.path.insert(0, ENV_DIR)\n",
65
+ "sys.path.insert(0, os.path.join(ENV_DIR, \"training\"))\n",
66
+ "\n",
67
+ "print(f\"Working directory: {os.getcwd()}\")\n",
68
+ "print(f\"Files: {os.listdir('.')}\")"
69
+ ]
70
+ },
71
+ {
72
+ "cell_type": "markdown",
73
+ "metadata": {},
74
+ "source": [
75
+ "## 3. Verify Environment Works"
76
+ ]
77
+ },
78
+ {
79
+ "cell_type": "code",
80
+ "execution_count": null,
81
+ "metadata": {},
82
+ "outputs": [],
83
+ "source": [
84
+ "from models import ActionType, RhythmAction\n",
85
+ "from server.rhythm_environment import RhythmEnvironment, MAX_STEPS\n",
86
+ "\n",
87
+ "env = RhythmEnvironment()\n",
88
+ "obs = env.reset(seed=0)\n",
89
+ "print(f\"Initial state β€” Vitality: {obs.vitality:.2f}, Cognition: {obs.cognition:.2f}, \"\n",
90
+ " f\"Progress: {obs.progress:.2f}, Serenity: {obs.serenity:.2f}, Connection: {obs.connection:.2f}\")\n",
91
+ "print(f\"Day: {obs.day}, Slot: {obs.slot}, Steps: {obs.remaining_steps}\")\n",
92
+ "\n",
93
+ "obs = env.step(RhythmAction(action_type=ActionType.DEEP_WORK))\n",
94
+ "print(f\"\\nAfter DEEP_WORK β€” Reward: {obs.reward:.3f}\")\n",
95
+ "print(f\"Vitality: {obs.vitality:.2f}, Progress: {obs.progress:.2f}\")\n",
96
+ "print(\"\\nEnvironment is working!\")"
97
+ ]
98
+ },
99
+ {
100
+ "cell_type": "markdown",
101
+ "metadata": {},
102
+ "source": [
103
+ "## 4. Run Baseline Evaluation (Before Training)"
104
+ ]
105
+ },
106
+ {
107
+ "cell_type": "code",
108
+ "execution_count": null,
109
+ "metadata": {},
110
+ "outputs": [],
111
+ "source": [
112
+ "from training.inference_eval import run_episode, heuristic_action\n",
113
+ "import json\n",
114
+ "\n",
115
+ "PROFILES = [\"introvert_morning\", \"extrovert_night_owl\", \"workaholic_stoic\"]\n",
116
+ "NUM_EVAL_EPISODES = 5\n",
117
+ "\n",
118
+ "baseline_results = {}\n",
119
+ "\n",
120
+ "for strategy in [\"heuristic\", \"random\"]:\n",
121
+ " baseline_results[strategy] = {}\n",
122
+ " for profile in PROFILES:\n",
123
+ " scores = []\n",
124
+ " for ep in range(NUM_EVAL_EPISODES):\n",
125
+ " result = run_episode(profile=profile, seed=ep, strategy=strategy)\n",
126
+ " scores.append(result[\"final_score\"])\n",
127
+ " avg = sum(scores) / len(scores)\n",
128
+ " baseline_results[strategy][profile] = avg\n",
129
+ " print(f\"{strategy:10s} | {profile:25s} | avg_score={avg:.3f}\")\n",
130
+ "\n",
131
+ "print(\"\\nBaseline scores saved. These are our 'before training' numbers.\")"
132
+ ]
133
+ },
134
+ {
135
+ "cell_type": "markdown",
136
+ "metadata": {},
137
+ "source": [
138
+ "## 5. Generate Training Dataset"
139
+ ]
140
+ },
141
+ {
142
+ "cell_type": "code",
143
+ "execution_count": null,
144
+ "metadata": {},
145
+ "outputs": [],
146
+ "source": "from dataset import generate_dataset\nfrom datasets import Dataset\n\nNUM_EPISODES = 200\nMAX_SAMPLES = 2000\n\nraw_samples = generate_dataset(\n num_episodes=NUM_EPISODES,\n strategy=\"mixed\",\n max_samples=MAX_SAMPLES,\n)\n\n# Include replay metadata so env_reward can reconstruct the exact state\ndataset = Dataset.from_list([\n {\n \"prompt\": sample[\"prompt\"],\n \"seed\": sample[\"seed\"],\n \"step_index\": sample[\"step_index\"],\n \"action_history\": sample[\"action_history\"],\n }\n for sample in raw_samples\n])\n\nprint(f\"\\nDataset size: {len(dataset)}\")\nprint(f\"\\nSample prompt:\")\nprint(dataset[0][\"prompt\"][1][\"content\"])"
147
+ },
148
+ {
149
+ "cell_type": "markdown",
150
+ "metadata": {},
151
+ "source": [
152
+ "## 6. Load Model with Unsloth (4-bit + LoRA)"
153
+ ]
154
+ },
155
+ {
156
+ "cell_type": "code",
157
+ "execution_count": null,
158
+ "metadata": {},
159
+ "outputs": [],
160
+ "source": [
161
+ "from unsloth import FastLanguageModel\n",
162
+ "\n",
163
+ "MODEL_NAME = \"unsloth/Qwen2.5-3B-Instruct\" # Good balance of capability vs VRAM\n",
164
+ "MAX_SEQ_LENGTH = 768\n",
165
+ "LORA_RANK = 4\n",
166
+ "\n",
167
+ "model, tokenizer = FastLanguageModel.from_pretrained(\n",
168
+ " model_name=MODEL_NAME,\n",
169
+ " load_in_4bit=True,\n",
170
+ " max_seq_length=MAX_SEQ_LENGTH,\n",
171
+ ")\n",
172
+ "\n",
173
+ "model = FastLanguageModel.get_peft_model(\n",
174
+ " model,\n",
175
+ " r=LORA_RANK,\n",
176
+ " target_modules=[\"q_proj\", \"k_proj\", \"v_proj\", \"o_proj\",\n",
177
+ " \"gate_proj\", \"up_proj\", \"down_proj\"],\n",
178
+ " lora_alpha=LORA_RANK * 2,\n",
179
+ " use_gradient_checkpointing=\"unsloth\",\n",
180
+ " random_state=3407,\n",
181
+ ")\n",
182
+ "\n",
183
+ "print(f\"Model loaded: {MODEL_NAME}\")\n",
184
+ "print(f\"LoRA rank: {LORA_RANK}, seq_length: {MAX_SEQ_LENGTH}\")"
185
+ ]
186
+ },
187
+ {
188
+ "cell_type": "markdown",
189
+ "metadata": {},
190
+ "source": [
191
+ "## 7. Setup Reward Functions"
192
+ ]
193
+ },
194
+ {
195
+ "cell_type": "code",
196
+ "execution_count": null,
197
+ "metadata": {},
198
+ "outputs": [],
199
+ "source": "from reward_functions import format_valid, action_legal, env_reward\n\n# Three-layer reward stack:\n# 1. format_valid β€” did the model output a parseable action name? (+1.0 / -2.0)\n# 2. action_legal β€” is it one of the 10 valid actions? (+0.5 / -1.0)\n# 3. env_reward β€” actual reward from stepping the environment (varies)\n#\n# GRPOTrainer passes seed/step_index/action_history as dataset columns,\n# so env_reward replays the exact episode state for each training prompt.\nreward_funcs = [format_valid, action_legal, env_reward]\n\n# Quick sanity check\ntest_completions = [\n [{\"content\": \"DEEP_WORK\"}],\n [{\"content\": \"garbage\"}],\n [{\"content\": \"SLEEP\"}],\n]\nprint(\"format_valid:\", format_valid(test_completions))\nprint(\"action_legal:\", action_legal(test_completions))\nprint(\"env_reward (no history, seed=0):\", env_reward(test_completions))"
200
+ },
201
+ {
202
+ "cell_type": "markdown",
203
+ "metadata": {},
204
+ "source": [
205
+ "## 8. Configure & Run GRPO Training"
206
+ ]
207
+ },
208
+ {
209
+ "cell_type": "code",
210
+ "execution_count": null,
211
+ "metadata": {},
212
+ "outputs": [],
213
+ "source": [
214
+ "import wandb\n",
215
+ "\n",
216
+ "# Optional: login to W&B for tracking (or set report_to=\"none\" below)\n",
217
+ "# wandb.login(key=\"YOUR_KEY\")\n",
218
+ "\n",
219
+ "REPORT_TO = \"none\" # Change to \"wandb\" if you have a key"
220
+ ]
221
+ },
222
+ {
223
+ "cell_type": "code",
224
+ "execution_count": null,
225
+ "metadata": {},
226
+ "outputs": [],
227
+ "source": [
228
+ "from trl import GRPOConfig, GRPOTrainer\n",
229
+ "\n",
230
+ "MAX_STEPS = 500 # Increase to 1000 if time allows\n",
231
+ "NUM_GENERATIONS = 4\n",
232
+ "LEARNING_RATE = 2e-4\n",
233
+ "\n",
234
+ "max_prompt_length = 400\n",
235
+ "max_completion_length = MAX_SEQ_LENGTH - max_prompt_length\n",
236
+ "\n",
237
+ "training_args = GRPOConfig(\n",
238
+ " temperature=1.0,\n",
239
+ " learning_rate=LEARNING_RATE,\n",
240
+ " weight_decay=0.001,\n",
241
+ " warmup_ratio=0.1,\n",
242
+ " lr_scheduler_type=\"linear\",\n",
243
+ " optim=\"adamw_8bit\",\n",
244
+ " logging_steps=1,\n",
245
+ " per_device_train_batch_size=1,\n",
246
+ " gradient_accumulation_steps=4,\n",
247
+ " num_generations=NUM_GENERATIONS,\n",
248
+ " max_prompt_length=max_prompt_length,\n",
249
+ " max_completion_length=max_completion_length,\n",
250
+ " max_steps=MAX_STEPS,\n",
251
+ " save_steps=100,\n",
252
+ " report_to=REPORT_TO,\n",
253
+ " output_dir=\"outputs/rhythmenv_trained\",\n",
254
+ ")\n",
255
+ "\n",
256
+ "trainer = GRPOTrainer(\n",
257
+ " model=model,\n",
258
+ " processing_class=tokenizer,\n",
259
+ " reward_funcs=reward_funcs,\n",
260
+ " args=training_args,\n",
261
+ " train_dataset=dataset,\n",
262
+ ")\n",
263
+ "\n",
264
+ "print(f\"Training config: {MAX_STEPS} steps, {NUM_GENERATIONS} generations, lr={LEARNING_RATE}\")\n",
265
+ "print(\"Starting training...\")"
266
+ ]
267
+ },
268
+ {
269
+ "cell_type": "code",
270
+ "execution_count": null,
271
+ "metadata": {},
272
+ "outputs": [],
273
+ "source": [
274
+ "trainer.train()"
275
+ ]
276
+ },
277
+ {
278
+ "cell_type": "markdown",
279
+ "metadata": {},
280
+ "source": [
281
+ "## 9. Save Trained Model"
282
+ ]
283
+ },
284
+ {
285
+ "cell_type": "code",
286
+ "execution_count": null,
287
+ "metadata": {},
288
+ "outputs": [],
289
+ "source": [
290
+ "OUTPUT_DIR = \"outputs/rhythmenv_trained\"\n",
291
+ "\n",
292
+ "model.save_pretrained_merged(\n",
293
+ " OUTPUT_DIR,\n",
294
+ " tokenizer,\n",
295
+ " save_method=\"merged_16bit\",\n",
296
+ ")\n",
297
+ "print(f\"Model saved to: {OUTPUT_DIR}\")"
298
+ ]
299
+ },
300
+ {
301
+ "cell_type": "markdown",
302
+ "metadata": {},
303
+ "source": [
304
+ "## 10. Generate Training Plots\n",
305
+ "\n",
306
+ "These plots are **required** for the hackathon submission. They must be saved as .png files."
307
+ ]
308
+ },
309
+ {
310
+ "cell_type": "code",
311
+ "execution_count": null,
312
+ "metadata": {},
313
+ "outputs": [],
314
+ "source": [
315
+ "import matplotlib.pyplot as plt\n",
316
+ "import json\n",
317
+ "import os\n",
318
+ "\n",
319
+ "# Extract training logs from trainer\n",
320
+ "log_history = trainer.state.log_history\n",
321
+ "\n",
322
+ "steps = []\n",
323
+ "losses = []\n",
324
+ "rewards = []\n",
325
+ "reward_stds = []\n",
326
+ "\n",
327
+ "for entry in log_history:\n",
328
+ " if \"loss\" in entry:\n",
329
+ " steps.append(entry.get(\"step\", 0))\n",
330
+ " losses.append(entry[\"loss\"])\n",
331
+ " if \"reward\" in entry:\n",
332
+ " rewards.append(entry[\"reward\"])\n",
333
+ " if \"reward_std\" in entry:\n",
334
+ " reward_stds.append(entry[\"reward_std\"])\n",
335
+ "\n",
336
+ "# Also try rewards/mean key used by some TRL versions\n",
337
+ "if not rewards:\n",
338
+ " for entry in log_history:\n",
339
+ " if \"rewards/mean\" in entry:\n",
340
+ " rewards.append(entry[\"rewards/mean\"])\n",
341
+ " if \"rewards/std\" in entry:\n",
342
+ " reward_stds.append(entry[\"rewards/std\"])\n",
343
+ "\n",
344
+ "os.makedirs(\"plots\", exist_ok=True)\n",
345
+ "\n",
346
+ "# --- Plot 1: Training Loss ---\n",
347
+ "fig, ax = plt.subplots(figsize=(10, 5))\n",
348
+ "ax.plot(steps[:len(losses)], losses, color=\"#2563eb\", linewidth=1.5, alpha=0.8)\n",
349
+ "ax.set_xlabel(\"Training Step\", fontsize=12)\n",
350
+ "ax.set_ylabel(\"Loss\", fontsize=12)\n",
351
+ "ax.set_title(\"GRPO Training Loss β€” RhythmEnv Life Simulator\", fontsize=14)\n",
352
+ "ax.grid(True, alpha=0.3)\n",
353
+ "plt.tight_layout()\n",
354
+ "plt.savefig(\"plots/training_loss.png\", dpi=150)\n",
355
+ "plt.show()\n",
356
+ "print(\"Saved: plots/training_loss.png\")\n",
357
+ "\n",
358
+ "# --- Plot 2: Mean Reward ---\n",
359
+ "if rewards:\n",
360
+ " fig, ax = plt.subplots(figsize=(10, 5))\n",
361
+ " reward_steps = steps[:len(rewards)]\n",
362
+ " ax.plot(reward_steps, rewards, color=\"#16a34a\", linewidth=1.5, alpha=0.8, label=\"Mean Reward\")\n",
363
+ " if reward_stds and len(reward_stds) == len(rewards):\n",
364
+ " import numpy as np\n",
365
+ " r = np.array(rewards)\n",
366
+ " s = np.array(reward_stds)\n",
367
+ " ax.fill_between(reward_steps, r - s, r + s, color=\"#16a34a\", alpha=0.15, label=\"Β±1 Std Dev\")\n",
368
+ " ax.set_xlabel(\"Training Step\", fontsize=12)\n",
369
+ " ax.set_ylabel(\"Mean Reward\", fontsize=12)\n",
370
+ " ax.set_title(\"GRPO Mean Reward β€” RhythmEnv Life Simulator\", fontsize=14)\n",
371
+ " ax.legend()\n",
372
+ " ax.grid(True, alpha=0.3)\n",
373
+ " plt.tight_layout()\n",
374
+ " plt.savefig(\"plots/reward_curve.png\", dpi=150)\n",
375
+ " plt.show()\n",
376
+ " print(\"Saved: plots/reward_curve.png\")\n",
377
+ "else:\n",
378
+ " print(\"No reward data in logs. Check trainer.state.log_history keys:\")\n",
379
+ " if log_history:\n",
380
+ " print(list(log_history[0].keys()))\n",
381
+ "\n",
382
+ "# Save raw log data for reference\n",
383
+ "with open(\"plots/training_log.json\", \"w\") as f:\n",
384
+ " json.dump(log_history, f, indent=2)\n",
385
+ "print(\"Saved: plots/training_log.json\")"
386
+ ]
387
+ },
388
+ {
389
+ "cell_type": "markdown",
390
+ "metadata": {},
391
+ "source": [
392
+ "## 11. Evaluate Trained Model vs Baselines"
393
+ ]
394
+ },
395
+ {
396
+ "cell_type": "code",
397
+ "execution_count": null,
398
+ "metadata": {},
399
+ "outputs": [],
400
+ "source": [
401
+ "from training.inference_eval import run_episode, model_action\n",
402
+ "from unsloth import FastLanguageModel\n",
403
+ "\n",
404
+ "# Load trained model for inference\n",
405
+ "trained_model, trained_tokenizer = FastLanguageModel.from_pretrained(\n",
406
+ " model_name=\"outputs/rhythmenv_trained\",\n",
407
+ " load_in_4bit=True,\n",
408
+ " max_seq_length=768,\n",
409
+ ")\n",
410
+ "FastLanguageModel.for_inference(trained_model)\n",
411
+ "\n",
412
+ "PROFILES = [\"introvert_morning\", \"extrovert_night_owl\", \"workaholic_stoic\"]\n",
413
+ "NUM_EVAL = 5\n",
414
+ "\n",
415
+ "trained_results = {}\n",
416
+ "all_eval_results = []\n",
417
+ "\n",
418
+ "for profile in PROFILES:\n",
419
+ " scores = []\n",
420
+ " for ep in range(NUM_EVAL):\n",
421
+ " result = run_episode(\n",
422
+ " profile=profile, seed=ep, strategy=\"model\",\n",
423
+ " model=trained_model, tokenizer=trained_tokenizer,\n",
424
+ " )\n",
425
+ " scores.append(result[\"final_score\"])\n",
426
+ " all_eval_results.append(result)\n",
427
+ " avg = sum(scores) / len(scores)\n",
428
+ " trained_results[profile] = avg\n",
429
+ " print(f\"Trained | {profile:25s} | avg_score={avg:.3f} | scores={[round(s,3) for s in scores]}\")\n",
430
+ "\n",
431
+ "# Save eval results\n",
432
+ "with open(\"plots/eval_results.json\", \"w\") as f:\n",
433
+ " json.dump(all_eval_results, f, indent=2)"
434
+ ]
435
+ },
436
+ {
437
+ "cell_type": "markdown",
438
+ "metadata": {},
439
+ "source": [
440
+ "## 12. Comparison Plot (Before vs After Training)"
441
+ ]
442
+ },
443
+ {
444
+ "cell_type": "code",
445
+ "execution_count": null,
446
+ "metadata": {},
447
+ "outputs": [],
448
+ "source": [
449
+ "import matplotlib.pyplot as plt\n",
450
+ "import numpy as np\n",
451
+ "\n",
452
+ "profiles_short = [\"Introvert\\nMorning\", \"Extrovert\\nNight Owl\", \"Workaholic\\nStoic\"]\n",
453
+ "profile_keys = [\"introvert_morning\", \"extrovert_night_owl\", \"workaholic_stoic\"]\n",
454
+ "\n",
455
+ "random_scores = [baseline_results[\"random\"][p] for p in profile_keys]\n",
456
+ "heuristic_scores = [baseline_results[\"heuristic\"][p] for p in profile_keys]\n",
457
+ "trained_scores = [trained_results[p] for p in profile_keys]\n",
458
+ "\n",
459
+ "x = np.arange(len(profiles_short))\n",
460
+ "width = 0.25\n",
461
+ "\n",
462
+ "fig, ax = plt.subplots(figsize=(10, 6))\n",
463
+ "bars1 = ax.bar(x - width, random_scores, width, label=\"Random Baseline\", color=\"#94a3b8\")\n",
464
+ "bars2 = ax.bar(x, heuristic_scores, width, label=\"Heuristic Baseline\", color=\"#60a5fa\")\n",
465
+ "bars3 = ax.bar(x + width, trained_scores, width, label=\"GRPO Trained\", color=\"#22c55e\")\n",
466
+ "\n",
467
+ "ax.set_ylabel(\"Final Episode Score (0-1)\", fontsize=12)\n",
468
+ "ax.set_title(\"RhythmEnv: Baseline vs Trained Agent Across Hidden Profiles\", fontsize=14)\n",
469
+ "ax.set_xticks(x)\n",
470
+ "ax.set_xticklabels(profiles_short, fontsize=11)\n",
471
+ "ax.legend(fontsize=11)\n",
472
+ "ax.set_ylim(0, 1.0)\n",
473
+ "ax.grid(axis=\"y\", alpha=0.3)\n",
474
+ "\n",
475
+ "# Add value labels on bars\n",
476
+ "for bars in [bars1, bars2, bars3]:\n",
477
+ " for bar in bars:\n",
478
+ " height = bar.get_height()\n",
479
+ " ax.annotate(f\"{height:.3f}\",\n",
480
+ " xy=(bar.get_x() + bar.get_width() / 2, height),\n",
481
+ " xytext=(0, 3), textcoords=\"offset points\",\n",
482
+ " ha=\"center\", va=\"bottom\", fontsize=9)\n",
483
+ "\n",
484
+ "plt.tight_layout()\n",
485
+ "plt.savefig(\"plots/baseline_vs_trained.png\", dpi=150)\n",
486
+ "plt.show()\n",
487
+ "print(\"Saved: plots/baseline_vs_trained.png\")\n",
488
+ "\n",
489
+ "# Print summary table\n",
490
+ "print(f\"\\n{'Profile':<25} {'Random':>10} {'Heuristic':>10} {'Trained':>10} {'Improvement':>12}\")\n",
491
+ "print(\"-\" * 70)\n",
492
+ "for i, p in enumerate(profile_keys):\n",
493
+ " improvement = trained_scores[i] - heuristic_scores[i]\n",
494
+ " print(f\"{p:<25} {random_scores[i]:>10.3f} {heuristic_scores[i]:>10.3f} {trained_scores[i]:>10.3f} {improvement:>+12.3f}\")"
495
+ ]
496
+ },
497
+ {
498
+ "cell_type": "markdown",
499
+ "metadata": {},
500
+ "source": [
501
+ "## 13. Download Plots\n",
502
+ "\n",
503
+ "Download these files and commit them to your repo for the README:\n",
504
+ "- `plots/training_loss.png`\n",
505
+ "- `plots/reward_curve.png`\n",
506
+ "- `plots/baseline_vs_trained.png`"
507
+ ]
508
+ },
509
+ {
510
+ "cell_type": "code",
511
+ "execution_count": null,
512
+ "metadata": {},
513
+ "outputs": [],
514
+ "source": [
515
+ "# List all generated artifacts\n",
516
+ "print(\"Generated files:\")\n",
517
+ "for f in os.listdir(\"plots\"):\n",
518
+ " size = os.path.getsize(f\"plots/{f}\")\n",
519
+ " print(f\" plots/{f} ({size:,} bytes)\")\n",
520
+ "\n",
521
+ "print(f\"\\nModel saved at: outputs/rhythmenv_trained/\")\n",
522
+ "print(\"\\nNext steps:\")\n",
523
+ "print(\"1. Download plots/*.png and commit to your repo\")\n",
524
+ "print(\"2. Embed plots in README.md\")\n",
525
+ "print(\"3. Create mini-blog or video\")"
526
+ ]
527
+ },
528
+ {
529
+ "cell_type": "code",
530
+ "execution_count": null,
531
+ "metadata": {},
532
+ "outputs": [],
533
+ "source": [
534
+ "# Optional: zip everything for easy download\n",
535
+ "!zip -r /content/rhythmenv_training_artifacts.zip plots/ outputs/rhythmenv_trained/training_config.json\n",
536
+ "print(\"Download: /content/rhythmenv_training_artifacts.zip\")"
537
+ ]
538
+ }
539
+ ],
540
+ "metadata": {
541
+ "accelerator": "GPU",
542
+ "colab": {
543
+ "gpuType": "T4",
544
+ "provenance": []
545
+ },
546
+ "kernelspec": {
547
+ "display_name": "Python 3",
548
+ "name": "python3"
549
+ },
550
+ "language_info": {
551
+ "name": "python",
552
+ "version": "3.10.12"
553
+ }
554
+ },
555
+ "nbformat": 4,
556
+ "nbformat_minor": 0
557
+ }
training/dataset.py ADDED
@@ -0,0 +1,180 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ Dataset generator for RhythmEnv GRPO training.
3
+
4
+ Generates observation prompts by playing episodes with random/heuristic
5
+ strategies, capturing diverse states across all profiles and time slots.
6
+ """
7
+
8
+ import sys
9
+ import os
10
+ import random
11
+
12
+ sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
13
+
14
+ from models import ActionType, RhythmAction
15
+ from server.rhythm_environment import RhythmEnvironment, MAX_STEPS, METERS
16
+
17
+ SLOT_NAMES = ["Morning", "Afternoon", "Evening", "Night"]
18
+ DAY_NAMES = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"]
19
+
20
+ SYSTEM_PROMPT = (
21
+ "You are a life management agent. You balance 5 life meters over a 7-day week.\n"
22
+ "Each day has 4 slots: Morning, Afternoon, Evening, Night. Total: 28 steps.\n\n"
23
+ "Meters (0.0 to 1.0):\n"
24
+ "- Vitality: physical energy, sleep quality\n"
25
+ "- Cognition: mental clarity, focus\n"
26
+ "- Progress: career/skill advancement\n"
27
+ "- Serenity: inner peace, stress management\n"
28
+ "- Connection: relationship health\n\n"
29
+ "Available actions: DEEP_WORK, ADMIN_WORK, LEARN, SLEEP, EXERCISE, MEDITATE, "
30
+ "FAMILY_TIME, SOCIALIZE, ME_TIME, BINGE_WATCH\n\n"
31
+ "Key rules:\n"
32
+ "- Low Vitality reduces effectiveness of all positive actions.\n"
33
+ "- If ANY meter drops below 0.1, you get a heavy penalty.\n"
34
+ "- Connection decays passively if you don't socialize.\n"
35
+ "- Different episodes may have different hidden dynamics - adapt!\n"
36
+ "- Time of day matters for cognitive tasks.\n\n"
37
+ "Respond with ONLY the action name, nothing else."
38
+ )
39
+
40
+
41
+ def format_observation_prompt(obs) -> str:
42
+ """Format an observation into a user prompt for the LLM."""
43
+ day_name = DAY_NAMES[obs.day] if obs.day < 7 else f"Day {obs.day}"
44
+ slot_name = SLOT_NAMES[obs.slot] if obs.slot < 4 else f"Slot {obs.slot}"
45
+ event_str = f"\nActive event: {obs.active_event}" if obs.active_event else ""
46
+
47
+ return (
48
+ f"Step: {obs.timestep}/{MAX_STEPS} ({day_name} {slot_name})\n"
49
+ f"Remaining steps: {obs.remaining_steps}\n\n"
50
+ f"Meters:\n"
51
+ f" Vitality: {obs.vitality:.2f}\n"
52
+ f" Cognition: {obs.cognition:.2f}\n"
53
+ f" Progress: {obs.progress:.2f}\n"
54
+ f" Serenity: {obs.serenity:.2f}\n"
55
+ f" Connection: {obs.connection:.2f}"
56
+ f"{event_str}\n\n"
57
+ f"Choose your action:"
58
+ )
59
+
60
+
61
+ def generate_episode_samples(seed: int, strategy: str = "random") -> list:
62
+ """
63
+ Play one episode and return a list of (prompt, seed, step_index, action_sequence) tuples.
64
+
65
+ Each sample captures the state at a specific step, along with enough info
66
+ to replay to that point for reward evaluation.
67
+ """
68
+ env = RhythmEnvironment()
69
+ obs = env.reset(seed=seed)
70
+ rng = random.Random(seed + 1000)
71
+ actions_taken = []
72
+ samples = []
73
+ all_actions = list(ActionType)
74
+
75
+ for step in range(MAX_STEPS):
76
+ if obs.done:
77
+ break
78
+
79
+ # Generate prompt from current observation
80
+ prompt = format_observation_prompt(obs)
81
+
82
+ # Record sample with replay info
83
+ samples.append({
84
+ "prompt": [
85
+ {"role": "system", "content": SYSTEM_PROMPT},
86
+ {"role": "user", "content": prompt},
87
+ ],
88
+ "seed": seed,
89
+ "step_index": step,
90
+ "action_history": list(actions_taken), # copy for replay
91
+ })
92
+
93
+ # Choose action based on strategy
94
+ if strategy == "random":
95
+ action_type = rng.choice(all_actions)
96
+ elif strategy == "heuristic":
97
+ action_type = _heuristic_action(obs)
98
+ else:
99
+ action_type = rng.choice(all_actions)
100
+
101
+ action = RhythmAction(action_type=action_type)
102
+ actions_taken.append(action_type.value)
103
+ obs = env.step(action)
104
+
105
+ return samples
106
+
107
+
108
+ def _heuristic_action(obs) -> ActionType:
109
+ """Simple heuristic for diverse state generation."""
110
+ slot = obs.slot
111
+ v, c, p, s, cn = obs.vitality, obs.cognition, obs.progress, obs.serenity, obs.connection
112
+
113
+ if v < 0.15:
114
+ return ActionType.SLEEP
115
+ if s < 0.15:
116
+ return ActionType.MEDITATE
117
+ if cn < 0.15:
118
+ return ActionType.FAMILY_TIME
119
+ if slot == 3:
120
+ return ActionType.SLEEP
121
+ if slot == 0:
122
+ return ActionType.DEEP_WORK if (v > 0.4 and c > 0.3) else ActionType.EXERCISE
123
+ if slot == 1:
124
+ if cn < 0.3:
125
+ return ActionType.FAMILY_TIME
126
+ if p < 0.3 and v > 0.3:
127
+ return ActionType.LEARN
128
+ return ActionType.ADMIN_WORK
129
+ # evening
130
+ if cn < 0.4:
131
+ return ActionType.SOCIALIZE
132
+ if s < 0.5:
133
+ return ActionType.ME_TIME
134
+ return ActionType.MEDITATE
135
+
136
+
137
+ def generate_dataset(
138
+ num_episodes: int = 200,
139
+ strategy: str = "mixed",
140
+ max_samples: int = 2000,
141
+ ) -> list:
142
+ """
143
+ Generate a training dataset by playing multiple episodes.
144
+
145
+ Args:
146
+ num_episodes: Number of episodes to play.
147
+ strategy: "random", "heuristic", or "mixed" (alternating).
148
+ max_samples: Maximum samples to return.
149
+
150
+ Returns:
151
+ List of prompt dicts suitable for HF Dataset.from_list().
152
+ """
153
+ all_samples = []
154
+
155
+ for i in range(num_episodes):
156
+ seed = i
157
+ if strategy == "mixed":
158
+ s = "heuristic" if i % 2 == 0 else "random"
159
+ else:
160
+ s = strategy
161
+
162
+ episode_samples = generate_episode_samples(seed=seed, strategy=s)
163
+ all_samples.extend(episode_samples)
164
+
165
+ if len(all_samples) >= max_samples:
166
+ break
167
+
168
+ # Shuffle and truncate
169
+ random.shuffle(all_samples)
170
+ all_samples = all_samples[:max_samples]
171
+
172
+ print(f"Generated {len(all_samples)} training samples from {min(i+1, num_episodes)} episodes")
173
+ return all_samples
174
+
175
+
176
+ if __name__ == "__main__":
177
+ samples = generate_dataset(num_episodes=50, strategy="mixed", max_samples=500)
178
+ print(f"\nFirst sample prompt:")
179
+ print(samples[0]["prompt"][1]["content"])
180
+ print(f"\nSeed: {samples[0]['seed']}, Step: {samples[0]['step_index']}")
training/inference_eval.py ADDED
@@ -0,0 +1,226 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ RhythmEnv Inference Evaluation β€” Baseline vs Trained comparison.
3
+
4
+ Runs both a heuristic baseline and a trained model on all 3 profiles,
5
+ producing a comparison table and score summary.
6
+
7
+ Usage:
8
+ # Heuristic baseline only:
9
+ python training/inference_eval.py
10
+
11
+ # With trained model:
12
+ python training/inference_eval.py --model_path outputs/rhythmenv_trained
13
+
14
+ # With remote API:
15
+ python training/inference_eval.py --api_url https://api.example.com/v1 --api_key xxx
16
+ """
17
+
18
+ import argparse
19
+ import json
20
+ import os
21
+ import sys
22
+ from typing import Optional
23
+
24
+ sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
25
+
26
+ from models import ActionType, RhythmAction
27
+ from server.rhythm_environment import RhythmEnvironment, MAX_STEPS
28
+
29
+ PROFILES = ["introvert_morning", "extrovert_night_owl", "workaholic_stoic"]
30
+ SLOT_NAMES = ["Morning", "Afternoon", "Evening", "Night"]
31
+ DAY_NAMES = ["Mon", "Tue", "Wed", "Thu", "Fri", "Sat", "Sun"]
32
+
33
+
34
+ def heuristic_action(obs) -> ActionType:
35
+ """Priority-based heuristic baseline."""
36
+ slot = obs.slot
37
+ v, c, p, s, cn = obs.vitality, obs.cognition, obs.progress, obs.serenity, obs.connection
38
+
39
+ if v < 0.15:
40
+ return ActionType.SLEEP
41
+ if s < 0.15:
42
+ return ActionType.MEDITATE
43
+ if cn < 0.15:
44
+ return ActionType.FAMILY_TIME
45
+ if slot == 3:
46
+ return ActionType.SLEEP
47
+ if slot == 0:
48
+ return ActionType.DEEP_WORK if (v > 0.4 and c > 0.3) else ActionType.EXERCISE
49
+ if slot == 1:
50
+ if cn < 0.3:
51
+ return ActionType.FAMILY_TIME
52
+ if p < 0.3 and v > 0.3:
53
+ return ActionType.LEARN
54
+ return ActionType.ADMIN_WORK
55
+ if cn < 0.4:
56
+ return ActionType.SOCIALIZE
57
+ if s < 0.5:
58
+ return ActionType.ME_TIME
59
+ return ActionType.MEDITATE
60
+
61
+
62
+ def random_action(rng) -> ActionType:
63
+ """Random baseline."""
64
+ import random
65
+ return rng.choice(list(ActionType))
66
+
67
+
68
+ def run_episode(profile: str, seed: int, strategy: str, model=None, tokenizer=None) -> dict:
69
+ """Run a single episode and return results."""
70
+ import random
71
+ rng = random.Random(seed + 500)
72
+
73
+ env = RhythmEnvironment()
74
+ obs = env.reset(seed=seed, profile=profile)
75
+
76
+ total_reward = 0.0
77
+ actions_taken = []
78
+
79
+ for step in range(MAX_STEPS):
80
+ if obs.done:
81
+ break
82
+
83
+ if strategy == "heuristic":
84
+ action_type = heuristic_action(obs)
85
+ elif strategy == "random":
86
+ action_type = random_action(rng)
87
+ elif strategy == "model" and model is not None:
88
+ action_type = model_action(obs, model, tokenizer)
89
+ else:
90
+ action_type = random_action(rng)
91
+
92
+ action = RhythmAction(action_type=action_type)
93
+ actions_taken.append(action_type.value)
94
+ obs = env.step(action)
95
+ total_reward += obs.reward
96
+
97
+ final_score = obs.reward_breakdown.get("final_score", 0.0)
98
+
99
+ return {
100
+ "profile": profile,
101
+ "strategy": strategy,
102
+ "seed": seed,
103
+ "final_score": round(final_score, 4),
104
+ "total_reward": round(total_reward, 2),
105
+ "vitality": round(obs.vitality, 2),
106
+ "cognition": round(obs.cognition, 2),
107
+ "progress": round(obs.progress, 2),
108
+ "serenity": round(obs.serenity, 2),
109
+ "connection": round(obs.connection, 2),
110
+ "actions": actions_taken,
111
+ }
112
+
113
+
114
+ def model_action(obs, model, tokenizer) -> ActionType:
115
+ """Get action from trained model."""
116
+ from training.dataset import format_observation_prompt, SYSTEM_PROMPT
117
+ from training.reward_functions import extract_action
118
+
119
+ prompt = format_observation_prompt(obs)
120
+ messages = [
121
+ {"role": "system", "content": SYSTEM_PROMPT},
122
+ {"role": "user", "content": prompt},
123
+ ]
124
+
125
+ text = tokenizer.apply_chat_template(
126
+ messages,
127
+ tokenize=False,
128
+ add_generation_prompt=True,
129
+ )
130
+
131
+ inputs = tokenizer(text, return_tensors="pt").to(model.device)
132
+ outputs = model.generate(
133
+ **inputs,
134
+ max_new_tokens=32,
135
+ temperature=0.7,
136
+ do_sample=True,
137
+ )
138
+ response = tokenizer.decode(outputs[0][inputs["input_ids"].shape[1]:], skip_special_tokens=True)
139
+
140
+ action_type = extract_action(response)
141
+ return action_type if action_type is not None else ActionType.SLEEP
142
+
143
+
144
+ def main():
145
+ parser = argparse.ArgumentParser(description="Evaluate RhythmEnv agent")
146
+ parser.add_argument("--model_path", type=str, default=None,
147
+ help="Path to trained model (skip for baseline only)")
148
+ parser.add_argument("--num_episodes", type=int, default=5,
149
+ help="Episodes per profile per strategy")
150
+ parser.add_argument("--output_file", type=str, default="eval_results.json",
151
+ help="Output file for results")
152
+ args = parser.parse_args()
153
+
154
+ model, tokenizer = None, None
155
+ strategies = ["heuristic", "random"]
156
+
157
+ if args.model_path and os.path.exists(args.model_path):
158
+ try:
159
+ from unsloth import FastLanguageModel
160
+ model, tokenizer = FastLanguageModel.from_pretrained(
161
+ model_name=args.model_path,
162
+ load_in_4bit=True,
163
+ max_seq_length=768,
164
+ )
165
+ FastLanguageModel.for_inference(model)
166
+ strategies.append("model")
167
+ print(f"Loaded trained model from: {args.model_path}")
168
+ except Exception as e:
169
+ print(f"Warning: Could not load model: {e}")
170
+ print("Running baseline-only evaluation.")
171
+
172
+ # ---------------------------------------------------------------
173
+ # Run evaluations
174
+ # ---------------------------------------------------------------
175
+ all_results = []
176
+
177
+ for strategy in strategies:
178
+ print(f"\n{'=' * 50}")
179
+ print(f"Strategy: {strategy.upper()}")
180
+ print(f"{'=' * 50}")
181
+
182
+ for profile in PROFILES:
183
+ scores = []
184
+ for ep in range(args.num_episodes):
185
+ seed = ep
186
+ result = run_episode(
187
+ profile=profile,
188
+ seed=seed,
189
+ strategy=strategy,
190
+ model=model,
191
+ tokenizer=tokenizer,
192
+ )
193
+ all_results.append(result)
194
+ scores.append(result["final_score"])
195
+
196
+ avg_score = sum(scores) / len(scores)
197
+ print(f" {profile:25s} avg_score={avg_score:.3f} scores={[round(s,3) for s in scores]}")
198
+
199
+ # ---------------------------------------------------------------
200
+ # Summary table
201
+ # ---------------------------------------------------------------
202
+ print(f"\n{'=' * 70}")
203
+ print("SUMMARY")
204
+ print(f"{'=' * 70}")
205
+ print(f"{'Profile':<25} {'Heuristic':>10} {'Random':>10}", end="")
206
+ if "model" in strategies:
207
+ print(f" {'Trained':>10}", end="")
208
+ print()
209
+ print("-" * 70)
210
+
211
+ for profile in PROFILES:
212
+ row = f"{profile:<25}"
213
+ for strategy in strategies:
214
+ profile_results = [r for r in all_results if r["profile"] == profile and r["strategy"] == strategy]
215
+ avg = sum(r["final_score"] for r in profile_results) / len(profile_results)
216
+ row += f" {avg:>10.3f}"
217
+ print(row)
218
+
219
+ # Save results
220
+ with open(args.output_file, "w") as f:
221
+ json.dump(all_results, f, indent=2)
222
+ print(f"\nResults saved to: {args.output_file}")
223
+
224
+
225
+ if __name__ == "__main__":
226
+ main()
training/reward_functions.py ADDED
@@ -0,0 +1,214 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ Reward functions for RhythmEnv GRPO training.
3
+
4
+ Three-layer reward stack:
5
+ 1. format_valid β€” is the LLM output a parseable action name?
6
+ 2. action_legal β€” is it one of the 10 valid actions?
7
+ 3. env_reward β€” actual reward from stepping the environment
8
+
9
+ Each function returns a list of floats (one per completion).
10
+ """
11
+
12
+ import sys
13
+ import os
14
+ import re
15
+
16
+ sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
17
+
18
+ from models import ActionType, RhythmAction
19
+ from server.rhythm_environment import RhythmEnvironment
20
+
21
+ # All valid action names (uppercase for matching)
22
+ VALID_ACTIONS = {at.value.upper(): at for at in ActionType}
23
+
24
+
25
+ def extract_action(text: str) -> ActionType | None:
26
+ """Parse LLM output into an ActionType. Returns None if unparseable."""
27
+ if not text:
28
+ return None
29
+
30
+ # Clean up: take first line, strip whitespace, uppercase
31
+ text = text.strip().split("\n")[0].strip().upper().replace(" ", "_")
32
+
33
+ # Direct match
34
+ if text in VALID_ACTIONS:
35
+ return VALID_ACTIONS[text]
36
+
37
+ # Partial match (e.g., "I choose DEEP_WORK" β†’ DEEP_WORK)
38
+ for name, at in VALID_ACTIONS.items():
39
+ if name in text:
40
+ return at
41
+
42
+ return None
43
+
44
+
45
+ def format_valid(completions, **kwargs) -> list[float]:
46
+ """
47
+ Layer 1: Does the LLM output contain a parseable action?
48
+
49
+ +1.0 if valid action found, -2.0 if not.
50
+ This teaches the model to output clean action names.
51
+ """
52
+ scores = []
53
+ for completion in completions:
54
+ response = completion[0]["content"] if isinstance(completion, list) else completion
55
+ action = extract_action(response)
56
+ scores.append(1.0 if action is not None else -2.0)
57
+ return scores
58
+
59
+
60
+ def action_legal(completions, **kwargs) -> list[float]:
61
+ """
62
+ Layer 2: Is the parsed action one of the 10 valid actions?
63
+
64
+ For our env, all 10 actions are always legal (no state-dependent validity).
65
+ This is simpler than the workday scheduler where START_TASK required idle state.
66
+
67
+ +0.5 if legal, -1.0 if not parseable.
68
+ """
69
+ scores = []
70
+ for completion in completions:
71
+ response = completion[0]["content"] if isinstance(completion, list) else completion
72
+ action = extract_action(response)
73
+ scores.append(0.5 if action is not None else -1.0)
74
+ return scores
75
+
76
+
77
+ def env_reward(
78
+ completions,
79
+ prompts=None,
80
+ seed=None,
81
+ step_index=None,
82
+ action_history=None,
83
+ **kwargs,
84
+ ) -> list[float]:
85
+ """
86
+ Layer 3: Actual environment reward from stepping with the chosen action.
87
+
88
+ Replays the episode to the correct state, then steps with the model's action.
89
+ Returns the raw env reward (scaled).
90
+
91
+ This is the core training signal β€” the model learns which actions
92
+ produce higher rewards for different states and hidden profiles.
93
+
94
+ seed/step_index/action_history are passed as dataset columns by GRPOTrainer.
95
+ """
96
+ scores = []
97
+
98
+ for i, completion in enumerate(completions):
99
+ response = completion[0]["content"] if isinstance(completion, list) else completion
100
+ action_type = extract_action(response)
101
+
102
+ if action_type is None:
103
+ scores.append(-3.0)
104
+ continue
105
+
106
+ # Prefer direct dataset column kwargs (passed by GRPOTrainer)
107
+ if seed is not None and i < len(seed):
108
+ ep_seed = seed[i]
109
+ ep_history = action_history[i] if action_history is not None else []
110
+ else:
111
+ # Legacy: try to read from prompt dict (fallback for old-style prompts)
112
+ prompt_data = prompts[i] if prompts and i < len(prompts) else None
113
+ if prompt_data and isinstance(prompt_data, dict) and "seed" in prompt_data:
114
+ ep_seed = prompt_data["seed"]
115
+ ep_history = prompt_data.get("action_history", [])
116
+ else:
117
+ ep_seed = i % 50 # vary seed so training sees diverse states
118
+ ep_history = []
119
+
120
+ try:
121
+ # Replay to the correct state
122
+ env = RhythmEnvironment()
123
+ env.reset(seed=ep_seed)
124
+
125
+ for past_action_name in ep_history:
126
+ past_action = RhythmAction(action_type=ActionType(past_action_name))
127
+ env.step(past_action)
128
+
129
+ # Step with the model's chosen action
130
+ action = RhythmAction(action_type=action_type)
131
+ obs = env.step(action)
132
+
133
+ # Return the env reward (already in reasonable range from REWARD_SCALE)
134
+ scores.append(obs.reward)
135
+ except Exception:
136
+ scores.append(-3.0)
137
+
138
+ return scores
139
+
140
+
141
+ def env_reward_simple(completions, prompts=None, **kwargs) -> list[float]:
142
+ """
143
+ State-aware heuristic reward (no env replay).
144
+
145
+ Parses meter values and time-of-day from the prompt text,
146
+ then scores whether the chosen action addresses the most pressing need.
147
+ Faster than env_reward but less precise.
148
+ """
149
+ scores = []
150
+ for i, completion in enumerate(completions):
151
+ response = completion[0]["content"] if isinstance(completion, list) else completion
152
+ action_type = extract_action(response)
153
+
154
+ if action_type is None:
155
+ scores.append(-2.0)
156
+ continue
157
+
158
+ # Parse prompt for state info
159
+ prompt_text = ""
160
+ if prompts and i < len(prompts):
161
+ p = prompts[i]
162
+ if isinstance(p, list):
163
+ prompt_text = p[-1].get("content", "") if p else ""
164
+ elif isinstance(p, dict):
165
+ prompt_text = p.get("content", "")
166
+ else:
167
+ prompt_text = str(p)
168
+
169
+ # Extract meter values with regex
170
+ meters = {}
171
+ for meter_name in ["Vitality", "Cognition", "Progress", "Serenity", "Connection"]:
172
+ match = re.search(rf"{meter_name}:\s*([\d.]+)", prompt_text)
173
+ if match:
174
+ meters[meter_name.lower()] = float(match.group(1))
175
+
176
+ # Extract time slot
177
+ is_morning = "Morning" in prompt_text
178
+ is_night = "Night" in prompt_text
179
+
180
+ score = 0.0
181
+
182
+ v = meters.get("vitality", 0.5)
183
+ s = meters.get("serenity", 0.5)
184
+ cn = meters.get("connection", 0.5)
185
+
186
+ # Reward actions that address critically low meters
187
+ if v < 0.2 and action_type in (ActionType.SLEEP, ActionType.EXERCISE):
188
+ score += 0.5
189
+ elif v < 0.2:
190
+ score -= 0.3
191
+
192
+ if s < 0.2 and action_type in (ActionType.MEDITATE, ActionType.ME_TIME):
193
+ score += 0.5
194
+ elif s < 0.2 and action_type != ActionType.SLEEP:
195
+ score -= 0.2
196
+
197
+ if cn < 0.2 and action_type in (ActionType.FAMILY_TIME, ActionType.SOCIALIZE):
198
+ score += 0.5
199
+ elif cn < 0.2:
200
+ score -= 0.1
201
+
202
+ # Time-appropriate bonuses
203
+ if is_morning and action_type in (ActionType.DEEP_WORK, ActionType.LEARN):
204
+ score += 0.2
205
+ if is_night and action_type == ActionType.SLEEP:
206
+ score += 0.3
207
+
208
+ # Penalize binge
209
+ if action_type == ActionType.BINGE_WATCH:
210
+ score -= 0.3
211
+
212
+ scores.append(score)
213
+
214
+ return scores
training/train.py ADDED
@@ -0,0 +1,202 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ RhythmEnv GRPO Training Script
3
+
4
+ Trains an LLM agent to balance life meters using Group Relative Policy
5
+ Optimization (GRPO) with Unsloth for efficient fine-tuning.
6
+
7
+ Usage (Colab with GPU):
8
+ !pip install unsloth transformers trl datasets
9
+ !python training/train.py
10
+
11
+ Usage (local):
12
+ python training/train.py --max_steps 100 --model_name "unsloth/Qwen2.5-3B-Instruct"
13
+ """
14
+
15
+ import argparse
16
+ import json
17
+ import os
18
+ import sys
19
+
20
+ sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
21
+
22
+
23
+ def main():
24
+ parser = argparse.ArgumentParser(description="Train RhythmEnv agent with GRPO")
25
+ parser.add_argument("--model_name", type=str, default="unsloth/Qwen2.5-3B-Instruct",
26
+ help="Model to fine-tune (HF model ID)")
27
+ parser.add_argument("--max_steps", type=int, default=500,
28
+ help="Number of GRPO training steps")
29
+ parser.add_argument("--num_episodes", type=int, default=200,
30
+ help="Number of episodes for dataset generation")
31
+ parser.add_argument("--max_samples", type=int, default=2000,
32
+ help="Maximum training samples")
33
+ parser.add_argument("--num_generations", type=int, default=4,
34
+ help="Number of completions per prompt for GRPO")
35
+ parser.add_argument("--learning_rate", type=float, default=2e-4,
36
+ help="Learning rate")
37
+ parser.add_argument("--output_dir", type=str, default="outputs/rhythmenv_trained",
38
+ help="Output directory for model and logs")
39
+ parser.add_argument("--use_simple_reward", action="store_true",
40
+ help="Use simplified reward (no env replay, faster)")
41
+ parser.add_argument("--report_to", type=str, default="none",
42
+ help="Logging: 'wandb', 'trackio', or 'none'")
43
+ args = parser.parse_args()
44
+
45
+ # ---------------------------------------------------------------
46
+ # 1. Generate dataset
47
+ # ---------------------------------------------------------------
48
+ print("=" * 60)
49
+ print("Step 1: Generating training dataset...")
50
+ print("=" * 60)
51
+
52
+ from dataset import generate_dataset
53
+ from datasets import Dataset
54
+
55
+ raw_samples = generate_dataset(
56
+ num_episodes=args.num_episodes,
57
+ strategy="mixed",
58
+ max_samples=args.max_samples,
59
+ )
60
+
61
+ # Include replay metadata so env_reward can reconstruct the exact state
62
+ dataset = Dataset.from_list([
63
+ {
64
+ "prompt": sample["prompt"],
65
+ "seed": sample["seed"],
66
+ "step_index": sample["step_index"],
67
+ "action_history": sample["action_history"],
68
+ }
69
+ for sample in raw_samples
70
+ ])
71
+ print(f"Dataset size: {len(dataset)}")
72
+
73
+ # ---------------------------------------------------------------
74
+ # 2. Load model with Unsloth
75
+ # ---------------------------------------------------------------
76
+ print("\n" + "=" * 60)
77
+ print("Step 2: Loading model...")
78
+ print("=" * 60)
79
+
80
+ from unsloth import FastLanguageModel
81
+
82
+ max_seq_length = 768
83
+ lora_rank = 4
84
+
85
+ model, tokenizer = FastLanguageModel.from_pretrained(
86
+ model_name=args.model_name,
87
+ load_in_4bit=True,
88
+ max_seq_length=max_seq_length,
89
+ )
90
+
91
+ model = FastLanguageModel.get_peft_model(
92
+ model,
93
+ r=lora_rank,
94
+ target_modules=[
95
+ "q_proj", "k_proj", "v_proj", "o_proj",
96
+ "gate_proj", "up_proj", "down_proj",
97
+ ],
98
+ lora_alpha=lora_rank * 2,
99
+ use_gradient_checkpointing="unsloth",
100
+ random_state=3407,
101
+ )
102
+
103
+ print(f"Model loaded: {args.model_name}")
104
+
105
+ # ---------------------------------------------------------------
106
+ # 3. Set up reward functions
107
+ # ---------------------------------------------------------------
108
+ print("\n" + "=" * 60)
109
+ print("Step 3: Setting up reward functions...")
110
+ print("=" * 60)
111
+
112
+ from reward_functions import format_valid, action_legal, env_reward, env_reward_simple
113
+
114
+ if args.use_simple_reward:
115
+ reward_funcs = [format_valid, action_legal, env_reward_simple]
116
+ print("Using: format_valid + action_legal + env_reward_simple (fast mode)")
117
+ else:
118
+ reward_funcs = [format_valid, action_legal, env_reward]
119
+ print("Using: format_valid + action_legal + env_reward (full replay)")
120
+
121
+ # ---------------------------------------------------------------
122
+ # 4. Configure GRPO trainer
123
+ # ---------------------------------------------------------------
124
+ print("\n" + "=" * 60)
125
+ print("Step 4: Configuring GRPO trainer...")
126
+ print("=" * 60)
127
+
128
+ from trl import GRPOConfig, GRPOTrainer
129
+
130
+ max_prompt_length = 400
131
+ max_completion_length = max_seq_length - max_prompt_length
132
+
133
+ training_args = GRPOConfig(
134
+ temperature=1.0,
135
+ learning_rate=args.learning_rate,
136
+ weight_decay=0.001,
137
+ warmup_ratio=0.1,
138
+ lr_scheduler_type="linear",
139
+ optim="adamw_8bit",
140
+ logging_steps=1,
141
+ per_device_train_batch_size=1,
142
+ gradient_accumulation_steps=4,
143
+ num_generations=args.num_generations,
144
+ max_prompt_length=max_prompt_length,
145
+ max_completion_length=max_completion_length,
146
+ max_steps=args.max_steps,
147
+ save_steps=100,
148
+ report_to=args.report_to,
149
+ output_dir=args.output_dir,
150
+ )
151
+
152
+ print(f"Max steps: {args.max_steps}")
153
+ print(f"Num generations: {args.num_generations}")
154
+ print(f"Learning rate: {args.learning_rate}")
155
+
156
+ # ---------------------------------------------------------------
157
+ # 5. Train
158
+ # ---------------------------------------------------------------
159
+ print("\n" + "=" * 60)
160
+ print("Step 5: Starting GRPO training...")
161
+ print("=" * 60)
162
+
163
+ trainer = GRPOTrainer(
164
+ model=model,
165
+ processing_class=tokenizer,
166
+ reward_funcs=reward_funcs,
167
+ args=training_args,
168
+ train_dataset=dataset,
169
+ )
170
+
171
+ trainer.train()
172
+
173
+ # ---------------------------------------------------------------
174
+ # 6. Save model
175
+ # ---------------------------------------------------------------
176
+ print("\n" + "=" * 60)
177
+ print("Step 6: Saving model...")
178
+ print("=" * 60)
179
+
180
+ # Save merged model (correct way β€” don't upcast 4-bit naively)
181
+ model.save_pretrained_merged(
182
+ args.output_dir,
183
+ tokenizer,
184
+ save_method="merged_16bit",
185
+ )
186
+ print(f"Model saved to: {args.output_dir}")
187
+
188
+ # Also save training config for reference
189
+ config_path = os.path.join(args.output_dir, "training_config.json")
190
+ with open(config_path, "w") as f:
191
+ json.dump(vars(args), f, indent=2)
192
+ print(f"Training config saved to: {config_path}")
193
+
194
+ print("\n" + "=" * 60)
195
+ print("Training complete!")
196
+ print(f"Model: {args.output_dir}")
197
+ print("Next: run inference_eval.py to compare baseline vs trained")
198
+ print("=" * 60)
199
+
200
+
201
+ if __name__ == "__main__":
202
+ main()
ui/app.py ADDED
@@ -0,0 +1,384 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ RhythmEnv Visual Explorer β€” Life Simulator
3
+ Run: python ui/app.py
4
+ """
5
+
6
+ import sys
7
+ import os
8
+ sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
9
+
10
+ import gradio as gr
11
+ from server.rhythm_environment import (
12
+ RhythmEnvironment, MAX_STEPS, METERS, ACTION_EFFECTS, PROFILES
13
+ )
14
+ from models import RhythmAction, ActionType
15
+
16
+ SLOT_NAMES = ["Morning", "Afternoon", "Evening", "Night"]
17
+ DAY_NAMES = ["Mon", "Tue", "Wed", "Thu", "Fri", "Sat", "Sun"]
18
+ PROFILE_NAMES = ["introvert_morning", "extrovert_night_owl", "workaholic_stoic", "random"]
19
+ ACTION_NAMES = [at.value.upper() for at in ActionType]
20
+
21
+ # ---------------------------------------------------------------------------
22
+ # Display helpers
23
+ # ---------------------------------------------------------------------------
24
+
25
+ def _meter_bar(value: float, label: str, width: int = 20) -> str:
26
+ filled = int(round(value * width))
27
+ bar = "β–ˆ" * filled + "β–‘" * (width - filled)
28
+ indicator = "πŸ”΄" if value < 0.2 else ("🟑" if value < 0.4 else "🟒")
29
+ return f"{indicator} {label:<12} [{bar}] {value:.2f}"
30
+
31
+
32
+ def format_meters(obs) -> str:
33
+ day_name = DAY_NAMES[obs.day] if obs.day < 7 else f"Day {obs.day + 1}"
34
+ slot_name = SLOT_NAMES[obs.slot] if obs.slot < 4 else f"Slot {obs.slot}"
35
+ event_line = f"\n ⚑ Event: {obs.active_event}" if obs.active_event else ""
36
+ header = (
37
+ f"πŸ“… {day_name} {slot_name} | "
38
+ f"Step {obs.timestep}/{MAX_STEPS} | "
39
+ f"{obs.remaining_steps} steps left{event_line}"
40
+ )
41
+ bars = [
42
+ _meter_bar(obs.vitality, "Vitality"),
43
+ _meter_bar(obs.cognition, "Cognition"),
44
+ _meter_bar(obs.progress, "Progress"),
45
+ _meter_bar(obs.serenity, "Serenity"),
46
+ _meter_bar(obs.connection, "Connection"),
47
+ ]
48
+ return header + "\n\n" + "\n".join(bars)
49
+
50
+
51
+ def format_reward_breakdown(breakdown: dict) -> str:
52
+ if not breakdown:
53
+ return "β€”"
54
+ lines = []
55
+ for k, v in breakdown.items():
56
+ sign = "+" if v >= 0 else ""
57
+ lines.append(f" {k:<25} {sign}{v:.4f}")
58
+ return "\n".join(lines)
59
+
60
+
61
+ def show_action_effects() -> str:
62
+ header = f"{'Action':<15}" + "".join(f" {m[:3]:>6}" for m in METERS)
63
+ lines = [header, "─" * 52]
64
+ for action, effects in ACTION_EFFECTS.items():
65
+ row = f"{action:<15}"
66
+ for m in METERS:
67
+ row += f" {effects[m]:>+6.2f}"
68
+ lines.append(row)
69
+ return "\n".join(lines)
70
+
71
+
72
+ def show_profiles() -> str:
73
+ lines = []
74
+ for p in PROFILES:
75
+ name = p["name"]
76
+ weights = p["reward_weights"]
77
+ lines += [f"\n{'═'*52}", f" {name.upper()}", f"{'═'*52}"]
78
+ lines.append(" Reward weights (hidden from agent):")
79
+ for m, w in weights.items():
80
+ bar = "β–ˆ" * int(w * 20)
81
+ lines.append(f" {m:<12} {bar:<20} {w:.0%}")
82
+ lines.append("\n Key hidden modifiers:")
83
+ if p.get("morning_cognition_bonus"):
84
+ lines.append(f" β€’ Morning: cognition/progress Γ—{p['morning_cognition_bonus']} (HV1 peak)")
85
+ if p.get("evening_night_cognition_bonus"):
86
+ lines.append(f" β€’ Evening/Night: cognition/progress Γ—{p['evening_night_cognition_bonus']} (HV1 peak)")
87
+ if p.get("morning_penalty"):
88
+ lines.append(f" β€’ Morning: cognition/progress Γ—{p['morning_penalty']} (HV1 penalty)")
89
+ sv = p.get("social_vitality_multiplier", 1.0)
90
+ if sv != 1.0:
91
+ lines.append(f" β€’ Social vitality drain Γ—{sv} (HV2 social cost)")
92
+ if p.get("binge_shame"):
93
+ lines.append(f" β€’ Binge watch: shame spiral βˆ’0.15 serenity βˆ’0.06 cognition (HV3)")
94
+ if p.get("progress_serenity_bonus"):
95
+ lines.append(f" β€’ Work gives serenity +{p['progress_serenity_bonus']} (HV3 meaning)")
96
+ if p.get("idle_serenity_decay"):
97
+ lines.append(f" β€’ Idle drains serenity βˆ’{p['idle_serenity_decay']} (HV3 guilt)")
98
+ if p.get("work_vitality_recovery"):
99
+ lines.append(f" β€’ Work recovers vitality +{p['work_vitality_recovery']} (HV2 energized)")
100
+ if p.get("solo_serenity_bonus"):
101
+ lines.append(f" β€’ Solo time (me_time/meditate) gives serenity +{p['solo_serenity_bonus']} (HV3 recharge)")
102
+ scm = p.get("social_connection_multiplier", 1.0)
103
+ if scm != 1.0:
104
+ lines.append(f" β€’ Social connection Γ—{scm} (HV2 amplifier)")
105
+ lines.append(f" β€’ Connection passive decay: βˆ’{p['connection_decay_rate']}/step")
106
+ return "\n".join(lines)
107
+
108
+
109
+ # ---------------------------------------------------------------------------
110
+ # Global env state (single-session)
111
+ # ---------------------------------------------------------------------------
112
+
113
+ _env = None
114
+ _last_obs = None
115
+ _step_log = []
116
+
117
+
118
+ def get_env():
119
+ global _env
120
+ if _env is None:
121
+ _env = RhythmEnvironment()
122
+ return _env
123
+
124
+
125
+ # ---------------------------------------------------------------------------
126
+ # Tab 1 β€” Configure & Reset
127
+ # ---------------------------------------------------------------------------
128
+
129
+ def reset_episode(profile_name: str, seed_str: str):
130
+ global _last_obs, _step_log
131
+
132
+ try:
133
+ seed = int(seed_str.strip()) if seed_str.strip() else 42
134
+ except ValueError:
135
+ seed = 42
136
+
137
+ env = get_env()
138
+
139
+ if profile_name == "random":
140
+ _last_obs = env.reset(seed=seed)
141
+ else:
142
+ _last_obs = env.reset(seed=seed, profile=profile_name)
143
+
144
+ _step_log = []
145
+ meters_text = format_meters(_last_obs)
146
+ log = (
147
+ f"Episode started.\n"
148
+ f" Profile : {env._profile['name']}\n"
149
+ f" Seed : {seed}\n\n"
150
+ "Choose an action and press Take Step, or use an auto-run button."
151
+ )
152
+ return meters_text, log, "β€”", "β€”", False
153
+
154
+
155
+ # ---------------------------------------------------------------------------
156
+ # Tab 2 β€” Run Episode
157
+ # ---------------------------------------------------------------------------
158
+
159
+ def take_action(action_str: str):
160
+ global _last_obs, _step_log
161
+
162
+ if _last_obs is None:
163
+ return "⚠️ Go to Configure & Reset and start an episode first.", "β€”", "β€”", "β€”", False
164
+ if _last_obs.done:
165
+ return "Episode is done. Reset to start a new one.", "β€”", "β€”", "β€”", True
166
+
167
+ env = get_env()
168
+ action_type = ActionType(action_str.lower())
169
+ obs = env.step(RhythmAction(action_type=action_type))
170
+ _last_obs = obs
171
+
172
+ sign = "+" if obs.reward >= 0 else ""
173
+ step_line = (
174
+ f"Step {obs.timestep:>2} | {action_str:<15} | "
175
+ f"reward {sign}{obs.reward:.4f} | "
176
+ f"V:{obs.vitality:.2f} Co:{obs.cognition:.2f} "
177
+ f"P:{obs.progress:.2f} S:{obs.serenity:.2f} Cn:{obs.connection:.2f}"
178
+ )
179
+ if obs.active_event:
180
+ step_line += f" ⚑{obs.active_event}"
181
+ if obs.done:
182
+ final = obs.reward_breakdown.get("final_score", 0.0)
183
+ step_line += f"\n{'─'*72}\nβœ… DONE β€” Final score: {final:.4f}"
184
+ _step_log.append(step_line)
185
+
186
+ score_text = (
187
+ f"Final: {obs.reward_breakdown.get('final_score', 0.0):.4f}"
188
+ if obs.done else f"Step reward: {obs.reward:+.4f}"
189
+ )
190
+ return (
191
+ format_meters(obs),
192
+ "\n".join(_step_log),
193
+ format_reward_breakdown(obs.reward_breakdown),
194
+ score_text,
195
+ obs.done,
196
+ )
197
+
198
+
199
+ def _run_auto_episode(profile_name: str, seed_str: str, strategy: str):
200
+ """Shared runner for heuristic and random auto-episodes."""
201
+ global _last_obs, _step_log
202
+ import random as _random
203
+
204
+ try:
205
+ seed = int(seed_str.strip()) if seed_str.strip() else 42
206
+ except ValueError:
207
+ seed = 42
208
+
209
+ from training.inference_eval import heuristic_action
210
+
211
+ rng = _random.Random(seed + 999)
212
+ all_actions = list(ActionType)
213
+
214
+ env = get_env()
215
+ obs = env.reset(seed=seed) if profile_name == "random" else env.reset(seed=seed, profile=profile_name)
216
+ _last_obs = obs
217
+ _step_log = []
218
+ logs = []
219
+ total_reward = 0.0
220
+
221
+ while not obs.done:
222
+ if strategy == "heuristic":
223
+ action_type = heuristic_action(obs)
224
+ else:
225
+ action_type = rng.choice(all_actions)
226
+ obs = env.step(RhythmAction(action_type=action_type))
227
+ _last_obs = obs
228
+ total_reward += obs.reward
229
+ sign = "+" if obs.reward >= 0 else ""
230
+ line = (
231
+ f"Step {obs.timestep:>2} | {action_type.value.upper():<15} | "
232
+ f"reward {sign}{obs.reward:.4f} | "
233
+ f"V:{obs.vitality:.2f} Co:{obs.cognition:.2f} "
234
+ f"P:{obs.progress:.2f} S:{obs.serenity:.2f} Cn:{obs.connection:.2f}"
235
+ )
236
+ if obs.active_event:
237
+ line += f" ⚑{obs.active_event}"
238
+ logs.append(line)
239
+
240
+ final = obs.reward_breakdown.get("final_score", 0.0)
241
+ logs += [f"{'─'*72}", f"βœ… DONE β€” Final score: {final:.4f} | Total reward: {total_reward:.2f}"]
242
+ _step_log = logs
243
+
244
+ return (
245
+ format_meters(obs),
246
+ "\n".join(logs),
247
+ format_reward_breakdown(obs.reward_breakdown),
248
+ f"Final: {final:.4f} | Total: {total_reward:.2f}",
249
+ )
250
+
251
+
252
+ def run_heuristic_episode(profile_name, seed_str):
253
+ return _run_auto_episode(profile_name, seed_str, "heuristic")
254
+
255
+
256
+ def run_random_episode(profile_name, seed_str):
257
+ return _run_auto_episode(profile_name, seed_str, "random")
258
+
259
+
260
+ # ---------------------------------------------------------------------------
261
+ # Build UI
262
+ # ---------------------------------------------------------------------------
263
+
264
+ with gr.Blocks(title="RhythmEnv β€” Life Simulator") as demo:
265
+
266
+ gr.Markdown(
267
+ "# RhythmEnv β€” Life Simulator\n"
268
+ "**Can an LLM discover your personality through experience?**\n\n"
269
+ "Balance 5 life meters across a 7-day week. "
270
+ "Hidden personality profiles secretly control how actions affect you β€” "
271
+ "the agent must discover those patterns through reward signals alone."
272
+ )
273
+
274
+ with gr.Tabs():
275
+
276
+ # ── Tab 1: Configure & Reset ──────────────────────────────────────
277
+ with gr.TabItem("Configure & Reset"):
278
+ gr.Markdown("### Start a new episode")
279
+
280
+ with gr.Row():
281
+ profile_dd = gr.Dropdown(
282
+ choices=PROFILE_NAMES,
283
+ value="introvert_morning",
284
+ label="Hidden Profile (normally agent cannot see this β€” demo only)",
285
+ )
286
+ seed_in = gr.Textbox(label="Seed", value="42", scale=1)
287
+
288
+ reset_btn = gr.Button("β–Ά Reset Episode", variant="primary")
289
+
290
+ gr.Markdown("---")
291
+ gr.Markdown(
292
+ "| Profile | Core Trait | What agent must discover |\n"
293
+ "|---|---|---|\n"
294
+ "| `introvert_morning` | Recharges alone, peaks at dawn | "
295
+ "Social drain is Γ—3; morning deep work gives Γ—2 progress |\n"
296
+ "| `extrovert_night_owl` | Energised by people, peaks at night | "
297
+ "Morning is a penalty zone; social gives Γ—2 connection |\n"
298
+ "| `workaholic_stoic` | Finds meaning in output, resilient | "
299
+ "Idle time drains serenity; work actually recovers vitality |"
300
+ )
301
+
302
+ meters_out = gr.Textbox(label="Current State", lines=9, interactive=False)
303
+ log_out = gr.Textbox(label="Log", lines=5, interactive=False)
304
+ breakdown_t1 = gr.Textbox(label="Last Reward Breakdown", lines=6, interactive=False)
305
+ score_t1 = gr.Textbox(label="Score", interactive=False)
306
+ done_flag = gr.Checkbox(visible=False)
307
+
308
+ reset_btn.click(
309
+ reset_episode,
310
+ inputs=[profile_dd, seed_in],
311
+ outputs=[meters_out, log_out, breakdown_t1, score_t1, done_flag],
312
+ )
313
+
314
+ # ── Tab 2: Run Episode ────────────────────────────────────────────
315
+ with gr.TabItem("Run Episode"):
316
+ gr.Markdown("### Manual control β€” or use the auto-run buttons for a full episode")
317
+
318
+ with gr.Row():
319
+ action_dd = gr.Dropdown(
320
+ choices=ACTION_NAMES,
321
+ value="DEEP_WORK",
322
+ label="Action",
323
+ )
324
+ step_btn = gr.Button("β–Ά Take Step", variant="primary", scale=1)
325
+
326
+ with gr.Row():
327
+ profile_dd2 = gr.Dropdown(
328
+ choices=PROFILE_NAMES,
329
+ value="introvert_morning",
330
+ label="Profile (for auto-run)",
331
+ )
332
+ seed_in2 = gr.Textbox(label="Seed (for auto-run)", value="42", scale=1)
333
+
334
+ with gr.Row():
335
+ heuristic_btn = gr.Button("β–Άβ–Ά Full Episode β€” Heuristic Baseline")
336
+ random_btn = gr.Button("β–Άβ–Ά Full Episode β€” Random Baseline")
337
+
338
+ meters_display = gr.Textbox(label="Meters", lines=9, interactive=False)
339
+ score_display = gr.Textbox(label="Step Reward / Final Score", interactive=False)
340
+ log_display = gr.Textbox(label="Step Log", lines=20, interactive=False)
341
+ breakdown_display = gr.Textbox(label="Last Reward Breakdown", lines=8, interactive=False)
342
+
343
+ step_btn.click(
344
+ take_action,
345
+ inputs=[action_dd],
346
+ outputs=[meters_display, log_display, breakdown_display, score_display, done_flag],
347
+ )
348
+ heuristic_btn.click(
349
+ run_heuristic_episode,
350
+ inputs=[profile_dd2, seed_in2],
351
+ outputs=[meters_display, log_display, breakdown_display, score_display],
352
+ )
353
+ random_btn.click(
354
+ run_random_episode,
355
+ inputs=[profile_dd2, seed_in2],
356
+ outputs=[meters_display, log_display, breakdown_display, score_display],
357
+ )
358
+
359
+ # ── Tab 3: Profiles & Hidden Variables ───────────────────────────
360
+ with gr.TabItem("Profiles & Hidden Variables"):
361
+ gr.Markdown("### Action Effect Matrix")
362
+ gr.Markdown(
363
+ "Base delta per action on each meter. "
364
+ "Profile modifiers are applied on top β€” invisibly."
365
+ )
366
+ gr.Textbox(
367
+ value=show_action_effects(),
368
+ lines=14, interactive=False, label="",
369
+ )
370
+
371
+ gr.Markdown("### Hidden Personality Profiles")
372
+ gr.Markdown(
373
+ "The agent **cannot see these** during play. "
374
+ "It must infer the active profile through reward patterns β€” "
375
+ "the core learning challenge of RhythmEnv."
376
+ )
377
+ gr.Textbox(
378
+ value=show_profiles(),
379
+ lines=55, interactive=False, label="",
380
+ )
381
+
382
+
383
+ if __name__ == "__main__":
384
+ demo.launch(server_port=7862, share=False, theme=gr.themes.Monochrome())