retrain-ai-weights
Agent BuildingUse when retraining AI evaluation weights from 17Lands replay data, adding new training datasets, updating learned weight values in phase-ai Rust code, or running CMA-ES optimization for AI profiles and evaluation parameters.
How to use this skill
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Retrain AI Evaluation Weights
Use when the user wants to retrain AI weights from 17Lands data, add new training datasets, update learned weight values in Rust, or run CMA-ES optimization.
Architecture Overview
The AI weight system has 4 layers:
- Base weights (
EvalWeightSetincrates/phase-ai/src/eval.rs) — 9 weights × 3 game phases (early T1-3, mid T4-7, late T8+). Learned from 17Lands replay data. - Archetype multipliers (
ArchetypeMultipliersincrates/phase-ai/src/deck_profile.rs) — 5 archetypes × 9 multipliers. Scale base weights per deck type. - Keyword bonuses (
KeywordBonusesincrates/phase-ai/src/eval.rs) — 10 params for creature evaluation. - Policy penalties (
PolicyPenaltiesincrates/phase-ai/src/config.rs) — tactical policy score knobs. - AiProfile (
crates/phase-ai/src/config.rs) — 3 params (risk_tolerance, interaction_patience, stabilize_bias).
All stored in AiConfig. The CMA-ES optimizer tunes one parameter group per
run via --group eval|penalties|keywords|archetype:
eval: 9 late-gameEvalWeightsplus 3AiProfilevalues. Early/mid weights are derived from the 17Lands phase ratios.penalties: every field listed inACTIVE_POLICY_PENALTY_FIELDS.keywords: allKeywordBonusesfields.archetype: 5 archetypes x 9ArchetypeMultipliers.
Do not mix groups in one run. Compare and validate one group artifact at a time so regressions can be attributed to a specific surface.
Training Data Setup
Data location: data/17lands/ (gitignored)
Required files from 17Lands (https://www.17lands.com/public_datasets):
replay_data_public.{SET}.PremierDraft.csv— Per-turn board state snapshots. Premier Draft (Bo1) is best: largest dataset, no sideboard confounds, human-drafted decks.cards.csv— Arena card ID to mana value mapping.
To add new sets: Download CSVs and symlink or copy into data/17lands/:
ln -s ~/Downloads/replay_data_public.FDN.PremierDraft.csv data/17lands/
ln -s ~/Downloads/replay_data_public.DSK.PremierDraft.csv data/17lands/
# cards.csv only needed once (shared across sets)
ln -s ~/Downloads/cards.csv data/17lands/
The script auto-discovers all replay_data_public.*.PremierDraft.csv files.
Retraining Steps
Step 1: Run the training script
rtk python3 scripts/train_eval_weights.py --data-dir data/17lands --output data/learned-weights.json
Dependencies: pip3 install -r scripts/requirements-training.txt (pandas, scikit-learn, numpy)
What it does:
- Streams all replay CSVs with skill filter (win_rate >= 0.55, games >= 50)
- Splits samples into 3 turn-phase buckets (early T1-3, mid T4-7, late T8+)
- Trains separate logistic regression per phase
- Maps 5 features to EvalWeights fields: life_diff→life, creature_count_diff→board_presence, creature_mv_diff→board_power, hand_diff→hand_size, non_creature_diff→card_advantage
- Scales so max coefficient = 2.5
- 4 weights stay hand-tuned: board_toughness=1.0, aggression=0.5, zone_quality=0.3, synergy=0.5
Output: data/learned-weights.json with per-phase weights and accuracy metrics.
Step 2: Update Rust with new values
Read data/learned-weights.json and update EvalWeightSet::learned() in crates/phase-ai/src/eval.rs:
pub fn learned() -> Self {
EvalWeightSet {
early: EvalWeights {
life: /* phases.early.weights.life */,
aggression: /* phases.early.weights.aggression */,
board_presence: /* phases.early.weights.board_presence */,
board_power: /* phases.early.weights.board_power */,
board_toughness: /* phases.early.weights.board_toughness */,
hand_size: /* phases.early.weights.hand_size */,
zone_quality: /* phases.early.weights.zone_quality */,
card_advantage: /* phases.early.weights.card_advantage */,
synergy: /* phases.early.weights.synergy */,
},
mid: EvalWeights { /* same pattern from phases.mid.weights */ },
late: EvalWeights { /* same pattern from phases.late.weights */ },
}
}
Step 3: Verify
rtk cargo fmt --all
rtk ./scripts/tilt-wait.sh --timeout 420 clippy test-ai
If Tilt is not running (rtk tilt get uiresource clippy fails), use the
project-reference skill before falling back to direct cargo commands.
Step 4 (optional): CMA-ES optimization
# Smoke test (fast, verifies binary works)
rtk cargo tune-ai data/ --group eval --generations 2 --population 5 --games 3 --seed 42
# Full eval/profile run
rtk cargo tune-ai data/ --group eval --generations 100 --population 50 --games 20 --output data/cma-tuned-eval.json
# Full policy-penalty run
rtk cargo tune-ai data/ --group penalties --generations 100 --population 50 --games 20 --output data/cma-tuned-penalties.json
# Full keyword-bonus run
rtk cargo tune-ai data/ --group keywords --generations 100 --population 50 --games 20 --output data/cma-tuned-keywords.json
# Full archetype-multiplier run
rtk cargo tune-ai data/ --group archetype --generations 100 --population 50 --games 20 --output data/cma-tuned-archetype.json
# Validate a tuned artifact against paired holdout matchups and Easy/Medium/Hard opponents
rtk cargo tune-ai data/ --validate --games 500 --output data/cma-tuned-eval.json
CMA-ES writes the requested artifact plus a sibling *-manifest.json
containing the git SHA, seed, group, parameter names, fitness decks, holdout
decks, opponent pool, games/eval, paired-seed flag, draw-exclusion flag, and
baseline config hash. Do not write CMA output to data/learned-weights.json;
that path is reserved for the 17Lands logistic-regression artifact
(kind: 17lands_phase_weights). After a full run, review the validation
output before manually updating Rust defaults.
Fitness uses registered duel_suite matchup IDs from the fitness split and
paired mirrored seeds. Drawn games are excluded from the fitness denominator.
Holdout validation uses a separate registered split and compares baseline vs
learned on the same seeds against Easy, Medium, and Hard opponent configs.
Commander sanity measurement lives in ai-duel, not ai-tune:
rtk cargo run --release --bin ai-duel -- client/public --commander-suite --games 8 --seed 42 \
--difficulty Hard --baseline-difficulty Medium \
--output target/commander-suite-results.json
This runs the candidate seat through four seat rotations against three baseline seats and reports win rate, survival turns, and elimination order.
Key Files
| File | Purpose |
|---|---|
scripts/train_eval_weights.py | Python training pipeline |
scripts/requirements-training.txt | Python deps (pandas, scikit-learn, numpy) |
data/learned-weights.json | Trained weight artifact (committed) |
data/cma-tuned-weights.json | CMA-ES tuned artifact (generated, not a 17Lands artifact) |
data/cma-tuned-weights-manifest.json | CMA-ES reproducibility manifest |
data/17lands/ | Raw 17Lands CSVs (gitignored) |
crates/phase-ai/src/eval.rs | EvalWeights, EvalWeightSet, KeywordBonuses, evaluation functions |
crates/phase-ai/src/deck_profile.rs | ArchetypeMultipliers, deck classification |
crates/phase-ai/src/config.rs | AiConfig with all tunable params |
crates/phase-ai/src/bin/ai_tune.rs | CMA-ES optimizer binary |
crates/phase-ai/src/bin/ai_duel.rs | Duel-suite, compare, and Commander measurement binary |
EvalWeights Fields (9 total)
| Field | 17Lands Feature | Measures |
|---|---|---|
life | life_diff | Life total differential |
board_presence | creature_count_diff | Creature count differential |
board_power | creature_mv_diff | Total mana value of creatures |
hand_size | hand_diff | Cards in hand differential |
card_advantage | non_creature_diff | Non-creature, non-land permanents |
board_toughness | — | Total toughness (hand-tuned) |
aggression | — | Power bonus when ahead on life (hand-tuned) |
zone_quality | — | Hand quality + graveyard value (hand-tuned) |
synergy | — | Board synergy bonus (hand-tuned) |