feat: implement phase1 state machine, composite exits, and kill-switch orchestration (#275)
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This commit is contained in:
agentson
2026-02-26 23:22:58 +09:00
parent 8faf974522
commit 4987b6393a
7 changed files with 424 additions and 2 deletions

104
src/strategy/exit_rules.py Normal file
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"""Composite exit rules: hard stop, break-even lock, ATR trailing, model assist."""
from __future__ import annotations
from dataclasses import dataclass
from src.strategy.position_state_machine import PositionState, StateTransitionInput, promote_state
@dataclass(frozen=True)
class ExitRuleConfig:
hard_stop_pct: float = -2.0
be_arm_pct: float = 1.2
arm_pct: float = 3.0
atr_multiplier_k: float = 2.2
model_prob_threshold: float = 0.62
@dataclass(frozen=True)
class ExitRuleInput:
current_price: float
entry_price: float
peak_price: float
atr_value: float = 0.0
pred_down_prob: float = 0.0
liquidity_weak: bool = False
@dataclass(frozen=True)
class ExitEvaluation:
state: PositionState
should_exit: bool
reason: str
unrealized_pnl_pct: float
trailing_stop_price: float | None
def evaluate_exit(
*,
current_state: PositionState,
config: ExitRuleConfig,
inp: ExitRuleInput,
) -> ExitEvaluation:
"""Evaluate composite exit logic and return updated state."""
if inp.entry_price <= 0 or inp.current_price <= 0:
return ExitEvaluation(
state=current_state,
should_exit=False,
reason="invalid_price",
unrealized_pnl_pct=0.0,
trailing_stop_price=None,
)
unrealized = (inp.current_price - inp.entry_price) / inp.entry_price * 100.0
hard_stop_hit = unrealized <= config.hard_stop_pct
take_profit_hit = unrealized >= config.arm_pct
trailing_stop_price: float | None = None
trailing_stop_hit = False
if inp.atr_value > 0 and inp.peak_price > 0:
trailing_stop_price = inp.peak_price - (config.atr_multiplier_k * inp.atr_value)
trailing_stop_hit = inp.current_price <= trailing_stop_price
be_lock_threat = current_state in (PositionState.BE_LOCK, PositionState.ARMED) and (
inp.current_price <= inp.entry_price
)
model_exit_signal = inp.pred_down_prob >= config.model_prob_threshold and inp.liquidity_weak
next_state = promote_state(
current=current_state,
inp=StateTransitionInput(
unrealized_pnl_pct=unrealized,
be_arm_pct=config.be_arm_pct,
arm_pct=config.arm_pct,
hard_stop_hit=hard_stop_hit,
trailing_stop_hit=trailing_stop_hit,
model_exit_signal=model_exit_signal,
be_lock_threat=be_lock_threat,
),
)
if hard_stop_hit:
reason = "hard_stop"
elif trailing_stop_hit:
reason = "atr_trailing_stop"
elif be_lock_threat:
reason = "be_lock_threat"
elif model_exit_signal:
reason = "model_liquidity_exit"
elif take_profit_hit:
# Backward-compatible immediate profit-taking path.
reason = "arm_take_profit"
else:
reason = "hold"
should_exit = next_state == PositionState.EXITED or take_profit_hit
return ExitEvaluation(
state=next_state,
should_exit=should_exit,
reason=reason,
unrealized_pnl_pct=unrealized,
trailing_stop_price=trailing_stop_price,
)

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"""Position state machine for staged exit control.
State progression is monotonic (promotion-only) except terminal EXITED.
"""
from __future__ import annotations
from dataclasses import dataclass
from enum import Enum
class PositionState(str, Enum):
HOLDING = "HOLDING"
BE_LOCK = "BE_LOCK"
ARMED = "ARMED"
EXITED = "EXITED"
_STATE_RANK: dict[PositionState, int] = {
PositionState.HOLDING: 0,
PositionState.BE_LOCK: 1,
PositionState.ARMED: 2,
PositionState.EXITED: 3,
}
@dataclass(frozen=True)
class StateTransitionInput:
unrealized_pnl_pct: float
be_arm_pct: float
arm_pct: float
hard_stop_hit: bool = False
trailing_stop_hit: bool = False
model_exit_signal: bool = False
be_lock_threat: bool = False
def evaluate_exit_first(inp: StateTransitionInput) -> bool:
"""Return True when terminal exit conditions are met.
EXITED must be evaluated before any promotion.
"""
return (
inp.hard_stop_hit
or inp.trailing_stop_hit
or inp.model_exit_signal
or inp.be_lock_threat
)
def promote_state(current: PositionState, inp: StateTransitionInput) -> PositionState:
"""Promote to highest admissible state for current tick/bar.
Rules:
- EXITED has highest precedence and is terminal.
- Promotions are monotonic (no downgrade).
"""
if current == PositionState.EXITED:
return PositionState.EXITED
if evaluate_exit_first(inp):
return PositionState.EXITED
target = PositionState.HOLDING
if inp.unrealized_pnl_pct >= inp.arm_pct:
target = PositionState.ARMED
elif inp.unrealized_pnl_pct >= inp.be_arm_pct:
target = PositionState.BE_LOCK
return target if _STATE_RANK[target] > _STATE_RANK[current] else current