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# Learning from Experience: RL vs LLM In-Context Learning / 从经验中学习:RL 与 LLM 上下文学习对比
> Compares tabular Q-learning with LLM in-context learning on a treasure-hunt game with hidden mechanics (Shunyu Yao, “The Second Half”).
> 代码位于第 1 章项目树;对应书中 **实验 7-1 ★(Q-learning 在寻宝游戏中的表现)** 与 **实验 7-2 ★★(传统 RL 与 LLM Agent 的对比研究)**。
← [Chapter 1 index / 返回第 1 章目录](../README.md) · 📖 [Read Chapter 7 / 读第 7 章正文](../../book/chapter7.md)[EN](../../book-en/chapter7.md)
---
## English
### Overview
This experiment compares traditional Reinforcement Learning (Q-learning) with LLM-based in-context learning, replicating the key insights from Shunyu Yao's blog post ["The Second Half"](https://ysymyth.github.io/The-Second-Half/).
It demonstrates how LLMs can generalize through reasoning while traditional RL methods require extensive training to learn game mechanics. We use a text-based treasure hunt game with hidden mechanics that agents must discover through experience.
### Key Insights Being Tested
1. **Sample Efficiency**: LLMs can learn from far fewer examples than traditional RL
2. **Generalization**: LLMs use reasoning to understand patterns, while RL memorizes state-action mappings
3. **Prior Knowledge**: Language pre-training provides powerful priors for reasoning about new tasks
4. **Hidden Mechanics Discovery**: LLMs can form hypotheses and test them, while RL requires exhaustive exploration
### What You'll See
When running the LLM experiment, you'll see the **complete decision-making process**:
```
============================================================
LLM DECISION PROCESS
============================================================
📊 Experiences in memory: 15
🎮 Current room: hallway
🎯 Available actions: 8
💡 Recent successful patterns learned:
• take red key → +5.0 reward
• try crafting → +10.0 reward
🤔 LLM is thinking...
📝 LLM Reasoning:
----------------------------------------
Based on my past experiences, I've learned that:
1. The red key opens the locked door to the guard room
2. Crafting rusty sword + magic crystal creates a silver sword
3. The silver sword can defeat the strong guard
Since I have the silver sword and I'm in the hallway...
----------------------------------------
✅ Chosen action: go north
```
This transparency shows exactly how the LLM learns and reasons, unlike the black-box nature of Q-learning.
### The Game
A text-based treasure hunt game where agents must:
- Navigate through multiple rooms
- Collect items and keys
- Defeat guards using appropriate weapons
- Discover hidden mechanics through experience
#### Hidden Mechanics (Not Revealed to Agents)
1. **Color-coded locks**: Specific colored keys open matching doors
2. **Weapon effectiveness**: Different weapons work against different enemies
3. **Crafting system**: Certain items combine to create better items
4. **Potion effects**: Temporary abilities from consuming potions
### Quick Start
#### Installation
```bash
# Recommended from the repository root: use the shared Chapter 1 environment
uv sync --locked --extra ch1
# Activate it before changing directories:
# macOS/Linux:
source .venv/bin/activate
# Windows PowerShell: .venv\Scripts\Activate.ps1
# Windows cmd: .venv\Scripts\activate.bat
# pip fallback when uv is not installed:
# python -m pip install -e ".[ch1]"
# Enter this experiment directory for the commands below
cd chapter1/learning-from-experience
# Single-project compatibility path, still supported during migration:
# python -m pip install -r requirements.txt
```
- Q-learning runs fully offline with **no API key**.
- The LLM path needs a Moonshot/Kimi API key (or OpenRouter fallback).
#### Setting up Kimi K3 API
To run the LLM experiments, you need a Kimi (Moonshot) API key:
1. Get your API key from [Moonshot AI](https://platform.moonshot.cn/)
2. Set the environment variable:
```bash
export LLM_PROVIDER="moonshot" # or dashscope/qwen/bailian
export MOONSHOT_API_KEY="your-api-key-here"
# For Alibaba Cloud Model Studio / Bailian (Qwen), use:
# export LLM_PROVIDER="dashscope"
# export DASHSCOPE_API_KEY="your-dashscope-api-key-here"
# export DASHSCOPE_MODEL="qwen3.7-plus"
```
Or create a `.env` file:
```bash
echo "MOONSHOT_API_KEY=your-api-key-here" > .env
```
**Universal OpenRouter fallback**: if `MOONSHOT_API_KEY` is unset but `OPENROUTER_API_KEY` is set, the LLM path routes through OpenRouter. Because Kimi models are not stably available on OpenRouter, the fallback uses `OPENROUTER_MODEL` (default `openai/gpt-5.6-luna`):
```bash
export OPENROUTER_API_KEY=your-openrouter-api-key
python quick_demo.py # runs via OpenRouter when MOONSHOT_API_KEY is missing
```
### Running the Experiment
#### Quick Demo (See LLM Learning in Action)
```bash
python quick_demo.py
```
This shows a detailed view of how the LLM learns through reasoning, displaying:
- Complete thought process for each decision
- How experiences accumulate and influence future decisions
- The dramatic difference in learning speed vs traditional RL
#### Command-Line Interface (`experiment.py`)
`experiment.py` provides a full CLI (Chinese help text). List all flags:
```bash
python experiment.py --help
```
Main parameters:
| Parameter | Description | Default |
| --- | --- | --- |
| `--mode {both,qlearning,rl,llm}` | Which agent(s): `qlearning`/`rl` = Q-learning only (offline), `llm` = LLM Agent only, `both` = comparison | `both` |
| `--rl-episodes` | Q-learning training episodes (Experiment 7-1 uses 10000) | `10000` |
| `--llm-episodes` | LLM Agent training episodes | `20` |
| `--eval-episodes` | Greedy evaluation episodes after Q-learning | `100` |
| `--checkpoint-interval` | Learning-curve sample interval (every N episodes) | `1000` |
| `--model` | LLM model name (or `MOONSHOT_MODEL` env) | `kimi-k3` |
| `--output` | Results output directory | `results` |
| `--seed` | Random seed for reproducible Q-learning curves | unset |
| `--learning-rate` / `--discount` / `--epsilon-decay` / `--epsilon-min` | Q-learning hyperparameters | `0.2 / 0.99 / 0.9995 / 0.1` |
| `--stochastic` | Use stochastic environment | deterministic |
| `--skip-llm` | Legacy alias for `--mode qlearning` | — |
#### Q-Learning Only (Experiment 7-1, offline, no API)
```bash
python experiment.py --mode qlearning --rl-episodes 10000 --seed 42
```
Training finishes in under ~3 seconds and prints a **learning curve table** showing how the agent goes from ~0% win rate to mastery over nearly 10k episodes (see Results below).
#### Full Comparison (RL vs LLM, Experiment 7-2)
```bash
python experiment.py --mode both --model kimi-k3
```
For the exact book protocol and acceptance-grade evidence, use the canonical
runner. It executes the 10,000-episode Q-learning arm, 100 greedy evaluation
episodes, and exactly one first-attempt official Moonshot Kimi K3 trajectory:
```bash
python run_experiment_7_2.py
```
The canonical runner rejects OpenRouter substitution, API errors, missing raw
provider response IDs/content, and any parser fallback. It writes
`validation/<timestamp>/evidence.json`; if only post-run serialization needs to
be repaired, `finalize_experiment_7_2.py <campaign-dir>` finalizes the already
saved raw campaign without repeating paid model calls.
This will:
1. Train a Q-learning agent for 10000 episodes (~3 seconds) and print its learning curve
2. Train an LLM agent for 20 episodes with detailed reasoning display
3. Evaluate both agents
4. Generate comparison plots
5. Save results to the `results/` directory
**Note**: `experiment.py` is the exploratory multi-episode runner. The canonical
book campaign is deliberately one first attempt. The accepted 2026-07-30 Kimi
K3 attempt took 416.11 seconds for 17 sequential reasoning calls; the earlier
“12 minutes per game” estimate was not reproduced on this route.
#### LLM Only
```bash
python experiment.py --mode llm --llm-episodes 20
```
#### Interactive Game Play
Test the game manually:
```python
from game_environment import TreasureHuntGame
game = TreasureHuntGame()
print(game.get_state_description())
print("Available actions:", game.get_available_actions())
# Try an action
feedback, reward, done = game.execute_action("take rusty sword")
print(f"Feedback: {feedback}")
print(f"Reward: {reward}")
```
### Validation
Install the `dev` extra from the repository root before running pytest in a clean environment:
```bash
uv sync --locked --extra ch1 --extra dev
# Activate it before changing directories:
# macOS/Linux:
source .venv/bin/activate
# Windows PowerShell: .venv\Scripts\Activate.ps1
# Windows cmd: .venv\Scripts\activate.bat
cd chapter1/learning-from-experience
python -m pytest tests
```
The longer Q-learning learning-curve check is an offline manual smoke script, kept out of default pytest discovery:
```bash
python tests/manual/rl_learning_check.py --episodes 1000
```
### Experiment Results
#### Metrics Compared
1. **Sample Efficiency** — Episodes needed to achieve good performance; learning speed
2. **Performance** — Victory rate in evaluation; average rewards and episode lengths
3. **Computational Cost** — Training time; memory (Q-table size vs. experience storage); API calls for LLM
#### Visualizations
The experiment creates comparison plots showing:
- Learning curves over time
- Victory rate progression
- Sample efficiency comparison
- Key insights summary
#### Expected Results
##### Q-Learning learning curve (measured locally, `--mode qlearning --rl-episodes 10000 --seed 42`)
Measured curve (deterministic env; victory rate as a sliding window over the last 1000 episodes; full training ~3s):
| Episodes | Victory rate | Q-table states | epsilon |
| ---: | ---: | ---: | ---: |
| 1000 | 0.3% | 123 | 0.606 |
| 2000 | 0.0% | 123 | 0.368 |
| 3000 | 0.1% | 126 | 0.223 |
| 5000 | 0.1% | 128 | 0.100 |
| 7000 | 97.0% | 138 | 0.100 |
| 8000 | 99.6% | 138 | 0.100 |
| 9000 | 99.8% | 139 | 0.100 |
| 10000 | **98.1%** | 142 | 0.100 |
After training, the canonical greedy evaluation reaches **100%** win rate,
averaging 12 steps. The accepted Kimi K3 arm won on its first attempt in 17
steps with 17/17 real responses, zero API errors, zero fallbacks, and 28,242
tokens. This reproduces the first-attempt conclusion but not the manuscript's
historical point estimates of exactly 18 Kimi steps and an 11-step Q-learning
solution. See the [canonical evidence](validation/20260730_011704/evidence.json).
##### RL vs LLM (Experiment 7-2 conclusions)
- **Q-Learning**: Needs ~10000 episodes for stable clears; treats “door / key / sword” as meaningless symbols and only explores statistically.
- **LLM In-Context**: Carries pretrained priors; often clears in the first episode within tens of steps by reasoning about game concepts.
- **Sample Efficiency**: LLM is 23 orders of magnitude more sample-efficient; but per-episode inference is slow (~12 min API), while Q-learning finishes 10000 episodes in ~3s—trade-off depends on interaction cost (see book Experiment 7-2).
### Project Structure
```
learning-from-experience/
├── game_environment.py # Text-based game with hidden mechanics
├── rl_agent.py # Q-learning implementation
├── llm_agent.py # LLM with in-context learning
├── experiment.py # Main experiment runner
├── demo.py # Interactive local game demo
├── quick_demo.py # Short LLM learning demo
├── run_experiment_7_2.py # Exact real campaign + acceptance gates
├── finalize_experiment_7_2.py # Evidence-only recovery; no API rerun
├── env.example # Optional API-key template
├── tests/
│ ├── test_basic.py
│ ├── test_zero_episodes.py
│ ├── test_rl_progress_small_episodes.py
│ └── manual/
│ └── rl_learning_check.py
├── requirements.txt # Python dependencies
├── README.md # This file
└── results/ # Experiment outputs (created on run)
└── [timestamp]/
├── rl_agent.pkl # Trained Q-learning agent
├── llm_experiences.json # LLM's collected experiences
├── experiment_results.json # Numerical results
└── comparison_plots.png # Visualization
```
### Technical Details
#### Q-Learning Agent
- **Algorithm**: Tabular Q-learning with ε-greedy exploration
- **State Representation**: Hashed combination of room, inventory, and game state
- **Learning Rate**: 0.2 (configurable via `--learning-rate`)
- **Discount Factor**: 0.99 (configurable via `--discount`)
- **Exploration**: ε starts at 1.0, decays by `--epsilon-decay` (0.9995) to `--epsilon-min` (0.1)
#### LLM Agent (Kimi K3)
- **Model**: `kimi-k3` (override with `--model` or `MOONSHOT_MODEL`)
- **Reasoning model**: Kimi K3 emits a chain-of-thought (`message.reasoning_content`) before its final answer (`message.content`), so the code uses a generous `max_tokens=2048` to make sure the `ACTION:` line is not truncated by the reasoning budget.
- **Learning Method**: In-context learning with experience memory (up to 50 experiences)
- **Context Management**: Stores successful and failed experiences
- **Reasoning**: Prompts LLM to reason about past experiences before acting
- **Temperature**: requested 0.7, but reasoning models (Kimi K3, GPT-5) only accept `temperature=1`, so the code auto-forces `1` for those (see `_reasoning_safe_temperature`)
### Extending the Experiment
#### Ideas for Further Research
1. **Different Games**: Try other hidden-mechanic games
2. **Hybrid Approaches**: Combine RL with LLM guidance
3. **Transfer Learning**: Test how well agents transfer to similar games
4. **Ablation Studies**: Remove reasoning prompts to isolate their impact
5. **Other LLMs**: Compare different language models
#### Modifying the Game
Edit `game_environment.py` to:
- Add new rooms and items
- Create more complex hidden mechanics
- Adjust difficulty and rewards
- Add new types of puzzles
### Educational Value
1. **The Power of Priors**: How language pre-training provides useful knowledge
2. **Reasoning vs. Memorization**: Different approaches to learning
3. **Sample Efficiency**: Why it matters for real-world applications
4. **The Second Half Thesis**: Moving from “can we solve it?” to “how efficiently?”
### References
- [The Second Half](https://ysymyth.github.io/The-Second-Half/) by Shunyu Yao
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://arxiv.org/abs/2210.03629)
- Original Q-learning paper: Watkins & Dayan (1992)
---
## 中文
### 概述
本实验对比传统强化学习(Q-learning)与基于 LLM 的上下文学习(in-context learning),复现 Shunyu Yao 博客 [“The Second Half”](https://ysymyth.github.io/The-Second-Half/) 中的核心洞见。
目标:展示 LLM 如何通过**推理**泛化,而传统 RL 往往需要大量试错才能学到游戏机制。我们使用带有**隐藏机制**的文本寻宝游戏,智能体只能通过经验去发现规则。
代码在 `chapter1/learning-from-experience/`,对应书中**实验 7-1** 与 **实验 7-2**(正文见第 7 章)。
### 要验证的关键洞察
1. **样本效率**:LLM 用远少于传统 RL 的样例即可学习
2. **泛化**:LLM 用推理理解模式;RL 记忆状态-动作映射
3. **先验知识**:语言预训练为新任务推理提供强大先验
4. **隐藏机制发现**:LLM 可形成假设并检验;RL 往往需要穷尽式探索
### 你会看到什么
运行 LLM 实验时,会看到**完整决策过程**:
```
============================================================
LLM DECISION PROCESS
============================================================
📊 Experiences in memory: 15
🎮 Current room: hallway
🎯 Available actions: 8
💡 Recent successful patterns learned:
• take red key → +5.0 reward
• try crafting → +10.0 reward
🤔 LLM is thinking...
📝 LLM Reasoning:
----------------------------------------
Based on my past experiences, I've learned that:
1. The red key opens the locked door to the guard room
2. Crafting rusty sword + magic crystal creates a silver sword
3. The silver sword can defeat the strong guard
Since I have the silver sword and I'm in the hallway...
----------------------------------------
✅ Chosen action: go north
```
这种透明度展示了 LLM 如何学习与推理,有别于 Q-learning 的黑盒性质。
### 游戏说明
文本寻宝游戏,智能体需要:
- 在多个房间间导航
- 收集物品与钥匙
- 使用合适武器击败守卫
- 通过经验发现隐藏机制
#### 隐藏机制(不对智能体公开)
1. **颜色锁**:特定颜色钥匙开对应门
2. **武器有效性**:不同武器对不同敌人有效
3. **合成系统**:特定物品可合成更强物品
4. **药水效果**:消耗药水获得临时能力
### 快速开始
#### 安装
```bash
# 推荐在仓库根目录使用统一的第 1 章环境
uv sync --locked --extra ch1
# 切换目录前先激活环境:
# macOS/Linux
source .venv/bin/activate
# Windows PowerShell.venv\Scripts\Activate.ps1
# Windows cmd.venv\Scripts\activate.bat
# 未安装 uv 时可用 pip 兜底:
# python -m pip install -e ".[ch1]"
# 进入本实验目录,后续命令都在这里运行
cd chapter1/learning-from-experience
# 迁移期间仍支持单项目兼容路径:
# python -m pip install -r requirements.txt
```
- Q-learning 完全离线,**无需任何 API Key**。
- LLM 部分需要 Moonshot/Kimi API Key(或 OpenRouter 兜底)。
#### 配置 Kimi K3 API
运行 LLM 实验需要 KimiMoonshotAPI Key
1. 从 [Moonshot AI](https://platform.moonshot.cn/) 获取 Key
2. 设置环境变量:
```bash
export MOONSHOT_API_KEY="your-api-key-here"
```
或创建 `.env`
```bash
echo "MOONSHOT_API_KEY=your-api-key-here" > .env
```
**通用兜底(OpenRouter**:若未设置 `MOONSHOT_API_KEY` 但设置了 `OPENROUTER_API_KEY`LLM 部分会自动改走 OpenRouter。由于 Kimi 模型在 OpenRouter 上不稳定可用,兜底时会使用 `OPENROUTER_MODEL`(默认 `openai/gpt-5.6-luna`):
```bash
export OPENROUTER_API_KEY=your-openrouter-api-key
python quick_demo.py # MOONSHOT_API_KEY 缺失时自动经 OpenRouter 运行
```
### 运行实验
#### 快速演示(观察 LLM 如何学习)
```bash
python quick_demo.py
```
会展示:
- 每一步的完整思考过程
- 经验如何累积并影响后续决策
- 与传统 RL 在学习速度上的巨大差异
#### 命令行接口(`experiment.py`
`experiment.py` 提供带中文帮助的完整 CLI
```bash
python experiment.py --help
```
主要参数:
| 参数 | 说明 | 默认值 |
| --- | --- | --- |
| `--mode {both,qlearning,rl,llm}` | 运行哪种智能体:`qlearning`/`rl` 只跑 Q-learning(离线)、`llm` 只跑 LLM Agent、`both` 两者对比 | `both` |
| `--rl-episodes` | Q-learning 训练局数(实验 7-1 用 10000) | `10000` |
| `--llm-episodes` | LLM Agent 训练局数 | `20` |
| `--eval-episodes` | Q-learning 训练后贪婪评估局数 | `100` |
| `--checkpoint-interval` | 学习曲线采样间隔(每 N 局记录一次胜率/Q 表规模) | `1000` |
| `--model` | LLM 模型名(也可用 `MOONSHOT_MODEL` 环境变量) | `kimi-k3` |
| `--output` | 结果输出目录 | `results` |
| `--seed` | 随机种子,用于复现 Q-learning 学习曲线 | 不固定 |
| `--learning-rate` / `--discount` / `--epsilon-decay` / `--epsilon-min` | Q-learning 超参数 | `0.2 / 0.99 / 0.9995 / 0.1` |
| `--stochastic` | 使用随机环境 | 确定性 |
| `--skip-llm` | 兼容旧用法,等价于 `--mode qlearning` | — |
#### 仅 Q-Learning(实验 7-1,离线,无需 API)
```bash
python experiment.py --mode qlearning --rl-episodes 10000 --seed 42
```
训练不到 3 秒即可完成,并打印**学习曲线表格**,直观展现智能体如何在近万局试错中从 0% 胜率逐步学会通关(见下文“实验结果”)。
#### 完整对比(RL vs LLM,实验 7-2
```bash
python experiment.py --mode both --model kimi-k3
```
严格复现正文协议并生成可验收证据,请运行:
```bash
python run_experiment_7_2.py
```
该入口固定运行 10,000 局 Q-learning、100 局贪婪评估和且仅一局官方
Moonshot `kimi-k3` 首次尝试;OpenRouter 替代、API 错误、缺失原始响应
ID/正文或任何 parser fallback 都会使验收失败。若模型调用已经完成、仅证据
序列化失败,可运行 `python finalize_experiment_7_2.py <campaign-dir>`,直接从
已保留的原始结果完成证据,不重复付费调用。
流程:
1. 训练 Q-learning 10000 局(约 3 秒)并打印学习曲线
2. 训练 LLM Agent 20 局,并展示详细推理
3. 评估双方
4. 生成对比图
5. 结果写入 `results/`
**说明**`experiment.py` 是多局探索入口;正文规范入口只测第一局。2026-07-30
验收运行包含 17 次串行推理调用,共耗时 416.11 秒,因此没有复现旧版
“每局 12 分钟”的估计。
#### 仅 LLM
```bash
python experiment.py --mode llm --llm-episodes 20
```
#### 交互式试玩
```python
from game_environment import TreasureHuntGame
game = TreasureHuntGame()
print(game.get_state_description())
print("Available actions:", game.get_available_actions())
# Try an action
feedback, reward, done = game.execute_action("take rusty sword")
print(f"Feedback: {feedback}")
print(f"Reward: {reward}")
```
### 验证
在干净环境中运行 pytest 前,先在仓库根目录安装 `dev` extra
```bash
uv sync --locked --extra ch1 --extra dev
# 切换目录前先激活环境:
# macOS/Linux
source .venv/bin/activate
# Windows PowerShell.venv\Scripts\Activate.ps1
# Windows cmd.venv\Scripts\activate.bat
cd chapter1/learning-from-experience
python -m pytest tests
```
较长的 Q-learning 学习曲线检查是离线手动 smoke 脚本,不会被默认 pytest 收集:
```bash
python tests/manual/rl_learning_check.py --episodes 1000
```
### 实验结果
#### 对比指标
1. **样本效率** — 达到良好表现所需局数、学习速度
2. **性能** — 评估胜率、平均回报与回合长度
3. **计算成本** — 训练时间;内存(Q 表规模 vs. 经验存储);LLM 的 API 调用
#### 可视化
实验会生成对比图,包括:
- 随时间的学习曲线
- 胜率演进
- 样本效率对比
- 关键洞察摘要
#### 预期结果
##### Q-learning 学习曲线(本地实测,`--mode qlearning --rl-episodes 10000 --seed 42`
实测学习曲线(确定性环境,胜率按最近 1000 局滑动窗口统计,整段训练约 3 秒):
| Episodes | Victory rate | Q-table states | epsilon |
| ---: | ---: | ---: | ---: |
| 1000 | 0.3% | 123 | 0.606 |
| 2000 | 0.0% | 123 | 0.368 |
| 3000 | 0.1% | 126 | 0.223 |
| 5000 | 0.1% | 128 | 0.100 |
| 7000 | 97.0% | 138 | 0.100 |
| 8000 | 99.6% | 138 | 0.100 |
| 9000 | 99.8% | 139 | 0.100 |
| 10000 | **98.1%** | 142 | 0.100 |
规范运行训练后 100 局贪婪评估胜率为 **100%**,平均 12 步通关;Kimi K3
第一局 17 步通关,保留 17/17 条官方响应,零 API 错误、零 fallback,共
28,242 tokens。它复现了“第一局成功”的实质结论,但没有复现历史记录中的
Kimi 恰好 18 步和 Q-learning 恰好 11 步。详见[规范证据](validation/20260730_011704/evidence.json)。
##### RL vs LLM(实验 7-2 的对比结论)
- **Q-Learning**:需要近 10000 局才达到稳定通关;把“门/钥匙/剑”当作无意义符号,只能靠统计式暴力探索。
- **LLM In-Context**:携带预训练先验,往往第一局就能在十几步内通关;靠推理理解游戏概念结构。
- **样本效率**:LLM 高出 2–3 个数量级;但单局推理慢(API 调用 ~1–2 分钟),Q-learning 跑 10000 局只需约 3 秒——权衡取决于交互成本,详见书中实验 7-2。
### 项目结构
```
learning-from-experience/
├── game_environment.py # Text-based game with hidden mechanics
├── rl_agent.py # Q-learning implementation
├── llm_agent.py # LLM with in-context learning
├── experiment.py # Main experiment runner
├── demo.py # Interactive local game demo
├── quick_demo.py # Short LLM learning demo
├── run_experiment_7_2.py # 正文规范实测与验收门
├── finalize_experiment_7_2.py # 仅补写证据,不重复 API 调用
├── env.example # Optional API-key template
├── tests/
│ ├── test_basic.py
│ ├── test_zero_episodes.py
│ ├── test_rl_progress_small_episodes.py
│ └── manual/
│ └── rl_learning_check.py
├── requirements.txt # Python dependencies
├── README.md # This file
└── results/ # Experiment outputs (created on run)
└── [timestamp]/
├── rl_agent.pkl # Trained Q-learning agent
├── llm_experiences.json # LLM's collected experiences
├── experiment_results.json # Numerical results
└── comparison_plots.png # Visualization
```
### 技术细节
#### Q-Learning Agent
- **算法**:表格 Q-learning + ε-贪婪探索
- **状态表示**:房间、背包与游戏状态的哈希组合
- **学习率**0.2`--learning-rate`
- **折扣因子**0.99`--discount`
- **探索**:ε 从 1.0 起,按 `--epsilon-decay`0.9995)衰减到 `--epsilon-min`0.1
#### LLM AgentKimi K3
- **模型**`kimi-k3`(可用 `--model``MOONSHOT_MODEL` 覆盖)
- **推理模型**:Kimi K3 会在最终答案(`message.content`)前输出思维链(`message.reasoning_content`),因此代码使用较大的 `max_tokens=2048`,避免 `ACTION:` 行被思考预算截断。
- **学习方式**:上下文学习 + 经验记忆(最多 50 条)
- **上下文管理**:存储成功与失败经验
- **推理**:行动前提示模型基于过往经验推理
- **Temperature**:请求 0.7,但推理模型(Kimi K3、GPT-5)只接受 `temperature=1`,代码会自动强制为 `1`(见 `_reasoning_safe_temperature`
### 扩展实验
#### 进一步研究思路
1. **不同游戏**:尝试其他隐藏机制游戏
2. **混合方法**RL 与 LLM 引导结合
3. **迁移学习**:测试向相似游戏的迁移
4. **消融研究**:去掉推理提示以隔离其影响
5. **其他 LLM**:对比不同语言模型
#### 修改游戏
编辑 `game_environment.py` 可:
- 增加房间与物品
- 设计更复杂的隐藏机制
- 调整难度与奖励
- 加入新类型谜题
### 教学价值
1. **先验的力量**:语言预训练如何提供有用知识
2. **推理 vs. 记忆**:不同学习路径
3. **样本效率**:为何对现实任务重要
4. **“The Second Half” 论点**:从“能否解决”转向“多高效”
### 参考文献
- [The Second Half](https://ysymyth.github.io/The-Second-Half/) — Shunyu Yao
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://arxiv.org/abs/2210.03629)
- Q-learning 原文:Watkins & Dayan (1992)
---
## Notes / 说明
- Project type: **✅ standalone runnable** (Q-learning offline; LLM needs API key).
项目类型:**✅ 可独立运行**Q-learning 离线;LLM 需 API Key)。
- For educational purposes; inspired by academic work on AI and RL.
教学用途,灵感来自 AI 与强化学习相关研究。
- Feel free to add mechanics, other RL algorithms (DQN, PPO, …), providers, or richer metrics.
欢迎增加隐藏机制、其他 RL 算法、提供商或更完善的评估指标。
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#!/usr/bin/env python3
"""
Interactive demo to play the game manually or watch agents play.
"""
import os
import sys
from pathlib import Path
from dotenv import load_dotenv
# Load environment variables from .env file
load_dotenv()
# Add parent directory to path for imports
sys.path.append(str(Path(__file__).parent))
from game_environment import TreasureHuntGame
from rl_agent import QLearningAgent
from llm_agent import LLMAgent
def play_manual():
"""Let the user play the game manually."""
print("\n" + "="*60)
print("MANUAL PLAY MODE")
print("="*60)
print("\nYou are playing the treasure hunt game!")
print("Try to find the dragon's treasure by exploring and discovering hidden mechanics.")
game = TreasureHuntGame()
while not game.game_over:
print("\n" + "-"*40)
print(game.get_state_description())
print("\nAvailable actions:")
actions = game.get_available_actions()
for i, action in enumerate(actions, 1):
print(f" {i}. {action}")
# Get user input
choice = input("\nEnter action number or type custom action: ").strip()
# Parse input
if choice.isdigit() and 1 <= int(choice) <= len(actions):
action = actions[int(choice) - 1]
else:
action = choice
# Execute action
feedback, reward, done = game.execute_action(action)
print(f"\nFeedback: {feedback}")
print(f"Reward: {reward:.2f}")
if game.victory:
print("\n🎉 CONGRATULATIONS! You won!")
else:
print("\n💀 GAME OVER! Better luck next time.")
print(f"Final score: {game.score}")
def watch_rl_agent():
"""Watch a trained RL agent play."""
print("\n" + "="*60)
print("WATCHING Q-LEARNING AGENT")
print("="*60)
# Check if trained agent exists
agent_path = Path("results") / "rl_agent_demo.pkl"
agent = QLearningAgent()
if agent_path.exists():
print("Loading pre-trained agent...")
agent.load(agent_path)
else:
print("No pre-trained agent found. Training one now...")
print("This will take a few minutes...\n")
game = TreasureHuntGame()
agent.train(num_episodes=2000, verbose=True)
# Save for future use
agent_path.parent.mkdir(exist_ok=True)
agent.save(agent_path)
# Watch agent play
print("\nWatching agent play...")
game = TreasureHuntGame()
total_reward = 0
steps = 0
while not game.game_over:
print("\n" + "-"*40)
print(game.get_state_description())
action = agent.choose_action(game, training=False)
print(f"\nAgent chooses: {action}")
feedback, reward, done = game.execute_action(action)
print(f"Feedback: {feedback}")
print(f"Reward: {reward:.2f}")
total_reward += reward
steps += 1
input("\nPress Enter to continue...")
if game.victory:
print("\n🎉 Agent won!")
else:
print("\n💀 Agent failed.")
print(f"Total reward: {total_reward:.2f}")
print(f"Steps taken: {steps}")
def watch_llm_agent():
"""Watch an LLM agent play with reasoning."""
print("\n" + "="*60)
print("WATCHING LLM AGENT (with reasoning)")
print("="*60)
# Check API key
provider = os.getenv("LLM_PROVIDER", "moonshot").lower()
api_key = os.getenv("DASHSCOPE_API_KEY") if provider in {"dashscope", "qwen", "bailian"} else os.getenv("MOONSHOT_API_KEY")
if not api_key and not os.getenv("OPENROUTER_API_KEY"):
print(f"\nError: API key for provider '{provider}' not set.")
print("Please set your Kimi API key:")
print(" export DASHSCOPE_API_KEY='your-key-here' # for dashscope/qwen/bailian")
print(" export MOONSHOT_API_KEY='your-key-here' # for moonshot/kimi")
print("Or set OPENROUTER_API_KEY as a universal fallback.")
return
agent = LLMAgent(api_key=api_key, provider=provider)
# Load experiences if available
exp_path = Path("results") / "llm_experiences_demo.json"
if exp_path.exists():
print("Loading previous experiences...")
agent.load_experiences(exp_path)
print(f"Loaded {len(agent.experiences)} experiences")
# Play one episode with verbose output
print("\nWatching LLM agent play with reasoning...")
print("(The agent will explain its thought process)\n")
game = TreasureHuntGame()
reward, steps, victory = agent.play_episode(game, verbose=True)
if victory:
print("\n🎉 LLM agent won!")
else:
print("\n💀 LLM agent failed.")
print(f"Total reward: {reward:.2f}")
print(f"Steps taken: {steps}")
print(f"API calls made: {agent.api_calls}")
# Save experiences
exp_path.parent.mkdir(exist_ok=True)
agent.save_experiences(exp_path)
def show_hidden_rules():
"""Reveal the hidden game mechanics."""
print("\n" + "="*60)
print("HIDDEN GAME MECHANICS (SPOILERS!)")
print("="*60)
game = TreasureHuntGame()
print(game.get_hidden_rules())
print("\nThese are the rules that agents must discover through experience.")
print("Traditional RL requires thousands of episodes to learn these patterns,")
print("while LLMs can often figure them out in just 20-30 episodes through reasoning.")
def main():
"""Main menu for the demo."""
while True:
print("\n" + "="*70)
print("LEARNING FROM EXPERIENCE DEMO")
print("Comparing RL vs LLM In-Context Learning")
print("="*70)
print("\nChoose an option:")
print("1. Play the game manually")
print("2. Watch Q-Learning agent play (pre-trained)")
print("3. Watch LLM agent play with reasoning")
print("4. Show hidden game mechanics (spoilers!)")
print("5. Run full experiment")
print("6. Exit")
choice = input("\nEnter your choice (1-6): ").strip()
if choice == "1":
play_manual()
elif choice == "2":
watch_rl_agent()
elif choice == "3":
watch_llm_agent()
elif choice == "4":
show_hidden_rules()
elif choice == "5":
print("\nRunning full experiment...")
os.system("python experiment.py")
elif choice == "6":
print("\nGoodbye!")
break
else:
print("\nInvalid choice. Please try again.")
if __name__ == "__main__":
main()
@@ -0,0 +1 @@
@@ -0,0 +1,21 @@
# Provider: moonshot (default) or dashscope/qwen/bailian
LLM_PROVIDER=moonshot
# Kimi (Moonshot) API Configuration
# Get your API key from: https://platform.moonshot.cn/
MOONSHOT_API_KEY=your-api-key-here
# Alibaba Cloud Model Studio / Bailian (Qwen)
# DASHSCOPE_API_KEY=your-dashscope-api-key-here
# DASHSCOPE_MODEL=qwen3.7-plus
# DASHSCOPE_BASE_URL=https://dashscope-intl.aliyuncs.com/compatible-mode/v1
# Optional: Customize model (default: kimi-k3)
# MOONSHOT_MODEL=kimi-k3
# Universal fallback: if MOONSHOT_API_KEY is missing but OPENROUTER_API_KEY is
# set, the agent routes through OpenRouter. Note: Kimi models are not reliably
# available on OpenRouter, so the fallback uses OPENROUTER_MODEL (default
# openai/gpt-5.6-luna) instead.
# OPENROUTER_API_KEY=your-openrouter-api-key
# OPENROUTER_MODEL=openai/gpt-5.6-luna
@@ -0,0 +1,655 @@
"""
Experiment runner to compare traditional RL vs LLM-based in-context learning.
This replicates the key insights from "The Second Half" blog post.
"""
import os
import json
import time
import random
import argparse
from datetime import datetime
from typing import Dict, Any, List
import numpy as np
import matplotlib.pyplot as plt
import seaborn as sns
from pathlib import Path
from dotenv import load_dotenv
# Load environment variables from .env file
load_dotenv()
from game_environment import TreasureHuntGame
from rl_agent import QLearningAgent
from llm_agent import LLMAgent
class ExperimentRunner:
"""
Runs experiments comparing different learning approaches.
"""
def __init__(self, results_dir: str = "results"):
"""Initialize experiment runner."""
self.results_dir = Path(results_dir)
self.results_dir.mkdir(parents=True, exist_ok=True)
# Create timestamp for this experiment run
self.timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
self.experiment_dir = self.results_dir / self.timestamp
self.experiment_dir.mkdir(exist_ok=True)
self.results = {}
def run_rl_experiment(self,
num_training_episodes: int = 10000,
num_eval_episodes: int = 100,
verbose: bool = True,
stochastic: bool = False,
learning_rate: float = 0.2,
discount_factor: float = 0.99,
epsilon_decay: float = 0.9995,
epsilon_min: float = 0.1,
checkpoint_interval: int = 1000) -> Dict[str, Any]:
"""
Run experiment with traditional Q-learning agent.
Args:
num_training_episodes: Number of episodes to train
num_eval_episodes: Number of episodes to evaluate
verbose: Whether to print details
stochastic: Whether to use stochastic environment
learning_rate: Q-learning learning rate (alpha)
discount_factor: Discount factor (gamma)
epsilon_decay: Per-episode epsilon decay
epsilon_min: Minimum exploration rate
checkpoint_interval: Record/print a learning-curve row every N episodes
"""
print("\n" + "="*60)
print("TRADITIONAL RL EXPERIMENT (Q-Learning)")
print("="*60)
# Initialize agent with the given hyperparameters
agent = QLearningAgent(
learning_rate=learning_rate,
discount_factor=discount_factor,
epsilon=1.0,
epsilon_decay=epsilon_decay,
epsilon_min=epsilon_min
)
# Training phase
print(f"\nTraining for {num_training_episodes} episodes...")
start_time = time.time()
train_results = agent.train(
num_episodes=num_training_episodes,
verbose=verbose,
stochastic=stochastic,
checkpoint_interval=checkpoint_interval
)
training_time = time.time() - start_time
# Show the learning curve (success rate over episodes) -- this is the
# core point of experiment 7-1: the agent slowly LEARNS from experience.
self._print_learning_curve(train_results.get("learning_curve", []),
checkpoint_interval)
# Evaluation phase
print(f"\nEvaluating on {num_eval_episodes} episodes...")
eval_results = agent.evaluate(
num_episodes=num_eval_episodes,
verbose=False,
stochastic=stochastic
)
# Compile results
results = {
"method": "Q-Learning",
"training_episodes": num_training_episodes,
"training_time": training_time,
"q_table_size": train_results["q_table_size"],
"training_victories": train_results["total_victories"],
"training_victory_rate": train_results["victory_rate"],
"eval_victories": eval_results["victories"],
"eval_victory_rate": eval_results["victory_rate"],
"eval_avg_reward": eval_results["avg_reward"],
"eval_avg_steps": eval_results["avg_length"],
"episode_rewards": train_results["episode_rewards"],
"episode_lengths": train_results["episode_lengths"],
"learning_curve": train_results.get("learning_curve", [])
}
# Save agent
agent.save(self.experiment_dir / "rl_agent.pkl")
print(f"\nRL Training Summary:")
print(f" Training time: {training_time:.2f} seconds")
print(f" Q-table size: {train_results['q_table_size']} states")
print(f" Training victory rate: {train_results['victory_rate']:.2%}")
print(f" Evaluation victory rate: {eval_results['victory_rate']:.2%}")
return results
def _print_learning_curve(self, learning_curve: List[Dict[str, Any]],
checkpoint_interval: int):
"""Print the Q-learning success-rate-over-episodes table.
This is the whole point of experiment 7-1: watch the victory rate climb
from 0% (blind exploration) to ~100% only after thousands of episodes.
"""
if not learning_curve:
return
window = checkpoint_interval if checkpoint_interval > 0 else 1000
print("\n" + "-"*60)
print(f"LEARNING CURVE (Q-Learning success rate over episodes)")
print(f"胜率按最近 {window} 局的滑动窗口统计")
print("-"*60)
print(f"{'Episodes':>10} | {'Victory rate':>12} | {'Q-table':>8} | {'epsilon':>8}")
print(f"{'-'*10}-+-{'-'*12}-+-{'-'*8}-+-{'-'*8}")
for row in learning_curve:
print(f"{row['episode']:>10} | {row['victory_rate']*100:>11.1f}% | "
f"{row['q_table_size']:>8} | {row['epsilon']:>8.3f}")
print("-"*60)
def run_llm_experiment(self,
num_training_episodes: int = 20,
num_eval_episodes: int = 10,
verbose: bool = True,
stochastic: bool = False,
model: str = "kimi-k3") -> Dict[str, Any]:
"""
Run experiment with LLM-based in-context learning agent.
Args:
num_training_episodes: Number of episodes to train
num_eval_episodes: Number of episodes to evaluate
verbose: Whether to print details
stochastic: Whether to use stochastic environment
"""
print("\n" + "="*70)
print(f"LLM-BASED IN-CONTEXT LEARNING EXPERIMENT ({model})")
print("="*70)
# Check for API key
provider = os.getenv("LLM_PROVIDER", "moonshot").lower()
api_key = os.getenv("DASHSCOPE_API_KEY") if provider in {"dashscope", "qwen", "bailian"} else os.getenv("MOONSHOT_API_KEY")
if not api_key and not os.getenv("OPENROUTER_API_KEY"):
print(f"\n⚠️ Warning: API key for provider '{provider}' not set. Skipping LLM experiment.")
print("📝 Set DASHSCOPE_API_KEY for dashscope/qwen/bailian or MOONSHOT_API_KEY for moonshot/kimi")
print("🔗 Get your key at: https://platform.moonshot.cn/")
print("💡 Or set OPENROUTER_API_KEY as a universal fallback.")
return None
print("\n✅ API key found. Initializing LLM agent...")
print(f"🧠 Using {model} model for reasoning and in-context learning")
print("📖 The LLM will show its complete thought process for each decision")
# Initialize agent
agent = LLMAgent(
api_key=api_key,
model=model,
provider=provider,
temperature=0.7,
max_experiences=50
)
# Training phase (experience collection)
print(f"\n🎓 Training Phase: Playing {num_training_episodes} episodes")
print("💡 Watch how the LLM learns from experience without any parameter updates!")
print("-"*70)
start_time = time.time()
train_results = agent.train(
num_episodes=num_training_episodes,
verbose=verbose,
stochastic=stochastic
)
training_time = time.time() - start_time
# Evaluation phase
print(f"\nEvaluating on {num_eval_episodes} episodes...")
eval_results = agent.evaluate(
num_episodes=num_eval_episodes,
verbose=False,
stochastic=stochastic
)
# Compile results
results = {
"method": "LLM In-Context Learning",
"provider": agent.provider,
"base_url": agent.base_url,
"model": agent.model,
"using_openrouter": agent.using_openrouter,
"training_episodes": num_training_episodes,
"evaluation_episodes": num_eval_episodes,
"training_time": training_time,
"experiences_collected": train_results["experiences_collected"],
"api_calls": agent.api_calls,
"api_attempts": len(agent.api_records),
"api_errors": sum(1 for item in agent.api_records if item.get("error")),
"fallback_actions": sum(
1 for item in agent.api_records if item.get("fallback_used")
),
"total_tokens": agent.total_tokens,
"training_victories": train_results["total_victories"],
"training_victory_rate": train_results["victory_rate"],
"eval_victories": eval_results["victories"],
"eval_victory_rate": eval_results["victory_rate"],
"eval_avg_reward": eval_results["avg_reward"],
"eval_avg_steps": eval_results["avg_length"],
"episode_rewards": train_results["episode_rewards"],
"episode_lengths": train_results["episode_lengths"],
"training_trajectories": [
item for item in agent.episode_trajectories
if item["phase"] == "training"
],
}
# Save experiences
agent.save_experiences(self.experiment_dir / "llm_experiences.json")
print(f"\nLLM Training Summary:")
print(f" Training time: {training_time:.2f} seconds")
print(f" Experiences collected: {train_results['experiences_collected']}")
print(f" API calls: {train_results['total_api_calls']}")
print(f" Training victory rate: {train_results['victory_rate']:.2%}")
print(f" Evaluation victory rate: {eval_results['victory_rate']:.2%}")
return results
def compare_learning_curves(self, rl_results: Dict, llm_results: Dict):
"""
Create visualization comparing learning curves of both methods.
"""
fig, axes = plt.subplots(2, 2, figsize=(15, 10))
# Plot 1: Victory rate over episodes
ax = axes[0, 0]
# RL victory rate (computed over windows)
rl_rewards = rl_results["episode_rewards"]
window_size = 100
rl_victories = []
for i in range(0, len(rl_rewards), window_size):
window = rl_rewards[i:i+window_size]
victories = sum(1 for r in window if r > 50) / len(window)
rl_victories.append(victories)
ax.plot(range(0, len(rl_rewards), window_size), rl_victories,
label=f"Q-Learning ({len(rl_rewards)} episodes)", linewidth=2)
# LLM victory rate (per episode)
if llm_results:
llm_rewards = llm_results["episode_rewards"]
llm_victories = [1 if r > 50 else 0 for r in llm_rewards]
llm_cumulative = np.cumsum(llm_victories) / (np.arange(len(llm_victories)) + 1)
ax.plot(range(len(llm_cumulative)), llm_cumulative,
label=f"LLM In-Context ({len(llm_rewards)} episodes)", linewidth=2)
ax.set_xlabel("Episodes")
ax.set_ylabel("Victory Rate")
ax.set_title("Learning Progress: Victory Rate Over Time")
ax.legend()
ax.grid(True, alpha=0.3)
# Plot 2: Average reward over episodes
ax = axes[0, 1]
# RL rewards (smoothed)
rl_smooth = []
for i in range(0, len(rl_rewards), window_size):
window = rl_rewards[i:i+window_size]
rl_smooth.append(np.mean(window))
ax.plot(range(0, len(rl_rewards), window_size), rl_smooth,
label="Q-Learning", linewidth=2)
# LLM rewards
if llm_results:
llm_rewards = llm_results["episode_rewards"]
ax.plot(range(len(llm_rewards)), llm_rewards,
label="LLM In-Context", linewidth=2, alpha=0.7)
ax.set_xlabel("Episodes")
ax.set_ylabel("Episode Reward")
ax.set_title("Learning Progress: Reward Over Time")
ax.legend()
ax.grid(True, alpha=0.3)
# Plot 3: Sample efficiency comparison
ax = axes[1, 0]
categories = ["Training\nEpisodes", "Evaluation\nVictory Rate", "Training\nTime (s)"]
rl_values = [
rl_results["training_episodes"],
rl_results["eval_victory_rate"] * 100,
rl_results["training_time"]
]
if llm_results:
llm_values = [
llm_results["training_episodes"],
llm_results["eval_victory_rate"] * 100,
llm_results["training_time"]
]
else:
llm_values = [0, 0, 0]
x = np.arange(len(categories))
width = 0.35
bars1 = ax.bar(x - width/2, rl_values, width, label='Q-Learning')
bars2 = ax.bar(x + width/2, llm_values, width, label='LLM In-Context')
ax.set_ylabel('Value')
ax.set_title('Sample Efficiency Comparison')
ax.set_xticks(x)
ax.set_xticklabels(categories)
ax.legend()
# Add value labels on bars
for bars in [bars1, bars2]:
for bar in bars:
height = bar.get_height()
ax.annotate(f'{height:.1f}',
xy=(bar.get_x() + bar.get_width() / 2, height),
xytext=(0, 3),
textcoords="offset points",
ha='center', va='bottom')
# Plot 4: Key insights text
ax = axes[1, 1]
ax.axis('off')
insights = [
"KEY INSIGHTS (Replicating 'The Second Half' Findings):",
"",
"1. SAMPLE EFFICIENCY:",
f" • Q-Learning: {rl_results['training_episodes']} episodes needed",
f" • LLM: {llm_results['training_episodes'] if llm_results else 'N/A'} episodes needed",
f" • Improvement: {rl_results['training_episodes'] / (llm_results['training_episodes'] if llm_results and llm_results['training_episodes'] > 0 else 1):.1f}x fewer samples",
"",
"2. GENERALIZATION:",
" • Q-Learning: Learns specific state-action mappings",
" • LLM: Reasons about patterns and transfers knowledge",
"",
"3. HIDDEN MECHANICS DISCOVERY:",
" • Q-Learning: Requires extensive exploration",
" • LLM: Can hypothesize and test theories",
"",
"4. COMPUTATIONAL TRADE-OFF:",
f" • Q-Learning: Fast inference, slow learning",
f" • LLM: Slower inference (API calls), fast adaptation"
]
y_pos = 0.9
for line in insights:
if line.startswith("KEY INSIGHTS"):
ax.text(0.5, y_pos, line, transform=ax.transAxes,
fontsize=12, fontweight='bold', ha='center')
elif line.startswith(("1.", "2.", "3.", "4.")):
ax.text(0.1, y_pos, line, transform=ax.transAxes,
fontsize=11, fontweight='bold')
else:
ax.text(0.1, y_pos, line, transform=ax.transAxes,
fontsize=10)
y_pos -= 0.06
plt.tight_layout()
plt.savefig(self.experiment_dir / "comparison_plots.png", dpi=150)
plt.show()
print(f"\nPlots saved to {self.experiment_dir / 'comparison_plots.png'}")
def run_full_experiment(self,
rl_episodes: int = 10000,
llm_episodes: int = 20,
eval_episodes: int = 100,
verbose: bool = False,
stochastic: bool = False,
model: str = "kimi-k3",
checkpoint_interval: int = 1000,
rl_hyperparams: Dict[str, float] = None):
"""
Run full comparison experiment.
Args:
rl_episodes: Number of episodes for RL training
llm_episodes: Number of episodes for LLM training
eval_episodes: Number of episodes for RL evaluation
verbose: Whether to print details
stochastic: Whether to use stochastic environment
model: LLM model name (Moonshot/Kimi)
checkpoint_interval: Learning-curve sampling interval (RL)
rl_hyperparams: Optional dict overriding Q-learning hyperparameters
"""
print("\n" + "="*70)
print("EXPERIMENT: Traditional RL vs LLM In-Context Learning")
print("Replicating insights from 'The Second Half' by Shunyu Yao")
print("="*70)
# Show game rules for reference
game = TreasureHuntGame(stochastic=stochastic)
print("\n" + game.get_hidden_rules())
rl_hyperparams = rl_hyperparams or {}
# Run RL experiment
rl_results = self.run_rl_experiment(
num_training_episodes=rl_episodes,
num_eval_episodes=eval_episodes,
verbose=verbose,
stochastic=stochastic,
checkpoint_interval=checkpoint_interval,
**rl_hyperparams
)
self.results["rl"] = rl_results
# Run LLM experiment
llm_results = self.run_llm_experiment(
num_training_episodes=llm_episodes,
num_eval_episodes=10,
verbose=verbose,
stochastic=stochastic,
model=model
)
self.results["llm"] = llm_results
# Save combined results
with open(self.experiment_dir / "experiment_results.json", 'w') as f:
json.dump(self.results, f, indent=2)
# Generate comparison plots
if llm_results:
self.compare_learning_curves(rl_results, llm_results)
# Print final comparison
print("\n" + "="*70)
print("EXPERIMENT RESULTS SUMMARY")
print("="*70)
print("\n1. SAMPLE EFFICIENCY:")
print(f" Q-Learning needed {rl_results['training_episodes']} episodes")
if llm_results:
print(f" LLM needed {llm_results['training_episodes']} episodes")
print(f" → LLM is {rl_results['training_episodes'] / llm_results['training_episodes']:.1f}x more sample efficient")
print("\n2. PERFORMANCE:")
print(f" Q-Learning eval victory rate: {rl_results['eval_victory_rate']:.2%}")
if llm_results:
print(f" LLM eval victory rate: {llm_results['eval_victory_rate']:.2%}")
print("\n3. COMPUTATIONAL COST:")
print(f" Q-Learning: {rl_results['training_time']:.2f} seconds, {rl_results['q_table_size']} states")
if llm_results:
print(f" LLM: {llm_results['training_time']:.2f} seconds, {llm_results['api_calls']} API calls")
print(f"\nResults saved to: {self.experiment_dir}")
return self.results
def main():
"""Main entry point for the experiment."""
parser = argparse.ArgumentParser(
description="实验 7-1 / 7-2:在寻宝游戏中对比 Q-learning 与 LLM 的\"从经验中学习\""
"Q-learning 完全离线运行(无需 API),LLM 模式需要 Moonshot/Kimi API Key。",
epilog="示例:\n"
" python experiment.py --mode qlearning # 只跑 Q-learning(离线,输出学习曲线)\n"
" python experiment.py --mode qlearning --rl-episodes 10000 --seed 42\n"
" python experiment.py --mode both --model kimi-k3 # RL vs LLM 对比\n"
" python experiment.py --mode llm --llm-episodes 20 # 只跑 LLM 智能体",
formatter_class=argparse.RawDescriptionHelpFormatter
)
parser.add_argument(
"--mode", choices=["both", "qlearning", "rl", "llm"], default="both",
help="运行哪种智能体:qlearning/rl 只跑 Q-learning(离线),"
"llm 只跑 LLM 智能体(需 API),both 两者对比(默认)"
)
parser.add_argument(
"--rl-episodes", type=int, default=10000,
help="Q-learning 训练局数(默认 10000,对应实验 7-1)"
)
parser.add_argument(
"--llm-episodes", type=int, default=20,
help="LLM 智能体的训练局数(默认 20"
)
parser.add_argument(
"--eval-episodes", type=int, default=100,
help="Q-learning 训练后贪婪评估的局数(默认 100)"
)
parser.add_argument(
"--checkpoint-interval", type=int, default=1000,
help="学习曲线采样间隔:每 N 局记录一次胜率/Q 表规模(默认 1000)"
)
parser.add_argument(
"--model", type=str, default=os.getenv("MOONSHOT_MODEL", "kimi-k3"),
help="LLM 模型名称(Moonshot/Kimi,默认 kimi-k3,可用 MOONSHOT_MODEL 环境变量覆盖)"
)
parser.add_argument(
"--output", type=str, default="results",
help="结果输出目录(默认 results/,每次运行会新建时间戳子目录)"
)
parser.add_argument(
"--seed", type=int, default=None,
help="随机种子,用于复现 Q-learning 的学习曲线(默认不固定)"
)
# Q-learning 超参数
parser.add_argument("--learning-rate", type=float, default=0.2,
help="Q-learning 学习率 alpha(默认 0.2")
parser.add_argument("--discount", type=float, default=0.99,
help="折扣因子 gamma(默认 0.99")
parser.add_argument("--epsilon-decay", type=float, default=0.9995,
help="每局 epsilon 衰减系数(默认 0.9995")
parser.add_argument("--epsilon-min", type=float, default=0.1,
help="最小探索率 epsilon(默认 0.1")
parser.add_argument(
"--verbose", action="store_true",
help="训练过程中打印详细信息"
)
parser.add_argument(
"--skip-llm", action="store_true",
help="[兼容旧用法] 跳过 LLM 实验,等价于 --mode qlearning"
)
parser.add_argument(
"--stochastic", action="store_true",
help="使用随机环境(奖励与动作带随机扰动)"
)
parser.add_argument(
"--deterministic", action="store_true",
help="使用确定性环境(默认)"
)
args = parser.parse_args()
# Handle environment mode
if args.deterministic and args.stochastic:
print("Error: Cannot specify both --deterministic and --stochastic")
return
# Episode counts must be positive; 0 would divide by zero in the
# train/evaluate victory-rate and average calculations.
if args.rl_episodes < 1 or args.llm_episodes < 1 or args.eval_episodes < 1:
print("Error: --rl-episodes, --llm-episodes and --eval-episodes must all be >= 1")
return
# Resolve run mode (--skip-llm kept as a backwards-compatible alias)
mode = "qlearning" if args.skip_llm else args.mode
# Seed for reproducible Q-learning learning curves
if args.seed is not None:
random.seed(args.seed)
np.random.seed(args.seed)
print(f"\n🎲 Random seed set to {args.seed} for reproducibility")
stochastic = args.stochastic # Default is False (deterministic)
if stochastic:
print("\n🎲 Running experiment with STOCHASTIC environment")
print(" - Random reward variations")
print(" - 3% chance of action failure")
print(" - Combat and crafting variations\n")
else:
print("\n🎯 Running experiment with DETERMINISTIC environment\n")
rl_hyperparams = {
"learning_rate": args.learning_rate,
"discount_factor": args.discount,
"epsilon_decay": args.epsilon_decay,
"epsilon_min": args.epsilon_min,
}
# Run experiment
runner = ExperimentRunner(results_dir=args.output)
if mode in ("qlearning", "rl"):
# Run only the Q-learning experiment (fully offline, no API needed)
rl_results = runner.run_rl_experiment(
num_training_episodes=args.rl_episodes,
num_eval_episodes=args.eval_episodes,
verbose=args.verbose,
stochastic=stochastic,
checkpoint_interval=args.checkpoint_interval,
**rl_hyperparams
)
runner.results["rl"] = rl_results
with open(runner.experiment_dir / "experiment_results.json", 'w') as f:
json.dump(runner.results, f, indent=2)
print(f"\nResults saved to: {runner.experiment_dir}")
print("\nSkipped LLM experiment. Use --mode both with an API key to compare.")
elif mode == "llm":
# Run only the LLM experiment
llm_results = runner.run_llm_experiment(
num_training_episodes=args.llm_episodes,
verbose=args.verbose,
stochastic=stochastic,
model=args.model
)
runner.results["llm"] = llm_results
with open(runner.experiment_dir / "experiment_results.json", 'w') as f:
json.dump(runner.results, f, indent=2)
print(f"\nResults saved to: {runner.experiment_dir}")
else:
# Run full comparison
results = runner.run_full_experiment(
rl_episodes=args.rl_episodes,
llm_episodes=args.llm_episodes,
eval_episodes=args.eval_episodes,
verbose=args.verbose,
stochastic=stochastic,
model=args.model,
checkpoint_interval=args.checkpoint_interval,
rl_hyperparams=rl_hyperparams
)
print("\nExperiment complete!")
if __name__ == "__main__":
main()
@@ -0,0 +1,178 @@
#!/usr/bin/env python3
"""Finalize a completed Experiment 8-2 campaign without repeating API calls."""
from __future__ import annotations
import argparse
import json
import platform
import sys
from datetime import datetime, timezone
from pathlib import Path
from run_experiment_8_2 import ROOT, _git_revision, _sha256, _write_json
def main() -> int:
parser = argparse.ArgumentParser()
parser.add_argument("campaign_dir", type=Path)
args = parser.parse_args()
campaign_dir = args.campaign_dir.expanduser().resolve()
results_path = campaign_dir / "experiment_results.json"
raw_path = campaign_dir / "llm_experiences.json"
checkpoint_path = campaign_dir / "rl_agent.pkl"
manifest_path = campaign_dir / "execution_manifest.json"
required = (results_path, raw_path, checkpoint_path, manifest_path)
missing = [str(path) for path in required if not path.is_file()]
if missing:
parser.error("missing completed campaign artifacts: " + ", ".join(missing))
results = json.loads(results_path.read_text(encoding="utf-8"))
raw = json.loads(raw_path.read_text(encoding="utf-8"))
execution_manifest = json.loads(manifest_path.read_text(encoding="utf-8"))
rl = results["rl"]
llm = results["llm"]
training = [
episode
for episode in raw.get("episode_trajectories", [])
if episode.get("phase") == "training"
]
first_attempt = training[0] if training else None
api_records = raw.get("api_records", [])
response_models = sorted({
record.get("response", {}).get("model")
for record in api_records
if record.get("response", {}).get("model")
})
direct_exact_kimi = (
raw.get("backend", {}).get("provider") == "moonshot"
and raw.get("backend", {}).get("model") == "kimi-k3"
and raw.get("backend", {}).get("using_openrouter") is False
and response_models == ["kimi-k3"]
)
protocol_gates = {
"same_deterministic_environment": True,
"q_learning_10000_training_episodes": rl["training_episodes"] == 10_000,
"q_learning_100_evaluation_episodes": True,
"q_learning_reached_full_evaluation_success": rl["eval_victory_rate"] == 1.0,
"one_kimi_first_attempt_recorded": len(training) == 1,
"direct_official_moonshot_kimi_k3": direct_exact_kimi,
"one_real_response_per_first_attempt_action": bool(first_attempt)
and len(api_records) == first_attempt["steps"],
"provider_response_ids_retained": bool(api_records)
and all(record.get("response", {}).get("id") for record in api_records),
"provider_response_content_retained": bool(api_records)
and all(record.get("response", {}).get("content") for record in api_records),
"all_provider_responses_finished_normally": bool(api_records)
and all(
record.get("response", {}).get("finish_reason") == "stop"
for record in api_records
),
"zero_api_errors": all(not record.get("error") for record in api_records),
"zero_fallback_actions": all(
not record.get("fallback_used") for record in api_records
),
}
acceptance_complete = all(protocol_gates.values())
first_victory = bool(first_attempt and first_attempt["victory"])
first_steps = first_attempt["steps"] if first_attempt else None
first_requested_at = (
api_records[0].get("requested_at") if api_records else None
)
evidence = {
"schema_version": 1,
"experiment_id": "8-2",
"title": "Traditional RL versus Kimi K3 in the same treasure-hunt environment",
"campaign_started_at": first_requested_at,
"evidence_finalized_at": datetime.now(timezone.utc).isoformat(),
"git_revision": _git_revision(),
"runtime": {"python": sys.version, "platform": platform.platform()},
"execution_manifest": execution_manifest,
"backend": raw.get("backend"),
"provider_response_models": response_models,
"usage": {
"successful_api_calls": raw.get("statistics", {}).get("api_calls"),
"api_attempts": len(api_records),
"total_tokens": raw.get("statistics", {}).get("total_tokens"),
"provider_cost": None,
"provider_cost_note": "The provider exposed token usage but no authoritative billed cost; unknown is not zero.",
},
"q_learning": {
"training_episodes": rl["training_episodes"],
"training_time_seconds": rl["training_time"],
"training_victory_rate": rl["training_victory_rate"],
"evaluation_episodes": 100,
"evaluation_victory_rate": rl["eval_victory_rate"],
"evaluation_average_steps": rl["eval_avg_steps"],
"q_table_states": rl["q_table_size"],
"learning_curve": rl["learning_curve"],
},
"k3_first_attempt": {
"victory": first_victory,
"steps": first_steps,
"reward": first_attempt.get("total_reward") if first_attempt else None,
"api_calls": len(api_records),
"actions": [
step["action"] for step in first_attempt.get("trajectory", [])
] if first_attempt else [],
},
"protocol_gates": protocol_gates,
"acceptance_complete": acceptance_complete,
"manuscript_observation_matches": {
"first_attempt_victory": first_victory,
"exactly_18_steps": first_steps == 18,
"q_learning_11_step_greedy_solution": rl["eval_avg_steps"] == 11.0,
},
"result_mismatches": [
item
for item, matched in {
"Kimi K3 used 17 rather than the historical 18 steps": first_steps == 18,
"Q-learning greedy evaluation averaged 12 rather than 11 steps": rl["eval_avg_steps"] == 11.0,
}.items()
if not matched
],
"interpretation": "Protocol acceptance is independent of whether stochastic model behavior reproduces historical point estimates.",
"artifacts": {
"experiment_results": results_path.name,
"raw_llm_calls_and_trajectories": raw_path.name,
"q_learning_checkpoint": checkpoint_path.name,
"execution_manifest": manifest_path.name,
},
"artifact_sha256": {
path.name: _sha256(path) for path in required
},
"postprocessor_source_sha256": {
"run_experiment_8_2.py": _sha256(ROOT / "run_experiment_8_2.py"),
"finalize_experiment_8_2.py": _sha256(ROOT / "finalize_experiment_8_2.py"),
},
"llm_result_summary": {
key: llm.get(key)
for key in (
"provider", "model", "using_openrouter", "training_time",
"api_calls", "api_attempts", "api_errors", "fallback_actions",
"total_tokens", "training_victory_rate",
)
},
}
evidence_path = campaign_dir / "evidence.json"
_write_json(evidence_path, evidence)
latest_path = campaign_dir.parent / "latest.json"
_write_json(latest_path, {
"experiment_id": "8-2",
"artifact": str(evidence_path.relative_to(campaign_dir.parent)),
"acceptance_complete": acceptance_complete,
"finalized_at": evidence["evidence_finalized_at"],
})
print(json.dumps({
"evidence": str(evidence_path),
"acceptance_complete": acceptance_complete,
"first_attempt_victory": first_victory,
"first_attempt_steps": first_steps,
}, indent=2))
return 0 if acceptance_complete else 1
if __name__ == "__main__":
raise SystemExit(main())
@@ -0,0 +1,516 @@
"""
Text-based treasure hunt game with hidden mechanics.
Inspired by Shunyu Yao's insights on reasoning and generalization in AI.
"""
import random
from typing import Dict, List, Tuple, Optional, Set
from dataclasses import dataclass, field
from enum import Enum
class ItemType(Enum):
KEY = "key"
WEAPON = "weapon"
TREASURE = "treasure"
TOOL = "tool"
POTION = "potion"
@dataclass
class Item:
name: str
item_type: ItemType
description: str
properties: Dict[str, any] = field(default_factory=dict)
@dataclass
class Room:
name: str
description: str
items: List[Item] = field(default_factory=list)
exits: Dict[str, str] = field(default_factory=dict) # direction -> room_name
locked_exits: Dict[str, str] = field(default_factory=dict) # direction -> required_key
has_guard: bool = False
guard_defeated: bool = False
class TreasureHuntGame:
"""
A text-based game with hidden mechanics that agents must discover:
1. Certain colored keys open corresponding colored doors
2. Guards block access to treasures and require specific weapons
3. Some items combine to create new items (hidden crafting)
4. Potions provide temporary abilities
"""
def __init__(self, seed: int = None, stochastic: bool = False):
"""
Initialize the game environment.
Args:
seed: Random seed for reproducibility
stochastic: If True, adds random elements to the game
"""
# NOTE: do not call random.seed() here. reset() re-runs __init__ once per
# episode with a fresh 14-bit seed, and the learning agents draw their
# exploration from the *global* random module -- reseeding it would pin
# that stream to one of only 10001 states per episode and make whole
# episodes repeat verbatim. The env's own randomness is self-contained
# in self.random_state below, which is still seeded from `seed`.
self.stochastic = stochastic
self.random_state = random.Random(seed) if stochastic else None
self.rooms = {}
self.current_room = None
self.inventory = []
self.score = 0
self.moves = 0
self.max_moves = 50 # Reduced for faster episodes
self.game_over = False
self.victory = False
self.active_effects = {}
# Hidden mechanics (not revealed to agents initially)
self.color_key_mapping = {
"red key": "red door",
"blue key": "blue door",
"golden key": "golden door"
}
self.weapon_effectiveness = {
"rusty sword": ["weak guard"],
"silver sword": ["weak guard", "strong guard", "dragon"]
}
self.crafting_recipes = {
frozenset(["rusty sword", "magic crystal"]): "silver sword"
}
self._initialize_world()
def _initialize_world(self):
"""Create the game world with rooms and items - simplified for better learning."""
# Create a simpler world that's easier to learn but still demonstrates the concepts
self.rooms["entrance"] = Room(
name="entrance",
description="You stand in a dimly lit entrance hall. Stone walls echo your footsteps.",
items=[
Item("rusty sword", ItemType.WEAPON, "An old sword with rust spots")
],
exits={"north": "hallway", "east": "storage"}
)
self.rooms["storage"] = Room(
name="storage",
description="A dusty storage room filled with old crates and barrels.",
items=[
Item("red key", ItemType.KEY, "A small red metal key"),
Item("magic crystal", ItemType.TOOL, "A glowing crystal that hums with energy")
],
exits={"west": "entrance"}
)
self.rooms["hallway"] = Room(
name="hallway",
description="A long hallway with a locked door to the north.",
exits={"south": "entrance", "north": "guard_room"},
locked_exits={"north": "red key"}
)
self.rooms["guard_room"] = Room(
name="guard_room",
description="A large room with weapon racks. A guard blocks the treasure!",
has_guard=True,
items=[],
exits={"south": "hallway", "east": "treasure_room"}
)
self.rooms["treasure_room"] = Room(
name="treasure_room",
description="The treasure room! Gold coins and jewels sparkle in the light.",
items=[
Item("dragon's treasure", ItemType.TREASURE, "A massive hoard of gold and gems",
{"value": 1000})
],
exits={"west": "guard_room"}
)
self.current_room = self.rooms["entrance"]
def get_state_description(self) -> str:
"""Get a natural language description of the current game state."""
desc = []
desc.append(f"\n=== Room: {self.current_room.name.replace('_', ' ').title()} ===")
desc.append(self.current_room.description)
if self.current_room.has_guard and not self.current_room.guard_defeated:
desc.append("A guard blocks your way!")
if self.current_room.items:
desc.append("\nYou see:")
for item in self.current_room.items:
desc.append(f" - {item.name}: {item.description}")
exits = []
for direction, room in self.current_room.exits.items():
if direction in self.current_room.locked_exits:
exits.append(f"{direction} (locked)")
else:
exits.append(direction)
desc.append(f"\nExits: {', '.join(exits)}")
if self.inventory:
desc.append(f"\nInventory: {', '.join([item.name for item in self.inventory])}")
desc.append(f"\nScore: {self.score} | Moves: {self.moves}/{self.max_moves}")
return "\n".join(desc)
def get_available_actions(self) -> List[str]:
"""Get list of available actions in current state."""
actions = []
# Movement actions
for direction in self.current_room.exits.keys():
actions.append(f"go {direction}")
# Item actions
for item in self.current_room.items:
actions.append(f"take {item.name}")
for item in self.inventory:
actions.append(f"use {item.name}")
actions.append(f"drop {item.name}")
# Combat actions
if self.current_room.has_guard and not self.current_room.guard_defeated:
for item in self.inventory:
if item.item_type == ItemType.WEAPON:
actions.append(f"attack with {item.name}")
# Special actions
actions.append("look around")
actions.append("check inventory")
# Crafting (if player has discovered it)
if len(self.inventory) >= 2:
actions.append("try crafting")
return actions
def execute_action(self, action: str) -> Tuple[str, float, bool]:
"""
Execute an action and return (feedback, reward, done).
"""
if self.game_over:
return "Game is already over.", 0, True
self.moves += 1
action = action.lower().strip()
# The Nth move must still execute, so the limit is enforced after
# the action is dispatched (and also on the fumble early-return,
# which previously bypassed it and let episodes run past the cap).
out_of_moves = self.moves >= self.max_moves
# Base reward with stochastic variation
if self.stochastic:
# Add small random variation to rewards
reward = -0.5 + self.random_state.uniform(-0.1, 0.1)
# Small chance of action failure in stochastic mode
if self.random_state.random() < 0.03: # 3% chance
if out_of_moves:
self.game_over = True
return ("You fumble — and you've run out of moves! Game over.",
reward - 10, True)
return "You fumble and need to try again.", reward - 0.2, False
else:
reward = -0.5 # Negative reward for each move to encourage efficiency
# Parse action
if action.startswith("go "):
direction = action[3:]
result, move_reward = self._move(direction)
reward += move_reward
elif action.startswith("take "):
item_name = action[5:]
result, take_reward = self._take_item(item_name)
reward += take_reward
elif action.startswith("use "):
item_name = action[4:]
result, use_reward = self._use_item(item_name)
reward += use_reward
elif action.startswith("drop "):
item_name = action[5:]
result = self._drop_item(item_name)
elif action.startswith("attack with "):
weapon_name = action[12:]
result, attack_reward = self._attack(weapon_name)
reward += attack_reward
elif action == "look around":
result = self.get_state_description()
elif action == "check inventory":
if self.inventory:
result = "Inventory: " + ", ".join([f"{item.name} ({item.item_type.value})"
for item in self.inventory])
else:
result = "Your inventory is empty."
elif action == "try crafting":
result, craft_reward = self._try_crafting()
reward += craft_reward
else:
result = f"Unknown action: {action}"
reward -= 1
# Check victory condition
if self._check_victory():
self.victory = True
self.game_over = True
reward += 100
result += "\n\n🎉 VICTORY! You've collected the dragon's treasure!"
# Enforce the move limit after the action executed: a winning move
# on the last allowed step still counts as a victory.
if not self.game_over and out_of_moves:
self.game_over = True
reward -= 10
result += "\n\nYou've run out of moves! Game over."
return result, reward, self.game_over
def _move(self, direction: str) -> Tuple[str, float]:
"""Move to another room."""
if direction not in self.current_room.exits:
return f"You can't go {direction} from here.", -1
# Check if locked
if direction in self.current_room.locked_exits:
required_key = self.current_room.locked_exits[direction]
if not any(item.name == required_key for item in self.inventory):
return f"The {direction} exit is locked. You need a {required_key}.", -0.5
else:
# Unlock and move
del self.current_room.locked_exits[direction]
room_name = self.current_room.exits[direction]
self.current_room = self.rooms[room_name]
return f"You unlock the door with the {required_key} and move {direction}.", 5
# Check for guard
if self.current_room.has_guard and not self.current_room.guard_defeated:
return "A guard blocks your way! You must defeat them first.", -1
# Move to new room
room_name = self.current_room.exits[direction]
self.current_room = self.rooms[room_name]
return f"You move {direction} to the {self.current_room.name}.", 1
def _take_item(self, item_name: str) -> Tuple[str, float]:
"""Pick up an item."""
for item in self.current_room.items:
if item.name.lower() == item_name.lower():
self.current_room.items.remove(item)
self.inventory.append(item)
# Reward based on item type
if item.item_type == ItemType.TREASURE:
reward = 100 # Big reward for getting the treasure!
elif item.item_type == ItemType.KEY:
reward = 5
elif item.item_type == ItemType.WEAPON:
reward = 3
else:
reward = 2
# Add stochastic variation
if self.stochastic:
reward += self.random_state.uniform(-0.5, 0.5)
return f"You take the {item.name}.", reward
penalty = -0.5
if self.stochastic:
penalty += self.random_state.uniform(-0.1, 0.1)
return f"There's no {item_name} here.", penalty
def _drop_item(self, item_name: str) -> str:
"""Drop an item."""
for item in self.inventory:
if item.name.lower() == item_name.lower():
self.inventory.remove(item)
self.current_room.items.append(item)
return f"You drop the {item.name}."
return f"You don't have a {item_name}."
def _use_item(self, item_name: str) -> Tuple[str, float]:
"""Use an item."""
for item in self.inventory:
if item.name.lower() == item_name.lower():
if item.item_type == ItemType.POTION:
self.inventory.remove(item)
if "healing" in item.name:
return "You drink the healing potion and feel refreshed!", 5
elif "strength" in item.name:
self.active_effects["strength"] = 10
return "You feel a surge of power! Your attacks will be stronger.", 5
elif item.item_type == ItemType.KEY:
# Keys are used automatically when moving
return f"The {item.name} will be used automatically when needed.", 0
else:
return f"You can't use the {item.name} right now.", -0.5
return f"You don't have a {item_name}.", -0.5
def _attack(self, weapon_name: str) -> Tuple[str, float]:
"""Attack with a weapon."""
if not self.current_room.has_guard or self.current_room.guard_defeated:
return "There's nothing to attack here.", -1
weapon = None
for item in self.inventory:
if item.name.lower() == weapon_name.lower():
weapon = item
break
if not weapon:
return f"You don't have a {weapon_name}.", -1
if weapon.item_type != ItemType.WEAPON:
return f"The {weapon_name} is not a weapon!", -1
# Check weapon effectiveness (hidden mechanic)
# In our simplified game, the guard in guard_room is a "strong guard"
guard_type = "strong guard"
if weapon.name in self.weapon_effectiveness:
if guard_type in self.weapon_effectiveness[weapon.name]:
# In stochastic mode, add combat variations
if self.stochastic:
roll = self.random_state.random()
if roll < 0.1: # 10% critical hit
self.current_room.guard_defeated = True
return f"Critical hit! You defeat the {guard_type} with your {weapon.name}!", 30
elif roll < 0.95: # 85% normal success
self.current_room.guard_defeated = True
return f"You defeat the {guard_type} with your {weapon.name}!", 20
else: # 5% glancing blow
return f"Your attack glances off! The {guard_type} is still standing.", -0.5
else:
self.current_room.guard_defeated = True
return f"You defeat the {guard_type} with your {weapon.name}!", 20
else:
penalty = -2
if self.stochastic:
penalty += self.random_state.uniform(-0.5, 0.5)
return f"Your {weapon.name} is not effective against the {guard_type}!", penalty
return f"Your {weapon.name} doesn't seem to work.", -1
def _try_crafting(self) -> Tuple[str, float]:
"""Try to craft items (hidden mechanic)."""
if len(self.inventory) < 2:
return "You need at least two items to craft.", -0.5
# Check all possible combinations
inventory_names = [item.name for item in self.inventory]
for recipe, result in self.crafting_recipes.items():
if recipe.issubset(set(inventory_names)):
# In stochastic mode, crafting might have variations
if self.stochastic:
if self.random_state.random() < 0.9: # 90% success rate
# Craft the item
for ingredient in recipe:
for item in self.inventory[:]:
if item.name == ingredient:
self.inventory.remove(item)
break
new_item = self._create_item(result)
self.inventory.append(new_item)
reward = 10 + self.random_state.uniform(-1, 2)
return f"You successfully craft a {result}!", reward
else:
# 10% chance of crafting mishap (items not consumed)
return "The crafting attempt fizzles. Try again!", -0.2
else:
# Deterministic crafting
for ingredient in recipe:
for item in self.inventory[:]:
if item.name == ingredient:
self.inventory.remove(item)
break
new_item = self._create_item(result)
self.inventory.append(new_item)
return f"You successfully craft a {result}!", 10 # Good reward for discovering crafting
penalty = -0.5
if self.stochastic:
penalty += self.random_state.uniform(-0.1, 0.1)
return "These items don't combine into anything useful.", penalty
def _create_item(self, item_name: str) -> Item:
"""Create an item by name."""
if item_name == "silver sword":
return Item("silver sword", ItemType.WEAPON, "A gleaming silver blade")
elif item_name == "magic staff":
return Item("magic staff", ItemType.WEAPON, "A staff crackling with magical energy")
else:
return Item(item_name, ItemType.TOOL, "A crafted item")
def _check_victory(self) -> bool:
"""Check if the player has won."""
for item in self.inventory:
if item.name == "dragon's treasure":
return True
return False
def reset(self, seed: int = None) -> str:
"""Reset the game to initial state."""
if seed is None:
seed = random.randint(0, 10000)
self.__init__(seed=seed, stochastic=self.stochastic)
return self.get_state_description()
def get_hidden_rules(self) -> str:
"""Return the hidden game rules (for debugging/analysis)."""
rules = []
rules.append("Hidden Game Mechanics (Simplified Version):")
rules.append("\n1. To win the game:")
rules.append(" - Get the red key from storage room")
rules.append(" - Use it to unlock the door to guard room")
rules.append(" - Craft a silver sword (rusty sword + magic crystal)")
rules.append(" - Defeat the strong guard with the silver sword")
rules.append(" - Collect the dragon's treasure")
rules.append("\n2. Key mechanics:")
rules.append(" - Red key opens the locked door in the hallway")
rules.append("\n3. Weapon effectiveness:")
for weapon, targets in self.weapon_effectiveness.items():
rules.append(f" - {weapon} defeats: {', '.join(targets)}")
rules.append("\n4. Crafting recipe:")
for ingredients, result in self.crafting_recipes.items():
rules.append(f" - {' + '.join(ingredients)} = {result}")
rules.append("\n5. Optimal solution:")
rules.append(" - Takes about 10-15 moves if done efficiently")
return "\n".join(rules)
@@ -0,0 +1,639 @@
"""
LLM-based Agent using In-Context Learning with the Kimi (Moonshot) API.
This demonstrates how LLMs can generalize through reasoning without extensive training.
Default model is Kimi K3 (matching 实验 7-2 in the book); override via the
`model` argument or the MOONSHOT_MODEL environment variable.
"""
import os
import json
import re
import time
from datetime import datetime, timezone
from typing import Dict, List, Tuple, Any, Optional
from dataclasses import dataclass, asdict
import openai
from game_environment import TreasureHuntGame
def _reasoning_safe_temperature(model, requested=1.0):
"""Reasoning models (Kimi K3, GPT-5, ...) only accept temperature=1.
Return 1 for those; otherwise the requested value so non-reasoning
providers (Doubao, DeepSeek, older Moonshot) are unchanged."""
m = str(model or "").lower().replace("/", "-")
return 1 if ("kimi-k3" in m or "gpt-5" in m) else requested
# Provider resolution lives in the shared agentbook package so every chapter
# stays consistent; see agentbook/providers.py. The fallback keeps this
# experiment runnable from a checkout where agentbook is not installed.
try:
from agentbook.providers import (
SUPPORTED_PROVIDERS,
map_model_to_openrouter,
resolve_backend,
resolve_llm_backend,
)
except ImportError: # pragma: no cover - exercised only without the package
import sys as _sys
_sys.path.insert(
0, str(__import__("pathlib").Path(__file__).resolve().parents[2])
)
from agentbook.providers import (
SUPPORTED_PROVIDERS,
map_model_to_openrouter,
resolve_backend,
resolve_llm_backend,
)
@dataclass
class GameExperience:
"""Represents a single game interaction experience."""
state_description: str
action: str
feedback: str
reward: float
success: bool # Whether the action led to positive outcome
class LLMAgent:
"""
LLM-based agent that uses in-context learning to play the game.
Stores experiences and uses them to reason about future actions.
"""
def __init__(self,
api_key: str = None,
model: str = "kimi-k3", # Kimi K3 (see 实验 7-2)
base_url: str = "https://api.moonshot.cn/v1",
temperature: float = 0.7,
max_experiences: int = 50,
provider: str | None = None):
"""
Initialize LLM agent with the Kimi (Moonshot) API.
Args:
api_key: Provider API key (or set the provider's env var)
model: Model name (defaults to the selected provider's model)
base_url: API base URL
temperature: Sampling temperature for generation
max_experiences: Maximum number of experiences to store
"""
# Set up an OpenAI-compatible client. The default remains Moonshot,
# while LLM_PROVIDER=dashscope/qwen/bailian enables direct Bailian use.
requested_provider = (provider or os.getenv("LLM_PROVIDER", "moonshot")).lower()
requested_provider = {"qwen": "dashscope", "bailian": "dashscope"}.get(
requested_provider, requested_provider
)
if requested_provider == "dashscope":
dashscope_model = model if model != "kimi-k3" else None
backend = resolve_backend(
"dashscope",
model=dashscope_model or os.getenv("DASHSCOPE_MODEL"),
api_key=api_key,
)
self.api_key, resolved_base_url, self.model = (
backend.api_key, backend.base_url, backend.model
)
self.using_openrouter = backend.using_openrouter
self.provider = backend.provider
else:
primary_key = api_key or os.getenv("MOONSHOT_API_KEY")
self.api_key, resolved_base_url, self.model, self.using_openrouter = \
resolve_llm_backend(primary_key, base_url, model)
self.provider = "openrouter" if self.using_openrouter else "moonshot"
self.base_url = resolved_base_url
if self.using_openrouter:
print(f"️ MOONSHOT_API_KEY not set; routing via OpenRouter (model: {self.model})")
self.client = openai.OpenAI(
api_key=self.api_key,
base_url=resolved_base_url
)
self.temperature = temperature
# Experience memory for in-context learning
self.experiences: List[GameExperience] = []
self.max_experiences = max_experiences
# Statistics
self.episode_rewards = []
self.episode_lengths = []
self.victories = 0
self.total_episodes = 0
self.api_calls = 0
self.total_tokens = 0
# Retain canonical real-run evidence without ever serializing the API key.
self.api_records: List[Dict[str, Any]] = []
self.episode_trajectories: List[Dict[str, Any]] = []
def _build_context(self, current_state: str, available_actions: List[str]) -> str:
"""
Build context for the LLM including task description and past experiences.
This is the key to in-context learning.
"""
context = []
# Task description
context.append("""You are playing a text-based treasure hunt game. Your goal is to find and collect the dragon's treasure.
The game has hidden mechanics that you need to discover through experience:
- Certain items may be required to unlock doors or defeat guards
- Items might combine to create better items
- Different weapons have different effectiveness
You should reason about what you've learned from past experiences to make better decisions.""")
# Add relevant past experiences
if self.experiences:
context.append("\n=== PAST EXPERIENCES ===")
context.append("Here are some experiences from previous attempts that might help you:")
# Group experiences by pattern
successful_patterns = []
failed_patterns = []
for exp in self.experiences[-self.max_experiences:]:
exp_text = f"State: {exp.state_description[:200]}...\nAction: {exp.action}\nResult: {exp.feedback}\nReward: {exp.reward:.1f}"
if exp.success:
successful_patterns.append(exp_text)
else:
failed_patterns.append(exp_text)
if successful_patterns:
context.append("\n** Successful actions:")
for pattern in successful_patterns[-10:]: # Last 10 successful
context.append(pattern)
if failed_patterns:
context.append("\n** Failed actions to avoid:")
for pattern in failed_patterns[-5:]: # Last 5 failed
context.append(pattern)
# Current situation
context.append("\n=== CURRENT SITUATION ===")
context.append(current_state)
context.append(f"\nAvailable actions: {', '.join(available_actions)}")
return "\n".join(context)
def _build_prompt(self, context: str) -> str:
"""Build the full prompt for the LLM."""
prompt = f"""{context}
Based on your understanding of the game mechanics from past experiences and the current situation, reason step-by-step about what action to take:
1. What have you learned from past experiences that applies here?
2. What is your current goal or sub-goal?
3. Which available action best helps achieve that goal?
Think through this carefully, then provide your chosen action.
IMPORTANT: Your response must end with exactly one line starting with "ACTION:" followed by one of the available actions listed above.
Example format:
[Your reasoning here...]
ACTION: take red key
"""
return prompt
def choose_action(self, game: TreasureHuntGame, verbose: bool = True) -> str:
"""
Choose an action using LLM reasoning with in-context learning.
"""
# Get current state and available actions
state_description = game.get_state_description()
available_actions = game.get_available_actions()
if not available_actions:
return "look around"
# Build context with past experiences
context = self._build_context(state_description, available_actions)
prompt = self._build_prompt(context)
if verbose:
print("\n" + "="*60)
print("LLM DECISION PROCESS")
print("="*60)
print(f"📊 Experiences in memory: {len(self.experiences)}")
print(f"🎮 Current room: {game.current_room.name}")
print(f"🎯 Available actions: {len(available_actions)}")
# Show some recent successful experiences if any
successful = [e for e in self.experiences if e.success]
if successful:
print(f"\n💡 Recent successful patterns learned:")
for exp in successful[-3:]:
print(f"{exp.action} → +{exp.reward:.1f} reward")
request_messages = [
{
"role": "system",
"content": "You are an intelligent game-playing agent that learns from experience.",
},
{"role": "user", "content": prompt},
]
requested_temperature = _reasoning_safe_temperature(
self.model, self.temperature
)
started = time.perf_counter()
api_record: Dict[str, Any] = {
"requested_at": datetime.now(timezone.utc).isoformat(),
"provider": self.provider,
"base_url": self.base_url,
"model": self.model,
"request": {
"messages": request_messages,
"temperature": requested_temperature,
"max_tokens": 2048,
},
"available_actions": list(available_actions),
}
try:
print("\n🤔 LLM is thinking...")
# Kimi K3 is a reasoning model: completion tokens can be consumed
# by reasoning_content before message.content is emitted. Keep a
# generous budget so the required ACTION line is not truncated.
response = self.client.chat.completions.create(
model=self.model,
messages=request_messages,
temperature=requested_temperature,
max_tokens=2048,
)
self.api_calls += 1
usage = getattr(response, "usage", None)
if usage is not None and getattr(usage, "total_tokens", None) is not None:
self.total_tokens += usage.total_tokens
choice = response.choices[0]
response_text = choice.message.content or ""
reasoning_text = getattr(choice.message, "reasoning_content", None)
if usage is not None and hasattr(usage, "model_dump"):
usage_payload = usage.model_dump()
elif usage is not None:
usage_payload = {
key: getattr(usage, key, None)
for key in ("prompt_tokens", "completion_tokens", "total_tokens")
}
else:
usage_payload = None
api_record["response"] = {
"id": getattr(response, "id", None),
"created": getattr(response, "created", None),
"model": getattr(response, "model", None),
"finish_reason": getattr(choice, "finish_reason", None),
"content": response_text,
"reasoning_content": reasoning_text,
"usage": usage_payload,
}
if verbose:
print("\n📝 LLM Reasoning:")
print("-" * 40)
reasoning_lines = []
for line in response_text.split('\n'):
if line.startswith("ACTION:"):
break
if line.strip():
reasoning_lines.append(line)
for line in reasoning_lines[-5:]:
print(f" {line[:100]}...")
print("-" * 40)
action_line = re.compile(
r"^\s*(?:[-*]\s*)?(?:\*\*)?ACTION(?:\*\*)?\s*:\s*(.*?)\s*(?:\*\*)?\s*$",
re.IGNORECASE,
)
for line in reversed(response_text.strip().split('\n')):
match = action_line.match(line)
if not match:
continue
action = match.group(1).strip().strip("`* ")
if action in available_actions:
api_record.update({
"parsed_action": action,
"fallback_used": False,
"elapsed_ms": round((time.perf_counter() - started) * 1000, 3),
})
self.api_records.append(api_record)
if verbose:
print(f"\n✅ Chosen action: {action}")
return action
action_lower = action.lower()
for available in available_actions:
if available.lower() == action_lower:
api_record.update({
"parsed_action": available,
"fallback_used": False,
"case_normalized": True,
"elapsed_ms": round((time.perf_counter() - started) * 1000, 3),
})
self.api_records.append(api_record)
if verbose:
print(f"\n✅ Chosen action (corrected): {available}")
return available
print("⚠️ Warning: Could not parse valid action from LLM response. Using fallback.")
api_record.update({
"parsed_action": available_actions[0],
"fallback_used": True,
"fallback_reason": "missing_or_invalid_ACTION_line",
"elapsed_ms": round((time.perf_counter() - started) * 1000, 3),
})
self.api_records.append(api_record)
return available_actions[0]
except Exception as e:
print(f"❌ Error calling LLM API: {e}")
api_record.update({
"error": {"type": type(e).__name__, "message": str(e)},
"parsed_action": available_actions[0],
"fallback_used": True,
"fallback_reason": "api_error",
"elapsed_ms": round((time.perf_counter() - started) * 1000, 3),
})
self.api_records.append(api_record)
return available_actions[0]
def update_experience(self, state: str, action: str, feedback: str, reward: float):
"""
Store an experience for future in-context learning.
"""
# Determine if action was successful based on reward
success = reward > 0
experience = GameExperience(
state_description=state,
action=action,
feedback=feedback,
reward=reward,
success=success
)
self.experiences.append(experience)
# Keep only recent experiences to manage context length
if len(self.experiences) > self.max_experiences * 2:
# Keep a mix of successful and failed experiences
successful = [e for e in self.experiences if e.success]
failed = [e for e in self.experiences if not e.success]
# Keep recent ones and some diverse older ones
self.experiences = (
successful[-self.max_experiences:] +
failed[-self.max_experiences//2:]
)[-self.max_experiences:]
def play_episode(self, game: TreasureHuntGame, verbose: bool = True,
phase: str = "unspecified") -> Tuple[float, int, bool]:
"""
Play one episode of the game.
"""
game.reset()
total_reward = 0
steps = 0
trajectory = []
if verbose:
print("\n" + "🎮"*30)
print("STARTING NEW GAME EPISODE")
print("🎮"*30)
while not game.game_over:
if verbose:
print(f"\n{'='*60}")
print(f"STEP {steps + 1}")
print(f"{'='*60}")
# Show current game state
print("\n📍 Current State:")
state_lines = game.get_state_description().split('\n')
for line in state_lines:
if line.strip():
print(f" {line}")
# Get state before action
state_before = game.get_state_description()
available_actions = game.get_available_actions()
api_record_index = len(self.api_records)
# Choose action using LLM
action = self.choose_action(game, verbose=verbose)
# Execute action
feedback, reward, done = game.execute_action(action)
# Store experience
self.update_experience(state_before, action, feedback, reward)
# Record trajectory
trajectory.append({
"step": steps + 1,
"state_before": state_before,
"available_actions": available_actions,
"action": action,
"reward": reward,
"feedback": feedback,
"api_record_index": (
api_record_index
if len(self.api_records) > api_record_index
else None
),
})
total_reward += reward
steps += 1
if verbose:
print(f"\n🎯 Action Result:")
print(f" Feedback: {feedback}")
if reward > 0:
print(f" Reward: ✨ +{reward:.1f}")
else:
print(f" Reward: 📉 {reward:.1f}")
print(f" Total reward so far: {total_reward:.1f}")
# Add a pause between steps for readability
if not done:
print("\n" + "."*60)
# Update statistics
self.episode_rewards.append(total_reward)
self.episode_lengths.append(steps)
if game.victory:
self.victories += 1
self.total_episodes += 1
self.episode_trajectories.append({
"phase": phase,
"episode": (
sum(1 for item in self.episode_trajectories
if item["phase"] == phase) + 1
),
"victory": game.victory,
"total_reward": total_reward,
"steps": steps,
"trajectory": trajectory,
})
if verbose:
print("\n" + "🏁"*30)
if game.victory:
print("🎉 VICTORY! The LLM found the treasure!")
else:
print("💀 GAME OVER! Better luck next time.")
print(f" Final Score: {total_reward:.1f}")
print(f" Total Steps: {steps}")
print(f" API Calls Used: {self.api_calls}")
print("🏁"*30)
return total_reward, steps, game.victory
def train(self, num_episodes: int = 20, verbose: bool = True, stochastic: bool = False) -> Dict[str, Any]:
"""
'Train' the agent through in-context learning over multiple episodes.
Note: Unlike traditional RL, there's no explicit training - just experience accumulation.
Args:
num_episodes: Number of episodes to play
verbose: Whether to print details
stochastic: Whether to use stochastic environment
"""
game = TreasureHuntGame(stochastic=stochastic)
print("\n" + "🚀"*30)
print("LLM IN-CONTEXT LEARNING EXPERIMENT")
print("🚀"*30)
print(f"\n📝 Will play {num_episodes} episodes to learn the game")
print("🧠 The LLM learns by accumulating experiences in context")
print("⚡ Each decision shows the full reasoning process")
for episode in range(num_episodes):
print(f"\n\n{'🎯'*30}")
print(f"EPISODE {episode + 1} of {num_episodes}")
print(f"{'🎯'*30}")
print(f"📚 Experiences accumulated so far: {len(self.experiences)}")
# Show full process for first 3 episodes, then reduce verbosity
show_full = verbose and (episode < 3 or episode == num_episodes - 1)
if not show_full and verbose:
print("\n(Reducing verbosity for middle episodes to save space...)")
reward, steps, victory = self.play_episode(
game, verbose=show_full, phase="training"
)
if not show_full:
# Still show summary even when not fully verbose
print(f"\n📊 Episode {episode + 1} Summary:")
print(f" Result: {'🎉 Victory!' if victory else '💀 Failed'}")
print(f" Total Reward: {reward:.2f}")
print(f" Steps Taken: {steps}")
print(f" Total API Calls So Far: {self.api_calls}")
# Show learning progress
if len(self.episode_rewards) >= 3:
recent_victories = sum(1 for r in self.episode_rewards[-3:] if r > 50)
recent_avg = sum(self.episode_rewards[-3:]) / 3
print(f"\n📈 Recent Performance (last 3 episodes):")
print(f" Victories: {recent_victories}/3")
print(f" Average Reward: {recent_avg:.2f}")
# Add delay to respect rate limits
if episode < num_episodes - 1:
print("\n⏳ Waiting 1 second for API rate limits...")
time.sleep(1)
return {
"total_episodes": self.total_episodes,
"total_victories": self.victories,
"victory_rate": self.victories / self.total_episodes if self.total_episodes > 0 else 0,
"total_api_calls": self.api_calls,
"total_tokens": self.total_tokens,
"experiences_collected": len(self.experiences),
"episode_rewards": self.episode_rewards,
"episode_lengths": self.episode_lengths
}
def evaluate(self, num_episodes: int = 10, verbose: bool = False, stochastic: bool = False) -> Dict[str, Any]:
"""
Evaluate the agent's performance using accumulated experiences.
Args:
num_episodes: Number of episodes to evaluate
verbose: Whether to print details
stochastic: Whether to use stochastic environment
"""
game = TreasureHuntGame(stochastic=stochastic)
eval_rewards = []
eval_lengths = []
eval_victories = 0
for episode in range(num_episodes):
reward, steps, victory = self.play_episode(
game, verbose=verbose, phase="evaluation"
)
eval_rewards.append(reward)
eval_lengths.append(steps)
if victory:
eval_victories += 1
if verbose:
print(f"Episode {episode + 1}: Reward={reward:.2f}, Steps={steps}, Victory={victory}")
return {
"num_episodes": num_episodes,
"victories": eval_victories,
"victory_rate": eval_victories / num_episodes if num_episodes else 0.0,
"avg_reward": sum(eval_rewards) / len(eval_rewards) if eval_rewards else 0.0,
"avg_length": sum(eval_lengths) / len(eval_lengths) if eval_lengths else 0.0,
"total_api_calls": self.api_calls,
"experiences_used": len(self.experiences)
}
def save_experiences(self, filepath: str):
"""Save experiences to file for analysis."""
data = {
"backend": {
"provider": self.provider,
"base_url": self.base_url,
"model": self.model,
"using_openrouter": self.using_openrouter,
},
"experiences": [asdict(exp) for exp in self.experiences],
"episode_trajectories": self.episode_trajectories,
"api_records": self.api_records,
"statistics": {
"total_episodes": self.total_episodes,
"victories": self.victories,
"api_calls": self.api_calls,
"total_tokens": self.total_tokens
}
}
with open(filepath, 'w') as f:
json.dump(data, f, indent=2)
def load_experiences(self, filepath: str):
"""Load experiences from file."""
with open(filepath, 'r') as f:
data = json.load(f)
self.experiences = [
GameExperience(**exp) for exp in data["experiences"]
]
stats = data.get("statistics", {})
self.total_episodes = stats.get("total_episodes", 0)
self.victories = stats.get("victories", 0)
self.api_calls = stats.get("api_calls", 0)
self.total_tokens = stats.get("total_tokens", 0)
@@ -0,0 +1,163 @@
#!/usr/bin/env python3
"""
Quick demo showing the LLM learning process in detail.
This script runs a simplified experiment to demonstrate how LLMs learn from experience.
"""
import os
import sys
from pathlib import Path
from dotenv import load_dotenv
# Load environment variables from .env file
load_dotenv()
# Add parent directory to path for imports
sys.path.append(str(Path(__file__).parent))
from game_environment import TreasureHuntGame
from llm_agent import LLMAgent
def show_game_solution():
"""Show the optimal solution to the game."""
print("\n" + "="*70)
print("GAME SOLUTION (for reference)")
print("="*70)
game = TreasureHuntGame()
print(game.get_hidden_rules())
print("\n📝 Optimal solution path:")
print("1. Take rusty sword (in entrance)")
print("2. Go east to storage")
print("3. Take red key")
print("4. Take magic crystal")
print("5. Try crafting → creates silver sword")
print("6. Go west to entrance")
print("7. Go north to hallway (uses red key automatically)")
print("8. Go north to guard room")
print("9. Attack with silver sword → defeats strong guard")
print("10. Go east to treasure room")
print("11. Take dragon's treasure → Victory!")
print("\n✨ Total moves: ~11-12 (optimal)")
def run_llm_demo():
"""Run a simplified LLM demo with just a few episodes."""
print("\n" + "🤖"*35)
print("LLM IN-CONTEXT LEARNING DEMO")
print("🤖"*35)
# Check API key
provider = os.getenv("LLM_PROVIDER", "moonshot").lower()
api_key = os.getenv("DASHSCOPE_API_KEY") if provider in {"dashscope", "qwen", "bailian"} else os.getenv("MOONSHOT_API_KEY")
if not api_key and not os.getenv("OPENROUTER_API_KEY"):
print(f"\n❌ Error: API key for provider '{provider}' not set.")
print("Please set your Kimi API key:")
print(" export DASHSCOPE_API_KEY='your-key-here' # for dashscope/qwen/bailian")
print(" export MOONSHOT_API_KEY='your-key-here' # for moonshot/kimi")
print("\nGet your key at: https://platform.moonshot.cn/")
print("Or set OPENROUTER_API_KEY as a universal fallback.")
return
print("\n✅ API key found!")
print("🧠 Initializing Kimi K3 LLM agent...")
# Initialize agent
agent = LLMAgent(
api_key=api_key,
model=os.getenv("MOONSHOT_MODEL", "kimi-k3"),
provider=provider,
temperature=0.7,
max_experiences=30
)
print("\n📚 The LLM will play 3 episodes to learn the game")
print("👀 Watch how it reasons and learns from each experience!\n")
# Play 3 episodes
game = TreasureHuntGame()
for episode in range(3):
print("\n" + "🎮"*35)
print(f"EPISODE {episode + 1} of 3")
print("🎮"*35)
# Show what the LLM has learned so far
if agent.experiences:
print(f"\n📊 Experience Memory: {len(agent.experiences)} interactions stored")
# Show some key learnings
successful = [e for e in agent.experiences if e.success]
if successful:
print("✅ Successful patterns discovered:")
for exp in successful[-3:]:
print(f"{exp.action} → reward: {exp.reward:.1f}")
failed = [e for e in agent.experiences if not e.success]
if failed and len(failed) > 5:
print("❌ Mistakes to avoid:")
for exp in failed[-2:]:
print(f"{exp.action} → reward: {exp.reward:.1f}")
# Play episode
reward, steps, victory = agent.play_episode(game, verbose=True)
print(f"\n📈 Episode {episode + 1} Performance:")
print(f" • Result: {'🎉 Victory!' if victory else '💀 Failed'}")
print(f" • Total Reward: {reward:.2f}")
print(f" • Steps Taken: {steps}")
print(f" • Experiences Collected: {len(agent.experiences)}")
if victory:
print("\n🎊 The LLM learned to solve the game!")
print(f" It took {episode + 1} episodes to learn")
print(f" Total API calls used: {agent.api_calls}")
break
if episode < 2:
print("\n⏳ Waiting 2 seconds before next episode...")
import time
time.sleep(2)
# Summary
print("\n" + "="*70)
print("DEMO SUMMARY")
print("="*70)
print(f"📊 Total episodes played: {episode + 1}")
print(f"🧠 Total experiences collected: {len(agent.experiences)}")
print(f"🎯 Victories: {agent.victories}")
print(f"📡 API calls made: {agent.api_calls}")
if agent.victories > 0:
print("\n✨ Key Insight:")
print("The LLM learned to solve the game by reasoning about patterns")
print("in just a few episodes, without any parameter updates!")
print("Traditional RL would need thousands of episodes for the same result.")
else:
print("\n💡 Note: The LLM is still learning. Run more episodes to see it succeed!")
def main():
"""Main entry point."""
print("\n" + "🎯"*35)
print("LEARNING FROM EXPERIENCE: LLM DEMO")
print("Replicating insights from 'The Second Half'")
print("🎯"*35)
# Show solution first
show_game_solution()
# Ask user if they want to continue
response = input("\n▶️ Ready to see how an LLM learns this game? (y/n): ").strip().lower()
if response == 'y':
run_llm_demo()
else:
print("\n👋 Okay, goodbye!")
if __name__ == "__main__":
main()
@@ -0,0 +1,5 @@
numpy>=1.24.0
matplotlib>=3.5.0
seaborn>=0.12.0
openai>=1.0.0
python-dotenv>=1.0.0
@@ -0,0 +1,404 @@
"""
Traditional Reinforcement Learning Agent using Q-learning.
This demonstrates the classical RL approach that requires extensive training.
"""
import numpy as np
import pickle
from collections import defaultdict
from typing import Dict, List, Tuple, Any
import random
from game_environment import TreasureHuntGame
class QLearningAgent:
"""
Q-learning agent for the treasure hunt game.
Uses tabular Q-learning with state-action pairs.
"""
def __init__(self,
learning_rate: float = 0.2,
discount_factor: float = 0.99,
epsilon: float = 1.0,
epsilon_decay: float = 0.9995,
epsilon_min: float = 0.1):
"""
Initialize Q-learning agent.
Args:
learning_rate: Alpha parameter for Q-value updates
discount_factor: Gamma parameter for future rewards
epsilon: Initial exploration rate
epsilon_decay: Rate at which epsilon decreases
epsilon_min: Minimum exploration rate
"""
self.learning_rate = learning_rate
self.discount_factor = discount_factor
self.epsilon = epsilon
self.epsilon_decay = epsilon_decay
self.epsilon_min = epsilon_min
# Q-table: state_hash -> action -> Q-value
self.q_table = defaultdict(lambda: defaultdict(float))
# Statistics
self.episode_rewards = []
self.episode_lengths = []
self.episode_victories = [] # Per-episode victory flag (1/0), for learning curves
self.victories = 0
self.total_episodes = 0
self.learning_curve = [] # Snapshots recorded at checkpoints during train()
def _get_state_hash(self, game: TreasureHuntGame) -> str:
"""
Create a hashable representation of the game state.
This is crucial for tabular Q-learning.
"""
# Include relevant state information
state_parts = [
game.current_room.name,
tuple(sorted([item.name for item in game.inventory])),
tuple(sorted([item.name for item in game.current_room.items])),
tuple(sorted(game.current_room.locked_exits.items())),
game.current_room.has_guard and not game.current_room.guard_defeated
]
return str(state_parts)
def choose_action(self, game: TreasureHuntGame, training: bool = True) -> str:
"""
Choose an action using epsilon-greedy strategy.
"""
available_actions = game.get_available_actions()
if not available_actions:
return "look around"
# Exploration vs exploitation
if training and random.random() < self.epsilon:
# Explore: choose random action
return random.choice(available_actions)
else:
# Exploit: choose best action based on Q-values
state_hash = self._get_state_hash(game)
# Get Q-values for all available actions
action_values = {
action: self.q_table[state_hash][action]
for action in available_actions
}
# If all Q-values are 0 (unexplored), choose randomly
if all(v == 0 for v in action_values.values()):
return random.choice(available_actions)
# Choose action with highest Q-value
return max(action_values, key=action_values.get)
def update_q_value(self, state: str, action: str, reward: float,
next_state: str, next_actions: List[str], done: bool):
"""
Update Q-value using the Q-learning update rule.
Q(s,a) <- Q(s,a) + α[r + γ max Q(s',a') - Q(s,a)]
"""
current_q = self.q_table[state][action]
if done:
# Terminal state
target = reward
else:
# Get maximum Q-value for next state
if next_actions:
max_next_q = max(
self.q_table[next_state][a] for a in next_actions
)
else:
max_next_q = 0
target = reward + self.discount_factor * max_next_q
# Update Q-value
self.q_table[state][action] = (
current_q + self.learning_rate * (target - current_q)
)
def train_episode(self, game: TreasureHuntGame) -> Tuple[float, int, bool]:
"""
Train the agent for one episode.
Returns:
Total reward, number of steps, victory status
"""
game.reset()
total_reward = 0
steps = 0
while not game.game_over:
# Get current state
state_hash = self._get_state_hash(game)
# Choose action
action = self.choose_action(game, training=True)
# Execute action
feedback, reward, done = game.execute_action(action)
# Get next state
next_state_hash = self._get_state_hash(game)
next_actions = game.get_available_actions() if not done else []
# Update Q-value
self.update_q_value(
state_hash, action, reward,
next_state_hash, next_actions, done
)
total_reward += reward
steps += 1
# Decay epsilon
self.epsilon = max(self.epsilon_min, self.epsilon * self.epsilon_decay)
# Update statistics
self.episode_rewards.append(total_reward)
self.episode_lengths.append(steps)
self.episode_victories.append(1 if game.victory else 0)
if game.victory:
self.victories += 1
self.total_episodes += 1
return total_reward, steps, game.victory
def train(self, num_episodes: int = 1000, verbose: bool = True,
stochastic: bool = False, checkpoint_interval: int = 0) -> Dict[str, Any]:
"""
Train the agent for multiple episodes.
Args:
num_episodes: Number of episodes to train
verbose: Whether to print progress
stochastic: Whether to use stochastic environment
checkpoint_interval: If > 0, record a learning-curve snapshot
(episode, windowed victory rate, Q-table size, epsilon) every
this many episodes. Snapshots are stored in self.learning_curve.
"""
game = TreasureHuntGame(stochastic=stochastic)
# Adjust hyperparameters for stochastic environment
if stochastic:
# Slightly slower epsilon decay for stochastic environments
original_decay = self.epsilon_decay
self.epsilon_decay = min(0.9999, self.epsilon_decay * 1.001)
if verbose:
print(f"Adjusted epsilon_decay from {original_decay:.4f} to {self.epsilon_decay:.4f} for stochastic environment\n")
window = checkpoint_interval if checkpoint_interval and checkpoint_interval > 0 else 1000
for episode in range(num_episodes):
reward, steps, victory = self.train_episode(game)
# Record a learning-curve snapshot at each checkpoint
if checkpoint_interval and checkpoint_interval > 0 and (episode + 1) % checkpoint_interval == 0:
recent = self.episode_victories[-window:]
self.learning_curve.append({
"episode": episode + 1,
"victory_rate": sum(recent) / len(recent) if recent else 0.0,
"q_table_size": len(self.q_table),
"epsilon": self.epsilon,
})
if verbose and (episode + 1) % 100 == 0:
recent_rewards = self.episode_rewards[-100:]
recent_victories = sum(
1 for r in recent_rewards if r > 50 # Approximate victory
)
avg_reward = np.mean(recent_rewards)
print(f"Episode {episode + 1}/{num_episodes}")
print(f" Avg Reward (last 100): {avg_reward:.2f}")
print(f" Victories (last 100): {recent_victories}")
print(f" Epsilon: {self.epsilon:.3f}")
print(f" Q-table size: {len(self.q_table)}")
print()
return {
"total_episodes": self.total_episodes,
"total_victories": self.victories,
"victory_rate": self.victories / self.total_episodes if self.total_episodes else 0.0,
"final_epsilon": self.epsilon,
"q_table_size": len(self.q_table),
"episode_rewards": self.episode_rewards,
"episode_lengths": self.episode_lengths,
"learning_curve": self.learning_curve,
}
def evaluate(self, num_episodes: int = 100, verbose: bool = False, stochastic: bool = False) -> Dict[str, Any]:
"""
Evaluate the trained agent without learning.
Args:
num_episodes: Number of episodes to evaluate
verbose: Whether to print details
stochastic: Whether to use stochastic environment
"""
game = TreasureHuntGame(stochastic=stochastic)
eval_rewards = []
eval_lengths = []
eval_victories = 0
# Store original epsilon and set to 0 for evaluation
original_epsilon = self.epsilon
self.epsilon = 0
for episode in range(num_episodes):
game.reset()
total_reward = 0
steps = 0
while not game.game_over:
action = self.choose_action(game, training=False)
feedback, reward, done = game.execute_action(action)
total_reward += reward
steps += 1
if verbose and episode == 0: # Show first evaluation episode
print(f"Step {steps}: {action}")
print(f"Feedback: {feedback}")
print()
eval_rewards.append(total_reward)
eval_lengths.append(steps)
if game.victory:
eval_victories += 1
# Restore epsilon
self.epsilon = original_epsilon
return {
"num_episodes": num_episodes,
"victories": eval_victories,
"victory_rate": eval_victories / num_episodes if num_episodes else 0.0,
"avg_reward": sum(eval_rewards) / len(eval_rewards) if len(eval_rewards) > 0 else 0.0,
"std_reward": float(np.std(eval_rewards)) if len(eval_rewards) > 0 else 0.0,
"avg_length": sum(eval_lengths) / len(eval_lengths) if len(eval_lengths) > 0 else 0.0,
"std_length": float(np.std(eval_lengths)) if len(eval_lengths) > 0 else 0.0
}
def save(self, filepath: str):
"""Save the Q-table and parameters."""
data = {
"q_table": dict(self.q_table),
"epsilon": self.epsilon,
"learning_rate": self.learning_rate,
"discount_factor": self.discount_factor,
"statistics": {
"total_episodes": self.total_episodes,
"victories": self.victories,
"episode_rewards": self.episode_rewards,
"episode_lengths": self.episode_lengths
}
}
with open(filepath, 'wb') as f:
pickle.dump(data, f)
def load(self, filepath: str):
"""Load a saved Q-table and parameters."""
with open(filepath, 'rb') as f:
data = pickle.load(f)
self.q_table = defaultdict(lambda: defaultdict(float))
for state, actions in data["q_table"].items():
for action, value in actions.items():
self.q_table[state][action] = value
self.epsilon = data["epsilon"]
self.learning_rate = data["learning_rate"]
self.discount_factor = data["discount_factor"]
stats = data.get("statistics", {})
self.total_episodes = stats.get("total_episodes", 0)
self.victories = stats.get("victories", 0)
self.episode_rewards = stats.get("episode_rewards", [])
self.episode_lengths = stats.get("episode_lengths", [])
class DQNAgent:
"""
Deep Q-Network agent for comparison.
Uses neural network function approximation instead of tabular Q-learning.
"""
def __init__(self,
state_dim: int = 128,
hidden_dim: int = 256,
learning_rate: float = 0.001,
discount_factor: float = 0.95,
epsilon: float = 1.0,
epsilon_decay: float = 0.995,
epsilon_min: float = 0.01,
batch_size: int = 32,
memory_size: int = 10000):
"""
Initialize DQN agent with neural network.
Note: Simplified implementation for demonstration.
"""
self.state_dim = state_dim
self.hidden_dim = hidden_dim
self.learning_rate = learning_rate
self.discount_factor = discount_factor
self.epsilon = epsilon
self.epsilon_decay = epsilon_decay
self.epsilon_min = epsilon_min
self.batch_size = batch_size
# Experience replay buffer
self.memory = []
self.memory_size = memory_size
# Statistics
self.episode_rewards = []
self.episode_lengths = []
self.victories = 0
self.total_episodes = 0
# Note: For full implementation, we would use PyTorch or TensorFlow
# This is a simplified placeholder
print("Note: DQN implementation requires neural network library.")
print("Using simplified random policy for demonstration.")
def choose_action(self, game: TreasureHuntGame, training: bool = True) -> str:
"""Choose action (simplified for demonstration)."""
available_actions = game.get_available_actions()
if not available_actions:
return "look around"
# Simplified: just use epsilon-greedy with random selection
if training and random.random() < self.epsilon:
return random.choice(available_actions)
else:
# In full implementation, this would use neural network
return random.choice(available_actions)
def train_episode(self, game: TreasureHuntGame) -> Tuple[float, int, bool]:
"""Train for one episode (simplified)."""
game.reset()
total_reward = 0
steps = 0
while not game.game_over:
action = self.choose_action(game, training=True)
feedback, reward, done = game.execute_action(action)
total_reward += reward
steps += 1
self.epsilon = max(self.epsilon_min, self.epsilon * self.epsilon_decay)
self.episode_rewards.append(total_reward)
self.episode_lengths.append(steps)
if game.victory:
self.victories += 1
self.total_episodes += 1
return total_reward, steps, game.victory
@@ -0,0 +1,255 @@
#!/usr/bin/env python3
"""Run and retain the exact real Experiment 8-2 comparison.
The manuscript compares 10,000 deterministic Q-learning episodes with Kimi K3's
first attempt in the same treasure-hunt environment. A failed manuscript
hypothesis is still a completed experiment; acceptance therefore verifies the
protocol and evidence provenance separately from the observed outcome.
"""
from __future__ import annotations
import argparse
import hashlib
import json
import os
import platform
import random
import subprocess
import sys
from datetime import datetime, timezone
from pathlib import Path
from typing import Any
import numpy as np
from experiment import ExperimentRunner
ROOT = Path(__file__).resolve().parent
def _sha256(path: Path) -> str:
digest = hashlib.sha256()
with path.open("rb") as handle:
for chunk in iter(lambda: handle.read(1024 * 1024), b""):
digest.update(chunk)
return digest.hexdigest()
def _git_revision() -> str | None:
try:
return subprocess.run(
["git", "rev-parse", "HEAD"],
cwd=ROOT,
check=True,
capture_output=True,
text=True,
).stdout.strip()
except (OSError, subprocess.CalledProcessError):
return None
def _write_json(path: Path, payload: Any) -> None:
def json_default(value: Any) -> Any:
if isinstance(value, np.generic):
return value.item()
if isinstance(value, Path):
return str(value)
raise TypeError(f"Object of type {type(value).__name__} is not JSON serializable")
path.write_text(
json.dumps(
payload, ensure_ascii=False, indent=2, default=json_default
) + "\n",
encoding="utf-8",
)
def main() -> int:
parser = argparse.ArgumentParser(
description="Real, evidence-retaining Chapter 7 Experiment 8-2 campaign"
)
parser.add_argument("--model", default="kimi-k3")
parser.add_argument("--seed", type=int, default=42)
parser.add_argument("--rl-episodes", type=int, default=10_000)
parser.add_argument("--rl-eval-episodes", type=int, default=100)
parser.add_argument(
"--llm-eval-episodes",
type=int,
default=0,
help="The manuscript's core observation is the first attempt; optional later evaluations are separate.",
)
parser.add_argument("--output-root", default=str(ROOT / "validation"))
args = parser.parse_args()
if args.rl_episodes != 10_000 or args.rl_eval_episodes != 100:
parser.error("canonical Experiment 8-2 requires 10,000 RL training and 100 RL evaluation episodes")
if args.llm_eval_episodes < 0:
parser.error("--llm-eval-episodes must be non-negative")
if not os.getenv("MOONSHOT_API_KEY"):
parser.error(
"MOONSHOT_API_KEY is required: an OpenRouter substitute is not exact Kimi K3 evidence"
)
random.seed(args.seed)
np.random.seed(args.seed)
output_root = Path(args.output_root).expanduser().resolve()
runner = ExperimentRunner(results_dir=str(output_root))
started_at = datetime.now(timezone.utc)
rl_results = runner.run_rl_experiment(
num_training_episodes=args.rl_episodes,
num_eval_episodes=args.rl_eval_episodes,
verbose=False,
stochastic=False,
checkpoint_interval=1000,
learning_rate=0.2,
discount_factor=0.99,
epsilon_decay=0.9995,
epsilon_min=0.1,
)
llm_results = runner.run_llm_experiment(
num_training_episodes=1,
num_eval_episodes=args.llm_eval_episodes,
verbose=False,
stochastic=False,
model=args.model,
)
runner.results = {"rl": rl_results, "llm": llm_results}
_write_json(runner.experiment_dir / "experiment_results.json", runner.results)
raw_path = runner.experiment_dir / "llm_experiences.json"
raw = json.loads(raw_path.read_text(encoding="utf-8"))
training = [
episode
for episode in raw.get("episode_trajectories", [])
if episode.get("phase") == "training"
]
first_attempt = training[0] if training else None
api_records = raw.get("api_records", [])
response_ids_present = all(
bool((record.get("response") or {}).get("id")) for record in api_records
)
response_contents_present = all(
bool((record.get("response") or {}).get("content")) for record in api_records
)
no_api_errors = all(not record.get("error") for record in api_records)
no_fallbacks = all(not record.get("fallback_used") for record in api_records)
direct_exact_kimi = (
raw.get("backend", {}).get("provider") == "moonshot"
and raw.get("backend", {}).get("model") == "kimi-k3"
and raw.get("backend", {}).get("using_openrouter") is False
)
response_models = sorted(
{
(record.get("response") or {}).get("model")
for record in api_records
if (record.get("response") or {}).get("model")
}
)
protocol_gates = {
"same_deterministic_environment": True,
"q_learning_10000_training_episodes": rl_results["training_episodes"] == 10_000,
"q_learning_100_evaluation_episodes": args.rl_eval_episodes == 100,
"q_learning_reached_full_evaluation_success": rl_results["eval_victory_rate"] == 1.0,
"one_kimi_first_attempt_recorded": len(training) == 1,
"direct_official_moonshot_kimi_k3": direct_exact_kimi,
"one_real_response_per_first_attempt_action": bool(first_attempt)
and len(api_records) == first_attempt["steps"],
"provider_response_ids_retained": bool(api_records) and response_ids_present,
"provider_response_content_retained": bool(api_records) and response_contents_present,
"zero_api_errors": no_api_errors,
"zero_fallback_actions": no_fallbacks,
}
acceptance_complete = all(protocol_gates.values())
first_attempt_victory = bool(first_attempt and first_attempt["victory"])
first_attempt_steps = first_attempt["steps"] if first_attempt else None
evidence = {
"schema_version": 1,
"experiment_id": "8-2",
"title": "Traditional RL versus Kimi K3 in the same treasure-hunt environment",
"started_at": started_at.isoformat(),
"finished_at": datetime.now(timezone.utc).isoformat(),
"git_revision": _git_revision(),
"command": {
"argv": sys.argv,
"seed": args.seed,
"deterministic": True,
},
"runtime": {
"python": sys.version,
"platform": platform.platform(),
},
"backend": raw.get("backend"),
"provider_response_models": response_models,
"usage": {
"successful_api_calls": raw.get("statistics", {}).get("api_calls"),
"api_attempts": len(api_records),
"total_tokens": raw.get("statistics", {}).get("total_tokens"),
"provider_cost": None,
"provider_cost_note": "The response exposed token usage but no authoritative billed cost; unknown is not zero.",
},
"q_learning": {
"training_episodes": rl_results["training_episodes"],
"training_time_seconds": rl_results["training_time"],
"training_victory_rate": rl_results["training_victory_rate"],
"evaluation_victory_rate": rl_results["eval_victory_rate"],
"evaluation_average_steps": rl_results["eval_avg_steps"],
"q_table_states": rl_results["q_table_size"],
"learning_curve": rl_results["learning_curve"],
},
"k3_first_attempt": {
"victory": first_attempt_victory,
"steps": first_attempt_steps,
"reward": first_attempt.get("total_reward") if first_attempt else None,
"api_calls": len(api_records),
},
"protocol_gates": protocol_gates,
"acceptance_complete": acceptance_complete,
"manuscript_observation_matches": {
"first_attempt_victory": first_attempt_victory,
"exactly_18_steps": first_attempt_steps == 18,
"q_learning_11_step_greedy_solution": rl_results["eval_avg_steps"] == 11.0,
},
"interpretation": (
"The protocol is accepted independently of whether stochastic model behavior reproduces the manuscript's exact 18-step observation."
),
"artifacts": {
"experiment_results": "experiment_results.json",
"raw_llm_calls_and_trajectories": "llm_experiences.json",
"q_learning_checkpoint": "rl_agent.pkl",
},
"source_sha256": {
name: _sha256(ROOT / name)
for name in (
"game_environment.py",
"rl_agent.py",
"llm_agent.py",
"experiment.py",
"run_experiment_8_2.py",
)
},
}
_write_json(runner.experiment_dir / "evidence.json", evidence)
_write_json(output_root / "latest.json", {
"experiment_id": "8-2",
"artifact": str((runner.experiment_dir / "evidence.json").relative_to(output_root)),
"acceptance_complete": acceptance_complete,
"finished_at": evidence["finished_at"],
})
print(json.dumps({
"evidence": str(runner.experiment_dir / "evidence.json"),
"acceptance_complete": acceptance_complete,
"first_attempt_victory": first_attempt_victory,
"first_attempt_steps": first_attempt_steps,
}, indent=2))
return 0 if acceptance_complete else 1
if __name__ == "__main__":
raise SystemExit(main())
@@ -0,0 +1,98 @@
import json
from types import SimpleNamespace
from experiment import ExperimentRunner
from game_environment import TreasureHuntGame
from llm_agent import LLMAgent
from run_experiment_8_2 import _write_json
class _Usage:
total_tokens = 17
def model_dump(self):
return {"prompt_tokens": 10, "completion_tokens": 7, "total_tokens": 17}
def _response(content="Reasoning\n **ACTION**: take rusty sword "):
message = SimpleNamespace(content=content, reasoning_content="private reasoning")
choice = SimpleNamespace(message=message, finish_reason="stop")
return SimpleNamespace(
id="chatcmpl-real-shape",
created=123,
model="kimi-k3",
choices=[choice],
usage=_Usage(),
)
def test_explicit_action_variants_are_recorded_without_fallback(monkeypatch):
monkeypatch.setenv("MOONSHOT_API_KEY", "test-only")
agent = LLMAgent(model="kimi-k3")
agent.client = SimpleNamespace(
chat=SimpleNamespace(
completions=SimpleNamespace(create=lambda **_: _response())
)
)
action = agent.choose_action(TreasureHuntGame(), verbose=False)
assert action == "take rusty sword"
assert agent.api_records[0]["fallback_used"] is False
assert agent.api_records[0]["response"]["id"] == "chatcmpl-real-shape"
assert agent.api_records[0]["response"]["reasoning_content"] == "private reasoning"
assert agent.total_tokens == 17
def test_api_failure_is_retained_and_cannot_look_like_model_behavior(monkeypatch):
monkeypatch.setenv("MOONSHOT_API_KEY", "test-only")
agent = LLMAgent(model="kimi-k3")
def fail(**_):
raise RuntimeError("provider unavailable")
agent.client = SimpleNamespace(
chat=SimpleNamespace(completions=SimpleNamespace(create=fail))
)
action = agent.choose_action(TreasureHuntGame(), verbose=False)
assert action in TreasureHuntGame().get_available_actions()
assert agent.api_calls == 0
assert agent.api_records[0]["fallback_used"] is True
assert agent.api_records[0]["fallback_reason"] == "api_error"
assert agent.api_records[0]["error"]["type"] == "RuntimeError"
def test_saved_evidence_excludes_credentials(monkeypatch, tmp_path):
monkeypatch.setenv("MOONSHOT_API_KEY", "secret-that-must-not-be-written")
agent = LLMAgent(model="kimi-k3")
agent.client = SimpleNamespace(
chat=SimpleNamespace(
completions=SimpleNamespace(create=lambda **_: _response())
)
)
agent.choose_action(TreasureHuntGame(), verbose=False)
output = tmp_path / "llm_experiences.json"
agent.save_experiences(output)
payload = output.read_text(encoding="utf-8")
assert "secret-that-must-not-be-written" not in payload
assert json.loads(payload)["backend"]["provider"] == "moonshot"
def test_nested_validation_output_is_created(tmp_path):
root = tmp_path / "validation" / "experiment_8_2"
runner = ExperimentRunner(results_dir=str(root))
assert runner.experiment_dir.parent == root
assert runner.experiment_dir.is_dir()
def test_evidence_writer_serializes_numpy_scalars(tmp_path):
import numpy as np
output = tmp_path / "evidence.json"
_write_json(output, {"gate": np.bool_(True), "count": np.int64(17)})
assert json.loads(output.read_text(encoding="utf-8")) == {
"gate": True,
"count": 17,
}
@@ -0,0 +1,7 @@
import sys
from pathlib import Path
PROJECT_ROOT = Path(__file__).resolve().parents[1]
if str(PROJECT_ROOT) not in sys.path:
sys.path.insert(0, str(PROJECT_ROOT))
@@ -0,0 +1,182 @@
#!/usr/bin/env python3
"""
Manual check to verify Q-learning can learn the simplified game.
"""
import sys
import argparse
from pathlib import Path
import numpy as np
PROJECT_ROOT = Path(__file__).resolve().parents[2]
if str(PROJECT_ROOT) not in sys.path:
sys.path.insert(0, str(PROJECT_ROOT))
from game_environment import TreasureHuntGame
from rl_agent import QLearningAgent
def run_rl_learning_check(stochastic=False, episodes=None):
"""Test that Q-learning can learn the game.
Args:
stochastic: If True, use stochastic environment
episodes: List of episode counts to test (default: various counts)
"""
env_type = "STOCHASTIC" if stochastic else "DETERMINISTIC"
print(f"Testing Q-Learning on simplified game ({env_type} environment)...")
print("="*50)
# Show game rules
game = TreasureHuntGame(stochastic=stochastic)
print(game.get_hidden_rules())
if stochastic:
print("\n⚠️ Stochastic Mode Active:")
print(" - Random reward variations")
print(" - 3% chance of action failure")
print(" - 10% critical hit / 5% miss chance in combat")
print(" - 10% crafting failure chance")
print("\n" + "="*50)
# Initialize agent
agent = QLearningAgent(
learning_rate=0.2,
discount_factor=0.99,
epsilon=1.0,
epsilon_decay=0.9997, # Slower decay for exploration
epsilon_min=0.1
)
# Train for different episode counts
if episodes:
episode_counts = episodes
else:
episode_counts = [100, 500, 1000, 2000, 5000, 10000]
for num_episodes in episode_counts:
print(f"\nTraining for {num_episodes} episodes...")
# Reset agent
agent = QLearningAgent(
learning_rate=0.2,
discount_factor=0.99,
epsilon=1.0,
epsilon_decay=0.9997,
epsilon_min=0.1
)
# Train
game = TreasureHuntGame(stochastic=stochastic)
victories = 0
recent_rewards = []
for episode in range(num_episodes):
game.reset()
total_reward = 0
while not game.game_over:
state_hash = agent._get_state_hash(game)
action = agent.choose_action(game, training=True)
feedback, reward, done = game.execute_action(action)
next_state_hash = agent._get_state_hash(game)
next_actions = game.get_available_actions() if not done else []
agent.update_q_value(
state_hash, action, reward,
next_state_hash, next_actions, done
)
total_reward += reward
# Decay epsilon
agent.epsilon = max(agent.epsilon_min, agent.epsilon * agent.epsilon_decay)
recent_rewards.append(total_reward)
if game.victory:
victories += 1
# Print progress
progress_every = max(1, num_episodes // 10)
if (episode + 1) % progress_every == 0:
recent_wins = sum(1 for r in recent_rewards[-100:] if r > 50)
avg_reward = np.mean(recent_rewards[-100:]) if recent_rewards else 0
print(f" Episode {episode+1}: Recent wins={recent_wins}/100, "
f"Avg reward={avg_reward:.1f}, Epsilon={agent.epsilon:.3f}")
# Evaluate
print(f"\nEvaluating after {num_episodes} episodes...")
eval_victories = 0
eval_rewards = []
for _ in range(100):
game.reset()
total_reward = 0
# Set epsilon to 0 for evaluation
old_epsilon = agent.epsilon
agent.epsilon = 0
while not game.game_over:
action = agent.choose_action(game, training=False)
feedback, reward, done = game.execute_action(action)
total_reward += reward
agent.epsilon = old_epsilon
eval_rewards.append(total_reward)
if game.victory:
eval_victories += 1
print(f" Evaluation: {eval_victories}/100 victories")
print(f" Average reward: {np.mean(eval_rewards):.2f}")
print(f" Q-table size: {len(agent.q_table)} states")
# Show a sample successful trajectory if we have victories
if eval_victories > 0:
print("\n Sample successful trajectory:")
game.reset()
agent.epsilon = 0
steps = []
while not game.game_over:
action = agent.choose_action(game, training=False)
steps.append(f" {len(steps)+1}. {action}")
feedback, reward, done = game.execute_action(action)
if game.victory:
steps.append(f" → Victory! Total moves: {game.moves}")
break
if len(steps) <= 20: # Only show if reasonable length
print("\n".join(steps[:15])) # Show first 15 steps
if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Test Q-learning agent on the treasure hunt game")
parser.add_argument(
'--stochastic',
action='store_true',
help='Use stochastic environment (adds randomness to rewards and actions)'
)
parser.add_argument(
'--deterministic',
action='store_true',
help='Use deterministic environment (default)'
)
parser.add_argument(
'--episodes',
type=int,
nargs='+',
help='Episode counts to test (e.g., --episodes 1000 5000 10000)'
)
args = parser.parse_args()
# Handle environment mode
if args.deterministic and args.stochastic:
print("Error: Cannot specify both --deterministic and --stochastic")
sys.exit(1)
stochastic = args.stochastic # Default is False (deterministic)
run_rl_learning_check(stochastic=stochastic, episodes=args.episodes)
@@ -0,0 +1,167 @@
#!/usr/bin/env python3
"""
Basic test to verify all components work correctly.
"""
import sys
from pathlib import Path
PROJECT_ROOT = Path(__file__).resolve().parents[1]
if str(PROJECT_ROOT) not in sys.path:
sys.path.insert(0, str(PROJECT_ROOT))
def test_game_environment():
"""Test that the game environment works."""
print("Testing game environment...")
from game_environment import TreasureHuntGame
game = TreasureHuntGame(seed=42)
# Test initial state
state = game.get_state_description()
assert "entrance" in state.lower()
print(" ✓ Game initialization works")
# Test actions
actions = game.get_available_actions()
assert len(actions) > 0
print(" ✓ Actions generation works")
# Test action execution
feedback, reward, done = game.execute_action("look around")
assert isinstance(feedback, str)
assert isinstance(reward, float)
assert isinstance(done, bool)
print(" ✓ Action execution works")
# Test reset
game.reset()
assert game.moves == 0
print(" ✓ Game reset works")
print("✅ Game environment tests passed!\n")
def test_rl_agent():
"""Test that the RL agent works."""
print("Testing RL agent...")
from game_environment import TreasureHuntGame
from rl_agent import QLearningAgent
game = TreasureHuntGame(seed=42)
agent = QLearningAgent()
# Test action selection
action = agent.choose_action(game, training=True)
assert isinstance(action, str)
print(" ✓ Action selection works")
# Test Q-value update
state = agent._get_state_hash(game)
feedback, reward, done = game.execute_action(action)
next_state = agent._get_state_hash(game)
next_actions = game.get_available_actions()
agent.update_q_value(state, action, reward, next_state, next_actions, done)
print(" ✓ Q-value update works")
# Test training (just 10 episodes for speed)
results = agent.train(num_episodes=10, verbose=False)
assert "total_episodes" in results
print(" ✓ Training works")
print("✅ RL agent tests passed!\n")
def test_llm_agent():
"""Test that the LLM agent works (without API calls)."""
print("Testing LLM agent structure...")
from game_environment import TreasureHuntGame
from llm_agent import LLMAgent, GameExperience
# Test experience storage
exp = GameExperience(
state_description="test state",
action="test action",
feedback="test feedback",
reward=1.0,
success=True
)
assert exp.action == "test action"
print(" ✓ Experience dataclass works")
# Test context building (without API)
try:
# This will fail without API key, but we can test the structure
agent = LLMAgent(api_key="dummy-key-for-testing")
game = TreasureHuntGame()
state = game.get_state_description()
actions = game.get_available_actions()
context = agent._build_context(state, actions)
assert "treasure hunt" in context.lower()
print(" ✓ Context building works")
# Test experience update
agent.update_experience(state, "test action", "test feedback", 1.0)
assert len(agent.experiences) == 1
print(" ✓ Experience storage works")
except ValueError as e:
if "MOONSHOT_API_KEY" in str(e):
print(" ⚠ LLM agent requires API key for full testing")
else:
raise
print("✅ LLM agent structure tests passed!\n")
def test_experiment_runner():
"""Test that the experiment runner works."""
print("Testing experiment runner...")
from experiment import ExperimentRunner
runner = ExperimentRunner(results_dir="test_results")
assert runner.results_dir.exists()
print(" ✓ Experiment runner initialization works")
# Clean up test directory
import shutil
if runner.results_dir.exists():
shutil.rmtree(runner.results_dir)
print("✅ Experiment runner tests passed!\n")
def main():
"""Run all tests."""
print("\n" + "="*60)
print("RUNNING BASIC TESTS")
print("="*60 + "\n")
try:
test_game_environment()
test_rl_agent()
test_llm_agent()
test_experiment_runner()
print("="*60)
print("ALL TESTS PASSED! ✅")
print("="*60)
print("\nThe experiment is ready to run.")
print("To run the full experiment: python experiment.py")
print("To play interactively: python demo.py")
except Exception as e:
print(f"\n❌ Test failed: {e}")
import traceback
traceback.print_exc()
return 1
return 0
if __name__ == "__main__":
sys.exit(main())
@@ -0,0 +1,30 @@
"""
Test suite locking out ZeroDivisionError in QLearningAgent.train
when computing victory_rate on an empty episode_victories list.
"""
from rl_agent import QLearningAgent
def test_q_learning_agent_train_empty_victories_snapshot():
"""
Ensure checkpoint victory_rate calculation does not raise ZeroDivisionError when recent is empty.
"""
agent = QLearningAgent.__new__(QLearningAgent)
agent.episode_victories = []
agent.learning_curve = []
agent.q_table = {}
agent.epsilon = 0.1
# Simulate snapshot logic when checkpoint_interval matches
recent = agent.episode_victories[-1000:]
victory_rate = sum(recent) / len(recent) if recent else 0.0
agent.learning_curve.append({
"episode": 1,
"victory_rate": victory_rate,
"q_table_size": len(agent.q_table),
"epsilon": agent.epsilon,
})
assert agent.learning_curve[0]["victory_rate"] == 0.0
@@ -0,0 +1,16 @@
"""Regression: progress prints must not ZeroDivisionError when episodes < 10."""
def test_progress_every_never_zero():
for num_episodes in (1, 5, 9, 10, 100):
progress_every = max(1, num_episodes // 10)
assert progress_every >= 1
# modulo must be defined
for episode in range(num_episodes):
_ = (episode + 1) % progress_every
def test_source_uses_max_guard():
from pathlib import Path
src = (Path(__file__).parent / "manual" / "rl_learning_check.py").read_text()
assert "progress_every = max(1, num_episodes // 10)" in src
@@ -0,0 +1,43 @@
#!/usr/bin/env python3
"""Regression tests for zero-episode division guards.
Bug: train()/evaluate() divided victory counts by episode counts, so
num_episodes=0 (accepted by experiment.py's argparse) crashed with
ZeroDivisionError. Fixed by guarding the divisions and rejecting
episode counts < 1 in experiment.py's front door.
"""
import sys
import experiment
from llm_agent import LLMAgent
from rl_agent import QLearningAgent
def test_rl_train_zero_episodes_no_zero_division():
result = QLearningAgent().train(num_episodes=0, verbose=False)
assert result["total_episodes"] == 0
assert result["victory_rate"] == 0.0
def test_rl_evaluate_zero_episodes_no_zero_division():
result = QLearningAgent().evaluate(num_episodes=0)
assert result["num_episodes"] == 0
assert result["victory_rate"] == 0.0
def test_llm_evaluate_zero_episodes_no_zero_division():
# Dummy key: constructing the client makes no network calls, and
# evaluate(num_episodes=0) never reaches the API.
agent = LLMAgent(api_key="dummy-key")
result = agent.evaluate(num_episodes=0)
assert result["victory_rate"] == 0.0
assert result["avg_reward"] == 0.0
assert result["avg_length"] == 0.0
def test_experiment_rejects_zero_episodes(monkeypatch, capsys):
monkeypatch.setattr(sys, "argv", ["experiment.py", "--mode", "qlearning",
"--rl-episodes", "0"])
experiment.main() # must print an error and return before running
assert "must all be >= 1" in capsys.readouterr().out
@@ -0,0 +1,194 @@
{
"schema_version": 1,
"experiment_id": "7-2",
"title": "Traditional RL versus Kimi K3 in the same treasure-hunt environment",
"campaign_started_at": "2026-07-29T17:17:06.773342+00:00",
"evidence_finalized_at": "2026-07-29T17:26:40.328179+00:00",
"git_revision": "4a7f37cf278bd15948c409f14533017c4c7fbc29",
"runtime": {
"python": "3.11.4 (main, Jul 5 2023, 08:40:20) [Clang 14.0.6 ]",
"platform": "macOS-26.3-arm64-arm-64bit"
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File diff suppressed because one or more lines are too long
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