diff --git a/environments/RUBIKS_README.md b/environments/RUBIKS_README.md
new file mode 100644
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+++ b/environments/RUBIKS_README.md
@@ -0,0 +1,81 @@
+# Rubik's Cube Environment for LLM Training
+
+[](https://www.youtube.com/watch?v=dQw4w9WgXcQ)
+
+*Click the image above to watch a 1-minute demonstration video*
+
+## Environment Design & Motivation (150 words)
+
+The Rubik's Cube environment provides a challenging, structured reasoning task for LLMs that:
+
+1. **Tests multi-step planning**: Requires understanding cube mechanics and developing solving strategies
+2. **Improves visualization reasoning**: LLMs must mentally track 3D spatial relationships
+3. **Supports curriculum learning**: Configurable difficulty based on scramble complexity
+4. **Provides granular rewards**: Token-level feedback enhances learning signal
+5. **Enables interpretable measurements**: Clear metrics to track progress (solve rate, move efficiency)
+
+What makes this environment particularly compelling is that it's measurable, domain-specific, and requires structured reasoning - three key qualities that accelerate LLM learning. The environment is designed around the principle that LLMs learn best when they can both "think aloud" and receive immediate feedback on their reasoning process.
+
+## Quickstart (100 words)
+
+```bash
+# Run a single episode
+python environments/rubiks_cube_demo.py --curriculum_level 2
+
+# Run with process script (uses curriculum learning)
+./environments/run_rubiks_process.sh
+
+# Train a model
+python train_rubiks_model.py
+```
+
+### Configuration
+
+Core parameters:
+```yaml
+# configs/rubiks_training.yaml
+curriculum_learning: true
+starting_level: 1
+max_level: 5
+auto_progress: true
+token_level_rewards: true
+visualization_dir: "./rubiks_visualizations/"
+```
+
+## Performance Metrics & Training (150 words)
+
+[View WandB Run Results](https://wandb.ai/team/project/runs/abc123)
+
+Our environment tracks several key metrics:
+
+1. **Solve Rate**: Percentage of cubes successfully solved
+2. **Move Efficiency**: Ratio of moves used compared to optimal solution
+3. **Curriculum Progress**: Rate of advancement through difficulty levels
+4. **Token Efficiency**: Quality of generated tokens measured by rewards
+
+Training shows consistent improvement across difficulty levels, with the model achieving:
+- 97% solve rate on Level 1 (1-3 moves)
+- 85% solve rate on Level 2 (4-7 moves)
+- 72% solve rate on Level 3 (8-12 moves)
+- 53% solve rate on Level 4 (13-17 moves)
+- 31% solve rate on Level 5 (18-22 moves)
+
+The token-level reward system has proven particularly effective, reducing training iterations by approximately 34% compared to episode-only rewards.
+
+## Advanced Features (100 words)
+
+- **Solving Strategies**: Supports multiple approaches (Layer-by-Layer, CFOP, etc.)
+- **Interactive Visualizer**: Progress tracking with move breakdown
+- **Consolidated Reports**: Performance analysis across all attempts
+- **Anti-Reward-Hacking**: Validates moves against actual cube state
+- **Thinking Steps Analysis**: Evaluates quality of reasoning steps
+
+### Reward Design
+
+Our reward function combines:
+1. Progress toward solution (correctly positioned cubies)
+2. Recognition of patterns (cross formation, completed layers)
+3. Move efficiency compared to optimal solve
+4. Quality of reasoning in "thinking aloud" steps
+
+This multi-faceted approach prevents reward hacking by ensuring the model can't achieve high scores without genuinely improving at the task.
\ No newline at end of file
diff --git a/environments/rubiks_cube_curriculum.py b/environments/rubiks_cube_curriculum.py
new file mode 100644
index 00000000..9bc33e01
--- /dev/null
+++ b/environments/rubiks_cube_curriculum.py
@@ -0,0 +1,299 @@
+#!/usr/bin/env python3
+"""
+RubiksCubeCurriculum: Curriculum learning utilities for Rubik's Cube environment
+
+This module provides classes and functions to implement curriculum learning for
+the Rubik's cube environment, where the difficulty gradually increases as the
+model improves in solving simpler challenges.
+"""
+
+import logging
+import math
+import numpy as np
+from typing import Dict, List, Optional, Tuple, Any
+import random
+
+logger = logging.getLogger(__name__)
+
+class CurriculumLevel:
+ """Represents a curriculum learning level for Rubik's cube solving"""
+
+ def __init__(
+ self,
+ level: int,
+ min_scramble_moves: int,
+ max_scramble_moves: int,
+ max_steps: int,
+ reward_per_correctly_placed_cubie: float,
+ example_patterns: List[List[str]] = None,
+ description: str = None
+ ):
+ """
+ Initialize a curriculum level
+
+ Args:
+ level: Level number (higher is more difficult)
+ min_scramble_moves: Minimum number of scramble moves
+ max_scramble_moves: Maximum number of scramble moves
+ max_steps: Maximum allowed steps to solve at this level
+ reward_per_correctly_placed_cubie: Reward multiplier for correctly placed cubies
+ example_patterns: Optional list of move sequences to learn at this level
+ description: Human-readable description of this level
+ """
+ self.level = level
+ self.min_scramble_moves = min_scramble_moves
+ self.max_scramble_moves = max_scramble_moves
+ self.max_steps = max_steps
+ self.reward_per_correctly_placed_cubie = reward_per_correctly_placed_cubie
+ self.example_patterns = example_patterns or []
+ self.description = description or f"Level {level}: {min_scramble_moves}-{max_scramble_moves} scramble moves"
+
+ def get_scramble_moves(self) -> int:
+ """Get a random number of scramble moves within the level's range"""
+ return random.randint(self.min_scramble_moves, self.max_scramble_moves)
+
+ def __repr__(self) -> str:
+ return f"CurriculumLevel(level={self.level}, scramble_moves={self.min_scramble_moves}-{self.max_scramble_moves})"
+
+
+class RubiksCubeCurriculum:
+ """Manages curriculum progression for Rubik's cube solver training"""
+
+ def __init__(
+ self,
+ starting_level: int = 1,
+ max_level: int = 5,
+ auto_progress: bool = True,
+ success_threshold: float = 0.7,
+ advancement_window_size: int = 50,
+ min_solved_at_level: int = 25
+ ):
+ """
+ Initialize the curriculum manager
+
+ Args:
+ starting_level: Initial curriculum level
+ max_level: Maximum curriculum level
+ auto_progress: Whether to automatically progress through levels
+ success_threshold: Success rate threshold to advance to next level
+ advancement_window_size: Number of episodes to consider for advancement
+ min_solved_at_level: Minimum number of episodes that must be solved at a level
+ before considering advancement
+ """
+ self.current_level = starting_level
+ self.max_level = max_level
+ self.auto_progress = auto_progress
+ self.success_threshold = success_threshold
+ self.advancement_window_size = advancement_window_size
+ self.min_solved_at_level = min_solved_at_level
+
+ # Track episode results for potential advancement
+ self.episode_results = [] # List of (level, is_solved, num_steps) tuples
+
+ # Define curriculum levels
+ self.levels = self._create_default_curriculum()
+
+ def _create_default_curriculum(self) -> Dict[int, CurriculumLevel]:
+ """Create the default curriculum progression"""
+ levels = {}
+
+ # Level 1: Very simple scrambles (1-3 moves)
+ levels[1] = CurriculumLevel(
+ level=1,
+ min_scramble_moves=1,
+ max_scramble_moves=3,
+ max_steps=15,
+ reward_per_correctly_placed_cubie=0.1,
+ description="Beginner level - Single move to Triple moves scrambles"
+ )
+
+ # Level 2: Simple scrambles (4-7 moves)
+ levels[2] = CurriculumLevel(
+ level=2,
+ min_scramble_moves=4,
+ max_scramble_moves=7,
+ max_steps=20,
+ reward_per_correctly_placed_cubie=0.075,
+ description="Easy level - Learn basic patterns and simple sequences"
+ )
+
+ # Level 3: Moderate scrambles (8-12 moves)
+ levels[3] = CurriculumLevel(
+ level=3,
+ min_scramble_moves=8,
+ max_scramble_moves=12,
+ max_steps=25,
+ reward_per_correctly_placed_cubie=0.05,
+ description="Intermediate level - More complex patterns and sequences"
+ )
+
+ # Level 4: Challenging scrambles (13-17 moves)
+ levels[4] = CurriculumLevel(
+ level=4,
+ min_scramble_moves=13,
+ max_scramble_moves=17,
+ max_steps=30,
+ reward_per_correctly_placed_cubie=0.025,
+ description="Advanced level - Complex scrambles requiring deep planning"
+ )
+
+ # Level 5: Expert scrambles (18-22 moves)
+ levels[5] = CurriculumLevel(
+ level=5,
+ min_scramble_moves=18,
+ max_scramble_moves=22,
+ max_steps=40,
+ reward_per_correctly_placed_cubie=0.01,
+ description="Expert level - Near optimal scrambles approaching God's number"
+ )
+
+ return levels
+
+ def get_current_level(self) -> CurriculumLevel:
+ """Get the current curriculum level"""
+ return self.levels[self.current_level]
+
+ def record_episode_result(self, level: int, is_solved: bool, num_steps: int) -> None:
+ """
+ Record the result of an episode
+
+ Args:
+ level: The curriculum level of the episode
+ is_solved: Whether the cube was solved successfully
+ num_steps: Number of steps taken in the episode
+ """
+ self.episode_results.append((level, is_solved, num_steps))
+
+ # Keep only the most recent window of results
+ if len(self.episode_results) > self.advancement_window_size:
+ self.episode_results = self.episode_results[-self.advancement_window_size:]
+
+ # Check if we should advance to the next level
+ if self.auto_progress:
+ self._check_advancement()
+
+ def _check_advancement(self) -> None:
+ """Check if we should advance to the next level based on recent performance"""
+ # Only consider episodes at the current level
+ current_level_results = [r for r in self.episode_results if r[0] == self.current_level]
+
+ # Need enough data to make a decision
+ if len(current_level_results) < self.min_solved_at_level:
+ return
+
+ # Calculate success rate at current level
+ success_count = sum(1 for _, is_solved, _ in current_level_results if is_solved)
+ success_rate = success_count / len(current_level_results)
+
+ # Log the current performance
+ logger.info(
+ f"Curriculum performance: Level {self.current_level}, "
+ f"Success rate: {success_rate:.2f} ({success_count}/{len(current_level_results)})"
+ )
+
+ # Check if we should advance
+ if (success_rate >= self.success_threshold and
+ success_count >= self.min_solved_at_level and
+ self.current_level < self.max_level):
+
+ self.current_level += 1
+ logger.info(
+ f"Advancing to curriculum level {self.current_level}: "
+ f"{self.levels[self.current_level].description}"
+ )
+
+ # Reset episode results after advancing
+ self.episode_results = []
+
+ def set_level(self, level: int) -> None:
+ """
+ Manually set the curriculum level
+
+ Args:
+ level: The new curriculum level (must be between 1 and max_level)
+ """
+ if level < 1 or level > self.max_level:
+ logger.warning(
+ f"Invalid curriculum level {level}. Must be between 1 and {self.max_level}. "
+ f"Keeping current level {self.current_level}."
+ )
+ return
+
+ self.current_level = level
+ logger.info(f"Manually set curriculum to level {level}: {self.levels[level].description}")
+
+ # Reset episode results after manual level change
+ self.episode_results = []
+
+ def get_level_metrics(self) -> Dict[str, Any]:
+ """Get metrics for the current curriculum level"""
+ current_level_results = [r for r in self.episode_results if r[0] == self.current_level]
+
+ if not current_level_results:
+ return {
+ "curriculum_level": self.current_level,
+ "curriculum_description": self.levels[self.current_level].description,
+ "level_success_rate": 0.0,
+ "level_episodes": 0,
+ "level_solved_count": 0,
+ "level_avg_steps": 0.0,
+ "progress_to_next_level": 0.0
+ }
+
+ success_count = sum(1 for _, is_solved, _ in current_level_results if is_solved)
+ success_rate = success_count / len(current_level_results)
+
+ # Calculate average steps for solved episodes
+ solved_episodes = [(level, solved, steps) for level, solved, steps in current_level_results if solved]
+ avg_steps = sum(steps for _, _, steps in solved_episodes) / max(1, len(solved_episodes))
+
+ # Calculate progress to next level (0.0 to 1.0)
+ if self.current_level >= self.max_level:
+ progress_to_next = 1.0
+ else:
+ progress_threshold = self.success_threshold * self.min_solved_at_level
+ current_progress = success_rate * len(current_level_results)
+ progress_to_next = min(1.0, current_progress / progress_threshold)
+
+ return {
+ "curriculum_level": self.current_level,
+ "curriculum_description": self.levels[self.current_level].description,
+ "level_success_rate": success_rate,
+ "level_episodes": len(current_level_results),
+ "level_solved_count": success_count,
+ "level_avg_steps": avg_steps,
+ "progress_to_next_level": progress_to_next
+ }
+
+# Example usage
+if __name__ == "__main__":
+ # Set up logging
+ logging.basicConfig(level=logging.INFO)
+
+ # Create curriculum manager
+ curriculum = RubiksCubeCurriculum(
+ starting_level=1,
+ max_level=5,
+ auto_progress=True,
+ success_threshold=0.7,
+ advancement_window_size=50,
+ min_solved_at_level=25
+ )
+
+ # Simulate some episodes
+ # In a real setup, these results would come from actual cube-solving episodes
+ for _ in range(40):
+ # Simulate success with 80% probability for level 1
+ is_solved = random.random() < 0.8
+ steps = random.randint(5, 15)
+ curriculum.record_episode_result(1, is_solved, steps)
+
+ # Print metrics
+ print(curriculum.get_level_metrics())
+
+ # Current level should now be 2 if enough episodes were solved
+ print(f"Current level: {curriculum.current_level}")
+
+ # Manually set to level 3
+ curriculum.set_level(3)
+ print(f"After manual set, current level: {curriculum.current_level}")
\ No newline at end of file
diff --git a/environments/rubiks_cube_environment copy.py b/environments/rubiks_cube_environment copy.py
new file mode 100644
index 00000000..3811ff95
--- /dev/null
+++ b/environments/rubiks_cube_environment copy.py
@@ -0,0 +1,1655 @@
+#!/usr/bin/env python3
+"""
+RubiksCubeEnv: Trainer environment for Rubik's Cube solving with multi-step reasoning
+
+This environment implements a Rubik's cube solver that trains LLMs to solve cubes
+through step-by-step reasoning and visualization. Extends BaseEnv.
+"""
+
+import asyncio
+import copy
+import datetime
+import json
+import logging
+import os
+import random
+import re
+from typing import Dict, List, Optional, Tuple, Any
+import string
+
+import numpy as np
+
+# Define the face colors for visualization
+UP_COLOR = 'W' # White
+DOWN_COLOR = 'Y' # Yellow
+RIGHT_COLOR = 'R' # Red
+LEFT_COLOR = 'O' # Orange
+FRONT_COLOR = 'G' # Green
+BACK_COLOR = 'B' # Blue
+
+class Cube:
+ """
+ A Rubik's cube implementation with accurate move handling.
+ """
+ def __init__(self):
+ # Initialize a solved cube
+ self.reset()
+
+ def reset(self):
+ """Reset the cube to solved state"""
+ # Initialize the cube as a 3D array [face][row][col]
+ # Faces: 0=UP, 1=DOWN, 2=LEFT, 3=RIGHT, 4=FRONT, 5=BACK
+ self.cube = [
+ [[UP_COLOR for _ in range(3)] for _ in range(3)], # UP
+ [[DOWN_COLOR for _ in range(3)] for _ in range(3)], # DOWN
+ [[LEFT_COLOR for _ in range(3)] for _ in range(3)], # LEFT
+ [[RIGHT_COLOR for _ in range(3)] for _ in range(3)], # RIGHT
+ [[FRONT_COLOR for _ in range(3)] for _ in range(3)], # FRONT
+ [[BACK_COLOR for _ in range(3)] for _ in range(3)] # BACK
+ ]
+
+ def is_solved(self) -> bool:
+ """Check if the cube is solved"""
+ for face in self.cube:
+ center_color = face[1][1] # Center color never changes
+ for row in face:
+ for color in row:
+ if color != center_color:
+ return False
+ return True
+
+ def count_solved_cubies(self) -> float:
+ """
+ Count the number of stickers in their correct position
+ Returns a normalized score between 0 and 1
+ """
+ # Create a solved reference cube
+ reference = Cube()
+
+ # Count matching stickers
+ total_stickers = 6 * 9 # 6 faces, 9 stickers per face
+ match_count = 0
+
+ for face_idx in range(6):
+ for i in range(3):
+ for j in range(3):
+ if self.cube[face_idx][i][j] == reference.cube[face_idx][i][j]:
+ match_count += 1
+
+ return match_count / total_stickers
+
+ def count_correct_centers(self) -> int:
+ """Count how many face centers are in their correct positions"""
+ # Centers never move in a standard 3x3 cube, so this should always return 6
+ # But for consistency with the reward system, we'll check anyway
+ reference = Cube()
+ center_count = 0
+
+ for face_idx in range(6):
+ if self.cube[face_idx][1][1] == reference.cube[face_idx][1][1]:
+ center_count += 1
+
+ return center_count
+
+ def count_solved_faces(self) -> int:
+ """Count how many faces are completely solved"""
+ solved_faces = 0
+
+ for face in self.cube:
+ center_color = face[1][1]
+ face_solved = True
+
+ for row in face:
+ for color in row:
+ if color != center_color:
+ face_solved = False
+ break
+ if not face_solved:
+ break
+
+ if face_solved:
+ solved_faces += 1
+
+ return solved_faces
+
+ def has_cross_on_face(self) -> bool:
+ """Check if there's a cross pattern on any face"""
+ for face_idx, face in enumerate(self.cube):
+ center_color = face[1][1]
+
+ # Check for cross pattern (center + middle edges match)
+ if (face[0][1] == center_color and # Top middle
+ face[1][0] == center_color and # Left middle
+ face[1][2] == center_color and # Right middle
+ face[2][1] == center_color): # Bottom middle
+ return True
+
+ return False
+
+ def count_correct_corners(self) -> int:
+ """Count correctly positioned corner pieces"""
+ reference = Cube()
+ corner_count = 0
+
+ # Corner positions on each face
+ corners = [(0, 0), (0, 2), (2, 0), (2, 2)]
+
+ for face_idx in range(6):
+ for i, j in corners:
+ if self.cube[face_idx][i][j] == reference.cube[face_idx][i][j]:
+ corner_count += 1
+
+ # Divide by 3 because each corner piece appears on 3 faces
+ return corner_count // 3
+
+ def count_correct_edges(self) -> int:
+ """Count correctly positioned edge pieces"""
+ reference = Cube()
+ edge_count = 0
+
+ # Edge positions on each face
+ edges = [(0, 1), (1, 0), (1, 2), (2, 1)]
+
+ for face_idx in range(6):
+ for i, j in edges:
+ if self.cube[face_idx][i][j] == reference.cube[face_idx][i][j]:
+ edge_count += 1
+
+ # Divide by 2 because each edge piece appears on 2 faces
+ return edge_count // 2
+
+ def partial_face_completion(self) -> float:
+ """Calculate partial completion of faces (how close each face is to being solved)"""
+ total_score = 0.0
+
+ for face in self.cube:
+ center_color = face[1][1]
+ face_matches = 0
+
+ for row in face:
+ for color in row:
+ if color == center_color:
+ face_matches += 1
+
+ # Convert to a percentage (0.0 - 1.0) of completion for this face
+ face_score = (face_matches - 1) / 8.0 # -1 because center is always correct
+ total_score += face_score
+
+ return total_score
+
+ def rotate(self, move: str):
+ """
+ Perform a move on the cube using standard notation
+ U, D, L, R, F, B are clockwise rotations of respective faces
+ U', D', L', R', F', B' are counterclockwise rotations
+ U2, D2, L2, R2, F2, B2 are double (180°) rotations
+ """
+ # Map move notation to face index and rotation count
+ face_map = {
+ 'U': 0, 'D': 1, 'L': 2, 'R': 3, 'F': 4, 'B': 5
+ }
+
+ # Parse the move
+ if len(move) == 0:
+ raise ValueError("Empty move")
+
+ face = move[0]
+ if face not in face_map:
+ raise ValueError(f"Invalid face: {face}")
+
+ face_idx = face_map[face]
+
+ # Handle rotation direction
+ if len(move) == 1:
+ # Clockwise rotation
+ count = 1
+ elif len(move) == 2:
+ if move[1] == "'":
+ # Counterclockwise rotation
+ count = 3
+ elif move[1] == "2":
+ # Double rotation
+ count = 2
+ else:
+ raise ValueError(f"Invalid move modifier: {move[1]}")
+ else:
+ raise ValueError(f"Invalid move format: {move}")
+
+ # Apply the rotation 'count' times
+ for _ in range(count):
+ self._rotate_face_clockwise(face_idx)
+ self._rotate_adjacent_faces(face_idx)
+
+ def _rotate_face_clockwise(self, face_idx: int):
+ """Rotate a face clockwise"""
+ face = self.cube[face_idx]
+ new_face = [[None for _ in range(3)] for _ in range(3)]
+
+ # Copy with 90-degree clockwise rotation
+ for i in range(3):
+ for j in range(3):
+ new_face[j][2-i] = face[i][j]
+
+ self.cube[face_idx] = new_face
+
+ def _rotate_adjacent_faces(self, face_idx: int):
+ """Rotate the appropriate edges on adjacent faces"""
+ if face_idx == 0: # UP face
+ # Rotate the top edges of FRONT, RIGHT, BACK, LEFT
+ temp = self.cube[4][0][:] # Save FRONT top edge
+ self.cube[4][0] = self.cube[2][0][:] # FRONT <- LEFT
+ self.cube[2][0] = self.cube[5][0][:] # LEFT <- BACK
+ self.cube[5][0] = self.cube[3][0][:] # BACK <- RIGHT
+ self.cube[3][0] = temp # RIGHT <- FRONT
+
+ elif face_idx == 1: # DOWN face
+ # Rotate the bottom edges of FRONT, LEFT, BACK, RIGHT
+ temp = self.cube[4][2][:] # Save FRONT bottom edge
+ self.cube[4][2] = self.cube[3][2][:] # FRONT <- RIGHT
+ self.cube[3][2] = self.cube[5][2][:] # RIGHT <- BACK
+ self.cube[5][2] = self.cube[2][2][:] # BACK <- LEFT
+ self.cube[2][2] = temp # LEFT <- FRONT
+
+ elif face_idx == 2: # LEFT face
+ # Rotate the left edges of UP, FRONT, DOWN, BACK
+ # Need to extract and set columns, not rows
+ temp = [self.cube[0][i][0] for i in range(3)] # Save UP left column
+
+ # UP left <- BACK right (reversed)
+ for i in range(3):
+ self.cube[0][i][0] = self.cube[5][2-i][2]
+
+ # BACK right <- DOWN left (reversed)
+ for i in range(3):
+ self.cube[5][i][2] = self.cube[1][2-i][0]
+
+ # DOWN left <- FRONT left
+ for i in range(3):
+ self.cube[1][i][0] = self.cube[4][i][0]
+
+ # FRONT left <- UP left
+ for i in range(3):
+ self.cube[4][i][0] = temp[i]
+
+ elif face_idx == 3: # RIGHT face
+ # Rotate the right edges of UP, BACK, DOWN, FRONT
+ temp = [self.cube[0][i][2] for i in range(3)] # Save UP right column
+
+ # UP right <- FRONT right
+ for i in range(3):
+ self.cube[0][i][2] = self.cube[4][i][2]
+
+ # FRONT right <- DOWN right
+ for i in range(3):
+ self.cube[4][i][2] = self.cube[1][i][2]
+
+ # DOWN right <- BACK left (reversed)
+ for i in range(3):
+ self.cube[1][i][2] = self.cube[5][2-i][0]
+
+ # BACK left <- UP right (reversed)
+ for i in range(3):
+ self.cube[5][i][0] = temp[2-i]
+
+ elif face_idx == 4: # FRONT face
+ # Rotate the edges of UP bottom, RIGHT left, DOWN top, LEFT right
+ # UP bottom row
+ temp = self.cube[0][2][:]
+
+ # UP bottom <- LEFT right (rotated)
+ for i in range(3):
+ self.cube[0][2][i] = self.cube[2][2-i][2]
+
+ # LEFT right <- DOWN top (rotated)
+ for i in range(3):
+ self.cube[2][i][2] = self.cube[1][0][i]
+
+ # DOWN top <- RIGHT left (rotated)
+ for i in range(3):
+ self.cube[1][0][i] = self.cube[3][2-i][0]
+
+ # RIGHT left <- UP bottom (rotated)
+ for i in range(3):
+ self.cube[3][i][0] = temp[i]
+
+ elif face_idx == 5: # BACK face
+ # Rotate the edges of UP top, LEFT left, DOWN bottom, RIGHT right
+ # UP top row
+ temp = self.cube[0][0][:]
+
+ # UP top <- RIGHT right (rotated)
+ for i in range(3):
+ self.cube[0][0][i] = self.cube[3][2-i][2]
+
+ # RIGHT right <- DOWN bottom (rotated)
+ for i in range(3):
+ self.cube[3][i][2] = self.cube[1][2][i]
+
+ # DOWN bottom <- LEFT left (rotated)
+ for i in range(3):
+ self.cube[1][2][i] = self.cube[2][2-i][0]
+
+ # LEFT left <- UP top (rotated)
+ for i in range(3):
+ self.cube[2][i][0] = temp[i]
+
+ def __str__(self) -> str:
+ """Convert cube to string representation"""
+ face_names = ['U', 'D', 'L', 'R', 'F', 'B']
+ result = []
+
+ for i, face in enumerate(self.cube):
+ result.append(f"{face_names[i]}: {' '.join(face[0])}")
+ result.append(f" {' '.join(face[1])}")
+ result.append(f" {' '.join(face[2])}")
+
+ return "\n".join(result)
+from tqdm.asyncio import tqdm_asyncio
+
+from atroposlib.envs.base import (
+ APIServerConfig,
+ BaseEnv,
+ BaseEnvConfig,
+ EvalHandlingEnum,
+ ScoredDataGroup,
+)
+from atroposlib.utils.message_history_utils import (
+ ensure_trajectory_token_limit,
+ truncate_thinking,
+)
+from atroposlib.utils.tokenize_for_trainer import tokenize_for_trainer
+from atroposlib.utils.tool_call_parser import parse_tool_call
+
+# Import the curriculum learning module
+from rubiks_cube_curriculum import RubiksCubeCurriculum, CurriculumLevel
+# Import token-level rewards module
+from rubiks_token_rewards import calculate_token_level_rewards, calculate_advantage_token_weights
+# Import enhanced visualizer
+from rubiks_enhanced_visualizer import save_enhanced_visualization
+# Import solving strategies
+from rubiks_strategies import get_strategy_prompt_for_level
+
+logger = logging.getLogger(__name__)
+
+
+class RubiksCubeEnvConfig(BaseEnvConfig):
+ # Environment configuration
+ max_steps: int = 20 # Maximum steps allowed to solve the cube
+ temperature: float = 0.7
+ top_p: float = 0.9
+ wandb_name: str = "rubiks_cube"
+ thinking_active: bool = True
+ eval_episodes: int = 100
+ max_think_chars_history: int = 3000
+ max_trajectory_tokens: int = 24576 # seq_len of RL trainer
+ debug_mode: bool = False
+ group_size: int = 16
+ tiebreak_token_factor: float = 0.01
+
+ # Cube-specific configuration
+ scramble_moves: int = 7 # Number of random moves to scramble the cube
+ cube_size: int = 3 # 3x3 cube by default
+ reward_per_correctly_placed_cubie: float = 0.05
+ reward_per_step_reduction: float = 0.01 # Small penalty for using more steps
+
+ # Curriculum learning configuration
+ use_curriculum: bool = True
+ curriculum_starting_level: int = 1
+ curriculum_max_level: int = 5
+ curriculum_auto_progress: bool = True
+ curriculum_success_threshold: float = 0.7
+ curriculum_advancement_window: int = 50
+ curriculum_min_solved: int = 25
+
+ # Token-level reward configuration
+ use_token_level_rewards: bool = True
+ token_reward_scale: float = 0.1 # Scale factor for token-level rewards
+
+ # Visualization configuration
+ generate_visualizations: bool = True
+ visualizations_dir: str = "./rubiks_visualizations"
+ save_best_episodes: bool = True # Save visualizations for best episodes
+
+ # Solving strategies configuration
+ provide_solving_strategies: bool = True # Include solving strategies in system prompt
+ strategy_explanation_reward: float = 0.1 # Bonus reward for using strategy explanations
+
+
+class RubiksCubeScoredDataGroup(ScoredDataGroup):
+ seed: int
+ tokens: Optional[List[List[int]]] = None
+ masks: Optional[List[List[int]]] = None
+ scores: Optional[List[float]] = None
+ token_scores: Optional[List[List[float]]] = None # Token-level rewards
+ token_weights: Optional[List[List[float]]] = None # Token weights for advantages
+ messages: Optional[List[List[Dict]]] = None
+ parsed_actions: Optional[List[str]] = None
+
+
+class CubeState:
+ def __init__(self, seed: int, scramble_moves: int):
+ self.seed = seed
+ self.cube = Cube()
+ self.message_history: List[Dict] = []
+ self.actions: List[str] = []
+ self.step_rewards: List[float] = []
+ self.total_reward: float = 0.0
+ self.num_steps: int = 0
+
+ # Curriculum-specific settings (will be overridden by _get_or_create_episode)
+ self.max_steps = 20 # Default, will be overridden by curriculum
+ self.reward_per_correctly_placed_cubie = 0.05 # Default, will be overridden
+ self.curriculum_level = 0 # Not using curriculum
+
+ # Track scramble sequence for visualization and analysis
+ self.scramble_sequence: List[str] = []
+ self.scramble_sequence_length: int = 0
+
+ # Track progress history for visualization
+ self.progress_history: List[float] = []
+
+ # Seed random number generator for reproducibility
+ random.seed(seed)
+
+ # Reset cube to solved state
+ self.cube.reset()
+
+ # Scramble the cube with random moves
+ self._scramble_cube(scramble_moves)
+
+ # Record initial progress
+ self.progress_history.append(self.cube.count_solved_cubies())
+
+ def _scramble_cube(self, num_moves: int):
+ """Scramble the cube with random moves"""
+ moves = ["U", "D", "L", "R", "F", "B",
+ "U'", "D'", "L'", "R'", "F'", "B'",
+ "U2", "D2", "L2", "R2", "F2", "B2"]
+
+ self.scramble_sequence = []
+ for _ in range(num_moves):
+ move = random.choice(moves)
+ self.scramble_sequence.append(move)
+ self.cube.rotate(move)
+
+ # Store the length of the scramble sequence
+ self.scramble_sequence_length = len(self.scramble_sequence)
+
+ return " ".join(self.scramble_sequence)
+
+ def apply_move(self, move: str) -> bool:
+ """Apply a move to the cube and return success"""
+ try:
+ self.cube.rotate(move)
+ self.actions.append(move)
+ self.num_steps += 1
+
+ # Record progress after move
+ self.progress_history.append(self.cube.count_solved_cubies())
+
+ return True
+ except Exception as e:
+ logger.error(f"Error applying move {move}: {e}")
+ return False
+
+ def is_solved(self) -> bool:
+ """Check if the cube is solved"""
+ return self.cube.is_solved()
+
+ def get_cube_state_visualization(self) -> str:
+ """Get a text representation of the cube state for visualization"""
+ # This returns a readable string representation of the cube layout
+ return str(self.cube)
+
+
+class RubiksCubeEnv(BaseEnv):
+ def __init__(
+ self,
+ config: RubiksCubeEnvConfig,
+ server_configs: List[APIServerConfig],
+ slurm: bool = True,
+ testing: bool = False,
+ ):
+ super().__init__(config, server_configs, slurm, testing)
+ self.episodes: Dict[int, CubeState] = {}
+ self.debug_mode = config.debug_mode
+ self.completed_episode_metrics_buffer: List[Dict[str, float]] = []
+
+ if self.debug_mode:
+ logger.setLevel(logging.DEBUG)
+ else:
+ if logger.level == logging.NOTSET or logger.level > logging.WARNING:
+ logger.setLevel(logging.WARNING)
+
+ # Initialize curriculum learning if enabled
+ self.use_curriculum = config.use_curriculum
+ if self.use_curriculum:
+ self.curriculum = RubiksCubeCurriculum(
+ starting_level=config.curriculum_starting_level,
+ max_level=config.curriculum_max_level,
+ auto_progress=config.curriculum_auto_progress,
+ success_threshold=config.curriculum_success_threshold,
+ advancement_window_size=config.curriculum_advancement_window,
+ min_solved_at_level=config.curriculum_min_solved
+ )
+ logger.info(f"Initialized curriculum learning at level {self.curriculum.current_level}")
+
+ # Token-level reward tracking
+ self.use_token_level_rewards = config.use_token_level_rewards
+ self.token_reward_scale = config.token_reward_scale
+
+ # Visualization settings
+ self.generate_visualizations = config.generate_visualizations
+ self.visualizations_dir = config.visualizations_dir
+ self.save_best_episodes = config.save_best_episodes
+
+ # Create visualizations directory if it doesn't exist
+ if self.generate_visualizations and self.visualizations_dir:
+ import os
+ os.makedirs(self.visualizations_dir, exist_ok=True)
+ logger.info(f"Created visualizations directory at {self.visualizations_dir}")
+
+ # Track best episodes for visualization
+ self.best_episode_reward = -float('inf') # Track best reward
+ self.best_episode = None
+
+ self.tools = [
+ {
+ "type": "function",
+ "function": {
+ "name": "apply_move",
+ "description": "Apply a move to the Rubik's cube.",
+ "parameters": {
+ "move": {
+ "type": "string",
+ "description": "The move to apply to the cube. Valid moves are U, D, L, R, F, B (clockwise), U', D', L', R', F', B' (counterclockwise), and U2, D2, L2, R2, F2, B2 (180 degrees)."
+ },
+ "strategy": {
+ "type": "string",
+ "description": "Optional: The solving strategy you're using (e.g., 'Layer-by-Layer', 'CFOP', 'Beginner Method')"
+ }
+ },
+ },
+ }
+ ]
+
+ tools_json = json.dumps(self.tools)
+
+ # Base system prompt
+ base_prompt = (
+ "You are an AI that solves Rubik's cubes step-by-step with clear reasoning. "
+ "You will be given the current state of a Rubik's cube, and you need to provide "
+ "moves to solve it.\n\n"
+ "The notation for cube moves follows the standard Rubik's cube notation:\n"
+ "- U: rotate the up face clockwise\n"
+ "- D: rotate the down face clockwise\n"
+ "- L: rotate the left face clockwise\n"
+ "- R: rotate the right face clockwise\n"
+ "- F: rotate the front face clockwise\n"
+ "- B: rotate the back face clockwise\n"
+ "- U', D', L', R', F', B': rotate the corresponding face counterclockwise\n"
+ "- U2, D2, L2, R2, F2, B2: rotate the corresponding face 180 degrees\n\n"
+ "You should analyze the current state of the cube, identify patterns, "
+ "and explain your reasoning step by step.\n\n"
+ "You should enclose your thoughts and internal monologue inside tags, and then "
+ "provide your move using the apply_move function call.\n\n"
+ f"\n{tools_json}\n\n\n"
+ "For your function call, return a JSON object with function name and arguments "
+ "within tags with the following schema:\n"
+ '\n{"arguments": {"move": "U", "strategy": "Layer-by-Layer"}, "name": "apply_move"}\n\n\n'
+ "Your full answer format should be:\n"
+ "\n[Your detailed reasoning about the current cube state and the best move to make]\n\n\n"
+ '\n{"arguments": {"move": "R", "strategy": "Layer-by-Layer"}, "name": "apply_move"}\n\n\n'
+ "Remember to carefully analyze the cube state and work toward the solution step by step.\n\n"
+ "When solving the cube:\n"
+ "1. Clearly state which strategy you're using\n"
+ "2. Explain how each move contributes to your solving strategy\n"
+ "3. Identify specific patterns or cases you recognize\n"
+ "4. Mention which step of your chosen method you're working on\n"
+ )
+
+ # Initialize the system prompt
+ self.system_prompt = base_prompt
+
+ # Add solving strategies if enabled
+ self.provide_solving_strategies = config.provide_solving_strategies
+ self.strategy_explanation_reward = config.strategy_explanation_reward
+
+ def _get_or_create_episode(self, seed: int) -> CubeState:
+ if seed not in self.episodes:
+ # Determine scramble moves based on curriculum if enabled
+ if self.use_curriculum:
+ current_level = self.curriculum.get_current_level()
+ scramble_moves = current_level.get_scramble_moves()
+ max_steps = current_level.max_steps
+ reward_per_cubie = current_level.reward_per_correctly_placed_cubie
+
+ # Update config with curriculum settings for this episode
+ # Note: We're not modifying the original config, just using curriculum values
+ logger.debug(f"Using curriculum level {current_level.level} settings: "
+ f"{scramble_moves} scramble moves, {max_steps} max steps")
+
+ # Add solving strategies appropriate for this level if enabled
+ if self.provide_solving_strategies:
+ strategies_prompt = get_strategy_prompt_for_level(current_level.level)
+ # Combine base prompt with strategies
+ complete_prompt = self.system_prompt + "\n\n" + strategies_prompt
+ else:
+ complete_prompt = self.system_prompt
+ else:
+ scramble_moves = self.config.scramble_moves
+ max_steps = self.config.max_steps
+ reward_per_cubie = self.config.reward_per_correctly_placed_cubie
+ complete_prompt = self.system_prompt
+
+ # Create the episode
+ ep = CubeState(seed, scramble_moves)
+ ep.message_history = [{"role": "system", "content": complete_prompt}]
+
+ # Store curriculum-specific settings for this episode
+ ep.max_steps = max_steps
+ ep.reward_per_correctly_placed_cubie = reward_per_cubie
+ ep.curriculum_level = self.curriculum.current_level if self.use_curriculum else 0
+
+ # Track the solving strategy used
+ ep.current_strategy = None
+
+ # Add initial observation
+ ep.message_history.append(
+ {"role": "environment", "content": self._format_observation(ep)}
+ )
+ self.episodes[seed] = ep
+ return self.episodes[seed]
+
+ def _format_observation(self, cube_state: CubeState) -> str:
+ """Format the cube state as a string observation for the LLM"""
+ cube_visualization = cube_state.get_cube_state_visualization()
+
+ moves_made = ", ".join(cube_state.actions) if cube_state.actions else "None"
+ steps_remaining = cube_state.max_steps - cube_state.num_steps
+
+ # Add scramble info for debugging and learning
+ scramble_info = ", ".join(cube_state.scramble_sequence) if cube_state.scramble_sequence else "None"
+ scramble_length = len(cube_state.scramble_sequence)
+
+ message = (
+ f"Current state of the Rubik's cube:\n\n"
+ f"```\n{cube_visualization}\n```\n\n"
+ f"Previous moves: {moves_made}\n"
+ f"Steps remaining: {steps_remaining}\n"
+ )
+
+ # Add curriculum level info if using curriculum
+ if self.use_curriculum and cube_state.curriculum_level > 0:
+ current_level = self.curriculum.levels[cube_state.curriculum_level]
+ message += f"\nDifficulty level: {current_level.description}\n"
+ message += f"Scramble depth: {scramble_length} moves\n"
+
+ # Show the current solved percentage to help the LLM
+ solved_percentage = cube_state.cube.count_solved_cubies() * 100
+ message += f"\nCurrent progress: {solved_percentage:.1f}% of cubies correctly placed\n"
+
+ if cube_state.is_solved():
+ message += "\nCongratulations! The cube is now solved."
+
+ return message
+
+ def _calculate_cube_state_score(self, cube_state: CubeState) -> float:
+ """
+ Calculate a score based on how close the cube is to being solved.
+ Higher scores for cubes that are closer to being solved.
+
+ Uses curriculum-specific reward settings if available.
+ """
+ # Base score
+ score = 0.0
+
+ # Get the current state
+ cube = cube_state.cube
+
+ # Get the progress (correctly positioned cubies)
+ correctly_placed = cube.count_solved_cubies()
+
+ # Calculate how many face centers are correctly placed
+ face_centers_correct = cube.count_correct_centers()
+ center_bonus = face_centers_correct * 0.05 # Small bonus for each correct center
+
+ # Calculate how many entire faces are solved
+ faces_solved = cube.count_solved_faces()
+ face_bonus = faces_solved * 0.1 # Significant bonus for each solved face
+
+ # Use the episode's specific reward per cubie setting (from curriculum)
+ progress_reward = correctly_placed * cube_state.reward_per_correctly_placed_cubie
+
+ # Calculate pattern-based rewards (recognizing common patterns like crosses)
+ cross_bonus = 0.0
+ if cube.has_cross_on_face():
+ cross_bonus = 0.15 # Bonus for having a cross on any face
+
+ # Calculate corner reward
+ corners_correct = cube.count_correct_corners()
+ corner_bonus = corners_correct * 0.03 # Bonus for each correctly positioned corner
+
+ # Calculate edge reward
+ edges_correct = cube.count_correct_edges()
+ edge_bonus = edges_correct * 0.02 # Bonus for each correctly positioned edge
+
+ # Partial face reward
+ partial_faces = cube.partial_face_completion()
+ partial_face_bonus = partial_faces * 0.01 # Small bonus for partial face completion
+
+ # Add base progress rewards
+ score += progress_reward + center_bonus + face_bonus + cross_bonus + corner_bonus + edge_bonus + partial_face_bonus
+
+ # Small penalty for using more steps
+ steps_penalty = cube_state.num_steps * self.config.reward_per_step_reduction
+ score -= steps_penalty
+
+ # Progressive reward for improvement
+ if len(cube_state.step_rewards) > 0:
+ last_progress = cube_state.step_rewards[-1]
+ if score > last_progress:
+ # Give bonus for improvement
+ improvement_bonus = (score - last_progress) * 0.5
+ score += improvement_bonus
+
+ # Reward for a solved cube - higher reward for more difficult curriculum levels
+ if cube_state.is_solved():
+ # Base reward for solving
+ score += 2.0
+
+ # Bonus for solving with fewer moves
+ efficiency_bonus = 2.0 * (1.0 - (cube_state.num_steps / cube_state.max_steps))
+ score += efficiency_bonus
+
+ # Curriculum level bonus (higher levels get higher rewards)
+ if self.use_curriculum and cube_state.curriculum_level > 0:
+ level_bonus = cube_state.curriculum_level * 0.3 # 0.3 per level
+ score += level_bonus
+
+ # Huge bonus for optimal solution (close to minimum moves)
+ if cube_state.num_steps <= cube_state.scramble_sequence_length + 2:
+ score += 3.0 # Exceptional solution bonus
+
+ return score
+
+ def _parse_move(self, response: str, ep: CubeState = None) -> Tuple[Optional[str], Optional[str]]:
+ """Extract move and strategy from the LLM response"""
+ if not response:
+ logger.warning(
+ "Attempted to parse an empty response string. Returning None."
+ )
+ return None, None
+
+ # First try parsing with tool_call tags
+ parsed_name, parsed_args, is_error = parse_tool_call(
+ response, self.tools, ["tool_call"]
+ )
+
+ # If that fails, try looking for direct text mentions of moves
+ if is_error:
+ error_detail = (
+ parsed_name
+ if isinstance(parsed_name, str) and parsed_name
+ else "Parser indicated error, but no specific message was returned"
+ )
+ logger.warning(
+ f"Failed to parse tool call. Full response: '{response}'. Error detail: {error_detail}"
+ )
+
+ # Fallback: Look for direct mentions of moves in the text
+ valid_moves = ["U", "D", "L", "R", "F", "B",
+ "U'", "D'", "L'", "R'", "F'", "B'",
+ "U2", "D2", "L2", "R2", "F2", "B2"]
+
+ # Look for patterns like "I'll apply move X" or "Performing X rotation"
+ move_patterns = [
+ r'move\s+([UDLRFB][\'2]?)',
+ r'applying\s+([UDLRFB][\'2]?)',
+ r'perform\w*\s+([UDLRFB][\'2]?)',
+ r'rotate\s+([UDLRFB][\'2]?)',
+ r'rotation\s+([UDLRFB][\'2]?)',
+ r'I\s*choose\s+([UDLRFB][\'2]?)',
+ r'Execute\s+([UDLRFB][\'2]?)',
+ r'([UDLRFB][\'2]?)\s+rotation',
+ r'([UDLRFB][\'2]?)\s+move'
+ ]
+
+ for pattern in move_patterns:
+ match = re.search(pattern, response, re.IGNORECASE)
+ if match:
+ potential_move = match.group(1).strip()
+ if potential_move in valid_moves:
+ logger.warning(f"Recovered move '{potential_move}' from text using regex")
+ return potential_move, None
+
+ return None, None
+
+ # Extract move and strategy
+ move = parsed_args.get("move", "").strip() if isinstance(parsed_args, dict) else ""
+ strategy = parsed_args.get("strategy", "").strip() if isinstance(parsed_args, dict) else ""
+
+ # Track the strategy in the episode if provided
+ if ep and strategy and strategy != ep.current_strategy:
+ logger.info(f"Strategy changed to: {strategy}")
+ ep.current_strategy = strategy
+
+ valid_moves = ["U", "D", "L", "R", "F", "B",
+ "U'", "D'", "L'", "R'", "F'", "B'",
+ "U2", "D2", "L2", "R2", "F2", "B2"]
+
+ # First check if the move is directly valid
+ if move in valid_moves:
+ return move, strategy
+
+ # Check if the move is a sequence containing valid moves
+ # (when LLM outputs move sequences like "R U R'")
+ if " " in move:
+ # Take only the first move in the sequence
+ first_move = move.split()[0].strip()
+ if first_move in valid_moves:
+ logger.warning(f"Got move sequence '{move}' but taking only first move '{first_move}'")
+ return first_move, strategy
+
+ # If we get here, the move is invalid
+ logger.warning(
+ f"Parsed invalid move: '{move}'. "
+ f"Full response: '{response}'. Parsed args: {parsed_args}"
+ )
+ return None, strategy
+
+ def _score_response(
+ self,
+ is_valid_move: bool,
+ response_text: str,
+ cube_state: CubeState,
+ is_solved: bool,
+ ) -> float:
+ """
+ Calculate a score for a single agent response based on:
+ 1. Whether the move was valid
+ 2. Whether the move helps solve the cube
+ 3. Presence of thinking tags
+ 4. If the cube is solved
+ 5. Strategy explanation quality
+ """
+ # Base score from cube state after the move
+ current_score = self._calculate_cube_state_score(cube_state)
+
+ # Bonus for valid moves
+ if is_valid_move:
+ current_score += 0.2
+ else:
+ current_score -= 0.2
+
+ # Bonus for solving the cube
+ if is_solved:
+ current_score += 1.0
+
+ # Check for thinking tags
+ try:
+ # Make sure response_text is a string
+ if not isinstance(response_text, str):
+ logger.warning(f"response_text is not a string: {type(response_text)}")
+ response_text = str(response_text) if response_text is not None else ""
+
+ match = re.search(r"(.*?)", response_text, re.DOTALL)
+ if match:
+ thinking_content = match.group(1)
+ # Make sure thinking_content is a string before calling strip()
+ if isinstance(thinking_content, str):
+ if thinking_content.strip(): # Not empty
+ thinking_quality = self._evaluate_thinking_quality(thinking_content, cube_state)
+ current_score += thinking_quality
+ else: # Empty thinking tags
+ current_score -= 0.1
+ else:
+ logger.warning(f"thinking_content is not a string: {type(thinking_content)}")
+ current_score -= 0.1
+ else: # No thinking tags
+ current_score -= 0.2
+ except Exception as e:
+ logger.warning(f"Error processing thinking tags: {e}")
+ current_score -= 0.1
+
+ return current_score
+
+ def _evaluate_thinking_quality(self, thinking_content: str, cube_state: CubeState) -> float:
+ """
+ Evaluate the quality of thinking content to assign a reward
+
+ Args:
+ thinking_content: The content inside tags
+ cube_state: The current cube state
+
+ Returns:
+ A score between 0.0 and 0.5 based on thinking quality
+ """
+ # Base score for having thinking content
+ score = 0.2
+
+ # Check if a strategy is being used
+ has_strategy = False
+ if cube_state.current_strategy:
+ has_strategy = True
+
+ # Check if strategy is mentioned in thinking
+ if cube_state.current_strategy.lower() in thinking_content.lower():
+ score += 0.1
+
+ # Common strategy-related terms to look for
+ strategy_terms = [
+ "layer", "cross", "corners", "edges", "algorithm",
+ "orient", "permute", "f2l", "oll", "pll", "cfop",
+ "beginner", "method", "technique", "sequence", "pattern"
+ ]
+
+ # Count strategy terms used
+ term_count = sum(1 for term in strategy_terms if term in thinking_content.lower())
+ strategy_term_bonus = min(0.1, term_count * 0.02) # Cap at 0.1
+ score += strategy_term_bonus
+
+ # Check for specificity of thinking
+ if cube_state.cube is not None:
+ # Look for color mentions
+ color_terms = ["white", "yellow", "red", "orange", "blue", "green", "face", "center", "corner", "edge"]
+ color_count = sum(1 for term in color_terms if term in thinking_content.lower())
+ color_bonus = min(0.1, color_count * 0.02) # Cap at 0.1
+ score += color_bonus
+
+ # Check for detailed explanations
+ if len(thinking_content) > 200: # More detailed thinking
+ score += 0.05
+
+ # Check for step-by-step reasoning
+ if re.search(r"(step|first|second|third|next|then|after)", thinking_content, re.IGNORECASE):
+ score += 0.05
+
+ return min(0.5, score) # Cap the total at 0.5
+
+ async def _sample_response(self, messages: List[Dict], n: int = 1) -> List[str]:
+ """Sample responses from the language model"""
+ prompt = self.tokenizer.apply_chat_template(messages, tokenize=False)
+ try:
+ completions = await self.server.completion(
+ prompt=prompt,
+ n=n,
+ max_tokens=self.config.max_token_length,
+ temperature=self.config.temperature,
+ top_p=self.config.top_p,
+ )
+ return [choice.text for choice in completions.choices]
+ except Exception as e:
+ logger.error(f"API error during completion: {e}")
+ return []
+
+ async def _next_step(
+ self, ep: CubeState, current_turn: int, max_turns: int
+ ) -> Tuple[Optional[RubiksCubeScoredDataGroup], bool]:
+ """Process one step of an episode"""
+ G = self.config.group_size
+
+ # Get current state
+ current_state_messages = ep.message_history.copy()
+ logger.debug(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}/{max_turns}] "
+ f"Current state history length: {len(current_state_messages)}"
+ )
+
+ messages_for_llm = current_state_messages.copy()
+ agent_prompt_content = "\n" if self.config.thinking_active else ""
+ messages_for_llm.append({"role": "agent", "content": agent_prompt_content})
+
+ # Generate G alternative responses
+ try:
+ responses = await self._sample_response(messages_for_llm, n=G)
+ if not responses or len(responses) != G:
+ logger.error(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}] "
+ f"Expected {G} responses, got {len(responses) if responses else 0}. "
+ f"Aborting step."
+ )
+ return None, True # Episode termination
+ except Exception as e_sample:
+ logger.error(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}] Error sampling responses: {e_sample}",
+ exc_info=True,
+ )
+ return None, True # Episode termination
+
+ # Lists to store data for each alternative response
+ alt_full_responses: List[str] = []
+ alt_parsed_moves: List[Optional[str]] = []
+ alt_is_valid_move: List[bool] = []
+ alt_rewards: List[float] = []
+ alt_next_state_msgs: List[List[Dict]] = []
+ alt_is_terminal: List[bool] = []
+ alt_is_solved: List[bool] = []
+ alt_tokens: List[List[int]] = []
+ alt_masks: List[List[int]] = []
+ alt_token_rewards: List[List[float]] = [] # Token-level rewards
+
+ # Process each alternative response
+ for i in range(G):
+ llm_output_only = responses[i]
+ full_agent_response = agent_prompt_content + llm_output_only
+ alt_full_responses.append(full_agent_response)
+
+ # Parse the move and strategy from the response
+ parsed_move, parsed_strategy = self._parse_move(full_agent_response, ep)
+ alt_parsed_moves.append(parsed_move)
+
+ # Create a copy of the current state for simulation
+ sim_ep = copy.deepcopy(ep)
+
+ # Track strategy if provided
+ if parsed_strategy:
+ sim_ep.current_strategy = parsed_strategy
+
+ # Apply the move if valid
+ is_valid_move = False
+ if parsed_move is not None:
+ is_valid_move = sim_ep.apply_move(parsed_move)
+ alt_is_valid_move.append(is_valid_move)
+
+ # Check if the cube is solved after the move
+ is_solved = sim_ep.is_solved()
+ alt_is_solved.append(is_solved)
+
+ # Calculate reward
+ reward = self._score_response(
+ is_valid_move,
+ full_agent_response,
+ sim_ep,
+ is_solved
+ )
+ alt_rewards.append(reward)
+
+ # Determine if the episode terminates
+ is_terminal = (
+ is_solved or
+ (current_turn + 1 >= max_turns) or
+ not is_valid_move
+ )
+ alt_is_terminal.append(is_terminal)
+
+ # Prepare next state messages
+ current_state_plus_response_i = current_state_messages + [
+ {"role": "agent", "content": full_agent_response}
+ ]
+
+ if not is_terminal:
+ next_state_msgs_i = current_state_plus_response_i + [
+ {
+ "role": "environment",
+ "content": self._format_observation(sim_ep),
+ }
+ ]
+ else:
+ next_state_msgs_i = current_state_plus_response_i
+
+ alt_next_state_msgs.append(next_state_msgs_i)
+
+ # Tokenize the next state for the trainer
+ tokenized_i = tokenize_for_trainer(self.tokenizer, next_state_msgs_i)
+ alt_tokens.append(tokenized_i["tokens"])
+ alt_masks.append(tokenized_i["masks"])
+
+ # Calculate token-level rewards if enabled
+ if self.use_token_level_rewards:
+ token_level_rewards = calculate_token_level_rewards(
+ response_text=full_agent_response,
+ is_valid_move=is_valid_move,
+ parsed_move=parsed_move,
+ reward=reward,
+ token_ids=tokenized_i["tokens"],
+ scale_factor=self.token_reward_scale
+ )
+ else:
+ # Default to uniform token rewards if not enabled
+ token_level_rewards = [reward * 0.1] * len(tokenized_i["tokens"])
+
+ alt_token_rewards.append(token_level_rewards)
+
+ # Package the data for this step
+ if not (
+ len(alt_tokens) == G
+ and len(alt_masks) == G
+ and len(alt_rewards) == G
+ and len(alt_next_state_msgs) == G
+ and len(alt_parsed_moves) == G
+ and len(alt_token_rewards) == G
+ ):
+ logger.error(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}] "
+ f"Mismatch in alternative list lengths before creating ScoredDataGroup. "
+ f"Tokens:{len(alt_tokens)}, Masks:{len(alt_masks)}, Rewards:{len(alt_rewards)}, "
+ f"Token Rewards:{len(alt_token_rewards)}, Msgs:{len(alt_next_state_msgs)}, "
+ f"ParsedMoves:{len(alt_parsed_moves)}. Expected {G} for all. "
+ f"Aborting step."
+ )
+ return None, True
+
+ # Calculate token weights for advantage computation if token-level rewards are enabled
+ if self.use_token_level_rewards:
+ alt_token_weights = calculate_advantage_token_weights(alt_token_rewards)
+ else:
+ # Default to uniform weights
+ alt_token_weights = [[1.0] * len(tokens) for tokens in alt_tokens]
+
+ current_step_data = RubiksCubeScoredDataGroup(
+ seed=ep.seed,
+ tokens=alt_tokens,
+ masks=alt_masks,
+ scores=alt_rewards,
+ token_scores=alt_token_rewards,
+ token_weights=alt_token_weights,
+ messages=alt_next_state_msgs,
+ parsed_actions=alt_parsed_moves,
+ )
+
+ # Find the best response based on the rewards
+ best_reward_idx = np.argmax(alt_rewards)
+
+ chosen_reward_for_log = alt_rewards[best_reward_idx]
+ logger.debug(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}] "
+ f"Selected Alt {best_reward_idx} "
+ f"(Reward: {chosen_reward_for_log}) "
+ f"from {G} alternatives."
+ )
+
+ # Get the best parsed move
+ chosen_move = alt_parsed_moves[best_reward_idx]
+ chosen_full_response = alt_full_responses[best_reward_idx]
+
+ logger.info(
+ f"[Next Step Seed: {ep.seed} Turn: {current_turn + 1}] Chosen move: "
+ f"{chosen_move} (from Alt {best_reward_idx} with "
+ f"Reward {chosen_reward_for_log})"
+ )
+
+ # Add the response to the episode history
+ response_for_history = truncate_thinking(
+ chosen_full_response,
+ self.tokenizer,
+ self.config.max_think_chars_history,
+ )
+ ep.message_history.append({"role": "agent", "content": response_for_history})
+
+ # Apply the chosen move to the main environment
+ is_valid_move = False
+ if chosen_move is not None:
+ is_valid_move = ep.apply_move(chosen_move)
+
+ # Check if the cube is solved
+ is_solved = ep.is_solved()
+
+ # Calculate reward
+ step_reward = self._score_response(
+ is_valid_move,
+ chosen_full_response,
+ ep,
+ is_solved
+ )
+ ep.step_rewards.append(step_reward)
+
+ # Determine if the episode terminates
+ is_episode_terminal = (
+ is_solved or
+ (current_turn + 1 >= max_turns) or
+ not is_valid_move
+ )
+
+ # Add the next observation if the episode continues
+ if not is_episode_terminal:
+ ep.message_history.append(
+ {"role": "environment", "content": self._format_observation(ep)}
+ )
+
+ return current_step_data, is_episode_terminal
+
+ async def collect_trajectories(
+ self, item: Tuple[int, int]
+ ) -> Tuple[List[RubiksCubeScoredDataGroup], List[Tuple[int, int]]]:
+ """Collect data for ONE FULL trajectory (episode)"""
+ seed, _ = item
+ G_config = self.config.group_size
+ max_turns = self.config.max_steps
+
+ trajectory_data_for_trainer: List[RubiksCubeScoredDataGroup] = []
+
+ logger.info(
+ f"[Collect Trajectories Seed: {seed}] Starting new trajectory. "
+ f"Group size G={G_config}, Max turns={max_turns}."
+ )
+
+ try:
+ ep = self._get_or_create_episode(seed)
+ except Exception as e:
+ logger.error(
+ f"[Collect Trajectories Seed: {seed}] Fatal error creating/getting episode: {e}",
+ exc_info=True,
+ )
+ return [], []
+
+ for turn_idx in range(max_turns):
+ logger.debug(
+ f"[Collect Trajectories Seed: {seed}] Attempting turn {turn_idx + 1}/{max_turns}."
+ )
+
+ try:
+ step_data, is_terminal_this_step = await self._next_step(
+ ep, turn_idx, max_turns
+ )
+ except Exception as e:
+ if "'list' object has no attribute 'strip'" in str(e):
+ # Special handling for this common error which doesn't actually
+ # prevent the overall process from working
+ logger.error(f"[Collect Trajectories Seed: {seed}] Non-fatal error in _next_step: {e}")
+ # Since we can't recover the step data, mark this step as failed
+ step_data = None
+ is_terminal_this_step = True
+ else:
+ # For other errors, log and terminate
+ logger.error(
+ f"[Collect Trajectories Seed: {seed}] Error in _next_step: {e}",
+ exc_info=True
+ )
+ step_data = None
+ is_terminal_this_step = True
+
+ if step_data:
+ trajectory_data_for_trainer.append(step_data)
+ else:
+ logger.error(
+ f"[Collect Trajectories Seed: {seed}] Turn {turn_idx + 1} failed to produce data."
+ " Terminating episode."
+ )
+ is_terminal_this_step = True
+
+ if is_terminal_this_step:
+ final_reward_at_termination = (
+ sum(ep.step_rewards) if ep.step_rewards else 0.0
+ )
+ logger.info(
+ f"[Collect Trajectories Seed: {seed}] Episode ended at turn {turn_idx + 1}. "
+ f"Reason: step reported terminal. Total reward: {final_reward_at_termination:.2f}"
+ )
+ break
+ else:
+ logger.info(
+ f"[Collect Trajectories Seed: {seed}] Episode reached max_turns ({max_turns})."
+ )
+
+ final_reward = sum(ep.step_rewards) if ep.step_rewards else 0.0
+ is_solved = ep.is_solved()
+
+ # Store metrics for this episode
+ episode_summary_metrics = {
+ "seed": ep.seed,
+ "total_reward": final_reward,
+ "num_steps": ep.num_steps,
+ "is_solved": is_solved,
+ "scramble_length": len(ep.scramble_sequence),
+ }
+
+ # Add curriculum metrics if using curriculum
+ if self.use_curriculum:
+ episode_summary_metrics["curriculum_level"] = ep.curriculum_level
+
+ # Record this episode result in the curriculum system
+ self.curriculum.record_episode_result(
+ level=ep.curriculum_level,
+ is_solved=is_solved,
+ num_steps=ep.num_steps
+ )
+
+ # Get curriculum metrics
+ curriculum_metrics = self.curriculum.get_level_metrics()
+ for k, v in curriculum_metrics.items():
+ episode_summary_metrics[k] = v
+
+ self.completed_episode_metrics_buffer.append(episode_summary_metrics)
+
+ # Generate visualization before cleaning up if enabled
+ if self.generate_visualizations:
+ self._generate_episode_visualization(ep)
+
+ # Save best episode
+ if self.save_best_episodes and final_reward > self.best_episode_reward:
+ self.best_episode_reward = final_reward
+ self.best_episode = ep
+ self._generate_episode_visualization(ep, is_best=True)
+
+ # Clean up the episode
+ if seed in self.episodes:
+ del self.episodes[seed]
+
+ # Ensure the trajectory doesn't exceed token limits
+ limited_trajectory_data = ensure_trajectory_token_limit(
+ trajectory_data_for_trainer,
+ self.tokenizer,
+ self.config.max_trajectory_tokens,
+ )
+
+ return limited_trajectory_data, []
+
+ async def setup(self):
+ """Initialize the environment"""
+ # Nothing to do here as we don't need any special setup
+ pass
+
+ async def get_next_item(self) -> Tuple[int, int]:
+ """Generate a new random seed for the next episode"""
+ return (random.randint(0, 1000000), 0)
+
+ async def rollout_and_score_eval(self, seed: int) -> Dict[str, float]:
+ """Run a single episode for evaluation with a single response per step"""
+ ep = self._get_or_create_episode(seed)
+ max_turns = self.config.max_steps
+ metrics = {
+ "seed": seed,
+ "total_reward": 0.0,
+ "num_turns": 0,
+ "num_valid_moves": 0,
+ "num_invalid_moves": 0,
+ "is_solved": False,
+ }
+
+ for turn in range(max_turns):
+ messages = ep.message_history.copy()
+ agent_prompt_content = "\n" if self.config.thinking_active else ""
+ messages.append({"role": "agent", "content": agent_prompt_content})
+
+ # Get a single response
+ responses = await self._sample_response(messages, n=1)
+ if not responses:
+ logger.error(
+ f"[Eval Seed: {seed}, Turn: {turn+1}] No response. Aborting."
+ )
+ break
+
+ llm_output_only = responses[0]
+ full_agent_response = agent_prompt_content + llm_output_only
+
+ # Parse and apply the move
+ move = self._parse_move(full_agent_response)
+ is_valid_move = False
+
+ if move is not None:
+ is_valid_move = ep.apply_move(move)
+
+ if is_valid_move:
+ metrics["num_valid_moves"] += 1
+ else:
+ metrics["num_invalid_moves"] += 1
+
+ # Calculate reward
+ is_solved = ep.is_solved()
+ reward = self._score_response(is_valid_move, full_agent_response, ep, is_solved)
+ metrics["total_reward"] += reward
+ metrics["num_turns"] += 1
+
+ # Add response to history
+ response_for_history = truncate_thinking(
+ full_agent_response, self.tokenizer, self.config.max_think_chars_history
+ )
+ ep.message_history.append(
+ {"role": "agent", "content": response_for_history}
+ )
+
+ # Add next observation if not terminal
+ is_terminal = is_solved or not is_valid_move
+ if not is_terminal:
+ ep.message_history.append(
+ {"role": "environment", "content": self._format_observation(ep)}
+ )
+
+ # Check for termination
+ if is_terminal:
+ metrics["is_solved"] = is_solved
+ logger.info(f"[Eval Seed: {seed}] Episode ended. Solved: {is_solved}")
+ break
+
+ # If we reached max turns, check final state
+ if metrics["num_turns"] == max_turns:
+ metrics["is_solved"] = ep.is_solved()
+
+ # Clean up
+ del self.episodes[seed]
+ return metrics
+
+ async def evaluate(self, *args, **kwargs):
+ """Run evaluation episodes"""
+ if not self.config.use_wandb:
+ logger.info("Skipping evaluation as wandb is not enabled.")
+ return
+
+ num_eval_episodes = self.config.eval_episodes
+ logger.info(f"Starting evaluation for {num_eval_episodes} episodes.")
+
+ eval_tasks = [
+ self.rollout_and_score_eval(random.randint(1000001, 2000000))
+ for _ in range(num_eval_episodes)
+ ]
+
+ all_metrics = await tqdm_asyncio.gather(*eval_tasks)
+ valid_metrics = [m for m in all_metrics if m]
+
+ if not valid_metrics:
+ logger.warning("No valid evaluation metrics.")
+ return
+
+ # Calculate metrics across all episodes
+ num_completed = len(valid_metrics)
+ avg_total_reward = sum(m["total_reward"] for m in valid_metrics) / num_completed
+ avg_num_turns = sum(m["num_turns"] for m in valid_metrics) / num_completed
+
+ total_valid_moves = sum(m["num_valid_moves"] for m in valid_metrics)
+ total_invalid_moves = sum(m["num_invalid_moves"] for m in valid_metrics)
+ total_moves = total_valid_moves + total_invalid_moves
+ move_validity_rate = total_valid_moves / total_moves if total_moves > 0 else 0
+
+ solve_rate = sum(1 for m in valid_metrics if m["is_solved"]) / num_completed
+
+ self.eval_metrics = [
+ ("eval/avg_total_reward", avg_total_reward),
+ ("eval/avg_num_turns", avg_num_turns),
+ ("eval/move_validity_rate", move_validity_rate),
+ ("eval/solve_rate", solve_rate),
+ ("eval/num_completed_episodes", num_completed),
+ ]
+
+ logger.info(f"Evaluation completed. Metrics: {self.eval_metrics}")
+
+ async def wandb_log(self, wandb_metrics: Optional[Dict[str, float]] = None):
+ """Log metrics to wandb"""
+ if wandb_metrics is None:
+ wandb_metrics = {}
+
+ if self.completed_episode_metrics_buffer:
+ num_episodes = len(self.completed_episode_metrics_buffer)
+ avg_reward = (
+ sum(m["total_reward"] for m in self.completed_episode_metrics_buffer)
+ / num_episodes
+ )
+ avg_steps = (
+ sum(m["num_steps"] for m in self.completed_episode_metrics_buffer)
+ / num_episodes
+ )
+ solve_rate = (
+ sum(
+ 1
+ for m in self.completed_episode_metrics_buffer
+ if m["is_solved"]
+ )
+ / num_episodes
+ )
+
+ # Log basic metrics
+ prefix = self.wandb_prepend or 'rubiks'
+ wandb_metrics[f"{prefix}_train/avg_episode_reward"] = avg_reward
+ wandb_metrics[f"{prefix}_train/avg_episode_steps"] = avg_steps
+ wandb_metrics[f"{prefix}_train/solve_rate"] = solve_rate
+ wandb_metrics[f"{prefix}_train/num_episodes"] = num_episodes
+
+ # Log average scramble length
+ avg_scramble = (
+ sum(m.get("scramble_length", 0) for m in self.completed_episode_metrics_buffer)
+ / num_episodes
+ )
+ wandb_metrics[f"{prefix}_train/avg_scramble_length"] = avg_scramble
+
+ # Log curriculum learning metrics if enabled
+ if self.use_curriculum:
+ # Get latest curriculum metrics
+ curriculum_metrics = self.curriculum.get_level_metrics()
+
+ # Log curriculum level
+ wandb_metrics[f"{prefix}_curriculum/level"] = curriculum_metrics["curriculum_level"]
+ wandb_metrics[f"{prefix}_curriculum/success_rate"] = curriculum_metrics["level_success_rate"]
+ wandb_metrics[f"{prefix}_curriculum/progress_to_next"] = curriculum_metrics["progress_to_next_level"]
+ wandb_metrics[f"{prefix}_curriculum/solved_count"] = curriculum_metrics["level_solved_count"]
+ wandb_metrics[f"{prefix}_curriculum/episodes"] = curriculum_metrics["level_episodes"]
+
+ # Log per-level metrics
+ level_episodes = {}
+ level_success = {}
+ for m in self.completed_episode_metrics_buffer:
+ if "curriculum_level" in m:
+ level = m["curriculum_level"]
+ level_episodes[level] = level_episodes.get(level, 0) + 1
+ if m["is_solved"]:
+ level_success[level] = level_success.get(level, 0) + 1
+
+ for level, count in level_episodes.items():
+ success = level_success.get(level, 0)
+ success_rate = success / count if count > 0 else 0
+ wandb_metrics[f"{prefix}_curriculum/level_{level}_episodes"] = count
+ wandb_metrics[f"{prefix}_curriculum/level_{level}_success_rate"] = success_rate
+
+ # Clear buffer
+ self.completed_episode_metrics_buffer = []
+
+ await super().wandb_log(wandb_metrics)
+
+ @classmethod
+ def config_init(cls) -> Tuple[RubiksCubeEnvConfig, List[APIServerConfig]]:
+ """Initialize the configuration"""
+ env_config = RubiksCubeEnvConfig(
+ tokenizer_name="openai/gpt-4-turbo-preview",
+ group_size=16,
+ use_wandb=True,
+ max_num_workers=128,
+ rollout_server_url="http://localhost:9000",
+ total_steps=2000,
+ batch_size=1024,
+ steps_per_eval=20,
+ max_token_length=1024 * 16,
+ inference_weight=1.0,
+ wandb_name="rubiks_cube",
+ data_path_to_save_groups=None,
+ eval_handling=EvalHandlingEnum.LIMIT_TRAIN,
+ eval_limit_ratio=0.1,
+ max_steps=20,
+ temperature=0.7,
+ top_p=0.9,
+ thinking_active=True,
+ eval_episodes=100,
+ max_think_chars_history=3000,
+ max_trajectory_tokens=24576,
+ debug_mode=False,
+ tiebreak_token_factor=0.01,
+ scramble_moves=7,
+ cube_size=3,
+ reward_per_correctly_placed_cubie=0.05,
+ reward_per_step_reduction=0.01,
+ )
+
+ server_configs = [
+ APIServerConfig(
+ model_name="NousResearch/DeepHermes-3-Llama-3-8B-Preview",
+ base_url="http://localhost:9004/v1",
+ num_requests_for_eval=256,
+ )
+ ]
+
+ return env_config, server_configs
+
+ def _generate_episode_visualization(self, ep: CubeState, is_best: bool = False) -> Optional[str]:
+ """Generate and save a visualization of the episode"""
+ if not self.generate_visualizations or not self.visualizations_dir:
+ return None
+
+ try:
+ # Extract thinking steps from message history
+ thinking_history = []
+ for message in ep.message_history:
+ if message.get("role") == "agent" and isinstance(message.get("content"), str):
+ content = message["content"]
+ thinking_match = re.search(r"(.*?)", content, re.DOTALL)
+ if thinking_match:
+ thinking_text = thinking_match.group(1).strip()
+ if thinking_text:
+ thinking_history.append(thinking_text)
+
+ # Generate a filename based on episode attributes
+ solved_status = "solved" if ep.is_solved() else "unsolved"
+ curr_level = f"L{ep.curriculum_level}_" if self.use_curriculum else ""
+ best_marker = "BEST_" if is_best else ""
+ timestamp = datetime.datetime.now().strftime("%Y%m%d_%H%M%S")
+
+ filename = f"{best_marker}{curr_level}{solved_status}_steps{ep.num_steps}_seed{ep.seed}_{timestamp}.html"
+ output_path = os.path.join(self.visualizations_dir, filename)
+
+ # Get curriculum description if available
+ curriculum_description = None
+ if self.use_curriculum and ep.curriculum_level > 0:
+ current_level = self.curriculum.levels[ep.curriculum_level]
+ curriculum_description = current_level.description
+
+ # Save the visualization
+ html_path = save_enhanced_visualization(
+ cube_state=str(ep.cube),
+ move_history=ep.actions,
+ progress_history=ep.progress_history,
+ rewards_history=ep.step_rewards,
+ thinking_history=thinking_history,
+ scramble_sequence=ep.scramble_sequence,
+ is_solved=ep.is_solved(),
+ curriculum_level=ep.curriculum_level if self.use_curriculum else None,
+ curriculum_description=curriculum_description,
+ output_path=output_path
+ )
+
+ logger.info(f"Generated visualization at {html_path}")
+ return html_path
+
+ except Exception as e:
+ logger.error(f"Error generating visualization: {e}")
+ return None
+
+ @classmethod
+ def cli(cls):
+ """Command-line interface"""
+ # Call the original CLI implementation
+ result = super().cli()
+
+ # After processing is complete, generate a consolidated report
+ try:
+ from rubiks_consolidated_report import generate_consolidated_report_from_dir
+
+ # Check if we've generated any visualizations
+ if hasattr(cls, 'config') and cls.config.generate_visualizations and cls.config.visualizations_dir:
+ print("\nGenerating consolidated report of all solving attempts...")
+ report_path = generate_consolidated_report_from_dir(cls.config.visualizations_dir)
+ print(f"Consolidated report generated at: {report_path}")
+ except Exception as e:
+ print(f"Error generating consolidated report: {e}")
+
+ return result
+
+
+if __name__ == "__main__":
+ RubiksCubeEnv.cli()
\ No newline at end of file
diff --git a/environments/rubiks_enhanced_visualizer.py b/environments/rubiks_enhanced_visualizer.py
new file mode 100644
index 00000000..b7c2f7b1
--- /dev/null
+++ b/environments/rubiks_enhanced_visualizer.py
@@ -0,0 +1,1106 @@
+#!/usr/bin/env python3
+"""
+Enhanced Rubik's Cube Visualizer
+
+This module provides improved visualization tools for the Rubik's cube environment,
+including progress tracking, move history visualization, and interactive elements.
+"""
+
+import json
+import os
+import re
+from typing import Dict, List, Optional, Tuple, Any
+import datetime
+import random
+import numpy as np
+import matplotlib.pyplot as plt
+from matplotlib.colors import LinearSegmentedColormap
+import base64
+from io import BytesIO
+
+def generate_progress_chart(
+ move_history: List[str] = None,
+ progress_history: List[float] = None,
+ rewards_history: List[float] = None,
+ solved_at_move: int = None,
+ title: str = "Cube Solving Progress"
+) -> str:
+ """
+ Generate a chart showing progress over solving steps
+
+ Args:
+ move_history: List of moves applied
+ progress_history: List of progress values (0.0-1.0) after each move
+ rewards_history: Optional list of rewards for each move
+ solved_at_move: Index of the move that solved the cube (if solved)
+ title: Chart title
+
+ Returns:
+ Base64-encoded PNG image of the chart
+ """
+ plt.figure(figsize=(12, 6))
+
+ # Ensure we have data to plot and initialize if None
+ if move_history is None:
+ move_history = []
+
+ if progress_history is None or not progress_history:
+ plt.text(0.5, 0.5, "No progress data available",
+ horizontalalignment='center', verticalalignment='center',
+ transform=plt.gca().transAxes, fontsize=14)
+
+ # Save the figure to a base64 string
+ buffer = BytesIO()
+ plt.savefig(buffer, format='png', dpi=100, bbox_inches='tight')
+ buffer.seek(0)
+ image_png = buffer.getvalue()
+ buffer.close()
+ plt.close()
+
+ return base64.b64encode(image_png).decode('utf-8')
+
+ # Plot progress
+ # Make sure move_indices and progress_history have the same length
+ move_indices = list(range(len(progress_history)))
+ plt.plot(move_indices, progress_history, 'b-', linewidth=2, label='Progress')
+
+ # Add markers for each move
+ plt.plot(move_indices, progress_history, 'bo', markersize=6)
+
+ # Plot rewards if provided
+ if rewards_history:
+ # Ensure rewards_history has the same length as progress_history
+ if len(rewards_history) != len(progress_history):
+ # Truncate or extend rewards_history to match progress_history
+ if len(rewards_history) > len(progress_history):
+ rewards_history = rewards_history[:len(progress_history)]
+ else:
+ # Extend with the last value or 0
+ last_reward = rewards_history[-1] if rewards_history else 0
+ rewards_history.extend([last_reward] * (len(progress_history) - len(rewards_history)))
+
+ # Normalize rewards to 0-1 range for comparison
+ if rewards_history:
+ min_reward = min(rewards_history)
+ max_reward = max(rewards_history)
+ reward_range = max_reward - min_reward
+
+ if reward_range > 0:
+ normalized_rewards = [(r - min_reward) / reward_range for r in rewards_history]
+ else:
+ normalized_rewards = [0.5] * len(rewards_history)
+
+ plt.plot(move_indices, normalized_rewards, 'r--', linewidth=1.5, label='Reward')
+
+ # Highlight the solving move if provided
+ if solved_at_move is not None and 0 <= solved_at_move < len(progress_history):
+ plt.axvline(x=solved_at_move, color='g', linestyle='--',
+ label=f'Solved at move {solved_at_move+1}')
+ plt.plot([solved_at_move], [progress_history[solved_at_move]], 'g*',
+ markersize=15, label='Solution')
+
+ # Add move labels (only if we have moves to label)
+ if move_history:
+ # Ensure move_history has the same length as progress_history
+ if len(move_history) > len(progress_history):
+ move_history = move_history[:len(progress_history)]
+ elif len(move_history) < len(progress_history):
+ # Extend with empty strings
+ move_history.extend([""] * (len(progress_history) - len(move_history)))
+
+ for i, move in enumerate(move_history):
+ if move: # Only annotate non-empty moves
+ plt.annotate(move, (i, progress_history[i]),
+ textcoords="offset points",
+ xytext=(0, 10),
+ ha='center')
+
+ # Add grid and labels
+ plt.grid(True, linestyle='--', alpha=0.7)
+ plt.xlabel('Move Number')
+ plt.ylabel('Progress / Normalized Reward')
+ plt.title(title)
+ plt.ylim(-0.05, 1.05) # Ensure there's space for annotations
+ plt.legend()
+
+ # Save the figure to a base64 string
+ buffer = BytesIO()
+ plt.savefig(buffer, format='png', dpi=100, bbox_inches='tight')
+ buffer.seek(0)
+ image_png = buffer.getvalue()
+ buffer.close()
+ plt.close()
+
+ return base64.b64encode(image_png).decode('utf-8')
+
+def parse_cube_state(cube_state: str) -> Dict[str, List[str]]:
+ """
+ Parse the cube state string into a dictionary of faces.
+
+ Args:
+ cube_state: String representation of the cube
+
+ Returns:
+ Dictionary with keys 'up', 'down', 'left', 'right', 'front', 'back'
+ Each containing a 3x3 grid represented as a flattened list of colors
+ """
+ # Initialize faces dictionary
+ faces = {
+ "up": [],
+ "down": [],
+ "left": [],
+ "right": [],
+ "front": [],
+ "back": []
+ }
+
+ # Extract face information
+ current_face = None
+ for line in cube_state.strip().split('\n'):
+ line = line.strip()
+ if line.startswith('U:'):
+ current_face = "up"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif line.startswith('D:'):
+ current_face = "down"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif line.startswith('L:'):
+ current_face = "left"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif line.startswith('R:'):
+ current_face = "right"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif line.startswith('F:'):
+ current_face = "front"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif line.startswith('B:'):
+ current_face = "back"
+ faces[current_face] = [c for c in line[2:].split() if c]
+ elif current_face and line:
+ # Continue accumulating colors for the current face
+ colors = [c for c in line.split() if c]
+ if colors:
+ faces[current_face].extend(colors)
+
+ # Ensure each face has exactly 9 elements (3x3 grid)
+ for face in faces:
+ # If we have too few colors, pad with a placeholder
+ while len(faces[face]) < 9:
+ faces[face].append('?')
+ # If we have too many, truncate
+ faces[face] = faces[face][:9]
+
+ return faces
+
+def generate_enhanced_cube_html(
+ cube_state: str,
+ move_history: List[str] = None,
+ progress_history: List[float] = None,
+ rewards_history: List[float] = None,
+ thinking_history: List[str] = None,
+ scramble_sequence: List[str] = None,
+ is_solved: bool = False,
+ curriculum_level: int = None,
+ curriculum_description: str = None
+) -> str:
+ """
+ Generate enhanced HTML visualization of a Rubik's cube solve attempt
+
+ Args:
+ cube_state: String representation of the cube's current state
+ move_history: List of moves applied during solving
+ progress_history: List of progress values after each move
+ rewards_history: List of rewards for each move
+ thinking_history: List of thinking steps from the LLM
+ scramble_sequence: List of moves used to scramble the cube
+ is_solved: Whether the cube is solved
+ curriculum_level: Current curriculum level (if using curriculum)
+ curriculum_description: Description of the current curriculum level
+
+ Returns:
+ HTML string for visualization
+ """
+ # Extract the colors from the cube state string
+ faces = parse_cube_state(cube_state)
+
+ # Generate progress chart if data is available
+ progress_chart_base64 = None
+ if progress_history:
+ solved_at_move = None
+ if is_solved and move_history:
+ solved_at_move = len(move_history) - 1
+
+ # Make sure we have move_history even if it's empty
+ if move_history is None:
+ move_history = []
+
+ progress_chart_base64 = generate_progress_chart(
+ move_history=move_history,
+ progress_history=progress_history,
+ rewards_history=rewards_history,
+ solved_at_move=solved_at_move,
+ title="Rubik's Cube Solving Progress"
+ )
+
+ # Generate the HTML
+ html = """
+
+
+
+
+
+ Enhanced Rubik's Cube Visualizer
+
+
+
+
+
+
Enhanced Rubik's Cube Visualization
+ """
+
+ # Add status badges
+ if is_solved:
+ html += 'SOLVED'
+ else:
+ html += 'UNSOLVED'
+
+ if curriculum_level is not None:
+ html += f'LEVEL {curriculum_level}'
+
+ if curriculum_description:
+ html += f'
{curriculum_description}
'
+
+ html += """
+
+
+
+
Current State
+ """
+
+ # Create a 3D layout of the cube faces
+ # Row 1: Empty, Up, Empty, Empty
+ html += '
'
+ html += '' # Empty space
+ html += generate_face_html("Up", faces["up"])
+ html += '' # Empty space
+ html += '' # Empty space
+ html += '
'
+
+ # Row 2: Left, Front, Right, Back
+ html += '
'
+ html += generate_face_html("Left", faces["left"])
+ html += generate_face_html("Front", faces["front"])
+ html += generate_face_html("Right", faces["right"])
+ html += generate_face_html("Back", faces["back"])
+ html += '
'
+ html += '' # Empty space
+ html += generate_face_html("Down", faces["down"])
+ html += '' # Empty space
+ html += '' # Empty space
+ html += '
'
+
+ html += """
+
+
+
+
Progress
+
Move History
+
Thinking Steps
+
+ """
+
+ # Progress Chart Tab
+ html += '
'
+ html += '
'
+ html += '
Solving Progress
'
+
+ if progress_chart_base64:
+ html += f''
+ else:
+ html += '
No progress data available.
'
+
+ html += '
'
+
+ # Moves History Tab
+ html += '
'
+ html += '
'
+ html += '
Move History
'
+
+ # Add playback controls if moves exist
+ if move_history:
+ html += '''
+
+
+
+
+
+ 0 / 0
+
+ '''
+
+ if scramble_sequence:
+ html += '
Scramble Sequence
'
+ html += '
'
+ for move in scramble_sequence:
+ move_class = move[0] if len(move) >= 1 else ""
+ html += f'
{move}
'
+ html += '
'
+
+ if move_history:
+ html += '
Solving Moves
'
+ html += '
'
+ for i, move in enumerate(move_history):
+ move_class = move[0] if len(move) >= 1 else ""
+ html += f'
{move}
'
+ html += '
'
+ else:
+ html += '
No moves have been made yet.
'
+
+ html += '
'
+
+ # Thinking Steps Tab
+ html += '
'
+ html += '
'
+ html += '
Thinking Process
'
+
+ if thinking_history:
+ for i, thinking in enumerate(thinking_history):
+ html += f'
Step {i+1}: {thinking}
'
+ else:
+ html += '
No thinking steps recorded.
'
+
+ html += '
'
+
+ # Add JavaScript for interactivity
+ html += """
+
+
+
+
+
+
+
+
+ """
+
+ return html
+
+def generate_face_html(face_name: str, face_colors: List[str]) -> str:
+ """
+ Generate HTML for a single face of the cube
+
+ Args:
+ face_name: Name of the face (Up, Down, Left, Right, Front, Back)
+ face_colors: List of 9 colors for the face
+
+ Returns:
+ HTML string for the face
+ """
+ # Color mapping
+ color_map = {
+ 'W': '#FFFFFF', # White
+ 'Y': '#FFFF00', # Yellow
+ 'R': '#FF0000', # Red
+ 'O': '#FFA500', # Orange
+ 'B': '#0000FF', # Blue
+ 'G': '#00FF00', # Green
+ '?': '#CCCCCC', # Gray (unknown/placeholder)
+ }
+
+ html = f'
{face_name}
'
+
+ for color in face_colors:
+ bg_color = color_map.get(color[0], '#CCCCCC') # Get first char of color, default to gray
+ html += f'
{color}
'
+
+ html += '
'
+ return html
+
+def extract_thinking_from_history(message_history: List[Dict]) -> List[str]:
+ """
+ Extract thinking steps from LLM message history
+
+ Args:
+ message_history: List of message dictionaries with roles and content
+
+ Returns:
+ List of extracted thinking content
+ """
+ thinking_steps = []
+
+ for message in message_history:
+ if message.get("role") == "agent" and isinstance(message.get("content"), str):
+ content = message["content"]
+ thinking_match = re.search(r"(.*?)", content, re.DOTALL)
+ if thinking_match:
+ thinking_text = thinking_match.group(1).strip()
+ if thinking_text:
+ thinking_steps.append(thinking_text)
+
+ return thinking_steps
+
+def save_enhanced_visualization(
+ cube_state: str,
+ move_history: List[str] = None,
+ progress_history: List[float] = None,
+ rewards_history: List[float] = None,
+ thinking_history: List[str] = None,
+ message_history: List[Dict] = None,
+ scramble_sequence: List[str] = None,
+ is_solved: bool = False,
+ curriculum_level: int = None,
+ curriculum_description: str = None,
+ output_path: str = None
+) -> str:
+ """
+ Generate and save an enhanced HTML visualization of a Rubik's cube solving attempt
+
+ Args:
+ cube_state: String representation of the cube's current state
+ move_history: List of moves applied during solving
+ progress_history: List of progress values after each move
+ rewards_history: List of rewards for each move
+ thinking_history: List of thinking steps extracted from LLM
+ message_history: Optional full message history to extract thinking from
+ scramble_sequence: List of moves used to scramble the cube
+ is_solved: Whether the cube is solved
+ curriculum_level: Current curriculum level (if using curriculum)
+ curriculum_description: Description of the current curriculum level
+ output_path: Optional file path to save the HTML
+
+ Returns:
+ Path to the saved HTML file
+ """
+ # Extract thinking from message history if provided and not already extracted
+ if message_history and not thinking_history:
+ thinking_history = extract_thinking_from_history(message_history)
+
+ # Generate the HTML
+ html = generate_enhanced_cube_html(
+ cube_state=cube_state,
+ move_history=move_history,
+ progress_history=progress_history,
+ rewards_history=rewards_history,
+ thinking_history=thinking_history,
+ scramble_sequence=scramble_sequence,
+ is_solved=is_solved,
+ curriculum_level=curriculum_level,
+ curriculum_description=curriculum_description
+ )
+
+ # Set default output path if not provided
+ if output_path is None:
+ timestamp = datetime.datetime.now().strftime("%Y%m%d_%H%M%S")
+ solved_status = "solved" if is_solved else "unsolved"
+ output_path = f"rubiks_visualization_{solved_status}_{timestamp}.html"
+
+ # Create directory if it doesn't exist
+ os.makedirs(os.path.dirname(os.path.abspath(output_path)), exist_ok=True)
+
+ # Save the HTML to a file
+ with open(output_path, "w") as f:
+ f.write(html)
+
+ return output_path
+
+if __name__ == "__main__":
+ # Example usage
+ example_cube_state = """
+ U: W W W
+ W W W
+ W W W
+ D: Y Y Y
+ Y Y Y
+ Y Y Y
+ L: O O O
+ O O O
+ O O O
+ R: R R R
+ R R R
+ R R R
+ F: G G G
+ G G G
+ G G G
+ B: B B B
+ B B B
+ B B B
+ """
+
+ # Create example data
+ example_moves = ["R", "U", "R'", "U'", "F", "R", "U", "R'", "U'", "F'", "U", "R", "U2", "R'"]
+
+ # Generate sample progress history
+ progress_vals = [0.5]
+ for i in range(1, len(example_moves)):
+ # Random progress that generally increases
+ next_progress = min(1.0, progress_vals[-1] + random.uniform(-0.05, 0.15))
+ progress_vals.append(next_progress)
+
+ # Generate sample rewards
+ rewards = [random.uniform(0.1, 0.9) for _ in range(len(example_moves))]
+
+ # Sample thinking steps
+ sample_thinking = [
+ "I see the cube has a white cross on top already. I'll focus on solving the first layer corners.",
+ "I'll use the sequence R U R' U' to position the corner piece without disrupting the cross.",
+ "Now I need to solve the middle layer edges. I'll use the appropriate algorithm based on the edge orientation.",
+ "Looking at the last layer, I need to orient the yellow face first, then permute the corners and edges."
+ ]
+
+ # Sample scramble
+ sample_scramble = ["F", "R", "U'", "B", "L2", "D"]
+
+ # Generate and save the visualization
+ html_path = save_enhanced_visualization(
+ cube_state=example_cube_state,
+ move_history=example_moves,
+ progress_history=progress_vals,
+ rewards_history=rewards,
+ thinking_history=sample_thinking,
+ scramble_sequence=sample_scramble,
+ is_solved=True,
+ curriculum_level=2,
+ curriculum_description="Level 2: Easy - Learn basic patterns and simple sequences",
+ output_path="example_enhanced_rubiks.html"
+ )
+
+ print(f"Enhanced visualization saved to {html_path}")
\ No newline at end of file
diff --git a/environments/rubiks_strategies.py b/environments/rubiks_strategies.py
new file mode 100644
index 00000000..9c44d2d0
--- /dev/null
+++ b/environments/rubiks_strategies.py
@@ -0,0 +1,384 @@
+#!/usr/bin/env python3
+"""
+RubiksCubeStrategies: Library of solving strategies for the Rubik's cube environment
+
+This module provides a collection of solving strategies for Rubik's cube, along with
+explanations and examples for each. These strategies can be used to guide the LLM's
+solving approach and provide structured learning.
+"""
+
+from typing import Dict, List, Optional, Tuple
+
+class SolvingStrategy:
+ """Base class for Rubik's cube solving strategies"""
+
+ def __init__(
+ self,
+ name: str,
+ description: str,
+ difficulty: int,
+ steps: List[str],
+ example_algorithms: List[Dict[str, str]] = None,
+ tips: List[str] = None
+ ):
+ """
+ Initialize a solving strategy
+
+ Args:
+ name: Strategy name
+ description: Detailed description of the strategy
+ difficulty: Difficulty level (1-5)
+ steps: Ordered list of steps to follow
+ example_algorithms: Common algorithms used in this strategy
+ tips: Tips for using this strategy effectively
+ """
+ self.name = name
+ self.description = description
+ self.difficulty = difficulty
+ self.steps = steps
+ self.example_algorithms = example_algorithms or []
+ self.tips = tips or []
+
+ def get_prompt_section(self) -> str:
+ """Get formatted prompt section for this strategy"""
+ prompt = f"""
+STRATEGY: {self.name} (Difficulty: {self.difficulty}/5)
+
+DESCRIPTION:
+{self.description}
+
+STEPS:
+"""
+ for i, step in enumerate(self.steps, 1):
+ prompt += f"{i}. {step}\n"
+
+ if self.example_algorithms:
+ prompt += "\nCOMMON ALGORITHMS:\n"
+ for algo in self.example_algorithms:
+ prompt += f"- {algo['name']}: {algo['moves']} - {algo['purpose']}\n"
+
+ if self.tips:
+ prompt += "\nTIPS:\n"
+ for tip in self.tips:
+ prompt += f"- {tip}\n"
+
+ return prompt
+
+ def __str__(self) -> str:
+ return f"{self.name} (Difficulty: {self.difficulty}/5)"
+
+
+# Define common strategies
+LAYER_BY_LAYER = SolvingStrategy(
+ name="Layer-by-Layer Method",
+ description=(
+ "The beginner-friendly approach that solves the cube one layer at a time. "
+ "It's intuitive and requires memorizing only a few algorithms."
+ ),
+ difficulty=1,
+ steps=[
+ "Solve the white cross on the top face",
+ "Place the white corner pieces to complete the first layer",
+ "Solve the middle layer edges",
+ "Create a yellow cross on the bottom face",
+ "Position the yellow edges correctly",
+ "Position the yellow corners correctly",
+ "Orient the yellow corners correctly"
+ ],
+ example_algorithms=[
+ {
+ "name": "Sexy Move",
+ "moves": "R U R' U'",
+ "purpose": "Used for placing corners in the first layer"
+ },
+ {
+ "name": "Middle Layer Edge - Left",
+ "moves": "U' L' U L U F U' F'",
+ "purpose": "Insert edge piece into the middle layer from the left"
+ },
+ {
+ "name": "Middle Layer Edge - Right",
+ "moves": "U R U' R' U' F' U F",
+ "purpose": "Insert edge piece into the middle layer from the right"
+ },
+ {
+ "name": "Orient Yellow Edges",
+ "moves": "F R U R' U' F'",
+ "purpose": "Create a yellow cross on the last layer"
+ }
+ ],
+ tips=[
+ "Always keep the white face on top when solving the first layer",
+ "Look ahead to plan edge placement before executing moves",
+ "Pay attention to where pieces need to go before applying algorithms",
+ "Break down the solution into manageable steps"
+ ]
+)
+
+CFOP_METHOD = SolvingStrategy(
+ name="CFOP Method (Fridrich Method)",
+ description=(
+ "An advanced method used by speedcubers. CFOP stands for Cross, F2L (First Two Layers), "
+ "OLL (Orient Last Layer), and PLL (Permute Last Layer). It's efficient but requires "
+ "memorizing many algorithms."
+ ),
+ difficulty=4,
+ steps=[
+ "Solve the cross on the bottom face (usually white)",
+ "Solve the First Two Layers (F2L) by pairing corners with edges and inserting them",
+ "Orient the Last Layer (OLL) to make the top face all one color",
+ "Permute the Last Layer (PLL) to arrange all pieces correctly"
+ ],
+ example_algorithms=[
+ {
+ "name": "F2L Case 1",
+ "moves": "R U R'",
+ "purpose": "Basic F2L insertion when corner and edge are paired"
+ },
+ {
+ "name": "F2L Case 2",
+ "moves": "y' U' L' U L",
+ "purpose": "Basic F2L insertion (mirror of case 1)"
+ },
+ {
+ "name": "Sune",
+ "moves": "R U R' U R U2 R'",
+ "purpose": "Common OLL algorithm used to orient corners"
+ },
+ {
+ "name": "T Permutation",
+ "moves": "R U R' U' R' F R2 U' R' U' R U R' F'",
+ "purpose": "PLL algorithm that swaps two corners and two edges"
+ }
+ ],
+ tips=[
+ "Practice F2L intuitively before learning algorithms",
+ "Solve the cross on the bottom to see the F2L pairs more easily",
+ "Learn to recognize F2L cases from different angles",
+ "Group PLL algorithms by similar patterns to make memorization easier"
+ ]
+)
+
+ROUX_METHOD = SolvingStrategy(
+ name="Roux Method",
+ description=(
+ "A method focused on building blocks and using M-slice moves. It's very efficient "
+ "and requires fewer algorithm memorizations than CFOP but demands good spatial intuition."
+ ),
+ difficulty=3,
+ steps=[
+ "Build a 1x2x3 block on the left side (First Block)",
+ "Build a 1x2x3 block on the right side (Second Block)",
+ "Orient the corners of the top layer and permute the corners of the top layer (CMLL)",
+ "Orient the edges of the last layer and permute the M-slice (L6E)"
+ ],
+ example_algorithms=[
+ {
+ "name": "CMLL - O Case",
+ "moves": "R U R' F' R U R' U' R' F R2 U' R'",
+ "purpose": "Orient and permute corners when all corners are oriented incorrectly"
+ },
+ {
+ "name": "EO - Arrow",
+ "moves": "M U M'",
+ "purpose": "Edge orientation during L6E phase"
+ },
+ {
+ "name": "UL/UR Edge Swap",
+ "moves": "M' U2 M U2",
+ "purpose": "Swap the UL and UR edges during L6E phase"
+ }
+ ],
+ tips=[
+ "Focus on block-building efficiency for the first two blocks",
+ "Use inspection time to plan the first block completely",
+ "Practice M-slice moves to develop speed and accuracy",
+ "Learn to recognize CMLL cases quickly to reduce pauses"
+ ]
+)
+
+ZZ_METHOD = SolvingStrategy(
+ name="ZZ Method",
+ description=(
+ "A method that focuses on solving edges early to enable rotationless solving. "
+ "It orients all edges first, then solves the cube without F or B moves."
+ ),
+ difficulty=3,
+ steps=[
+ "Orient all edges (EOLine) while placing DF and DB edges",
+ "Build the F2L on the left and right sides (ZZF2L)",
+ "Orient the corners of the last layer (OCLL)",
+ "Permute the last layer (PLL)"
+ ],
+ example_algorithms=[
+ {
+ "name": "EOLine Example",
+ "moves": "F L' U B' D'",
+ "purpose": "Orient all edges and place DF and DB edges"
+ },
+ {
+ "name": "ZZF2L Pair",
+ "moves": "U L U' L'",
+ "purpose": "Insert corner-edge pair during F2L"
+ },
+ {
+ "name": "OCLL - Sune",
+ "moves": "R U R' U R U2 R'",
+ "purpose": "Orient three corners in the last layer"
+ }
+ ],
+ tips=[
+ "Practice EOLine recognition to improve planning during inspection",
+ "Take advantage of the rotationless solving after EOLine",
+ "Use block-building techniques similar to Petrus for F2L",
+ "Learn to recognize edge orientation quickly"
+ ]
+)
+
+BEGINNER_METHOD = SolvingStrategy(
+ name="Beginner Method",
+ description=(
+ "The simplest approach for complete beginners. Uses very intuitive steps and minimal algorithm "
+ "memorization, focusing on understanding the cube's mechanics rather than speed."
+ ),
+ difficulty=1,
+ steps=[
+ "Solve the white cross",
+ "Solve the white corners one by one",
+ "Solve the middle layer edges one by one",
+ "Make a yellow cross on the top",
+ "Solve the yellow edges around the top",
+ "Position the yellow corners",
+ "Orient the yellow corners"
+ ],
+ example_algorithms=[
+ {
+ "name": "White Corner Insertion",
+ "moves": "R U R' U'",
+ "purpose": "Move a white corner piece into position"
+ },
+ {
+ "name": "Edge Insertion",
+ "moves": "U R U' R' U' F' U F",
+ "purpose": "Insert a middle layer edge piece"
+ },
+ {
+ "name": "Yellow Cross",
+ "moves": "F R U R' U' F'",
+ "purpose": "Form a yellow cross on the top face"
+ }
+ ],
+ tips=[
+ "Focus on understanding what each move does rather than memorizing algorithms",
+ "Take your time and think about where pieces need to go",
+ "Keep track of important pieces while executing algorithms",
+ "Practice the fundamentals until they become natural"
+ ]
+)
+
+CORNERS_FIRST = SolvingStrategy(
+ name="Corners-First Method",
+ description=(
+ "Solve all corner pieces first, then solve the edges. This approach is less common "
+ "but offers a different perspective on solving the cube."
+ ),
+ difficulty=2,
+ steps=[
+ "Orient the corners to get white and yellow on top and bottom",
+ "Permute the corners to their correct positions",
+ "Solve the middle layer edges",
+ "Solve the last layer edges"
+ ],
+ example_algorithms=[
+ {
+ "name": "Corner Orientation",
+ "moves": "R' D' R D",
+ "purpose": "Orient a corner in place"
+ },
+ {
+ "name": "Corner 3-Cycle",
+ "moves": "R U' R' D2 R U R' D2",
+ "purpose": "Cycle three corners"
+ },
+ {
+ "name": "Edge 3-Cycle",
+ "moves": "L' R U2 L R' F' L' R U2 L R' F",
+ "purpose": "Cycle three edges"
+ }
+ ],
+ tips=[
+ "Use commutators for corner manipulation",
+ "Pay attention to corner orientation as it affects the later steps",
+ "Learn to visualize corner pieces and their correct positions",
+ "Practice edge insertion techniques for the final steps"
+ ]
+)
+
+def get_strategy_by_name(name: str) -> Optional[SolvingStrategy]:
+ """Get a strategy by name"""
+ all_strategies = [
+ LAYER_BY_LAYER,
+ CFOP_METHOD,
+ ROUX_METHOD,
+ ZZ_METHOD,
+ BEGINNER_METHOD,
+ CORNERS_FIRST
+ ]
+
+ for strategy in all_strategies:
+ if strategy.name.lower() == name.lower():
+ return strategy
+
+ return None
+
+def get_strategy_by_difficulty(difficulty: int) -> List[SolvingStrategy]:
+ """Get all strategies at a specific difficulty level"""
+ all_strategies = [
+ LAYER_BY_LAYER,
+ CFOP_METHOD,
+ ROUX_METHOD,
+ ZZ_METHOD,
+ BEGINNER_METHOD,
+ CORNERS_FIRST
+ ]
+
+ return [strategy for strategy in all_strategies if strategy.difficulty == difficulty]
+
+def get_all_strategies() -> List[SolvingStrategy]:
+ """Get all available strategies"""
+ return [
+ LAYER_BY_LAYER,
+ CFOP_METHOD,
+ ROUX_METHOD,
+ ZZ_METHOD,
+ BEGINNER_METHOD,
+ CORNERS_FIRST
+ ]
+
+def get_strategy_prompt_for_level(level: int) -> str:
+ """Get a formatted prompt with strategies appropriate for the curriculum level"""
+ if level <= 2:
+ # Beginner levels - show only simpler strategies
+ strategies = [BEGINNER_METHOD, LAYER_BY_LAYER]
+ elif level == 3:
+ # Intermediate level
+ strategies = [LAYER_BY_LAYER, CORNERS_FIRST, ROUX_METHOD]
+ else:
+ # Advanced levels - show all strategies
+ strategies = get_all_strategies()
+
+ prompt = "# RUBIK'S CUBE SOLVING STRATEGIES\n\nBelow are strategies you can use to solve the cube:\n\n"
+
+ for strategy in strategies:
+ prompt += strategy.get_prompt_section() + "\n\n"
+
+ prompt += """
+When solving the cube, you can use any of these strategies. Make sure to:
+1. Choose a strategy that fits your understanding and the current cube state
+2. Explain your thought process using the tags
+3. Follow the steps of your chosen strategy systematically
+4. Apply the appropriate algorithms for your current situation
+5. Track your progress toward the solution
+"""
+
+ return prompt
\ No newline at end of file
diff --git a/environments/rubiks_token_rewards.py b/environments/rubiks_token_rewards.py
new file mode 100644
index 00000000..b49b931d
--- /dev/null
+++ b/environments/rubiks_token_rewards.py
@@ -0,0 +1,173 @@
+#!/usr/bin/env python3
+"""
+RubiksCubeTokenRewards: Token-level reward utilities for Rubik's Cube environment
+
+This module provides functions for calculating token-level rewards, which are
+important for fine-grained RL training signals that help the model understand
+which tokens in its response contribute to success or failure.
+"""
+
+import numpy as np
+import re
+from typing import Dict, List, Optional, Tuple, Any
+
+def calculate_token_level_rewards(
+ response_text: str,
+ is_valid_move: bool,
+ parsed_move: Optional[str],
+ reward: float,
+ token_ids: List[int],
+ scale_factor: float = 0.1
+) -> List[float]:
+ """
+ Calculate token-level rewards based on the response quality
+
+ Args:
+ response_text: Full response text from the LLM
+ is_valid_move: Whether the parsed move was valid
+ parsed_move: The parsed move if any
+ reward: The overall reward for the response
+ token_ids: List of token IDs in the response
+ scale_factor: Scale factor for token rewards
+
+ Returns:
+ A list of token-level rewards with the same length as token_ids
+ """
+ # Initialize with neutral rewards
+ token_rewards = [0.0] * len(token_ids)
+
+ if len(token_ids) == 0:
+ return token_rewards
+
+ # Extract key parts of the response
+ thinking_match = re.search(r"(.*?)", response_text, re.DOTALL)
+ tool_call_match = re.search(r"(.*?)", response_text, re.DOTALL)
+
+ # Find the indices of key tokens
+ thinking_start_idx = response_text.find("")
+ thinking_end_idx = response_text.find("")
+ tool_call_start_idx = response_text.find("")
+ tool_call_end_idx = response_text.find("")
+
+ # Determine approximate character-to-token ratio
+ chars_per_token = len(response_text) / len(token_ids)
+
+ # Flag for quality of thinking
+ has_good_thinking = False
+ if thinking_match and len(thinking_match.group(1).strip()) > 50:
+ has_good_thinking = True
+
+ # Process rewards based on response quality
+ if is_valid_move and has_good_thinking:
+ # Good response with both thinking and valid move
+ # Reward distribution: ~60% to tool call, ~40% to thinking
+ base_reward = reward * scale_factor
+
+ # Distribute rewards
+ for i in range(len(token_ids)):
+ # Estimate the character position this token represents
+ char_pos = int(i * chars_per_token)
+
+ if thinking_start_idx <= char_pos <= thinking_end_idx:
+ # Token is part of thinking section
+ token_rewards[i] = base_reward * 0.4
+ elif tool_call_start_idx <= char_pos <= tool_call_end_idx:
+ # Token is part of tool call section
+ token_rewards[i] = base_reward * 0.6
+ else:
+ # Token is part of other sections
+ token_rewards[i] = base_reward * 0.1
+
+ elif is_valid_move and not has_good_thinking:
+ # Valid move but poor thinking
+ base_reward = reward * scale_factor * 0.7 # Reduced overall reward
+
+ for i in range(len(token_ids)):
+ char_pos = int(i * chars_per_token)
+
+ if tool_call_start_idx <= char_pos <= tool_call_end_idx:
+ # Token is part of tool call section - still good
+ token_rewards[i] = base_reward * 0.8
+ else:
+ # Token is part of other sections - minimal reward
+ token_rewards[i] = base_reward * 0.2
+
+ elif not is_valid_move and has_good_thinking:
+ # Good thinking but invalid move
+ base_reward = reward * scale_factor * 0.5 # Significantly reduced
+
+ for i in range(len(token_ids)):
+ char_pos = int(i * chars_per_token)
+
+ if thinking_start_idx <= char_pos <= thinking_end_idx:
+ # Token is part of thinking section - somewhat good
+ token_rewards[i] = base_reward * 0.6
+ elif tool_call_start_idx <= char_pos <= tool_call_end_idx:
+ # Token is part of tool call section - problematic
+ token_rewards[i] = base_reward * 0.1
+ else:
+ # Token is part of other sections
+ token_rewards[i] = base_reward * 0.3
+ else:
+ # Poor response overall
+ base_reward = reward * scale_factor * 0.3 # Minimal reward
+
+ # Distribute minimal rewards evenly
+ for i in range(len(token_ids)):
+ token_rewards[i] = base_reward
+
+ # Special handling for move-related tokens when there is a valid move
+ if is_valid_move and parsed_move:
+ # Try to find the specific tokens that represent the move
+ move_pattern = re.escape(parsed_move)
+ move_matches = list(re.finditer(move_pattern, response_text))
+
+ for match in move_matches:
+ move_start_idx = match.start()
+ move_end_idx = match.end()
+
+ # Estimate corresponding token indices
+ move_start_token = int(move_start_idx / chars_per_token)
+ move_end_token = int(move_end_idx / chars_per_token) + 1
+
+ # Ensure indices are within bounds
+ move_start_token = max(0, min(move_start_token, len(token_ids) - 1))
+ move_end_token = max(0, min(move_end_token, len(token_ids)))
+
+ # Boost rewards for tokens that directly encode the move
+ for i in range(move_start_token, move_end_token):
+ token_rewards[i] = base_reward * 1.5 # Higher reward for the actual move
+
+ return token_rewards
+
+def calculate_advantage_token_weights(token_rewards: List[List[float]]) -> List[List[float]]:
+ """
+ Calculate token weights for advantage computation
+
+ Args:
+ token_rewards: List of token-level rewards for each alternative response
+
+ Returns:
+ List of normalized token weights for each alternative
+ """
+ # Create a copy to avoid modifying the input
+ token_weights = [rewards.copy() for rewards in token_rewards]
+
+ # For each alternative
+ for i in range(len(token_weights)):
+ # Get min and max rewards for this alternative
+ min_reward = min(token_weights[i]) if token_weights[i] else 0.0
+ max_reward = max(token_weights[i]) if token_weights[i] else 0.0
+ reward_range = max_reward - min_reward
+
+ # Normalize to [0.5, 1.0] range to ensure all tokens get some weight
+ if reward_range > 0:
+ for j in range(len(token_weights[i])):
+ normalized = 0.5 + 0.5 * (token_weights[i][j] - min_reward) / reward_range
+ token_weights[i][j] = normalized
+ else:
+ # If all rewards are the same, use uniform weights
+ for j in range(len(token_weights[i])):
+ token_weights[i][j] = 1.0
+
+ return token_weights
\ No newline at end of file