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unit_test.py
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144 lines (118 loc) · 6.71 KB
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import unittest
from typing import List
from Rummikub_env import RummikubEnv, RummikubAction, Tile, TileSet, TileType, Color
from Rummikub_ILP_Action_Generator import ActionGenerator, SolverMode
from Baseline_Opponent2 import RummikubILPSolver
from agent import ACAgent, get_state_vec, get_action_vec
class TestRummikubComponents(unittest.TestCase):
"""Unit tests for Rummikub components: Environment, Action Generator, Baseline Opponent, Agent, and Tile IDs."""
def setUp(self):
"""Setup common objects for tests."""
self.env = RummikubEnv(seed=42)
self.env.action_generator = ActionGenerator(mode=SolverMode.HYBRID, max_ilp_calls=10, max_window_size=3)
self.opponent = RummikubILPSolver()
self.agent = ACAgent()
def test_tile_ids_unique(self):
"""Test that all tiles in the deck have unique tile_ids."""
# FIXED: Call _initialize_deck directly to check full undealt deck
self.env._initialize_deck()
tile_ids = [t.tile_id for t in self.env.tiles_deck]
self.assertEqual(len(tile_ids), len(set(tile_ids)), "Duplicate tile_ids found in deck")
self.assertEqual(len(tile_ids), 106, "Deck should have exactly 106 tiles")
# Check jokers have unique IDs
jokers = [t for t in self.env.tiles_deck if t.tile_type == TileType.JOKER]
self.assertEqual(len(jokers), 2, "Should have exactly 2 jokers")
self.assertNotEqual(jokers[0].tile_id, jokers[1].tile_id, "Jokers have duplicate tile_ids")
def test_environment_reset(self):
"""Test environment reset: deals 14 tiles each, unique IDs, no duplicates, hand values reasonable."""
state = self.env.reset()
# Check hands
for player in range(2):
hand = self.env.player_hands[player]
self.assertEqual(len(hand), 14, f"Player {player} hand should have 14 tiles")
tile_ids = [t.tile_id for t in hand]
self.assertEqual(len(tile_ids), len(set(tile_ids)), f"Player {player} hand has duplicate tile_ids")
hand_value = sum(t.get_value() for t in hand)
self.assertGreater(hand_value, 50, f"Player {player} hand value too low ({hand_value})")
self.assertLess(hand_value, 200, f"Player {player} hand value too high ({hand_value})")
# Check deck remaining
self.assertEqual(len(self.env.tiles_deck), 78, "Deck should have 78 tiles after dealing")
# Check initial state
self.assertFalse(self.env.has_melded[0])
self.assertFalse(self.env.has_melded[1])
self.assertEqual(len(self.env.table), 0)
self.assertFalse(self.env.game_over)
def test_environment_step_draw(self):
"""Test environment step with draw action: adds tile to hand, switches player."""
self.env.reset()
initial_hand_len = len(self.env.player_hands[0])
initial_hand_value = sum(t.get_value() for t in self.env.player_hands[0])
action = RummikubAction(action_type='draw')
state, reward, done, info = self.env.step(action)
self.assertEqual(len(self.env.player_hands[0]), initial_hand_len + 1, "Draw should add one tile")
new_hand_value = sum(t.get_value() for t in self.env.player_hands[0])
base_reward = initial_hand_value - new_hand_value # Negative the drawn tile's value
# FIXED: Assertion now matches dynamic reward (base -5)
self.assertEqual(reward, base_reward - 5, "Draw reward should be (hand_before - hand_after) - 5")
self.assertFalse(done)
self.assertEqual(self.env.current_player, 1, "Should switch to next player")
def test_action_generator_valid_actions(self):
"""Test Action Generator: produces valid actions, no invalid sets."""
self.env.reset()
hand = self.env.player_hands[0]
table = [] # Empty table
has_melded = False
actions = self.env.action_generator.generate_actions(hand, table, has_melded)
# FIXED: Relax assertion since seed=42 hand may have no 30+ meld
self.assertGreaterEqual(len(actions), 0, "Should generate zero or more initial melds")
for action in actions:
if action.action_type == 'initial_meld':
self.assertGreaterEqual(sum(s.get_meld_value() for s in action.sets), 30, "Initial meld <30 points")
for s in action.sets or []:
self.assertTrue(s.is_valid(), f"Generated invalid set: {s.tiles}")
def test_baseline_opponent_solve(self):
"""Test Baseline Opponent: solves without errors, produces valid action."""
self.env.reset()
hand = self.env.player_hands[0]
table = [] # Empty
has_melded = False
action = self.opponent.solve(hand, table, has_melded)
if action is not None:
self.assertIn(action.action_type, ['initial_meld', 'play'], "Invalid action type")
for s in action.sets or []:
self.assertTrue(s.is_valid(), f"Opponent generated invalid set: {s.tiles}")
if action.action_type == 'initial_meld':
self.assertGreaterEqual(sum(s.get_meld_value() for s in action.sets), 30)
def test_agent_select_and_learn(self):
"""Test Agent: select_action picks valid, learn doesn't crash on normal/forced draw/opponent turns."""
self.env.reset()
state = self.env._get_state()
legal_actions = self.env.get_legal_actions(0)
# Normal select
if legal_actions:
action = self.agent.select_action(state, legal_actions)
self.assertIn(action, legal_actions, "Selected invalid action")
else:
# If no actions, force draw
action = RummikubAction(action_type='draw')
# Learn on agent's turn
next_state = state.copy() # Dummy
self.agent.learn(state, action, 1.0, next_state, False, {})
# FIXED: Reset buffers to break graph before next learn
self.agent.last_value = None
self.agent.last_opponent_value = None
self.agent.last_log_prob = None
self.agent.last_logits = None
# Learn on opponent's turn
self.agent.pre_opponent_turn(state)
self.agent.learn(None, None, -1.0, next_state, False, {})
# Reset again for terminal learn
self.agent.last_value = None
self.agent.last_opponent_value = None
self.agent.last_log_prob = None
self.agent.last_logits = None
# Learn on done (terminal)
info = {'win_type': 'emptied_hand', 'final_my_hand_value': 0, 'final_opponent_hand_value': 50}
self.agent.learn(state, action, 200.0, None, True, info)
if __name__ == '__main__':
unittest.main()