AI_Diplomacy/ai_diplomacy/negotiations.py
2025-07-03 14:27:50 -07:00

162 lines
7.5 KiB
Python

from dotenv import load_dotenv
import logging
import asyncio
from typing import Dict, TYPE_CHECKING
from diplomacy.engine.message import Message, GLOBAL
from .agent import DiplomacyAgent
from .utils import gather_possible_orders, normalize_recipient_name
if TYPE_CHECKING:
from .game_history import GameHistory
from diplomacy import Game
logger = logging.getLogger("negotiations")
logger.setLevel(logging.INFO)
logging.basicConfig(level=logging.INFO)
load_dotenv()
async def conduct_negotiations(
game: "Game",
agents: Dict[str, DiplomacyAgent],
game_history: "GameHistory",
model_error_stats: Dict[str, Dict[str, int]],
log_file_path: str,
max_rounds: int = 3,
):
"""
Conducts a round-robin conversation among all non-eliminated powers.
Each power can send up to 'max_rounds' messages, choosing between private
and global messages each turn. Uses asyncio for concurrent message generation.
"""
logger.info("Starting negotiation phase.")
active_powers = [p_name for p_name, p_obj in game.powers.items() if not p_obj.is_eliminated()]
eliminated_powers = [p_name for p_name, p_obj in game.powers.items() if p_obj.is_eliminated()]
logger.info(f"Active powers for negotiations: {active_powers}")
if eliminated_powers:
logger.info(f"Eliminated powers (skipped): {eliminated_powers}")
else:
logger.info("No eliminated powers yet.")
# We do up to 'max_rounds' single-message turns for each power
for round_index in range(max_rounds):
logger.info(f"Negotiation Round {round_index + 1}/{max_rounds}")
# Prepare tasks for asyncio.gather
tasks = []
power_names_for_tasks = []
for power_name in active_powers:
if power_name not in agents:
logger.warning(f"Agent for {power_name} not found in negotiations. Skipping.")
continue
agent = agents[power_name]
client = agent.client
possible_orders = gather_possible_orders(game, power_name)
if not possible_orders:
logger.info(f"No orderable locations for {power_name}; skipping message generation.")
continue
board_state = game.get_state()
# Append the coroutine to the tasks list
tasks.append(
client.get_conversation_reply(
game,
board_state,
power_name,
possible_orders,
game_history,
game.current_short_phase,
log_file_path=log_file_path,
active_powers=active_powers,
agent_goals=agent.goals,
agent_relationships=agent.relationships,
agent_private_diary_str=agent.format_private_diary_for_prompt(),
)
)
power_names_for_tasks.append(power_name)
logger.debug(f"Prepared get_conversation_reply task for {power_name}.")
# Run tasks concurrently if any were created
if tasks:
logger.debug(f"Running {len(tasks)} conversation tasks concurrently...")
results = await asyncio.gather(*tasks, return_exceptions=True)
else:
logger.debug("No conversation tasks to run for this round.")
results = []
# Process results
for i, result in enumerate(results):
power_name = power_names_for_tasks[i]
agent = agents[power_name] # Get agent again for journaling
model_name = agent.client.model_name # Get model name for stats
if isinstance(result, Exception):
logger.error(f"Error getting conversation reply for {power_name}: {result}", exc_info=result)
# Use model_name for stats key if possible
if model_name in model_error_stats:
model_error_stats[model_name]["conversation_errors"] += 1
else: # Fallback to power_name if model name not tracked (shouldn't happen)
model_error_stats.setdefault(power_name, {}).setdefault("conversation_errors", 0)
model_error_stats[power_name]["conversation_errors"] += 1
messages = [] # Treat as no messages on error
elif result is None: # Handle case where client might return None on internal error
logger.warning(f"Received None instead of messages for {power_name}.")
messages = []
if model_name in model_error_stats:
model_error_stats[model_name]["conversation_errors"] += 1
else:
model_error_stats.setdefault(power_name, {}).setdefault("conversation_errors", 0)
model_error_stats[power_name]["conversation_errors"] += 1
else:
messages = result # result is the list of message dicts
logger.debug(f"Received {len(messages)} message(s) from {power_name}.")
# Process the received messages (same logic as before)
if messages:
for message in messages:
# Validate message structure
if not isinstance(message, dict) or "content" not in message:
logger.warning(f"Invalid message format received from {power_name}: {message}. Skipping.")
continue
# Create an official message in the Diplomacy engine
# Determine recipient based on message type
if message.get("message_type") == "private":
recipient = normalize_recipient_name(message.get("recipient", GLOBAL)) # Default to GLOBAL if recipient missing somehow
if recipient not in game.powers and recipient != GLOBAL:
logger.warning(f"Invalid recipient '{recipient}' in message from {power_name}. Sending globally.")
recipient = GLOBAL # Fallback to GLOBAL if recipient power is invalid
else: # Assume global if not private or type is missing
recipient = GLOBAL
diplo_message = Message(
phase=game.current_short_phase,
sender=power_name,
recipient=recipient, # Use determined recipient
message=message.get("content", ""), # Use .get for safety
time_sent=None, # Let the engine assign time
)
game.add_message(diplo_message)
# Also add to our custom history
game_history.add_message(
game.current_short_phase,
power_name,
recipient, # Use determined recipient here too
message.get("content", ""), # Use .get for safety
)
journal_recipient = f"to {recipient}" if recipient != GLOBAL else "globally"
agent.add_journal_entry(f"Sent message {journal_recipient} in {game.current_short_phase}: {message.get('content', '')[:100]}...")
logger.info(f"[{power_name} -> {recipient}] {message.get('content', '')[:100]}...")
else:
logger.debug(f"No valid messages returned or error occurred for {power_name}.")
# Error stats handled above based on result type
logger.info("Negotiation phase complete.")
return game_history