aip-sci 0.1.0

Affective Interaction Programming - 情感交互编程
Documentation
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use aip::edm::core::{EmotionDataModel, EmotionDataModelTrainer, EmotionState, TrainingDataset, TrainingSample};
use aip::edm::roguelite::core::RogueliteEdm;
use aip::edm::roguelite::training::RogueliteEdmTrainer;
use aip::director::core::{InteractionStrategy, InteractionStrategyTrainer, InteractionState, EmotionStats, Trajectory, TrajectoryStep, InteractionParams};
use aip::director::roguelite::core::RogueliteDirector;
use aip::director::roguelite::training::RogueliteDirectorTrainer;
use candle_core::Device;
use std::collections::HashMap;

fn get_model_dir() -> std::path::PathBuf {
    let mut path = std::env::current_dir().unwrap();
    path.push("models");
    if !path.exists() {
        std::fs::create_dir_all(&path).unwrap();
    }
    path
}

fn generate_mock_edm_samples(count: usize) -> Vec<TrainingSample> {
    let mut samples = Vec::with_capacity(count);
    
    for i in 0..count {
        let mut features = HashMap::new();
        
        let base_val = (i as f32) / (count as f32);
        
        features.insert(0, 0.3 + base_val * 0.4);   // 点击频率
        features.insert(1, 0.2 + base_val * 0.5);   // 滑动速度
        features.insert(2, 0.1 + (i % 5) as f32 * 0.1); // 多点触控
        features.insert(3, 0.2 + base_val * 0.3);   // 设备倾斜
        features.insert(4, 0.1 + (i % 3) as f32 * 0.1); // 重试延迟
        features.insert(5, 0.05 + base_val * 0.2);  // 暂停时长
        features.insert(6, 0.1 + base_val * 0.3);   // 犹豫时间
        features.insert(7, 0.5 + base_val * 0.3);   // 路径效率
        features.insert(8, 0.05 + (i % 4) as f32 * 0.05); // 取消率
        features.insert(9, 0.6 + base_val * 0.3);   // 完成率
        features.insert(10, 0.3 + base_val * 0.4);  // 平均压力
        features.insert(11, 0.1 + base_val * 0.2);  // 压力标准差
        features.insert(12, 0.7 + base_val * 0.2);  // 动作精度
        features.insert(13, 0.2 + base_val * 0.3);  // 反应时间
        features.insert(14, 0.05 + base_val * 0.15); // 反应时间标准差
        
        let valence = 0.3 + features[&0] * 0.4 + features[&7] * 0.2;
        let arousal = 0.2 + features[&1] * 0.5 + features[&0] * 0.3;
        let dominance = 0.3 + features[&12] * 0.3 + features[&7] * 0.2;
        
        let emotion = EmotionState::new(valence, arousal, dominance);
        
        samples.push(TrainingSample { features, emotion });
    }
    
    samples
}

fn generate_mock_trajectories(count: usize, steps_per_trajectory: usize) -> Vec<Trajectory> {
    let mut trajectories = Vec::with_capacity(count);
    
    for t in 0..count {
        let mut steps = Vec::with_capacity(steps_per_trajectory);
        
        for s in 0..steps_per_trajectory {
            let mut user_traits: HashMap<u32, f32> = HashMap::new();
            for i in 0u32..8 {
                user_traits.insert(i, 0.3 + ((t + s + i as usize) as f32 % 100.0) / 100.0 * 0.4);
            }
            
            let mut env_state: HashMap<u32, f32> = HashMap::new();
            for i in 0u32..6 {
                env_state.insert(i, 0.2 + ((t * s + i as usize) as f32 % 100.0) / 100.0 * 0.6);
            }
            
            let emotion = EmotionState::new(
                0.3 + ((t + s) as f32 % 100.0) / 100.0 * 0.4,
                0.2 + ((t * 2 + s) as f32 % 100.0) / 100.0 * 0.5,
                0.3 + ((t + s * 2) as f32 % 100.0) / 100.0 * 0.4,
            );
            
            let progress = (s as f32 + 1.0) / steps_per_trajectory as f32;
            let emotion_improvement = if s > 0 { 0.1 } else { 0.0 };
            let retention = s < steps_per_trajectory - 1;
            
            let reward = aip::director::roguelite::training::RogueliteDirectorTrainer::compute_reward(
                progress,
                emotion_improvement,
                retention,
            );
            
            let action = InteractionParams::default();
            
            steps.push(TrajectoryStep {
                state: InteractionState {
                    user_traits,
                    env_state,
                    emotion,
                    emotion_stats: EmotionStats::default(),
                },
                action,
                reward,
            });
        }
        
        trajectories.push(Trajectory { steps });
    }
    
    trajectories
}

#[test]
fn test_edm_full_pipeline() {
    let device = Device::Cpu;
    
    println!("\n=== EDM Full Pipeline Test ===\n");
    
    println!("1. Generating mock training data...");
    let samples = generate_mock_edm_samples(1000);
    let dataset = TrainingDataset::new(samples);
    println!("   Generated {} training samples (simulating ~100 players, 10 sessions each)", dataset.samples().len());
    
    println!("\n2. Creating EDM trainer...");
    let mut trainer = RogueliteEdmTrainer::new(device.clone()).unwrap();
    
    println!("\n3. Training model (20 epochs)...");
    let mut best_loss = f32::MAX;
    for epoch in 0..20 {
        let loss = trainer.train_epoch(&dataset).unwrap();
        if loss < best_loss {
            best_loss = loss;
        }
        if epoch % 5 == 0 {
            println!("   Epoch {}: loss = {:.4}", epoch, loss);
        }
    }
    println!("   Best loss: {:.4}", best_loss);
    
    println!("\n4. Saving model...");
    let model_dir = get_model_dir();
    let model_path = model_dir.join("test_edm_model.safetensors");
    trainer.save(&model_path).unwrap();
    println!("   Model saved to {:?}", model_path);
    
    println!("\n5. Loading model into new instance...");
    let mut loaded_model = RogueliteEdm::new(device).unwrap();
    EmotionDataModel::load(&mut loaded_model, &model_path).unwrap();
    println!("   Model loaded successfully");
    
    println!("\n6. Testing inference...");
    let test_features = generate_mock_edm_samples(5);
    for (i, sample) in test_features.iter().enumerate() {
        let predicted = loaded_model.infer(&sample.features).unwrap();
        let target = &sample.emotion;
        println!("   Sample {}: predicted=({:.3}, {:.3}, {:.3}), target=({:.3}, {:.3}, {:.3})",
            i,
            predicted.valence, predicted.arousal, predicted.dominance,
            target.valence, target.arousal, target.dominance
        );
    }
    
    println!("\n=== EDM Pipeline Test Complete ===\n");
}

#[test]
fn test_director_full_pipeline() {
    let device = Device::Cpu;
    
    println!("\n=== Director Full Pipeline Test ===\n");
    
    println!("1. Generating mock trajectories...");
    let trajectories = generate_mock_trajectories(100, 50);
    println!("   Generated {} trajectories with {} steps each (simulating 100 players, 50 rooms per run)", 
        trajectories.len(), trajectories.first().map(|t| t.steps.len()).unwrap_or(0));
    
    println!("\n2. Creating Director trainer...");
    let mut trainer = RogueliteDirectorTrainer::new(device.clone()).unwrap();
    
    println!("\n3. Training model (20 epochs)...");
    let mut best_loss = f32::MAX;
    for epoch in 0..20 {
        let loss = trainer.train_epoch(&trajectories).unwrap();
        if loss < best_loss {
            best_loss = loss;
        }
        if epoch % 5 == 0 {
            println!("   Epoch {}: loss = {:.4}", epoch, loss);
        }
    }
    println!("   Best loss: {:.4}", best_loss);
    
    println!("\n4. Saving model...");
    let model_dir = get_model_dir();
    let model_path = model_dir.join("test_director_model.safetensors");
    trainer.save(&model_path).unwrap();
    println!("   Model saved to {:?}", model_path);
    
    println!("\n5. Loading model into new instance...");
    let mut loaded_model = RogueliteDirector::new(device).unwrap();
    InteractionStrategy::load(&mut loaded_model, &model_path).unwrap();
    println!("   Model loaded successfully");
    
    println!("\n6. Testing decision making...");
    let test_state = InteractionState {
        user_traits: HashMap::from([
            (0, 0.5), (1, 0.6), (2, 0.4), (3, 0.5),
            (4, 0.5), (5, 0.5), (6, 0.5), (7, 0.5),
        ]),
        env_state: HashMap::from([
            (0, 0.5), (1, 0.5), (2, 0.5),
            (3, 0.5), (4, 0.5), (5, 0.5),
        ]),
        emotion: EmotionState::new(0.5, 0.5, 0.5),
        emotion_stats: EmotionStats::default(),
    };
    
    let params = loaded_model.decide(&test_state).unwrap();
    println!("   Decision parameters:");
    println!("     intensity_factor: {:.3}", params.intensity_factor);
    println!("     feedback_intensity: {:.3}", params.feedback_intensity);
    println!("     pace_speed: {:.3}", params.pace_speed);
    println!("     reward_scarcity: {:.3}", params.reward_scarcity);
    println!("     env_arousal: {:.3}", params.env_arousal);
    println!("     rhythm_modulation: {:.3}", params.rhythm_modulation);
    println!("     challenge_curve: {:.3}", params.challenge_curve);
    
    println!("\n=== Director Pipeline Test Complete ===\n");
}

#[test]
fn test_end_to_end_pipeline() {
    let device = Device::Cpu;
    
    println!("\n=== End-to-End Pipeline Test ===\n");
    
    println!("1. Training EDM...");
    let samples = generate_mock_edm_samples(500);
    let dataset = TrainingDataset::new(samples);
    let mut edm_trainer = RogueliteEdmTrainer::new(device.clone()).unwrap();
    for _ in 0..10 {
        edm_trainer.train_epoch(&dataset).unwrap();
    }
    let edm = edm_trainer.to_model();
    println!("   EDM trained with 500 samples");
    
    println!("\n2. Training Director...");
    let trajectories = generate_mock_trajectories(50, 30);
    let mut director_trainer = RogueliteDirectorTrainer::new(device.clone()).unwrap();
    for _ in 0..10 {
        director_trainer.train_epoch(&trajectories).unwrap();
    }
    let director = director_trainer.to_model();
    println!("   Director trained with 50 trajectories x 30 steps");
    
    println!("\n3. Simulating game loop (10 iterations)...");
    let mut features = HashMap::new();
    for i in 0..15 {
        features.insert(i as u32, 0.5);
    }
    
    for i in 0..10 {
        let emotion = edm.infer(&features).unwrap();
        
        let state = InteractionState {
            user_traits: HashMap::from([
                (0, 0.5), (1, 0.5), (2, 0.5), (3, 0.5),
                (4, 0.5), (5, 0.5), (6, 0.5), (7, 0.5),
            ]),
            env_state: HashMap::from([
                (0, 0.5), (1, 0.5), (2, 0.5),
                (3, 0.5), (4, 0.5), (5, 0.5),
            ]),
            emotion,
            emotion_stats: EmotionStats::default(),
        };
        
        let params = director.decide(&state).unwrap();
        
        if i % 2 == 0 {
            println!("   Iteration {}: emotion=({:.2}, {:.2}, {:.2}), intensity={:.2}, pace={:.2}",
                i,
                emotion.valence, emotion.arousal, emotion.dominance,
                params.intensity_factor, params.pace_speed
            );
        }
        
        features.insert(0, params.intensity_factor / 2.0);
        features.insert(1, params.pace_speed / 2.0);
    }
    
    println!("\n=== End-to-End Pipeline Test Complete ===\n");
}

#[test]
fn test_edm_model_save_load() {
    let device = Device::Cpu;
    let model_dir = get_model_dir();
    let model_path = model_dir.join("test_edm_save_load.safetensors");
    
    println!("\n=== EDM Model Save/Load Test ===\n");
    
    println!("1. Creating and training original model...");
    let mut trainer = RogueliteEdmTrainer::new(device.clone()).unwrap();
    let samples = generate_mock_edm_samples(500);
    let dataset = TrainingDataset::new(samples);
    for _ in 0..10 {
        trainer.train_epoch(&dataset).unwrap();
    }
    let original_model = trainer.to_model();
    println!("   Original model trained with 500 samples");
    
    println!("\n2. Testing original model inference...");
    let test_features = generate_mock_edm_samples(3);
    let original_results: Vec<EmotionState> = test_features.iter()
        .map(|s| original_model.infer(&s.features).unwrap())
        .collect();
    for (i, result) in original_results.iter().enumerate() {
        println!("   Sample {}: ({:.3}, {:.3}, {:.3})", i, result.valence, result.arousal, result.dominance);
    }
    
    println!("\n3. Saving model to disk...");
    original_model.save(&model_path).unwrap();
    let metadata = std::fs::metadata(&model_path).unwrap();
    println!("   Model saved, file size: {} bytes", metadata.len());
    
    println!("\n4. Loading model into new instance...");
    let mut loaded_model = RogueliteEdm::new(device).unwrap();
    EmotionDataModel::load(&mut loaded_model, &model_path).unwrap();
    println!("   Model loaded successfully");
    
    println!("\n5. Verifying loaded model produces same results...");
    for (i, sample) in test_features.iter().enumerate() {
        let loaded_result = loaded_model.infer(&sample.features).unwrap();
        let original = &original_results[i];
        
        let valence_diff = (loaded_result.valence - original.valence).abs();
        let arousal_diff = (loaded_result.arousal - original.arousal).abs();
        let dominance_diff = (loaded_result.dominance - original.dominance).abs();
        
        println!("   Sample {}: diffs=({:.6}, {:.6}, {:.6})", i, valence_diff, arousal_diff, dominance_diff);
        
        assert!(valence_diff < 1e-5, "Valence mismatch");
        assert!(arousal_diff < 1e-5, "Arousal mismatch");
        assert!(dominance_diff < 1e-5, "Dominance mismatch");
    }
    
    let _ = std::fs::remove_file(&model_path);
    println!("\n=== EDM Model Save/Load Test Complete ===\n");
}

#[test]
fn test_director_model_save_load() {
    let device = Device::Cpu;
    let model_dir = get_model_dir();
    let model_path = model_dir.join("test_director_save_load.safetensors");
    
    println!("\n=== Director Model Save/Load Test ===\n");
    
    println!("1. Creating and training original model...");
    let mut trainer = RogueliteDirectorTrainer::new(device.clone()).unwrap();
    let trajectories = generate_mock_trajectories(50, 30);
    for _ in 0..10 {
        trainer.train_epoch(&trajectories).unwrap();
    }
    let original_model = trainer.to_model();
    println!("   Original model trained with 50 trajectories x 30 steps");
    
    println!("\n2. Testing original model decision...");
    let test_state = InteractionState {
        user_traits: HashMap::from([
            (0, 0.6), (1, 0.7), (2, 0.4), (3, 0.5),
            (4, 0.5), (5, 0.5), (6, 0.5), (7, 0.5),
        ]),
        env_state: HashMap::from([
            (0, 0.5), (1, 0.6), (2, 0.4),
            (3, 0.5), (4, 0.5), (5, 0.5),
        ]),
        emotion: EmotionState::new(0.6, 0.7, 0.5),
        emotion_stats: EmotionStats::default(),
    };
    let original_result = original_model.decide(&test_state).unwrap();
    println!("   Original decision: intensity={:.3}, pace={:.3}", 
        original_result.intensity_factor, original_result.pace_speed);
    
    println!("\n3. Saving model to disk...");
    original_model.save(&model_path).unwrap();
    let metadata = std::fs::metadata(&model_path).unwrap();
    println!("   Model saved, file size: {} bytes", metadata.len());
    
    println!("\n4. Loading model into new instance...");
    let mut loaded_model = RogueliteDirector::new(device).unwrap();
    InteractionStrategy::load(&mut loaded_model, &model_path).unwrap();
    println!("   Model loaded successfully");
    
    println!("\n5. Verifying loaded model produces same results...");
    let loaded_result = loaded_model.decide(&test_state).unwrap();
    
    let intensity_diff = (loaded_result.intensity_factor - original_result.intensity_factor).abs();
    let feedback_diff = (loaded_result.feedback_intensity - original_result.feedback_intensity).abs();
    let pace_diff = (loaded_result.pace_speed - original_result.pace_speed).abs();
    let reward_diff = (loaded_result.reward_scarcity - original_result.reward_scarcity).abs();
    let arousal_diff = (loaded_result.env_arousal - original_result.env_arousal).abs();
    let rhythm_diff = (loaded_result.rhythm_modulation - original_result.rhythm_modulation).abs();
    let challenge_diff = (loaded_result.challenge_curve - original_result.challenge_curve).abs();
    
    println!("   Parameter differences:");
    println!("     intensity_factor: {:.6}", intensity_diff);
    println!("     feedback_intensity: {:.6}", feedback_diff);
    println!("     pace_speed: {:.6}", pace_diff);
    println!("     reward_scarcity: {:.6}", reward_diff);
    println!("     env_arousal: {:.6}", arousal_diff);
    println!("     rhythm_modulation: {:.6}", rhythm_diff);
    println!("     challenge_curve: {:.6}", challenge_diff);
    
    assert!(intensity_diff < 1e-5, "Intensity mismatch");
    assert!(feedback_diff < 1e-5, "Feedback mismatch");
    assert!(pace_diff < 1e-5, "Pace mismatch");
    assert!(reward_diff < 1e-5, "Reward mismatch");
    assert!(arousal_diff < 1e-5, "Arousal mismatch");
    assert!(rhythm_diff < 1e-5, "Rhythm mismatch");
    assert!(challenge_diff < 1e-5, "Challenge mismatch");
    
    let _ = std::fs::remove_file(&model_path);
    println!("\n=== Director Model Save/Load Test Complete ===\n");
}

#[test]
fn test_model_persistence_across_restarts() {
    let device = Device::Cpu;
    let model_dir = get_model_dir();
    let edm_path = model_dir.join("test_persistence_edm.safetensors");
    let director_path = model_dir.join("test_persistence_director.safetensors");
    
    println!("\n=== Model Persistence Test ===\n");
    
    println!("Phase 1: Train and save models...");
    let mut edm_trainer = RogueliteEdmTrainer::new(device.clone()).unwrap();
    let samples = generate_mock_edm_samples(300);
    let dataset = TrainingDataset::new(samples);
    for _ in 0..5 {
        edm_trainer.train_epoch(&dataset).unwrap();
    }
    let edm = edm_trainer.to_model();
    edm.save(&edm_path).unwrap();
    println!("   EDM saved (300 samples)");
    
    let mut director_trainer = RogueliteDirectorTrainer::new(device.clone()).unwrap();
    let trajectories = generate_mock_trajectories(30, 20);
    for _ in 0..5 {
        director_trainer.train_epoch(&trajectories).unwrap();
    }
    let director = director_trainer.to_model();
    director.save(&director_path).unwrap();
    println!("   Director saved (30 trajectories x 20 steps)");
    
    println!("\nPhase 2: Simulate restart - load models into fresh instances...");
    let mut edm_loaded = RogueliteEdm::new(device.clone()).unwrap();
    EmotionDataModel::load(&mut edm_loaded, &edm_path).unwrap();
    println!("   EDM loaded");
    
    let mut director_loaded = RogueliteDirector::new(device).unwrap();
    InteractionStrategy::load(&mut director_loaded, &director_path).unwrap();
    println!("   Director loaded");
    
    println!("\nPhase 3: Verify inference consistency...");
    let test_features = generate_mock_edm_samples(5);
    for (i, sample) in test_features.iter().enumerate() {
        let emotion = edm_loaded.infer(&sample.features).unwrap();
        
        let state = InteractionState {
            user_traits: HashMap::from([
                (0, 0.5), (1, 0.5), (2, 0.5), (3, 0.5),
                (4, 0.5), (5, 0.5), (6, 0.5), (7, 0.5),
            ]),
            env_state: HashMap::from([
                (0, 0.5), (1, 0.5), (2, 0.5),
                (3, 0.5), (4, 0.5), (5, 0.5),
            ]),
            emotion,
            emotion_stats: EmotionStats::default(),
        };
        
        let params = director_loaded.decide(&state).unwrap();
        
        assert!(params.intensity_factor >= 0.5 && params.intensity_factor <= 2.0);
        assert!(params.pace_speed >= 0.6 && params.pace_speed <= 1.8);
        
        println!("   Sample {}: emotion=({:.2},{:.2},{:.2}), params=({:.2},{:.2})",
            i, emotion.valence, emotion.arousal, emotion.dominance,
            params.intensity_factor, params.pace_speed);
    }
    
    let _ = std::fs::remove_file(&edm_path);
    let _ = std::fs::remove_file(&director_path);
    println!("\n=== Model Persistence Test Complete ===\n");
}