File size: 10,963 Bytes
83136ac | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 | """Deterministic production-incident simulator.
``WorldSim`` is the physics engine underneath ChaosOps AI. It is pure
Python β no LLM, no network, fully reproducible given a seed.
Module structure after the Phase-4 refactor
-------------------------------------------
* :mod:`chaosops.env.injectors` β per-failure-type initial conditions and
``CORRECT_FIX`` correctness checks.
* :mod:`chaosops.env.action_handlers` β the dispatch table keyed by
:class:`ActionType` plus cascade helper.
* :mod:`chaosops.env.projections` β role-aware observation views.
* :mod:`chaosops.env.world_sim` (this file) β lifecycle glue: ``reset``,
``apply_action``, ``tick``, ``project_view``, log/alert emission,
red-herring injection.
Public re-exports keep backwards compatibility: ``INJECTORS``,
``CORRECT_FIX``, and ``Scenario`` are still importable from this module,
so downstream code and tests that use ``from chaosops.env.world_sim
import ...`` keep working unchanged.
"""
from __future__ import annotations
import random
import uuid
from dataclasses import dataclass
from chaosops.env.action_handlers import ACTION_HANDLERS, handle_action
from chaosops.env.injectors import (
CORRECT_FIX,
INJECTORS,
CorrectFix,
FailureInjector,
is_beneficial_action,
)
from chaosops.env.models import (
AgentRole,
Alert,
ChaosOpsAction,
ChaosOpsState,
DifficultyTier,
FailureType,
LogLine,
RoleView,
ServiceHealth,
ServiceMetrics,
ServiceName,
)
from chaosops.env.projections import project_view as _project_view
# ---------------------------------------------------------------------------
# Scenario β parameterized initial conditions
# ---------------------------------------------------------------------------
@dataclass(frozen=True)
class Scenario:
"""Initial conditions for an episode.
Scenarios are produced by the curriculum generator; keeping the dataclass
frozen lets us use them as cache keys and hash them for reproducibility.
"""
failure_type: FailureType
difficulty: DifficultyTier
seed: int
max_steps: int = 20
inject_misleading_logs: bool = False
rogue_fleet_agent: str | None = None
@classmethod
def from_type(
cls,
failure_type: FailureType,
*,
seed: int,
difficulty: DifficultyTier = DifficultyTier.EASY,
max_steps: int = 20,
) -> "Scenario":
rogue = None
if failure_type == FailureType.AUTOSCALER_COST_CUT:
rogue = "autoscaler"
elif failure_type == FailureType.MISROUTED_TRAFFIC:
rogue = "load_balancer"
elif failure_type == FailureType.ROGUE_DEPLOY_BOT:
rogue = "deploy_bot"
return cls(
failure_type=failure_type,
difficulty=difficulty,
seed=seed,
max_steps=max_steps,
inject_misleading_logs=difficulty == DifficultyTier.HARD,
rogue_fleet_agent=rogue,
)
# ---------------------------------------------------------------------------
# Baseline service profile
# ---------------------------------------------------------------------------
def _healthy_metrics(replicas: int = 3) -> ServiceMetrics:
return ServiceMetrics(
cpu_pct=22.0,
memory_mb=340.0,
latency_ms=45.0,
error_rate=0.01,
replicas=replicas,
health=ServiceHealth.HEALTHY,
)
def _initial_services() -> dict[str, ServiceMetrics]:
return {
ServiceName.AUTH.value: _healthy_metrics(3),
ServiceName.PAYMENTS.value: _healthy_metrics(4),
ServiceName.NOTIFICATIONS.value: _healthy_metrics(2),
ServiceName.DB.value: _healthy_metrics(1),
}
# ---------------------------------------------------------------------------
# Simulator
# ---------------------------------------------------------------------------
class WorldSim:
"""Deterministic failure physics.
All randomness is drawn from ``self._rng`` which is seeded from the
scenario; identical seed + identical action sequence -> identical state.
"""
MAX_MESSAGES_PER_VIEW = 8
MAX_LOGS_PER_VIEW = 6
def __init__(self) -> None:
self.state: ChaosOpsState = ChaosOpsState()
self._rng: random.Random = random.Random(0)
self._scenario: Scenario | None = None
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
def reset(self, scenario: Scenario) -> None:
self._scenario = scenario
self._rng = random.Random(scenario.seed)
self.state = ChaosOpsState(
episode_id=str(uuid.uuid4()),
step_count=0,
max_steps=scenario.max_steps,
difficulty=scenario.difficulty,
failure_type=scenario.failure_type,
rogue_fleet_agent=scenario.rogue_fleet_agent,
services=_initial_services(),
)
INJECTORS[scenario.failure_type](self)
if scenario.inject_misleading_logs:
self._inject_red_herrings(count=3)
# ------------------------------------------------------------------
# Action handling
# ------------------------------------------------------------------
def apply_action(self, action: ChaosOpsAction) -> dict[str, bool]:
"""Apply an LLM-agent action; return dict of outcome flags.
Outcome keys consumed by the reward function:
``resolved``, ``wrong_fix``, ``cascade_triggered``,
``rogue_flagged_correctly``, ``rogue_flagged_incorrectly``,
``root_cause_correct``, ``miscommunication``.
"""
flags: dict[str, bool] = {
"resolved": False,
"wrong_fix": False,
"cascade_triggered": False,
"rogue_flagged_correctly": False,
"rogue_flagged_incorrectly": False,
"root_cause_correct": False,
"miscommunication": False,
}
if self.state.resolved:
return flags # ignore actions after resolution
self.state.step_count += 1
handle_action(self, action, flags)
# Resolution check after every action.
if CORRECT_FIX[self.state.failure_type](action, self.state):
self.state.resolved = True
flags["resolved"] = True
return flags
# ------------------------------------------------------------------
# Passive tick β runs between turns
# ------------------------------------------------------------------
def tick(self) -> None:
"""Advance physics one step.
Memory leaks grow, cascading failures progress, and health degrades
when services sit broken. This is what makes slow agents worse
than fast ones (MTTR penalty).
"""
if self.state.resolved:
return
ft = self.state.failure_type
if ft == FailureType.MEMORY_LEAK:
svc = self.state.services[ServiceName.NOTIFICATIONS.value]
svc.memory_mb = min(svc.memory_mb + 180.0, 4_096.0)
if svc.memory_mb > 2_000.0:
svc.health = ServiceHealth.CRITICAL
elif ft == FailureType.CASCADE:
svc = self.state.services[ServiceName.NOTIFICATIONS.value]
if svc.health != ServiceHealth.HEALTHY:
svc.memory_mb = min(svc.memory_mb + 120.0, 4_096.0)
elif ft == FailureType.DISK_FULL:
db = self.state.services[ServiceName.DB.value]
db.memory_mb = min(db.memory_mb + 45.0, 4_096.0)
db.error_rate = min(db.error_rate + 0.02, 0.95)
if db.memory_mb > 3_900.0:
db.health = ServiceHealth.CRITICAL
# ------------------------------------------------------------------
# Role-aware projection
# ------------------------------------------------------------------
def project_view(self, role: AgentRole) -> RoleView:
return _project_view(self, role)
# ------------------------------------------------------------------
# Episode helpers
# ------------------------------------------------------------------
def is_terminal(self) -> bool:
return self.state.resolved or self.state.step_count >= self.state.max_steps
# ------------------------------------------------------------------
# Internals used by action handlers + projections
# ------------------------------------------------------------------
def _emit_log(
self,
service: ServiceName,
level: str,
message: str,
*,
is_red_herring: bool = False,
) -> None:
self.state.all_logs.append(
LogLine(
timestamp=float(self.state.step_count),
service=service,
level=level,
message=message,
is_red_herring=is_red_herring,
)
)
def _emit_alert(self, service: ServiceName, severity: str, message: str) -> None:
self.state.all_alerts.append(
Alert(
service=service,
severity=severity,
message=message,
triggered_at_step=self.state.step_count,
)
)
def _emit_private_message(
self, sender: AgentRole, recipient: str, body: str
) -> None:
"""Deliver ``body`` to ``recipient``'s private inbox.
Silently drops if ``recipient`` isn't a known role so a malformed
communication doesn't crash the episode.
"""
try:
recipient_role = AgentRole(recipient)
except ValueError:
self.state.miscommunications += 1
return
inbox = self.state.private_chat.setdefault(recipient_role.value, [])
inbox.append(f"[{sender.value} -> {recipient_role.value}] {body}")
def _inject_red_herrings(self, count: int) -> None:
decoy_templates = [
(ServiceName.AUTH, "INFO", "routine token rotation completed"),
(ServiceName.NOTIFICATIONS, "WARN", "email provider retry-after=2s"),
(ServiceName.DB, "INFO", "vacuum completed, reclaimed 18MB"),
(ServiceName.PAYMENTS, "WARN", "p95 brush with 250ms budget (non-breach)"),
]
for _ in range(count):
tpl = self._rng.choice(decoy_templates)
self._emit_log(tpl[0], tpl[1], tpl[2], is_red_herring=True)
self.state.misleading_log_count += 1
# ---------------------------------------------------------------------------
# Back-compat re-exports β tests and downstream code import these from here.
# ---------------------------------------------------------------------------
__all__ = [
"Scenario",
"WorldSim",
"INJECTORS",
"CORRECT_FIX",
"ACTION_HANDLERS",
"CorrectFix",
"FailureInjector",
"is_beneficial_action",
]
|