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📓 [**Training Notebook**](https://www.kaggle.com/code/atishay9828/meta-mahoraga/edit) · 🤗 [**Live Demo**](https://huggingface.co/spaces/MridulNegi2005/Project-Mahoraga) · 🏠 [**GitHub**](https://github.com/
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📓 [**Training Notebook**](https://www.kaggle.com/code/atishay9828/meta-mahoraga/edit) · 🤗 [**Live Demo**](https://huggingface.co/spaces/MridulNegi2005/Project-Mahoraga) · 🏠 [**GitHub**](https://github.com/Atishay9828/meta_Mahoraga)
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project_mahoraga_full_report.md
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# Project Mahoraga — Complete System Report
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> **Version**: 1.0 (Post-Merge)
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> **Branch**: `main` (fully merged from `phase1-env-setup`)
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> **Tests**: 143/143 passing
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> **Date**: 2026-04-25
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---
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## 1. Project Overview
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**Project Mahoraga** is a reinforcement learning environment where an AI agent ("Mahoraga") learns adaptive combat through a resistance trade-off system. Named after Jujutsu Kaisen's Mahoraga — a shikigami that adapts to any attack — the system trains an LLM (Qwen 2.5 3B) to make tactical decisions in a turn-based combat loop.
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**Core Loop**: `Observe → Adapt → Accumulate → Punish`
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The agent must:
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1. Observe enemy attack patterns
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2. Build resistance to the correct attack category
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3. Accumulate adaptation stacks
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4. Execute Judgment Strike for burst damage at the right moment
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**This is NOT a game.** It is a clean, testable RL environment designed for LLM fine-tuning via reward-weighted SFT.
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---
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## 2. Architecture Breakdown
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```
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project_mahoraga/
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├── env/
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│ ├── mahoraga_env.py # Main environment orchestrator
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│ ├── mechanics.py # Resistance, damage, action math
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│ ├── enemy.py # CurriculumEnemy (3-phase AI)
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│ ├── rewards.py # 6-component composable reward system
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│ ├── state.py # State dict builder
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│ └── gym_wrapper.py # Gymnasium-compatible wrapper
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├── utils/
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│ ├── constants.py # All game constants and mappings
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│ └── validators.py # Action validation
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├── tests/
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│ ├── test_env.py # 110 core tests
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│ └── test_gym_wrapper.py # 33 wrapper tests
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├── notebooks/
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│ ├── mahoraga_training.py # Training notebook (source)
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│ └── mahoraga_training.ipynb # Training notebook (Kaggle)
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├── scripts/
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│ └── random_agent_gym.py # Random agent demo
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├── app.py # Gradio interactive UI
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├── main.py # CLI episode runner
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└── README.md
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```
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### Module Details
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#### `env/mahoraga_env.py` — Environment Orchestrator
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- `MahoragaEnv(debug=False)` — main class
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- `reset()` → returns state dict
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- `step(action)` → returns `(state, reward, done, info)`
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- Coordinates enemy attacks, agent actions, reward computation
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- Tracks: HP, resistances, adaptation stack, heal cooldown, last adapted category
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#### `env/mechanics.py` — Core Math
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- `new_resistances()` — creates `{PHYSICAL: 0, CE: 0, TECHNIQUE: 0}`
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- `apply_resistance_change(res, type)` — +40 target, -20 others, clamp [0,80]
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- `compute_enemy_damage(category, res, ignore_armor)` — damage formula
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- `compute_judgment_damage(last_adapted, enemy_cat)` — adaptation-match burst
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- `apply_action_effects(...)` — dispatches action 0-4
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- `check_correct_adaptation(action, category)` — validates adaptation
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#### `env/enemy.py` — CurriculumEnemy
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- Single `CurriculumEnemy` class with 3-phase behavior
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- `get_attack(turn_number, resistances)` → `{category, subtype, damage, ignore_armor}`
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- Phase selection based on turn number
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#### `env/rewards.py` — Composable Rewards
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- 6 independent functions + 1 aggregator
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- Returns dict, NOT a single scalar
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- `compute_rewards(info, state, action, done)` → dict
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#### `env/state.py` — State Builder
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- Converts internal uppercase keys to lowercase for RL observation
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- `build_state_dict(...)` → dict with 7 keys
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#### `env/gym_wrapper.py` — Gymnasium Interface
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- `MahoragaGymEnv(gym.Env)` wraps `MahoragaEnv`
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- `Discrete(5)` action space, `Dict` observation space
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- Encodes categoricals to integers for neural networks
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#### `app.py` — Gradio UI
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- Interactive combat arena with 5 action buttons
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- Displays HP, resistances, stack, cooldown, combat log
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- Launch: `python app.py`
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---
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## 3. Core Mechanics
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### Resistance System
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Three categories: **PHYSICAL**, **CE**, **TECHNIQUE**. Range: [0, 80].
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When agent adapts to a category:
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- Target category: **+40**
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- Other categories: **-20**
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- All clamped to [0, 80]
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Higher resistance = less damage from that category.
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### Action Space (0–4)
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| Action | Name | Effect |
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|--------|------|--------|
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| 0 | Adapt PHYSICAL | +40 PHYSICAL res, -20 others |
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| 1 | Adapt CE | +40 CE res, -20 others |
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| 2 | Adapt TECHNIQUE | +40 TECHNIQUE res, -20 others |
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| 3 | Judgment Strike | Deal damage, consume stacks, reset res |
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| 4 | Regeneration | +300 HP, 3-turn cooldown |
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### Adaptation Stack
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- +1 when agent correctly adapts to current enemy attack category
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- Consumed by Judgment Strike: each stack adds +50 damage
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- Reset to 0 after Judgment Strike
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### Judgment Strike Logic
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**Condition**: Burst (350 dmg) if `last_adapted_category == current_enemy_category`
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**Otherwise**: Base (100 dmg)
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**Total**: `burst_or_base + (stacks × 50)`
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**After**: Resistances reset to 0, stacks reset to 0
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### Heal Cooldown
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- Heals +300 HP (capped at MAX_HP=1200)
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- 3-turn cooldown after use
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- Does NOT reset resistances
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- If used while on cooldown → wasted turn (action nullified)
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### Damage Formula
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```
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resistance = category_resistance
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if ignore_armor:
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resistance = resistance × 0.8 # 20% bypass (PIERCE only)
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damage = base_damage × (1 - resistance / 100)
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```
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### HP Configuration
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| Entity | HP |
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|--------|----|
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| Agent (Mahoraga) | 1200 |
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| Enemy | 1000 |
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---
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## 4. Enemy System — CurriculumEnemy
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Three-phase curriculum designed for progressive learning:
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### Phase 1: Tutorial (Turns 1–5)
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- Always attacks with **PHYSICAL**
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- Agent learns basic adaptation against a single category
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- Predictable — builds confidence
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### Phase 2: Pattern (Turns 6–15)
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- Cycles: **PHYSICAL → CE → TECHNIQUE**
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- 15% random injection (picks random category instead of pattern)
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- Agent learns to predict cycling patterns and handle surprises
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### Phase 3: Adaptive (Turns 16–25)
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- **Targets the agent's lowest resistance category**
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- Reads `resistances` dict, picks `min(resistances, key=resistances.get)`
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- Agent must learn balanced defense or get exploited
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- If no resistances provided, falls back to random
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### Subtypes
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Each category has 3 subtypes (visual/variation only):
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| Category | Subtypes |
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|----------|----------|
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| PHYSICAL | SLASH, IMPACT, **PIERCE** |
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| CE | BLAST, WAVE, BEAM |
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| TECHNIQUE | SPIKE, DELAYED, PATTERN |
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**PIERCE** is special: `ignore_armor=True` → bypasses 20% of resistance.
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### Attack Dict Schema (LOCKED)
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```python
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{
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"category": "PHYSICAL" | "CE" | "TECHNIQUE",
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"subtype": "SLASH" | "IMPACT" | ... ,
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"damage": int,
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"ignore_armor": bool
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}
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```
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---
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## 5. Reward System
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Six independent components computed per step. Final reward = sum of all components.
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| Component | Formula | Purpose | Typical Range |
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| **Survival** | `-(damage_taken / 100)` | Penalize taking damage | [-2.2, 0] |
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| **Combat** | `+(damage_dealt / 100)` | Reward dealing damage | [0, 4.5] |
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| **Adaptation** | `+1.5` if correct, else `0` | **Strongest signal** — correct resistance match | {0, 1.5} |
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| **Anti-Cowardice** | `-1.0` if heal at >70% HP | Prevent heal spam exploit | {-1.0, 0} |
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| **Efficiency** | `+0.5` if damage >= 200 | Encourage big hits | {0, 0.5} |
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| **Terminal** | `+5.0` win / `-5.0` loss | Strong episode-end signal | {-5.0, 0, 5.0} |
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### Why Each Exists
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- **Survival**: Without it, agent ignores defense
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- **Combat**: Without it, agent never attacks
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- **Adaptation**: Core learning signal — the entire point of Mahoraga
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- **Anti-Cowardice**: Agent discovers healing is "safe" and spams it; this prevents that
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- **Efficiency**: Encourages building stacks before striking instead of weak Judgments
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- **Terminal**: Large signal at episode boundary for credit assignment
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### Reward Breakdown
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Every `step()` returns `info["reward_breakdown"]` with all 6 components as a dict. This is critical for debugging and analysis.
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---
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## 6. Training Pipeline
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### Model: Qwen 2.5 3B Instruct (via Unsloth)
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- 4-bit quantized loading
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- LoRA: r=16, targets q/k/v/o_proj, no bias
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- max_seq_length: 1024
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### Prompt Design
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```
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You are Mahoraga, an adaptive combat agent...
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Current State: HP, resistances, last attack, turn
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Available Actions: 0-4 with descriptions + strategy hints
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→ Return ONLY a single integer (0-4)
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```
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### Rollout Loop
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1. Reset env
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2. For each turn: build prompt → generate → parse action → env.step()
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3. Collect trajectory: `{prompt, response, action, reward, state, info}`
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4. Track: total reward, correct adaptation rate, win/loss
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### Reward-Weighted SFT (GRPO-style)
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Instead of PPO (complex, unstable on T4s), uses reward-weighted supervised fine-tuning:
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- Collect episodes with current model
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- Weight actions by reward: **>1.0 → 3 copies**, **>0 → 2**, **>-1.5 → 1**, **else → skip**
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- Fine-tune via SFTTrainer on weighted dataset
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- Repeat for N iterations
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### Training Loop
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```
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for iteration in range(5):
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episodes = collect_episodes(10)
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dataset = reward_weight(episodes)
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sft_train(model, dataset)
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save_checkpoint()
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log_metrics()
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```
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### Checkpoints & Metrics
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- LoRA weights saved per iteration: `/kaggle/working/checkpoints/iteration_N/`
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- Metrics JSON: avg_reward, win_rate, avg_steps, adapt_rate
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- Plot: 3-panel chart (reward, win rate, adaptation rate vs iteration)
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---
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## 7. UI System (Gradio)
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### Structure
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- 5 action buttons (Adapt×3, Judgment, Heal) + Reset
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- Two columns: Agent stats (HP, resistances, stack, cooldown) | Enemy stats (HP, turn, reward)
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- Monospace combat log
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### State Mapping
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UI reads directly from `MahoragaEnv` instance — no intermediary layer.
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### Log Format
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```
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Turn X:
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Enemy:
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→ [Subtype] ([Category])
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Mahoraga:
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→ [Action]
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Result:
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→ Damage: Y | Correct Adaptation: YES/NO | Stack: Z
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→ Reward: R.RR
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```
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---
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## 8. Data Flow
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```
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┌─────────┐ ┌──────────┐ ┌───────�� ┌────────┐ ┌─────┐
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│ State │───▶│ Prompt │───▶│ Model │───▶│ Action │───▶│ Env │
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│ Dict │ │ Builder │ │ (LLM) │ │ Parser │ │ │
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└─────────┘ └──────────┘ └───────┘ └────────┘ └──┬──┘
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│
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┌───────────────────────────────────────────────────────┘
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│
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▼
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┌──────────┐ ┌──────────┐ ┌──────────────┐
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│ Rewards │───▶│ Dataset │───▶│ SFT Trainer │
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│ (6 comp) │ │ (weight) │ │ (LoRA update)│
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└──────────┘ └──────────┘ └──────────────┘
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```
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1. **State** → 7-key dict (HP, resistances, last attack, turn, etc.)
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2. **Prompt** → Natural language with state + action descriptions
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3. **Model** → Generates single integer 0-4
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4. **Parser** → Extracts int, fallback to 0
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5. **Env** → Applies action, computes damage, checks termination
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6. **Rewards** → 6 independent components, summed to scalar
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7. **Dataset** → High-reward actions duplicated, low-reward filtered
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8. **Training** → SFT on weighted dataset updates LoRA weights
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---
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## 9. Key Design Decisions
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| Decision | Rationale |
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|----------|-----------|
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| **Unified schema** (`category/damage/ignore_armor`) | Two teams used different field names; unified to prevent silent bugs |
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| **CurriculumEnemy** | Progressive difficulty prevents early collapse; Phase 3 forces balanced play |
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| **Adaptation-match Judgment** | Old threshold-based burst was exploitable; matching requires tactical awareness |
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| **Composable rewards (NOT monolithic)** | Debugging, tuning, and analysis require visibility into individual signals |
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| **Reward-weighted SFT over PPO** | PPO on T4 GPUs with LLMs is unstable; GRPO-style SFT is simpler and proven |
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| **Asymmetric HP (1200 vs 1000)** | Slight agent advantage encourages exploration; symmetric HP led to agent always losing |
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| **Heal does NOT reset resistances** | Prevents heal+reset exploit that nullifies adaptation investment |
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---
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## 10. Known Risks / Edge Cases
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| Risk | Description | Mitigation |
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|------|-------------|------------|
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| **Reward imbalance** | Adaptation (+1.5) may dominate over combat signals | Monitor adapt_rate; if >80%, reduce adaptation reward |
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| **Over-adaptation** | Agent may only adapt, never attack | Terminal reward (-5.0 loss) penalizes passive play |
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| **Phase 3 exploit** | Agent could learn to keep all resistances equal to confuse Phase 3 | Phase 3 picks min, so equal res still gets attacked |
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| **Training instability** | SFT on small datasets can overfit | Use gradient accumulation, low LR (2e-5), 1 epoch per iter |
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| 339 |
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| **Heal spam** | Agent learns heal is safe | Anti-cowardice penalty (-1.0) + cooldown (3 turns) |
|
| 340 |
-
| **Wasted turns** | Heal on cooldown wastes a turn | Action nullified, no positive rewards possible |
|
| 341 |
-
| **PIERCE bypass** | 20% resistance bypass can surprise agent | Only 1/3 chance of PIERCE subtype, negligible long-term |
|
| 342 |
-
| **Zero reward on notebook** | Cloning wrong branch (main vs phase1-env-setup) | Notebook has `--branch phase1-env-setup` + assertion check |
|
| 343 |
-
|
| 344 |
-
---
|
| 345 |
-
|
| 346 |
-
## 11. How to Run
|
| 347 |
-
|
| 348 |
-
### Local Environment
|
| 349 |
-
```bash
|
| 350 |
-
cd project_mahoraga
|
| 351 |
-
python main.py # Run random episode
|
| 352 |
-
python tests/test_env.py # Run 110 core tests
|
| 353 |
-
python tests/test_gym_wrapper.py # Run 33 gym tests
|
| 354 |
-
```
|
| 355 |
-
|
| 356 |
-
### Gradio UI
|
| 357 |
-
```bash
|
| 358 |
-
cd project_mahoraga
|
| 359 |
-
python app.py # Opens browser at localhost:7860
|
| 360 |
-
```
|
| 361 |
-
|
| 362 |
-
### Kaggle Training
|
| 363 |
-
1. Upload `notebooks/mahoraga_training.ipynb` to Kaggle
|
| 364 |
-
2. Enable **GPU** (2× T4)
|
| 365 |
-
3. Run all 14 cells in order
|
| 366 |
-
4. Model saves to `/kaggle/working/mahoraga_lora_final`
|
| 367 |
-
|
| 368 |
-
### Debug Mode
|
| 369 |
-
```python
|
| 370 |
-
env = MahoragaEnv(debug=True)
|
| 371 |
-
# Prints reward breakdown every step
|
| 372 |
-
```
|
| 373 |
-
|
| 374 |
-
---
|
| 375 |
-
|
| 376 |
-
## 12. Future Improvements
|
| 377 |
-
|
| 378 |
-
| Area | Improvement | Effort |
|
| 379 |
-
|------|-------------|--------|
|
| 380 |
-
| **Training** | Replace reward-weighted SFT with true GRPO/PPO | High |
|
| 381 |
-
| **Enemy** | Add Phase 4: combo attacks (multi-type per turn) | Medium |
|
| 382 |
-
| **Enemy** | Better randomness model (Markov chain instead of uniform) | Medium |
|
| 383 |
-
| **Rewards** | Dynamic reward scaling based on training progress | Medium |
|
| 384 |
-
| **Multi-agent** | Two Mahoraga agents competing | High |
|
| 385 |
-
| **Observation** | Add enemy history buffer (last N attacks) to state | Low |
|
| 386 |
-
| **UI** | Add resistance bar charts, HP progress graphs | Low |
|
| 387 |
-
| **Eval** | Automated benchmark suite (win rate vs each phase) | Medium |
|
| 388 |
-
| **Deploy** | HuggingFace Spaces deployment for Gradio UI | Low |
|
| 389 |
-
|
| 390 |
-
---
|
| 391 |
-
|
| 392 |
-
## 13. Git History
|
| 393 |
-
|
| 394 |
-
```
|
| 395 |
-
ec92cdd MERGE: Unified schema, CurriculumEnemy, Gradio UI
|
| 396 |
-
c8f2f7c CRITICAL FIX: Clone correct branch + debug mode
|
| 397 |
-
cfb710a Phase 5: Kaggle training notebook
|
| 398 |
-
e9f91da Phase 4: Gymnasium wrapper
|
| 399 |
-
fd4d842 Phase 3: Composable reward system
|
| 400 |
-
b27a5b7 Phase 2: Enemy subtypes
|
| 401 |
-
5ed57fe Patch: Judgment/heal/HP fixes
|
| 402 |
-
832e7c6 Phase 1: Core environment
|
| 403 |
-
22712d1 Initial commit
|
| 404 |
-
```
|
| 405 |
-
|
| 406 |
-
---
|
| 407 |
-
|
| 408 |
-
## 14. Constants Reference
|
| 409 |
-
|
| 410 |
-
```python
|
| 411 |
-
MAX_HP = 1200 # Agent HP
|
| 412 |
-
ENEMY_HP = 1000 # Enemy HP
|
| 413 |
-
MAX_TURNS = 25
|
| 414 |
-
ADAPT_INCREASE = 40 # Resistance gain on adapt
|
| 415 |
-
ADAPT_DECREASE = 20 # Resistance loss on others
|
| 416 |
-
RESISTANCE_MAX = 80
|
| 417 |
-
JUDGMENT_BASE_DAMAGE = 100
|
| 418 |
-
JUDGMENT_BURST_DAMAGE = 350
|
| 419 |
-
HEAL_AMOUNT = 300
|
| 420 |
-
HEAL_COOLDOWN = 3
|
| 421 |
-
ARMOR_BYPASS_RATIO = 0.2 # PIERCE effect
|
| 422 |
-
PHASE_1_END = 5
|
| 423 |
-
PHASE_2_END = 15
|
| 424 |
-
PHASE_2_DEVIATION = 0.15
|
| 425 |
-
```
|
| 426 |
-
|
| 427 |
-
---
|
| 428 |
-
|
| 429 |
-
*This report is a complete knowledge transfer document. A new engineer or AI model should be able to understand, modify, and extend the system using only this document and the source code.*
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