diff --git a/.gitignore b/.gitignore index cb8c3e02..6632a7cd 100644 --- a/.gitignore +++ b/.gitignore @@ -24,3 +24,4 @@ tmp/* *.ipynb_checkpoints /dist /wheelhouse +*.orig diff --git a/textworld/challenges/coin_collector.py b/textworld/challenges/coin_collector.py index 01a9fee4..243f66ce 100644 --- a/textworld/challenges/coin_collector.py +++ b/textworld/challenges/coin_collector.py @@ -22,7 +22,7 @@ from textworld.generator.graph_networks import reverse_direction from textworld.utils import encode_seeds -from textworld.generator.game import GameOptions, Quest, Event +from textworld.generator.game import GameOptions, Quest, EventCondition from textworld.challenges import register @@ -167,7 +167,7 @@ def make_game(mode: str, options: GameOptions) -> textworld.Game: # Generate the quest thats by collecting the coin. quest = Quest(win_events=[ - Event(conditions={M.new_fact("in", coin, M.inventory)}) + EventCondition(conditions={M.new_fact("in", coin, M.inventory)}) ]) M.quests = [quest] diff --git a/textworld/challenges/simple.py b/textworld/challenges/simple.py index 28b8aad0..3d3bcca5 100644 --- a/textworld/challenges/simple.py +++ b/textworld/challenges/simple.py @@ -29,7 +29,7 @@ from textworld.challenges import register from textworld import GameOptions -from textworld.generator.game import Quest, Event +from textworld.generator.game import Quest, EventCondition from textworld.utils import encode_seeds @@ -257,28 +257,28 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None # 1. Opening the container. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("open", bedroom_key_holder)}) + EventCondition(conditions={M.new_fact("open", bedroom_key_holder)}) ]) ) # 2. Getting the key. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("in", bedroom_key, M.inventory)}) + EventCondition(conditions={M.new_fact("in", bedroom_key, M.inventory)}) ]) ) # 3. Unlocking the bedroom door. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("closed", bedroom_kitchen.door)}) + EventCondition(conditions={M.new_fact("closed", bedroom_kitchen.door)}) ]) ) # 4. Opening the bedroom door. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("open", bedroom_kitchen.door)}) + EventCondition(conditions={M.new_fact("open", bedroom_kitchen.door)}) ]) ) @@ -286,7 +286,7 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None # Escaping out of the bedroom. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("at", M.player, kitchen)}) + EventCondition(conditions={M.new_fact("at", M.player, kitchen)}) ]) ) @@ -295,7 +295,7 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None for door in doors_to_open: quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("open", door)}) + EventCondition(conditions={M.new_fact("open", door)}) ]) ) @@ -304,7 +304,7 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None for room in rooms_to_visit: quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("at", M.player, room)}) + EventCondition(conditions={M.new_fact("at", M.player, room)}) ]) ) @@ -312,7 +312,7 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None # Retrieving the food item. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("in", food, M.inventory)}) + EventCondition(conditions={M.new_fact("in", food, M.inventory)}) ]) ) @@ -320,14 +320,14 @@ def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None # Putting the food on the stove. quests.append( Quest(win_events=[ - Event(conditions={M.new_fact("on", food, stove)}) + EventCondition(conditions={M.new_fact("on", food, stove)}) ]) ) # 3. Determine the losing condition(s) of the game. quests.append( Quest(fail_events=[ - Event(conditions={M.new_fact("eaten", food)}) + EventCondition(conditions={M.new_fact("eaten", food)}) ]) ) diff --git a/textworld/challenges/simple.py.orig b/textworld/challenges/simple.py.orig new file mode 100644 index 00000000..1dc336cc --- /dev/null +++ b/textworld/challenges/simple.py.orig @@ -0,0 +1,382 @@ +""" +.. _simple_game: + +A Simple Game +============= + +This simple game takes place in a typical house and consists in +finding the right food item and cooking it. + +Here's the map of the house. + +:: + + Bathroom + + + | + + + Bedroom +--+ Kitchen +----+ Backyard + + + + | | + + + + Living Room Garden + +""" +import argparse +from typing import Mapping, Optional + +import textworld +from textworld.challenges import register + +from textworld import GameOptions +from textworld.generator.game import Quest, EventCondition + +from textworld.utils import encode_seeds + + +def build_argparser(parser=None): + parser = parser or argparse.ArgumentParser() + + group = parser.add_argument_group('Simple game settings') + group.add_argument("--rewards", required=True, choices=["dense", "balanced", "sparse"], + help="The reward frequency: dense, balanced, or sparse.") + group.add_argument('--goal', required=True, choices=["detailed", "brief", "none"], + help="The description of the game's objective shown at the beginning of the game:" + " detailed, bried, or none") + group.add_argument('--test', action="store_true", + help="Whether this game should be drawn from the test distributions of games.") + + return parser + + +def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game: + """ Make a simple game. + + Arguments: + settings: Difficulty settings (see notes). + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + + Returns: + Generated game. + + Notes: + The settings that can be provided are: + + * rewards : The reward frequency: dense, balanced, or sparse. + * goal : The description of the game's objective shown at the + beginning of the game: detailed, bried, or none. + * test : Whether this game should be drawn from the test + distributions of games. + """ + metadata = {} # Collect infos for reproducibility. + metadata["desc"] = "Simple game" + metadata["seeds"] = options.seeds + metadata["world_size"] = 6 + metadata["quest_length"] = None # TBD + + rngs = options.rngs + rng_quest = rngs['quest'] + + # Make the generation process reproducible. + textworld.g_rng.set_seed(2018) + + M = textworld.GameMaker(options) + + # Start by building the layout of the world. + bedroom = M.new_room("bedroom") + kitchen = M.new_room("kitchen") + livingroom = M.new_room("living room") + bathroom = M.new_room("bathroom") + backyard = M.new_room("backyard") + garden = M.new_room("garden") + + # Connect rooms together. + bedroom_kitchen = M.connect(bedroom.east, kitchen.west) + M.connect(kitchen.north, bathroom.south) + M.connect(kitchen.south, livingroom.north) + kitchen_backyard = M.connect(kitchen.east, backyard.west) + M.connect(backyard.south, garden.north) + + # Add doors. + bedroom_kitchen.door = M.new(type='d', name='wooden door') + kitchen_backyard.door = M.new(type='d', name='screen door') + + kitchen_backyard.door.add_property("closed") + + # Design the bedroom. + drawer = M.new(type='c', name='chest drawer') + trunk = M.new(type='c', name='antique trunk') + bed = M.new(type='s', name='king-size bed') + bedroom.add(drawer, trunk, bed) + + # Close the trunk and drawer. + trunk.add_property("closed") + drawer.add_property("closed") + + # - The bedroom's door is locked + bedroom_kitchen.door.add_property("locked") + + # Design the kitchen. + counter = M.new(type='s', name='counter') + stove = M.new(type='s', name='stove') + kitchen_island = M.new(type='s', name='kitchen island') + refrigerator = M.new(type='c', name='refrigerator') + kitchen.add(counter, stove, kitchen_island, refrigerator) + + # - Add some food in the refrigerator. + apple = M.new(type='f', name='apple') + milk = M.new(type='f', name='milk') + refrigerator.add(apple, milk) + + # Design the bathroom. + toilet = M.new(type='c', name='toilet') + sink = M.new(type='s', name='sink') + bath = M.new(type='c', name='bath') + bathroom.add(toilet, sink, bath) + + toothbrush = M.new(type='o', name='toothbrush') + sink.add(toothbrush) + soap_bar = M.new(type='o', name='soap bar') + bath.add(soap_bar) + + # Design the living room. + couch = M.new(type='s', name='couch') + low_table = M.new(type='s', name='low table') + tv = M.new(type='s', name='tv') + livingroom.add(couch, low_table, tv) + + remote = M.new(type='o', name='remote') + low_table.add(remote) + bag_of_chips = M.new(type='f', name='half of a bag of chips') + couch.add(bag_of_chips) + + # Design backyard. + bbq = M.new(type='s', name='bbq') + patio_table = M.new(type='s', name='patio table') + chairs = M.new(type='s', name='set of chairs') + backyard.add(bbq, patio_table, chairs) + + # Design garden. + shovel = M.new(type='o', name='shovel') + tomato = M.new(type='f', name='tomato plant') + pepper = M.new(type='f', name='bell pepper') + lettuce = M.new(type='f', name='lettuce') + garden.add(shovel, tomato, pepper, lettuce) + + # Close all containers + for container in M.findall(type='c'): + container.add_property("closed") + + # Set uncooked property for to all food items. + foods = M.findall(type='f') + for food in foods: + food.add_property("edible") + + food_names = [food.name for food in foods] + + # Shuffle the position of the food items. + rng_quest.shuffle(food_names) + + for food, name in zip(foods, food_names): + food.orig_name = food.name + food.infos.name = name + + # The player starts in the bedroom. + M.set_player(bedroom) + + # Quest + walkthrough = [] + + # Part I - Escaping the room. + # Generate the key that unlocks the bedroom door. + bedroom_key = M.new(type='k', name='old key') + M.add_fact("match", bedroom_key, bedroom_kitchen.door) + + # Decide where to hide the key. + if rng_quest.rand() > 0.5: + drawer.add(bedroom_key) + walkthrough.append("open chest drawer") + walkthrough.append("take old key from chest drawer") + bedroom_key_holder = drawer + else: + trunk.add(bedroom_key) + walkthrough.append("open antique trunk") + walkthrough.append("take old key from antique trunk") + bedroom_key_holder = trunk + + # Unlock the door, open it and leave the room. + walkthrough.append("unlock wooden door with old key") + walkthrough.append("open wooden door") + walkthrough.append("go east") + + # Part II - Find food item. + # 1. Randomly pick a food item to cook. + food = rng_quest.choice(foods) + + if settings["test"]: + TEST_FOODS = ["garlic", "kiwi", "carrot"] + food.infos.name = rng_quest.choice(TEST_FOODS) + + # Retrieve the food item and get back in the kitchen. + # HACK: handcrafting the walkthrough. + if food.orig_name in ["apple", "milk"]: + rooms_to_visit = [] + doors_to_open = [] + walkthrough.append("open refrigerator") + walkthrough.append("take {} from refrigerator".format(food.name)) + elif food.orig_name == "half of a bag of chips": + rooms_to_visit = [livingroom] + doors_to_open = [] + walkthrough.append("go south") + walkthrough.append("take {} from couch".format(food.name)) + walkthrough.append("go north") + elif food.orig_name in ["bell pepper", "lettuce", "tomato plant"]: + rooms_to_visit = [backyard, garden] + doors_to_open = [kitchen_backyard.door] + walkthrough.append("open screen door") + walkthrough.append("go east") + walkthrough.append("go south") + walkthrough.append("take {}".format(food.name)) + walkthrough.append("go north") + walkthrough.append("go west") + + # Part II - Cooking the food item. + walkthrough.append("put {} on stove".format(food.name)) + # walkthrough.append("cook {}".format(food.name)) + # walkthrough.append("eat {}".format(food.name)) + + # 2. Determine the winning condition(s) of the subgoals. + quests = [] + bedroom_key_holder + + if settings["rewards"] == "dense": + # Finding the bedroom key and opening the bedroom door. + # 1. Opening the container. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("open", bedroom_key_holder)}) + ]) + ) + + # 2. Getting the key. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("in", bedroom_key, M.inventory)}) + ]) + ) + + # 3. Unlocking the bedroom door. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("closed", bedroom_kitchen.door)}) + ]) + ) + + # 4. Opening the bedroom door. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("open", bedroom_kitchen.door)}) + ]) + ) + + if settings["rewards"] in ["dense", "balanced"]: + # Escaping out of the bedroom. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("at", M.player, kitchen)}) + ]) + ) + + if settings["rewards"] in ["dense", "balanced"]: + # Opening doors. + for door in doors_to_open: + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("open", door)}) + ]) + ) + + if settings["rewards"] == "dense": + # Moving through places. + for room in rooms_to_visit: + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("at", M.player, room)}) + ]) + ) + + if settings["rewards"] in ["dense", "balanced"]: + # Retrieving the food item. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("in", food, M.inventory)}) + ]) + ) + +<<<<<<< HEAD +======= + + if settings["rewards"] in ["dense", "balanced"]: + # Retrieving the food item. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("in", food, M.inventory)}) + ]) + ) + +>>>>>>> acf2275... The new style of TRACEABLE PROPOSITIONS and comprehenssive updates to adapt the new Predicate, Proposition, & Signature styles. This new framework can track a proposition through the time. + if settings["rewards"] in ["dense", "balanced", "sparse"]: + # Putting the food on the stove. + quests.append( + Quest(win_events=[ + EventCondition(conditions={M.new_fact("on", food, stove)}) + ]) + ) + + # 3. Determine the losing condition(s) of the game. + quests.append( + Quest(fail_events=[ + EventCondition(conditions={M.new_fact("eaten", food)}) + ]) + ) + + # Set the subquest(s). + M.quests = quests + + # - Add a hint of what needs to be done in this game. + objective = "The dinner is almost ready! It's only missing a grilled {}." + objective = objective.format(food.name) + note = M.new(type='o', name='note', desc=objective) + kitchen_island.add(note) + + M.set_walkthrough(walkthrough) + game = M.build() + + if settings["goal"] == "detailed": + # Use the detailed version of the objective. + pass + elif settings["goal"] == "brief": + # Use a very high-level description of the objective. + game.objective = objective + elif settings["goal"] == "none": + # No description of the objective. + game.objective = "" + + game.metadata.update(metadata) + uuid = "tw-simple-r{rewards}+g{goal}+{dataset}-{flags}-{seeds}" + uuid = uuid.format(rewards=str.title(settings["rewards"]), goal=str.title(settings["goal"]), + dataset="test" if settings["test"] else "train", + flags=options.grammar.uuid, + seeds=encode_seeds([options.seeds[k] for k in sorted(options.seeds)])) + game.metadata["uuid"] = uuid + return game + + +# Register this simple game. +register(name="tw-simple", + desc="Generate simple challenge game", + make=make_game, + add_arguments=build_argparser) diff --git a/textworld/challenges/spaceship/RL_agent_design_a2c.py b/textworld/challenges/spaceship/RL_agent_design_a2c.py new file mode 100644 index 00000000..abbcb31f --- /dev/null +++ b/textworld/challenges/spaceship/RL_agent_design_a2c.py @@ -0,0 +1,341 @@ +from collections import defaultdict +from os.path import join as pjoin +from time import time +from glob import glob +from typing import Mapping, Any, Optional +import re +import numpy as np + +import os +import gym + +import torch +import torch.nn as nn +import torch.nn.functional as F +from torch import optim + +from textworld import EnvInfos +import textworld.gym + + +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class ActorzCritic(nn.Module): + + eps = 0.01 + + def __init__(self, input_size, hidden_size): + super(ActorzCritic, self).__init__() + torch.manual_seed(42) # For reproducibility + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + + self.linear_1 = nn.Linear(2 * hidden_size, 2 * hidden_size) + self.critic = nn.Linear(hidden_size, 1) + self.actor = nn.Linear(hidden_size * 2, 1) + + # Parameters + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.hidden_size = hidden_size + + def forward(self, obs, commands, mode, method): + input_length, batch_size = obs.size(0), obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + state_value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1*cmds*hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1*batch*cmds*hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, 1) # 1*batch*cmds*hidden + + # Concatenate the observed state and command encodings. + input_ = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # One FC layer + x = F.relu(self.linear_1(input_)) + + # Compute state-action value (score) per command. + action_state = F.relu(self.actor(x)).squeeze(-1) # 1 x Batch x cmds + # action_state = F.relu(self.actor(input_)).squeeze(-1) # 1 x Batch x cmds + + probs = F.softmax(action_state, dim=2) # 1 x Batch x cmds + + if mode == "train": + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif mode == "test": + if method == 'random': + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif method == 'arg-max': + action_index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) # 1 x batch x indx + elif method == 'eps-soft': + index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) + p = np.random.random() + if p < (1 - self.eps + self.eps / nb_cmds): + action_index = index + else: + while True: + tp = np.random.choice(probs[0][0].detach().numpy()) + if (probs[0][0] == tp).nonzero().unsqueeze(-1) != index: + action_index = (probs[0][0] == tp).nonzero().unsqueeze(-1) + break + + return action_state, action_index, state_value + + def reset_hidden(self, batch_size): + self.state_hidden = torch.zeros(1, batch_size, self.hidden_size, device=device) + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = ActorzCritic(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + def train(self): + self.mode = "train" + self.method = "random" + self.transitions = [] + self.last_score = 0 + self.no_train_step = 0 + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.memo = {"max": defaultdict(list), "mean": defaultdict(list), "mem": defaultdict(list)} + self.model.reset_hidden(1) + + def test(self, method): + self.mode = "test" + self.method = method + self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, has_won=True, has_lost=True) + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any]) -> Optional[str]: + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor, mode=self.mode, method=self.method) + action = infos["admissible_commands"][indexes[0]] + + if self.mode == "test": + if done: + self.model.reset_hidden(1) + return action + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["has_won"]: + reward += 100 + if infos["has_lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + self.memo["max"]["score"].append(score) + + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (log_action_probs * advantage).sum() + value_loss = ((values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += 0.5 * value_loss - policy_loss - 0.001 * entropy + + self.memo["mem"]["selected_action_index"].append(indexes_.item()) + self.memo["mem"]["state_val_func"].append(values_.item()) + self.memo["mem"]["advantage"].append(advantage.item()) + self.memo["mem"]["return"].append(ret.item()) + self.memo["mean"]["reward"].append(reward) + self.memo["mean"]["policy_loss"].append(policy_loss.item()) + self.memo["mean"]["value_loss"].append(value_loss.item()) + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy_loss"].append(policy_loss.item()) + self.stats["mean"]["value_loss"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + self.optimizer.zero_grad() + loss.backward() + nn.utils.clip_grad_norm(self.model.parameters(), 40) + self.optimizer.step() + self.optimizer.zero_grad() + + self.transitions = [] + self.model.reset_hidden(1) + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + if done: + self.last_score = 0 # Will be starting a new episode. Reset the last score. + + return action + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + +def play(agent, path, max_step=50, nb_episodes=10, verbose=True): + """ + This code uses the cooking agent design in the spaceship game. + + :param agent: the obj of NeuralAgent, a sample object for the agent + :param path: The path to the game (envo model) + """ + + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores, seed_h = [], [], [], 4567 + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + env.env.textworld_env._wrapped_env.seed(seed=seed_h) + seed_h += 1 + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos) + obs, score, done, infos = env.step(command) + # print(command) + # print(infos['admissible_commands']) + # print(score) + # print('-----------------------') + nb_moves += 1 + # print('===============================================') + agent.act(obs, score, done, infos) # Let the agent know the game is done. + + if verbose: + print(".", end="") + avg_moves.append(nb_moves) + avg_scores.append(score) + avg_norm_scores.append(score / infos["max_score"]) + + env.close() + msg = " \tavg. steps: {:5.1f}; avg. score: {:4.1f} / {}." + if verbose: + if os.path.isdir(path): + print(msg.format(np.mean(avg_moves), np.mean(avg_norm_scores), 1)) + else: + print(msg.format(np.mean(avg_moves), np.mean(avg_scores), infos["max_score"])) + + +agent = NeuralAgent() +step_size = 100 + +print(" ===== Training ===================================================== ") +agent.train() # Tell the agent it should update its parameters. +start_time = time() +print(os.path.realpath("./games/levelMedium.ulx")) +play(agent, "./games/levelMedium.ulx", max_step=step_size, nb_episodes=1000, verbose=False) +print("Trained in {:.2f} secs".format(time() - start_time)) + +print(' ===== Test ========================================================= ') +agent.test(method='random') +play(agent, "./games/levelMedium.ulx", max_step=step_size) # Medium level game. diff --git a/textworld/challenges/spaceship/agent_design_a2c.py b/textworld/challenges/spaceship/agent_design_a2c.py new file mode 100644 index 00000000..b6676968 --- /dev/null +++ b/textworld/challenges/spaceship/agent_design_a2c.py @@ -0,0 +1,347 @@ +from collections import defaultdict +from os.path import join as pjoin +from time import time +from glob import glob +from typing import Mapping, Any, Optional +import re +import numpy as np + +import os +import gym + +import torch +import torch.nn as nn +import torch.nn.functional as F +from torch import optim + +from textworld import EnvInfos +import textworld.gym + + +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class ActorzCritic(nn.Module): + + eps = 0.01 + + def __init__(self, input_size, hidden_size): + super(ActorzCritic, self).__init__() + torch.manual_seed(42) # For reproducibility + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + + self.linear_1 = nn.Linear(2 * hidden_size, 2 * hidden_size) + self.critic = nn.Linear(hidden_size, 1) + self.actor = nn.Linear(hidden_size * 2, 1) + + # Parameters + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.hidden_size = hidden_size + + def forward(self, obs, commands, mode, method): + input_length, batch_size = obs.size(0), obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + state_value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1*cmds*hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1*batch*cmds*hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, 1) # 1*batch*cmds*hidden + + # Concatenate the observed state and command encodings. + input_ = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # One FC layer + x = F.relu(self.linear_1(input_)) + + # Compute state-action value (score) per command. + action_state = F.relu(self.actor(x)).squeeze(-1) # 1 x Batch x cmds + # action_state = F.relu(self.actor(input_)).squeeze(-1) # 1 x Batch x cmds + + probs = F.softmax(action_state, dim=2) # 1 x Batch x cmds + + if mode == "train": + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif mode == "test": + if method == 'random': + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif method == 'arg-max': + action_index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) # 1 x batch x indx + elif method == 'eps-soft': + index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) + p = np.random.random() + if p < (1 - self.eps + self.eps / nb_cmds): + action_index = index + else: + while True: + tp = np.random.choice(probs[0][0].detach().numpy()) + if (probs[0][0] == tp).nonzero().unsqueeze(-1) != index: + action_index = (probs[0][0] == tp).nonzero().unsqueeze(-1) + break + + return action_state, action_index, state_value + + def reset_hidden(self, batch_size): + self.state_hidden = torch.zeros(1, batch_size, self.hidden_size, device=device) + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = ActorzCritic(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + def train(self): + self.mode = "train" + self.method = "random" + self.transitions = [] + self.last_score = 0 + self.no_train_step = 0 + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.memo = {"max": defaultdict(list), "mean": defaultdict(list), "mem": defaultdict(list)} + self.model.reset_hidden(1) + + def test(self, method): + self.mode = "test" + self.method = method + self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, has_won=True, has_lost=True) + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any]) -> Optional[str]: + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor, mode=self.mode, method=self.method) + action = infos["admissible_commands"][indexes[0]] + + if self.mode == "test": + if done: + self.model.reset_hidden(1) + return action + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["has_won"]: + reward += 100 + if infos["has_lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + self.memo["max"]["score"].append(score) + + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (log_action_probs * advantage).sum() + value_loss = ((values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += 0.5 * value_loss - policy_loss - 0.001 * entropy + + self.memo["mem"]["selected_action_index"].append(indexes_.item()) + self.memo["mem"]["state_val_func"].append(values_.item()) + self.memo["mem"]["advantage"].append(advantage.item()) + self.memo["mem"]["return"].append(ret.item()) + self.memo["mean"]["reward"].append(reward) + self.memo["mean"]["policy_loss"].append(policy_loss.item()) + self.memo["mean"]["value_loss"].append(value_loss.item()) + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy_loss"].append(policy_loss.item()) + self.stats["mean"]["value_loss"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + self.optimizer.zero_grad() + loss.backward() + nn.utils.clip_grad_norm(self.model.parameters(), 40) + self.optimizer.step() + self.optimizer.zero_grad() + + self.transitions = [] + self.model.reset_hidden(1) + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + if done: + self.last_score = 0 # Will be starting a new episode. Reset the last score. + + return action + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + +def play(agent, path, max_step=50, nb_episodes=10, verbose=True): + """ + This code uses the agent design in the spaceship game. + + :param agent: the obj of NeuralAgent, a sample object for the agent + :param path: The path to the game (envo model) + """ + + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores, seed_h = [], [], [], 4567 + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + env.env.textworld_env._wrapped_env.seed(seed=seed_h) + seed_h += 1 + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos) + print(command, "....", end="") + obs, score, done, infos = env.step(command) + nb_moves += 1 + agent.act(obs, score, done, infos) # Let the agent know the game is done. + print(score) + print(obs) + print('-------------------------------------') + + if verbose: + print(".", end="") + avg_moves.append(nb_moves) + avg_scores.append(score) + avg_norm_scores.append(score / infos["max_score"]) + + env.close() + msg = " \tavg. steps: {:5.1f}; avg. score: {:4.1f} / {}." + if verbose: + if os.path.isdir(path): + print(msg.format(np.mean(avg_moves), np.mean(avg_norm_scores), 1)) + else: + print(avg_scores) + print(msg.format(np.mean(avg_moves), np.mean(avg_scores), infos["max_score"])) + + +agent = NeuralAgent() +step_size = 750 + +print(" ===== Training ===================================================== ") +agent.train() # Tell the agent it should update its parameters. +start_time = time() +print(os.path.realpath("./games/levelMedium_v1.ulx")) +play(agent, "./games/levelMedium_v1.ulx", max_step=step_size, nb_episodes=2000, verbose=False) +print("Trained in {:.2f} secs".format(time() - start_time)) + +print(' ===== Test ========================================================= ') +agent.test(method='random') +play(agent, "./games/levelMedium_v1.ulx", max_step=step_size) # Medium level game. + +save_path = "./model/levelMedium_v1_random.npy" +if not os.path.exists(os.path.dirname(save_path)): + os.mkdir(os.path.dirname(save_path)) + +np.save(save_path, agent) diff --git a/textworld/challenges/spaceship/build_agent_PedroLima.py b/textworld/challenges/spaceship/build_agent_PedroLima.py new file mode 100644 index 00000000..19255417 --- /dev/null +++ b/textworld/challenges/spaceship/build_agent_PedroLima.py @@ -0,0 +1,32 @@ +import argparse +import os +import subprocess + + +def run_pipeline(games_path): + """ + Runs the pipeline of data preprocessing and model training. + In the end models will be created in outputs folder. + """ + basepath = os.path.dirname(os.path.realpath(__file__)) + output = os.path.join(basepath, 'outputs') + os.makedirs(output, exist_ok=True) + + # preprocess games walkthrough + subprocess.call(["python3", + os.path.join(basepath, 'datasets.py'), + games_path, + "--output", output + ]) + + +if __name__ == '__main__': + # parser = argparse.ArgumentParser() + # parser.add_argument('games_path', + # type=str, + # help="path to the games files") + # args = parser.parse_args() + # print(args) + # run_pipeline(args.games_path) + game_path = r'/home/v-hapurm/Documents/Haki_Git/TextWorld/textworld/challenges/spaceship/games/levelMedium.ulx' + run_pipeline(game_path) diff --git a/textworld/challenges/spaceship/build_agent_TW_tutorial.py b/textworld/challenges/spaceship/build_agent_TW_tutorial.py new file mode 100644 index 00000000..7e18a010 --- /dev/null +++ b/textworld/challenges/spaceship/build_agent_TW_tutorial.py @@ -0,0 +1,302 @@ +import os +import gym +import re +import argparse +import numpy as np +from typing import Mapping, Any, Optional +from glob import glob +from os.path import join as pjoin +from time import time +from collections import defaultdict + +import textworld.gym +from textworld.generator.data import KnowledgeBase +from textworld.challenges import register +from textworld.challenges.spaceship.maker import spaceship_maker_level_medium_v1 +from textworld import EnvInfos + +import torch +import torch.nn as nn +from torch import optim +import torch.nn.functional as F + +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') + + +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class CommandScorer(nn.Module): + def __init__(self, input_size, hidden_size): + super(CommandScorer, self).__init__() + torch.manual_seed(42) # For reproducibility + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + self.hidden_size = hidden_size + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.critic = nn.Linear(hidden_size, 1) + self.att_cmd = nn.Linear(hidden_size * 2, 1) + + def reset_hidden(self, batch_size): + self.state_hidden = torch.zeros(1, batch_size, self.hidden_size, device=device) + + def forward(self, obs, commands, **kwargs): + input_length = obs.size(0) + batch_size = obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1 x cmds x hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1 x batch x cmds x hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, 1) # 1 x batch x cmds x hidden + + # Concatenate the observed state and command encodings. + cmd_selector_input = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # Compute one score per command. + scores = F.relu(self.att_cmd(cmd_selector_input)).squeeze(-1) # 1 x Batch x cmds + + probs = F.softmax(scores, dim=2) # 1 x Batch x cmds + index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + return scores, index, value + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + # self._initialized = False + # self._epsiode_has_started = False + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = CommandScorer(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + self.mode = "test" + + def train(self): + self.mode = "train" + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.transitions = [] + self.model.reset_hidden(1) + self.last_score = 0 + self.no_train_step = 0 + + def test(self): + self.mode = "test" + self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, has_won=True, has_lost=True) + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any]) -> Optional[str]: + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor) + action = infos["admissible_commands"][indexes[0]] + + if self.mode == "test": + if done: + self.model.reset_hidden(1) + return action + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["has_won"]: + reward += 100 + if infos["has_lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (-log_action_probs * advantage).sum() + value_loss = (.5 * (values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += policy_loss + 0.5 * value_loss - 0.1 * entropy + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy"].append(policy_loss.item()) + self.stats["mean"]["value"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + loss.backward() + nn.utils.clip_grad_norm_(self.model.parameters(), 40) + self.optimizer.step() + self.optimizer.zero_grad() + + self.transitions = [] + self.model.reset_hidden(1) + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + if done: + self.last_score = 0 # Will be starting a new episode. Reset the last score. + + return action + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + +def play(agent, path, max_step=50, nb_episodes=10, verbose=True): + """ + This code uses the cooking agent design in the spaceship game. + + :param agent: the obj of NeuralAgent, a sample object for the agent + :param path: The path to the game (envo model) + """ + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores, seed_h = [], [], [], 4567 + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + env.env.textworld_env._wrapped_env.seed(seed=seed_h) + seed_h += 1 + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos) + obs, score, done, infos = env.step(command) + nb_moves += 1 + + agent.act(obs, score, done, infos) # Let the agent know the game is done. + + if verbose: + print(".", end="") + avg_moves.append(nb_moves) + avg_scores.append(score) + avg_norm_scores.append(score / infos["max_score"]) + + env.close() + msg = " \tavg. steps: {:5.1f}; avg. score: {:4.1f} / {}." + if verbose: + if os.path.isdir(path): + print(msg.format(np.mean(avg_moves), np.mean(avg_norm_scores), 1)) + else: + print(msg.format(np.mean(avg_moves), np.mean(avg_scores), infos["max_score"])) + + +agent = NeuralAgent() + +print("Training") +agent.train() # Tell the agent it should update its parameters. + +starttime = time() +print(os.path.realpath("./games/levelMedium.ulx")) +play(agent, "./games/levelMedium.ulx", nb_episodes=25, verbose=False) # Medium level game. +print("Trained in {:.2f} secs".format(time() - starttime)) + +print('============== Time To Test ============== ') + +print("Testing") +agent.test() +play(agent, "./games/levelMedium.ulx") # Medium level game. diff --git a/textworld/challenges/spaceship/build_agent_haki_design.py b/textworld/challenges/spaceship/build_agent_haki_design.py new file mode 100644 index 00000000..f56ce2d6 --- /dev/null +++ b/textworld/challenges/spaceship/build_agent_haki_design.py @@ -0,0 +1,272 @@ +import os +import gym +import re +import numpy as np +from os.path import join as pjoin +from glob import glob +from typing import Mapping, Any, Optional +from collections import defaultdict + +import torch +import torch.nn as nn +import torch.nn.functional as F +from torch import optim + +from textworld import EnvInfos +import textworld.gym + + +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') + +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class CommandScorer(nn.Module): + + eps = 0.01 + + def __init__(self, input_size, hidden_size): + super(CommandScorer, self).__init__() + # For reproducibility + torch.manual_seed(42) + + # NN Layers Design + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + self.critic = nn.Linear(hidden_size, 1) + self.att_cmd = nn.Linear(hidden_size * 2, 1) + + # Parameters + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.hidden_size = hidden_size + + def forward(self, obs, commands, method='random'): + input_length, batch_size = obs.size(0), obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + state_value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1*cmds*hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1*batch*cmds*hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, 1) # 1*batch*cmds*hidden + + # Concatenate the observed state and command encodings. + cmd_selector_input = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # Compute score per command. + action_state = F.relu(self.att_cmd(cmd_selector_input))#.squeeze(-1) # 1 x Batch x cmds + probs = F.softmax(action_state, dim=2) # 1 x Batch x cmds + + if method == 'random': + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif method == 'arg-max': + action_index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) # 1 x batch x indx + elif method == 'eps-soft': + index = probs[0].max(1).indices.unsqueeze(-1).unsqueeze(-1) + p = np.random.random() + if p < (1 - self.eps + self.eps/nb_cmds): + action_index = index + else: + while True: + tp = np.random.choice(probs[0][0].detach().numpy()) + if (probs[0][0] == tp).nonzero().unsqueeze(-1) != index: + action_index = (probs[0][0] == tp).nonzero().unsqueeze(-1) + break + + return action_state, action_index, state_value + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = CommandScorer(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + # self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + self.mode = "train" + self.no_train_step = 0 + self.transitions = [] + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.last_score = 0 + + def train(self): + self.mode = "train" + # self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, has_won=True, has_lost=True) + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any], method: str) -> Optional[str]: + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor, method=method) + action = infos["admissible_commands"][indexes[0]] + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["has_won"]: + reward += 100 + if infos["has_lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (-log_action_probs * advantage).sum() + value_loss = (.5 * (values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += policy_loss + 0.5 * value_loss - 0.1 * entropy + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy"].append(policy_loss.item()) + self.stats["mean"]["value"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + return action + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + +def play(agent, path, method='random', max_step=50, nb_episodes=10, verbose=True): + """ + This code uses the cooking agent design in the spaceship game. + + :param agent: the obj of NeuralAgent, a sample object for the agent + :param path: The path to the game (envo model) + """ + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores, seed_h = [], [], [], 4567 + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + env.env.textworld_env._wrapped_env.seed(seed=seed_h) + seed_h += 1 + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos, method) + obs, score, done, infos = env.step(command) + nb_moves += 1 + + +agent = NeuralAgent() + +print("Training") +agent.train() # Tell the agent it should update its parameters. + +METHOD = ['random', 'arg-max', 'eps-soft', 'stochastic'] +play(agent, "./games/levelMedium.ulx", method='eps-soft', nb_episodes=100, verbose=False) # Medium level game. \ No newline at end of file diff --git a/textworld/challenges/spaceship/content_check_agent.py b/textworld/challenges/spaceship/content_check_agent.py new file mode 100644 index 00000000..21832e16 --- /dev/null +++ b/textworld/challenges/spaceship/content_check_agent.py @@ -0,0 +1,336 @@ +from collections import defaultdict +from os.path import join as pjoin +from time import time +from glob import glob +from typing import Mapping, Any, Optional +import re +import numpy as np + +import os +import gym + +import torch +import torch.nn as nn +import torch.nn.functional as F +from torch import optim + +from textworld import EnvInfos +import textworld.gym + + +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class ActorzCritic(nn.Module): + + eps = 0.01 + + def __init__(self, input_size, hidden_size): + super(ActorzCritic, self).__init__() + torch.manual_seed(42) # For reproducibility + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + + self.linear_1 = nn.Linear(2 * hidden_size, 2 * hidden_size) + self.critic = nn.Linear(hidden_size, 1) + self.actor = nn.Linear(hidden_size * 2, 1) + + # Parameters + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.hidden_size = hidden_size + + def forward(self, obs, commands, mode, method): + input_length, batch_size = obs.size(0), obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + state_value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1*cmds*hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1*batch*cmds*hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, 1) # 1*batch*cmds*hidden + + # Concatenate the observed state and command encodings. + input_ = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # One FC layer + x = F.relu(self.linear_1(input_)) + + # Compute state-action value (score) per command. + action_state = F.relu(self.actor(x)).squeeze(-1) # 1 x Batch x cmds + # action_state = F.relu(self.actor(input_)).squeeze(-1) # 1 x Batch x cmds + + probs = F.softmax(action_state, dim=2) # 1 x Batch x cmds + + if mode == "train": + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + elif mode == "test": + action_index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + + return action_state, action_index, state_value + + def reset_hidden(self, batch_size): + self.state_hidden = torch.zeros(1, batch_size, self.hidden_size, device=device) + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = ActorzCritic(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + def train(self): + self.mode = "train" + self.method = "random" + self.transitions = [] + self.last_score = 0 + self.no_train_step = 0 + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.memo = {"max": defaultdict(list), "mean": defaultdict(list), "mem": defaultdict(list)} + self.model.reset_hidden(1) + + def test(self, method): + self.mode = "test" + self.method = method + self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, won=True, lost=True) + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any]) -> Optional[str]: + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor, mode=self.mode, method=self.method) + action = infos["admissible_commands"][indexes[0]] + + if self.mode == "test": + if done: + self.model.reset_hidden(1) + return action + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["won"]: + reward += 100 + if infos["lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + self.memo["max"]["score"].append(score) + + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (log_action_probs * advantage).sum() + value_loss = ((values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += 0.5 * value_loss - policy_loss - 0.001 * entropy + + self.memo["mem"]["selected_action_index"].append(indexes_.item()) + self.memo["mem"]["state_val_func"].append(values_.item()) + self.memo["mem"]["advantage"].append(advantage.item()) + self.memo["mem"]["return"].append(ret.item()) + self.memo["mean"]["reward"].append(reward) + self.memo["mean"]["policy_loss"].append(policy_loss.item()) + self.memo["mean"]["value_loss"].append(value_loss.item()) + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy_loss"].append(policy_loss.item()) + self.stats["mean"]["value_loss"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + self.optimizer.zero_grad() + loss.backward() + nn.utils.clip_grad_norm(self.model.parameters(), 40) + self.optimizer.step() + self.optimizer.zero_grad() + + self.transitions = [] + self.model.reset_hidden(1) + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + if done: + self.last_score = 0 # Will be starting a new episode. Reset the last score. + + return action + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + +def play(agent, path, max_step=50, nb_episodes=10, verbose=True): + """ + This code uses the agent design in the content check game. + + :param agent: the obj of NeuralAgent, a sample object for the agent + :param path: The path to the game (envo model) + """ + + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores, seed_h = [], [], [], 4567 + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + env.seed(seed=seed_h) + # env.env.textworld_env._wrapped_env.seed(seed=seed_h) + seed_h += 1 + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos) + print(command, "....", end='') + obs, score, done, infos = env.step(command) + nb_moves += 1 + # print(score) + # print(' ------------------------------------- ') + agent.act(obs, score, done, infos) # Let the agent know the game is done. + # print(score) + # print(obs) + print('-------------------------------------') + + if verbose: + print(".", end="") + avg_moves.append(nb_moves) + avg_scores.append(score) + avg_norm_scores.append(score / infos["max_score"]) + + env.close() + msg = " \tavg. steps: {:5.1f}; avg. score: {:4.1f} / {}." + if verbose: + if os.path.isdir(path): + print(msg.format(np.mean(avg_moves), np.mean(avg_norm_scores), 1)) + else: + print(avg_scores) + print(msg.format(np.mean(avg_moves), np.mean(avg_scores), infos["max_score"])) + + +agent = NeuralAgent() +step_size = 50 + +print(" ===== Training ===================================================== ") +agent.train() # Tell the agent it should update its parameters. +start_time = time() +print(os.path.realpath("./games/contentCheck_levelEasy_white.ulx")) +play(agent, "./games/contentCheck_levelEasy_white.ulx", max_step=step_size, nb_episodes=200, verbose=False) +print("Trained in {:.2f} secs".format(time() - start_time)) + +print(' ===== Test ========================================================= ') +agent.test(method='random') +play(agent, "./games/contentCheck_levelEasy_white.ulx", max_step=step_size) # Medium level game. + +save_path = "./model/contentCheck_levelEasy_whiteBox_random.npy" +if not os.path.exists(os.path.dirname(save_path)): + os.mkdir(os.path.dirname(save_path)) + +np.save(save_path, agent) diff --git a/textworld/challenges/spaceship/content_check_game.py b/textworld/challenges/spaceship/content_check_game.py new file mode 100644 index 00000000..35d5d636 --- /dev/null +++ b/textworld/challenges/spaceship/content_check_game.py @@ -0,0 +1,186 @@ +import argparse +import os + +from os.path import join as pjoin +from typing import Mapping, Optional + +import textworld + +from textworld import g_rng +from textworld import GameMaker +from textworld.challenges import register +from textworld.generator.data import KnowledgeBase +from textworld.generator.game import GameOptions + + +g_rng.set_seed(20190826) +PATH = os.path.dirname(__file__) + + +def build_argparser(parser=None): + parser = parser or argparse.ArgumentParser() + + group = parser.add_argument_group('Content_check game settings') + group.add_argument("--level", required=True, choices=["easy", "medium", "difficult"], + help="The difficulty level. Must be between: easy, medium, or difficult.") + general_group = argparse.ArgumentParser(add_help=False) + general_group.add_argument("--third-party", metavar="PATH", + help="Load third-party module. Useful to register new custom challenges on-the-fly.") + return parser + + +def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game: + """ + This is a simple environment to test that how the agent understands the text. In this setting, we have a couple of + openable items in a single room, there is also a laptop which sends an email deterministically and indicates which + item should be opened. The goal is to chack two following things: + * whether the text is understood by the agent + * which word is most important to the agent; i.e. which word triggers the agent to act accordingly + + + + :return: + generated game be played by the agent + """ + + kb = KnowledgeBase.load(target_dir=pjoin(os.path.dirname(__file__), 'textworld_data')) + options = options or GameOptions() + options.grammar.theme = 'spaceship' + options.kb = kb + options.seeds = g_rng.seed + + if settings["level"] == 'easy': + mode = "easy" + options.nb_objects = 4 + box_colors = [ + 'Red', + 'Blue', + 'White', + 'Green', + ] + + elif settings["level"] == 'medium': + mode = "medium" + options.nb_objects = 6 + box_colors = [ + 'Red', + 'Black', + 'white', + 'Green', + 'Blue', + 'Brown', + ] + + elif settings["level"] == 'difficult': + mode = "difficult" + options.nb_objects = 8 + box_colors = [ + 'Red', + 'Black', + 'white', + 'Green', + 'Blue', + 'Purple', + 'Brown', + 'Yellow', + ] + + metadata = {"desc": "ContentDetection", # Collect information for reproduction. + "mode": mode, + "seeds": options.seeds, + "world_size": options.nb_rooms} + + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Create the Game Environment + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + gm = GameMaker(options=options) + + # ===== Sleep Station Design ======================================================================================= + test_room = gm.new_room("Test Room") + test_room.infos.desc = "This is a room which includes a table, a laptop and {:} boxes. Each box has a color " \ + "on it which is distinguished by. Using the laptop, the agent can check the message in " \ + "which says which box should be open to give the agent the maximum score. The message is " \ + "the best clue to win. ".format(options.nb_objects) + + table = gm.new(type='s', name='Table') + table.infos.desc = "This is a regular table." + test_room.add(table) + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is a laptop which is on the table. You can do regular things with this, like check " \ + "your emails, watch YouTube, Skype with family, etc. Check your emails to find out which " \ + "box is important." + table.add(laptop) + gm.add_fact('unread/e', laptop) + + boxes = [] + for n in range(options.nb_objects): + tp = gm.new(type='c', name="{:} box".format(box_colors[n])) + tp.infos.desc = "This a {} box.".format(box_colors[n]) + table.add(tp) + gm.add_fact("closed", tp) + boxes.append(tp) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(test_room) + + game = quest_design(gm) + + from textworld.challenges.spaceship.maker import test_commands + test_commands(gm, [ + 'open Red box', + 'close Red box', + 'open Blue box', + 'check laptop for email', + 'open Blue box', + 'open Red box', + 'close Red box', + ]) + + game.metadata = metadata + uuid = "tw-content_check-{level}".format(level=str.title(settings["level"])) + game.metadata["uuid"] = uuid + + return game + + +def quest_design(game): + quests = [] + + for i in ['c_0', 'c_1', 'c_2', 'c_3']: + win_quest1 = game.new_event(condition={game.new_fact("unread/e", game._entities['cpu_0'])}, + event_style='condition') + win_quest2 = game.new_event(action={game.new_action(game._kb.rules['open/c1'], + game._entities['P'], + game._entities['r_0'], + game._entities['s_0'], + game._entities[i])}, + event_style='action') + quests.append(game.new_quest(win_event={'and': (win_quest1, win_quest2)}, reward=-1)) + + win_quest = game.new_event(condition={game.new_fact("read/e", game._entities['cpu_0'])}, + condition_verb_tense={'read/e': 'has been'}, + event_style='condition') + quests.append(game.new_quest(win_event={'and': win_quest}, reward=0)) + + win_quest = game.new_event(action={game.new_action(game._kb.rules['open/c'], + game._entities['P'], + game._entities['r_0'], + game._entities['s_0'], + game._entities['c_0'], + game._entities['cpu_0'])}, + event_style='action') + quests.append(game.new_quest(win_event={'and': win_quest}, reward=5)) + + game.quests = quests + + return game.build() + + +game = make_game({'level': 'easy'}) + + +# register(name="tw-content_check", +# desc="Generate a content check game", +# make=make_game, +# add_arguments=build_argparser) diff --git a/textworld/challenges/spaceship/games/contentCheck_levelEasy_white.json b/textworld/challenges/spaceship/games/contentCheck_levelEasy_white.json new file mode 100644 index 00000000..5a87bc54 --- /dev/null +++ b/textworld/challenges/spaceship/games/contentCheck_levelEasy_white.json @@ -0,0 +1 @@ +{"version": 1, "world": [{"name": "at", "arguments": [{"name": "P", "type": "P"}, {"name": "r_0", "type": "r"}]}, {"name": "at", "arguments": [{"name": "s_0", "type": "s"}, {"name": "r_0", "type": "r"}]}, {"name": "closed", "arguments": [{"name": "c_0", "type": "c"}]}, {"name": "closed", "arguments": [{"name": "c_1", "type": "c"}]}, {"name": "closed", "arguments": [{"name": "c_2", "type": "c"}]}, {"name": "closed", "arguments": [{"name": "c_3", "type": "c"}]}, {"name": "on", "arguments": [{"name": "c_0", "type": "c"}, {"name": "s_0", "type": "s"}]}, {"name": "on", "arguments": [{"name": "c_1", "type": "c"}, {"name": "s_0", "type": "s"}]}, {"name": "on", "arguments": [{"name": "c_2", "type": "c"}, {"name": "s_0", "type": "s"}]}, {"name": "on", "arguments": [{"name": "c_3", "type": "c"}, {"name": "s_0", "type": "s"}]}, {"name": "on", "arguments": [{"name": "cpu_0", "type": "cpu"}, {"name": "s_0", "type": "s"}]}, {"name": "unread/e", "arguments": [{"name": "cpu_0", "type": "cpu"}]}], "grammar": {"theme": "spaceship", "names_to_exclude": [], "include_adj": false, "blend_descriptions": false, "ambiguous_instructions": false, "only_last_action": false, "blend_instructions": false, "allowed_variables_numbering": false, "unique_expansion": false}, "quests": [{"desc": "", "reward": 1, "commands": [], "win_events": [{"commands": [], "actions": [], "condition": {"name": "trigger", "preconditions": [{"name": "open", "arguments": [{"name": "c_2", "type": "c"}]}], "postconditions": [{"name": "open", "arguments": [{"name": "c_2", "type": "c"}]}, {"name": "event", "arguments": [{"name": "c_2", "type": "c"}]}]}}], "fail_events": []}, {"desc": "", "reward": 1, "commands": [], "win_events": [{"commands": [], "actions": [], "condition": {"name": "trigger", "preconditions": [{"name": "open", "arguments": [{"name": "c_1", "type": "c"}]}, {"name": "event", "arguments": [{"name": "c_2", "type": "c"}]}], "postconditions": [{"name": "open", "arguments": [{"name": "c_1", "type": "c"}]}, {"name": "event", "arguments": [{"name": "c_2", "type": "c"}]}, {"name": "event", "arguments": [{"name": "c_1", "type": "c"}, {"name": "c_2", "type": "c"}]}]}}], "fail_events": []}], "infos": [["P", {"id": "P", "type": "P", "name": null, "noun": null, "adj": null, "desc": null, "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["I", {"id": "I", "type": "I", "name": null, "noun": null, "adj": null, "desc": null, "room_type": null, "definite": null, "indefinite": null, "synonyms": null}], ["r_0", {"id": "r_0", "type": "r", "name": "Test Room", "noun": null, "adj": null, "desc": "This is a room which includes a table, a laptop and 4.00 boxes. Each box has a color on it which is distinguished by. Using the laptop, the agent can check the message in which says which box should be open to give the agent the maximum score. The message is the best clue to win. ", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["s_0", {"id": "s_0", "type": "s", "name": "Table", "noun": null, "adj": null, "desc": "This is a regular table.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["c_0", {"id": "c_0", "type": "c", "name": "Red box", "noun": null, "adj": null, "desc": "This a Red box.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["c_1", {"id": "c_1", "type": "c", "name": "Black box", "noun": null, "adj": null, "desc": "This a Black box.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["c_2", {"id": "c_2", "type": "c", "name": "White box", "noun": null, "adj": null, "desc": "This a White box.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["c_3", {"id": "c_3", "type": "c", "name": "Green box", "noun": null, "adj": null, "desc": "This a Green box.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}], ["cpu_0", {"id": "cpu_0", "type": "cpu", "name": "laptop", "noun": null, "adj": null, "desc": "This is a laptop which is on the table. You can do regular things with this, like check your emails, watch YouTube, Skype with family, etc. Check your emails to find out which box is important.", "room_type": "cook", "definite": null, "indefinite": null, "synonyms": null}]], "KB": {"logic": "# room\ntype r {\n predicates {\n at(P, r);\n at(t, r);\n\n north_of(r, r);\n west_of(r, r);\n\n north_of/d(r, d, r);\n west_of/d(r, d, r);\n\n free(r, r);\n\n south_of(r, r') = north_of(r', r);\n east_of(r, r') = west_of(r', r);\n\n south_of/d(r, d, r') = north_of/d(r', d, r);\n east_of/d(r, d, r') = west_of/d(r', d, r);\n }\n\n rules {\n go/north :: at(P, r) & $north_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/south :: at(P, r) & $south_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/east :: at(P, r) & $east_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/west :: at(P, r) & $west_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n }\n\n reverse_rules {\n go/north :: go/south;\n go/west :: go/east;\n }\n\n constraints {\n r1 :: at(P, r) & at(P, r') -> fail();\n r2 :: at(s, r) & at(s, r') -> fail();\n r3 :: at(c, r) & at(c, r') -> fail();\n\n # An exit direction can only lead to one room.\n nav_rr1 :: north_of(r, r') & north_of(r'', r') -> fail();\n nav_rr2 :: south_of(r, r') & south_of(r'', r') -> fail();\n nav_rr3 :: east_of(r, r') & east_of(r'', r') -> fail();\n nav_rr4 :: west_of(r, r') & west_of(r'', r') -> fail();\n\n # Two rooms can only be connected once with each other.\n nav_rrA :: north_of(r, r') & south_of(r, r') -> fail();\n nav_rrB :: north_of(r, r') & west_of(r, r') -> fail();\n nav_rrC :: north_of(r, r') & east_of(r, r') -> fail();\n nav_rrD :: south_of(r, r') & west_of(r, r') -> fail();\n nav_rrE :: south_of(r, r') & east_of(r, r') -> fail();\n nav_rrF :: west_of(r, r') & east_of(r, r') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"room\";\n }\n\n predicates {\n at(P, r) :: \"The player is in {r}\";\n at(t, r) :: \"The {t} is in {r}\";\n free(r, r') :: \"\"; # No equivalent in Inform7.\n\n north_of(r, r') :: \"The {r} is mapped north of {r'}\";\n south_of(r, r') :: \"The {r} is mapped south of {r'}\";\n east_of(r, r') :: \"The {r} is mapped east of {r'}\";\n west_of(r, r') :: \"The {r} is mapped west of {r'}\";\n\n north_of/d(r, d, r') :: \"South of {r} and north of {r'} is a door called {d}\";\n south_of/d(r, d, r') :: \"North of {r} and south of {r'} is a door called {d}\";\n east_of/d(r, d, r') :: \"West of {r} and east of {r'} is a door called {d}\";\n west_of/d(r, d, r') :: \"East of {r} and west of {r'} is a door called {d}\";\n }\n\n commands {\n go/north :: \"go north\" :: \"going north\";\n go/south :: \"go south\" :: \"going south\";\n go/east :: \"go east\" :: \"going east\";\n go/west :: \"go west\" :: \"going west\";\n }\n }\n}\n\n# CPU-Like\ntype cpu : o {\n predicates {\n read/e(cpu);\n unread/e(cpu);\n }\n\n rules {\n check/e1 :: $at(P, r) & $at(s, r) & $on(cpu, s) & unread/e(cpu) -> read/e(cpu);\n check/e2 :: $at(P, r) & $in(cpu, I) & unread/e(cpu) -> read/e(cpu);\n }\n\n constraints {\n cpu2 :: read/e(cpu) & unread/e(cpu) -> fail(); \n }\n\n inform7 {\n type {\n kind :: \"CPU-like\";\n definition :: \"A CPU-like can be either read or unread. A CPU-like is usually unread.\";\n }\n\n predicates {\n read/e(cpu) :: \"The {cpu} is read\";\n unread/e(cpu) :: \"The {cpu} is unread\";\n }\n\n commands { \n check/e1 :: \"check laptop for email\" :: \"checking email\";\n check/e2 :: \"check laptop for email\" :: \"checking email\";\n }\n\n code :: \"\"\"\n Understand the command \"check\" as something new. \n Understand \"check laptop for email\" as checking email. \n checking email is an action applying to nothing. \n\n Carry out checking email: \n if a CPU-like (called pc) is unread: \n Say \"Open\u00a0the\u00a0white\u00a0box\u00a0to\u00a0win.\";\n Now the pc is read.\n\n [Before checking email:\n if a CPU-like (called pc) is read:\n Say \"You've already read all today's emails.\";\n rule fails;\n otherwise:\n if a random chance of 3 in 4 succeeds:\n Say \"No emails yet! Wait.\";\n rule fails.\n\n Carry out checking email: \n if a CPU-like (called pc) is unread: \n Say \"Email: Your mission is started. You should go and check outside of the spaceship.\";\n Now the pc is read.]\n \"\"\";\n }\n}\n\n# door\ntype d : t {\n predicates {\n open(d);\n closed(d);\n locked(d);\n\n link(r, d, r);\n }\n\n rules {\n lock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & closed(d) -> locked(d);\n unlock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & locked(d) -> closed(d);\n\n open/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & closed(d) -> open(d) & free(r, r') & free(r', r);\n close/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & open(d) & free(r, r') & free(r', r) -> closed(d);\n \n lock/close/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & pushed(b) & open(d) & free(r, r') & free(r', r) -> unpushed(b) & locked(d);\n unlock/open/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r, r') & free(r', r);\n\n lock/close/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & pushed(b) & open(d) & free(r', r'') & free(r'', r') -> unpushed(b) & locked(d);\n unlock/open/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r', r'') & free(r'', r');\n\n examine/d :: at(P, r) & $link(r, d, r') -> at(P, r); # Nothing changes.\n }\n\n reverse_rules {\n lock/d :: unlock/d;\n open/d :: close/d;\n lock/close/d/b :: unlock/open/d/b;\n lock/close/db :: unlock/open/db;\n }\n\n constraints {\n d1 :: open(d) & closed(d) -> fail();\n d2 :: open(d) & locked(d) -> fail();\n d3 :: closed(d) & locked(d) -> fail();\n\n # A door can't be used to link more than two rooms.\n link1 :: link(r, d, r') & link(r, d, r'') -> fail();\n link2 :: link(r, d, r') & link(r'', d, r''') -> fail();\n\n # There's already a door linking two rooms.\n link3 :: link(r, d, r') & link(r, d', r') -> fail();\n\n # There cannot be more than four doors in a room.\n too_many_doors :: link(r, d1: d, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n\n # There cannot be more than four doors in a room.\n dr1 :: free(r, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr2 :: free(r, r1: r) & free(r, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr3 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr4 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & free(r, r4: r) & link(r, d5: d, r5: r) -> fail();\n\n free1 :: link(r, d, r') & free(r, r') & closed(d) -> fail();\n free2 :: link(r, d, r') & free(r, r') & locked(d) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"door\";\n definition :: \"door is openable and lockable.\";\n }\n\n predicates {\n open(d) :: \"The {d} is open\";\n closed(d) :: \"The {d} is closed\";\n locked(d) :: \"The {d} is locked\";\n \n link(r, d, r') :: \"\"; # No equivalent in Inform7.\n }\n\n commands {\n open/d :: \"open {d}\" :: \"opening {d}\";\n close/d :: \"close {d}\" :: \"closing {d}\";\n\n unlock/d :: \"unlock {d} with {k}\" :: \"unlocking {d} with the {k}\";\n lock/d :: \"lock {d} with {k}\" :: \"locking {d} with the {k}\";\n\n lock/close/d/b :: \"push {b}\" :: \"_pushing the {b}\";\n unlock/open/d/b :: \"push {b}\" :: \"_pushing the {b}\";\n\n lock/close/db :: \"push {b}\" :: \"_pushing the {b}\";\n unlock/open/db :: \"push {b}\" :: \"_pushing the {b}\";\n\n examine/d :: \"examine {d}\" :: \"examining the {d}\";\n }\n }\n}\n\n# Inventory\ntype I {\n predicates {\n in(o, I);\n }\n\n rules {\n inventory :: at(P, r) -> at(P, r); # Nothing changes.\n\n take :: $at(P, r) & at(o, r) -> in(o, I);\n \n take/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, c) -> in(o, I);\n insert/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, I) -> in(o, c);\n\n take/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, c) -> in(o, I);\n insert/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, I) -> in(o, c);\n\n take/s :: $at(P, r) & $at(s, r) & on(o, s) -> in(o, I);\n hook :: $at(P, r) & $at(s, r) & in(o, I) -> on(o, s);\n\n examine/I :: in(o, I) -> in(o, I); # Nothing changes.\n examine/s :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes.\n examine/c :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes.\n examine/or :: at(P, r) & $in(o, r) -> at(P, r); # Nothing changes.\n examine/oc :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes.\n examine/os :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes.\n }\n\n reverse_rules { \n inventory :: inventory;\n\n take/c :: insert/c;\n take/s :: hook;\n take/cs :: insert/cs;\n\n examine/I :: examine/I;\n examine/s :: examine/s;\n examine/c :: examine/c;\n examine/or :: examine/or;\n examine/oc :: examine/oc;\n examine/os :: examine/os;\n }\n\n inform7 {\n predicates {\n in(o, I) :: \"The player carries the {o}\";\n }\n\n commands {\n\n inventory :: \"inventory\" :: \"taking inventory\";\n\n take :: \"take {o}\" :: \"taking the {o}\"; \n\n take/c :: \"take {o} from {c}\" :: \"removing the {o} from the {c}\";\n insert/c :: \"insert {o} into {c}\" :: \"inserting the {o} into the {c}\";\n\n take/cs :: \"take {o} from {c}\" :: \"removing the {o} from the {c}\";\n insert/cs :: \"insert {o} into {c}\" :: \"inserting the {o} into the {c}\";\n\n take/s :: \"take {o} from {s}\" :: \"removing the {o} from the {s}\";\n hook :: \"hook {o} on {s}\" :: \"hooking the {o} on the {s}\";\n\n examine/I :: \"examine {o}\" :: \"examining the {o}\";\n examine/s :: \"examine {o}\" :: \"examining the {o}\";\n examine/c :: \"examine {o}\" :: \"examining the {o}\";\n examine/or :: \"examine {o}\" :: \"examining the {o}\";\n examine/oc :: \"examine {o}\" :: \"examining the {o}\";\n examine/os :: \"examine {o}\" :: \"examining the {o}\";\n }\n }\n}\n\n# food\ntype f : o {\n predicates {\n edible(f);\n eaten(f);\n }\n\n rules {\n eat :: in(f, I) -> eaten(f);\n }\n\n constraints {\n eaten1 :: eaten(f) & in(f, I) -> fail();\n eaten2 :: eaten(f) & in(f, c) -> fail();\n eaten3 :: eaten(f) & on(f, s) -> fail();\n eaten4 :: eaten(f) & at(f, r) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"food\";\n definition :: \"food is edible.\";\n }\n\n predicates {\n edible(f) :: \"The {f} is edible\";\n eaten(f) :: \"The {f} is nowhere\";\n }\n\n commands {\n eat :: \"eat {f}\" :: \"eating the {f}\";\n }\n }\n}\n\n# supporter\ntype s : t {\n predicates {\n on(o, s);\n on(c, s);\n }\n\n inform7 {\n type {\n kind :: \"supporter\";\n definition :: \"supporters are fixed in place.\";\n }\n\n predicates {\n on(o, s) :: \"The {o} is on the {s}\";\n on(c, s) :: \"The {c} is on the {s}\"; \n }\n }\n}\n\n# push button\ntype b : t {\n predicates {\n pushed(b);\n unpushed(b);\n\n pair(b, d);\n\n in(b, c);\n }\n\n inform7 {\n type {\n kind :: \"button-like\";\n definition :: \"A button-like can be either pushed or unpushed. A button-like is usually unpushed. A button-like is fixed in place.\";\n }\n\n predicates {\n pushed(b) :: \"The {b} is pushed\";\n unpushed(b) :: \"The {b} is unpushed\";\n\n pair(b, d) :: \"The {b} pairs to {d}\";\n\n in(b, c) :: \"The {b} is in the {c}\";\n }\n\n code :: \"\"\"\n connectivity relates a button-like to a door. The verb to pair to means the connectivity relation. \n\n Understand the command \"push\" as something new. \n Understand \"push [something]\" as _pushing. \n _pushing is an action applying to a thing. \n\n Carry out _pushing: \n if a button-like (called pb) pairs to door (called dr): \n if dr is locked:\n Now the pb is pushed; \n Now dr is unlocked; \n Now dr is open; \n otherwise:\n Now the pb is unpushed; \n Now dr is locked.\n\n Report _pushing: \n if a button-like (called pb) pairs to door (called dr): \n if dr is unlocked:\n say \"You push the [pb], and [dr] is now open.\";\n otherwise:\n say \"You push the [pb] again, and [dr] is now locked.\" \n \"\"\";\n }\n}\n\n# container\ntype c : t {\n predicates {\n open(c);\n closed(c);\n locked(c);\n\n in(o, c); \n }\n\n rules {\n # lock/c :: $at(P, r) & $at(c, r) & $in(k, I) & $match(k, c) & closed(c) & event(c) -> locked(c);\n # unlock/c :: $at(P, r) & $at(c, r) & $in(k, I) & $match(k, c) & locked(c) -> closed(c); \n\n open/c :: $at(P, r) & $at(s, r) & $on(c, s) & event(c) & closed(c) -> open(c);\n close/c :: $at(P, r) & $at(s, r) & $on(c, s) & open(c) -> closed(c);\n\n open/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & closed(c) -> open(c);\n close/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & open(c) -> closed(c);\n }\n\n reverse_rules {\n # lock/c :: unlock/c;\n open/c :: close/c;\n open/c1 :: close/c1;\n }\n\n constraints {\n c1 :: open(c) & closed(c) -> fail();\n c2 :: open(c) & locked(c) -> fail();\n c3 :: closed(c) & locked(c) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"container\";\n definition :: \"containers are openable, lockable and fixed in place. containers are usually closed.\";\n }\n\n predicates {\n open(c) :: \"The {c} is open\";\n closed(c) :: \"The {c} is closed\";\n locked(c) :: \"The {c} is locked\";\n\n in(o, c) :: \"The {o} is in the {c}\";\n }\n\n commands {\n open/c :: \"open {c}\" :: \"opening the {c}\";\n close/c :: \"close {c}\" :: \"closing the {c}\";\n\n open/c1 :: \"open {c}\" :: \"opening the {c}\";\n close/c1 :: \"close {c}\" :: \"closing the {c}\";\n\n # lock/c :: \"lock {c} with {k}\" :: \"locking the {c} with the {k}\";\n # unlock/c :: \"unlock {c} with {k}\" :: \"unlocking the {c} with the {k}\";\n }\n }\n}\n\n# key\ntype k : o {\n predicates {\n match(k, c);\n match(k, d);\n }\n\n constraints {\n k1 :: match(k, c) & match(k', c) -> fail();\n k2 :: match(k, c) & match(k, c') -> fail();\n k3 :: match(k, d) & match(k', d) -> fail();\n k4 :: match(k, d) & match(k, d') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"key\";\n }\n\n predicates {\n match(k, c) :: \"The matching key of the {c} is the {k}\";\n match(k, d) :: \"The matching key of the {d} is the {k}\";\n }\n }\n}\n\n# cloth\ntype l : o {\n predicates { \n worn(l);\n\t takenoff(l);\n clean(l);\n\t dirty(l);\n \t}\n\n rules {\n wear/l :: in(l, I) & takenoff(l) -> worn(l);\n takeoff/l :: worn(l) -> in(l, I) & takenoff(l);\n\n wash/l :: $at(l,r) & dirty(l) -> clean(l);\n dirty/l :: $worn(l,P) & clean(l) -> dirty(l);\n \t}\n\n reverse_rules {\n wear/l :: takeoff/l;\n wash/l :: dirty/l;\n \t}\n\n constraints {\n l1 :: clean(l) & dirty(l) -> fail();\n l2 :: worn(l) & takenoff(l) -> fail();\n \t}\n\n inform7 {\n type {\n kind :: \"cloth-like\";\n definition :: \"cloth-like are wearable. cloth-like can be either clean or dirty. cloth-like are usually clean. cloth-like can be either worn in or worn out. cloth-like are usually worn out.\"; \n }\n\n predicates {\n worn(l) :: \"The {l} is worn in\";\n\t takenoff(l) :: \"The {l} is worn out\"; \n clean(l) :: \"The {l} is clean\";\n\t dirty(l) :: \"The {l} is dirty\"; \n }\n\n commands {\n wear/l :: \"wear {l}\" :: \"_wearing the {l}\";\n takeoff/l :: \"take off {l}\" :: \"taking off the {l}\";\n\n clean/l :: \"clean {l}\" :: \"cleaning the {l}\";\n\t dirty/l :: \"dirty {l}\" :: \"dirtying the {l}\";\n }\n\n code :: \"\"\"\n Understand the command \"wear\" as something new. \n Understand \"wear [something]\" as _wearing. \n _wearing is an action applying to a thing. \n\n Carry out _wearing: \n if a cloth-like (called cl) is worn out: \n Now the cl is worn in; \n otherwise:\n Say \"You have this cloth on.\". \n \"\"\";\n }\n}\n\n# text-Like\ntype txt : o {\n predicates {\n read/t(txt);\n unread/t(txt);\n }\n\n rules {\n read/book :: $at(P, r) & $in(txt, I) & unread/t(txt) -> read/t(txt);\n examine/book :: at(P, r) & $in(txt, I) -> at(P, r); # Nothing changes.\n }\n \n reverse_rules {\n examine/book :: examine/book;\n }\n \n constraints {\n txt1 :: read/t(txt) & unread/t(txt) -> fail(); \n }\n\n inform7 {\n type {\n kind :: \"text-like\";\n definition :: \"A text-like can be either read or unread. A text-like is usually unread.\";\n }\n\n predicates {\n read/t(txt) :: \"The {txt} is read\";\n unread/t(txt) :: \"The {txt} is unread\";\n }\n\n commands { \n read/book :: \"read the {txt}\" :: \"_reading the {txt}\";\n examine/book :: \"examine {txt}\" :: \"examining the {txt}\";\n }\n \n code :: \"\"\"\n Understand the command \"read\" as something new. \n Understand \"read [something]\" as _reading. \n _reading is an action applying to a thing. \n \n Carry out _reading: \n if a text-like (called tx) is unread: \n Say \"You read the book and realized about that crucial hint.\";\n Now the tx is read; \n \"\"\";\n }\n}\n\n# object\ntype o : t {\n constraints {\n obj1 :: in(o, I) & in(o, c) -> fail();\n obj2 :: in(o, I) & on(o, s) -> fail();\n obj3 :: in(o, I) & at(o, r) -> fail();\n obj4 :: in(o, c) & on(o, s) -> fail();\n obj5 :: in(o, c) & at(o, r) -> fail();\n obj6 :: on(o, s) & at(o, r) -> fail();\n obj7 :: at(o, r) & at(o, r') -> fail();\n obj8 :: in(o, c) & in(o, c') -> fail();\n obj9 :: on(o, s) & on(o, s') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"object-like\";\n definition :: \"object-like is portable.\";\n }\n }\n}\n\n# Player\ntype P {\n rules {\n look :: at(P, r) -> at(P, r); # Nothing changes.\n\t #wear/cloth :: $at(P,r) & at(l,r) -> on(l,P);\n }\n\n inform7 {\n commands {\n look :: \"look\" :: \"looking\";\n\t #wear/cloth :: \"wear cloth\" :: \"wearing the cloth\";\n }\n }\n}\n\n# thing\ntype t {\n predicates {\n event(cpu);\n event(c);\n # event(c, cpu);\n }\n\n rules {\n examine/t :: at(P, r) & $at(t, r) -> at(P, r);\n }\n\n reverse_rules {\n examine/t :: examine/t;\n }\n\n inform7 { \n type {\n kind :: \"thing\";\n }\n\n predicates {\n event(cpu) :: \"the {cpu} has been read\";\n event(c) :: \"the {c} was open\";\n # event(c, cpu) :: \"the {c} was closed and the {cpu} has been read\";\n }\n\n commands {\n examine/t :: \"examine {t}\" :: \"examining the {t}\";\n }\n\n code :: \"\"\"\n Understand \"tw-set seed [a number]\" as updating the new seed. \n Updating the new seed is an action applying to a number.\n Carry out updating the new seed:\n seed the random-number generator with the number understood.\n \"\"\";\n }\n}\n\n", "text_grammars_path": "/home/v-hapurm/Documents/Haki_Git/TextWorld/textworld/challenges/spaceship/textworld_data/text_grammars"}, "metadata": {"desc": "ContentDetection", "mode": "easy", "seeds": {"map": 59225, "objects": 31964, "quest": 43730, "grammar": 657}, "world_size": 1, "uuid": "tw-content_check-Easy"}, "objective": "", "extras": {}} \ No newline at end of file diff --git a/textworld/challenges/spaceship/games/levelMedium_v1.json b/textworld/challenges/spaceship/games/levelMedium_v1.json new file mode 100644 index 00000000..4ef6a3e3 --- /dev/null +++ b/textworld/challenges/spaceship/games/levelMedium_v1.json @@ -0,0 +1 @@ +{"version": 1, "world": [{"name": "at", "arguments": [{"name": "P", "type": "P"}, {"name": "r_0", "type": "r"}]}, {"name": "at", "arguments": [{"name": 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There are only two important differences: first, if the outer door is open and you don't have outfit on you, you are dead!! No joke here! So make sure that you open the door after wearing those cloths. Second, the door nob to open the door is not neither on the door nor in this room. You should open the external door from Russian Module! woooh so much of safety concerns, yeah?!", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["r_2", {"id": "r_2", "type": "r", "name": "Russian Module", "noun": null, "adj": null, "desc": "The Russian module is a typical space lab that you can expect, filled with a lot of processing machines, test equipments and space drive cars, in fact for repair and test. Since it is located at the center of International Space Station, it is also important room for everyone. There are many other objects here and there belongs to other astronauts, probably that's why here looks a bit messy. There are some stuffs here you should pick, obviously if you can find them among all this mess.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["r_0", {"id": "r_0", "type": "r", "name": "Sleep Station", "noun": null, "adj": null, "desc": "This is a typical bedroom in spaceship; here, it is called sleep station. It is small but comfortable to take a good rest after a day full of missions. However, today your mission will start from here. Wait to be notified by a message. So, you should find that message first. BTW, don't forget that when the Hatch door is open, you should already have worn your specially-designed outfit to be able to enter and stay at Hatch area; otherwise you'll die! Yes! Living in space is tough.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["r_1", {"id": "r_1", "type": "r", "name": "US LAB", "noun": null, "adj": null, "desc": "This is where Americans do their research on Space. In addition to all computers and lab gadgets, you can find a couple of objects here which are useful during your mission. Let's explore the room.", "room_type": "work", "definite": null, "indefinite": null, "synonyms": null}], ["r_4", {"id": "r_4", "type": "r", "name": "Outside", "noun": null, "adj": null, "desc": "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means that you have the special outfit on you and you passed the medium level of the game successfully! Congrats!", "room_type": "clean", "definite": null, "indefinite": null, "synonyms": null}], ["d_0", {"id": "d_0", "type": "d", "name": "door A", "noun": null, "adj": null, "desc": "it's a hefty door A [if open]It is open.[else if closed]It is closed.[otherwise]It is locked.[end if]", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["d_1", {"id": "d_1", "type": "d", "name": "door B", "noun": null, "adj": null, "desc": "The door B looks well-built. [if open]It is open.[else if closed]It is closed.[otherwise]It is locked.[end if]", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["d_2", {"id": "d_2", "type": "d", "name": "door C", "noun": null, "adj": null, "desc": "The door C looks solid. [if open]It is open.[else if closed]It is closed.[otherwise]It is locked.[end if]", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["d_3", {"id": "d_3", "type": "d", "name": "door D", "noun": null, "adj": null, "desc": "it's a hefty door D [if open]You can see inside it.[else if closed]You can't see inside it because the lid's in your way.[otherwise]There is a lock on it.[end if]", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["c_0", {"id": "c_0", "type": "c", "name": "box A", "noun": null, "adj": null, "desc": "This a regular box, keeps the electronic key to open box B. ", "room_type": "work", "definite": null, "indefinite": null, "synonyms": null}], ["l_0", {"id": "l_0", "type": "l", "name": "outfit", "noun": null, "adj": null, "desc": "", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["s_0", {"id": "s_0", "type": "s", "name": "vertical desk", "noun": null, "adj": null, "desc": "This is not a regular table. The surface is installed vertically and your objects are attached or hooked to it, why? Come on! we are in space, there is no gravity here.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["s_1", {"id": "s_1", "type": "s", "name": "metal table", "noun": null, "adj": null, "desc": "This is a big metal table, a messy one, there are many things on it, it is difficult to find what you want. However, there is just one item which is important for you. Try to find that item.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["b_0", {"id": "b_0", "type": "b", "name": "exit push button", "noun": null, "adj": null, "desc": "This push button is a key-like object which opens door C.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["c_1", {"id": "c_1", "type": "c", "name": "box B", "noun": null, "adj": null, "desc": "This box is locked! sounds it carries important item... So, let's find its key to open it. Wait... strange! the lock looks like a keypad!! Wait we've seen something similar to this somewhere before.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}], ["k_0", {"id": "k_0", "type": "k", "name": "electronic key", "noun": null, "adj": null, "desc": "This key is an electronic key which unlocks box B. An electronic key is in fact a code and opens those locks which are equipped with a keypad.", "room_type": "work", "definite": null, "indefinite": null, "synonyms": null}], ["cpu_0", {"id": "cpu_0", "type": "cpu", "name": "laptop", "noun": null, "adj": null, "desc": "This is your personal laptop which is attached to the surface of the table. You can do regular things with this, like check your emails, watch YouTube, Skype with family,etc.Since you are here, we recommend you to check your emails. New missions are posted through emails.", "room_type": "rest", "definite": null, "indefinite": null, "synonyms": null}]], "KB": {"logic": "# room\ntype r {\n predicates {\n at(P, r);\n at(t, r);\n\n north_of(r, r);\n west_of(r, r);\n\n north_of/d(r, d, r);\n west_of/d(r, d, r);\n\n free(r, r);\n\n south_of(r, r') = north_of(r', r);\n east_of(r, r') = west_of(r', r);\n\n south_of/d(r, d, r') = north_of/d(r', d, r);\n east_of/d(r, d, r') = west_of/d(r', d, r);\n }\n\n rules {\n go/north :: at(P, r) & $north_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/south :: at(P, r) & $south_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/east :: at(P, r) & $east_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n go/west :: at(P, r) & $west_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r');\n }\n\n reverse_rules {\n go/north :: go/south;\n go/west :: go/east;\n }\n\n constraints {\n r1 :: at(P, r) & at(P, r') -> fail();\n r2 :: at(s, r) & at(s, r') -> fail();\n r3 :: at(c, r) & at(c, r') -> fail();\n\n # An exit direction can only lead to one room.\n nav_rr1 :: north_of(r, r') & north_of(r'', r') -> fail();\n nav_rr2 :: south_of(r, r') & south_of(r'', r') -> fail();\n nav_rr3 :: east_of(r, r') & east_of(r'', r') -> fail();\n nav_rr4 :: west_of(r, r') & west_of(r'', r') -> fail();\n\n # Two rooms can only be connected once with each other.\n nav_rrA :: north_of(r, r') & south_of(r, r') -> fail();\n nav_rrB :: north_of(r, r') & west_of(r, r') -> fail();\n nav_rrC :: north_of(r, r') & east_of(r, r') -> fail();\n nav_rrD :: south_of(r, r') & west_of(r, r') -> fail();\n nav_rrE :: south_of(r, r') & east_of(r, r') -> fail();\n nav_rrF :: west_of(r, r') & east_of(r, r') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"room\";\n }\n\n predicates {\n at(P, r) :: \"The player is in {r}\";\n at(t, r) :: \"The {t} is in {r}\";\n free(r, r') :: \"\"; # No equivalent in Inform7.\n\n north_of(r, r') :: \"The {r} is mapped north of {r'}\";\n south_of(r, r') :: \"The {r} is mapped south of {r'}\";\n east_of(r, r') :: \"The {r} is mapped east of {r'}\";\n west_of(r, r') :: \"The {r} is mapped west of {r'}\";\n\n north_of/d(r, d, r') :: \"South of {r} and north of {r'} is a door called {d}\";\n south_of/d(r, d, r') :: \"North of {r} and south of {r'} is a door called {d}\";\n east_of/d(r, d, r') :: \"West of {r} and east of {r'} is a door called {d}\";\n west_of/d(r, d, r') :: \"East of {r} and west of {r'} is a door called {d}\";\n }\n\n commands {\n go/north :: \"go north\" :: \"going north\";\n go/south :: \"go south\" :: \"going south\";\n go/east :: \"go east\" :: \"going east\";\n go/west :: \"go west\" :: \"going west\";\n }\n }\n}\n\n# CPU-Like\ntype cpu : o {\n predicates {\n read/e(cpu);\n unread/e(cpu);\n }\n\n rules {\n check/e1 :: $at(P, r) & $at(s, r) & $on(cpu, s) & unread/e(cpu) -> read/e(cpu);\n check/e2 :: $at(P, r) & $in(cpu, I) & unread/e(cpu) -> read/e(cpu);\n }\n\n constraints {\n cpu2 :: read/e(cpu) & unread/e(cpu) -> fail(); \n }\n\n inform7 {\n type {\n kind :: \"CPU-like\";\n definition :: \"A CPU-like can be either read or unread. A CPU-like is usually unread.\";\n }\n\n predicates {\n read/e(cpu) :: \"The {cpu} is read\";\n unread/e(cpu) :: \"The {cpu} is unread\";\n }\n\n commands { \n check/e1 :: \"check laptop for email\" :: \"checking email\";\n check/e2 :: \"check laptop for email\" :: \"checking email\";\n }\n\n code :: \"\"\"\n Understand the command \"check\" as something new. \n Understand \"check laptop for email\" as checking email. \n checking email is an action applying to nothing. \n\n Before checking email:\n if a CPU-like (called pc) is read:\n Say \"You've already read all today's emails.\";\n rule fails;\n otherwise:\n if a random chance of 3 in 4 succeeds:\n Say \"No emails yet! Wait.\";\n rule fails.\n\n Carry out checking email: \n if a CPU-like (called pc) is unread: \n Say \"Email: Your mission is started. You should go and check outside of the spaceship.\";\n Now the pc is read.\n \"\"\";\n }\n}\n\n# door\ntype d : t {\n predicates {\n open(d);\n closed(d);\n locked(d);\n\n link(r, d, r);\n }\n\n rules {\n lock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & closed(d) -> locked(d);\n unlock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & locked(d) -> closed(d);\n\n open/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & closed(d) -> open(d) & free(r, r') & free(r', r);\n close/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & open(d) & free(r, r') & free(r', r) -> closed(d);\n \n lock/close/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & pushed(b) & open(d) & free(r, r') & free(r', r) -> unpushed(b) & locked(d);\n unlock/open/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r, r') & free(r', r);\n\n lock/close/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & pushed(b) & open(d) & free(r', r'') & free(r'', r') -> unpushed(b) & locked(d);\n unlock/open/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r', r'') & free(r'', r');\n\n examine/d :: at(P, r) & $link(r, d, r') -> at(P, r); # Nothing changes.\n }\n\n reverse_rules {\n lock/d :: unlock/d;\n open/d :: close/d;\n lock/close/d/b :: unlock/open/d/b;\n lock/close/db :: unlock/open/db;\n }\n\n constraints {\n d1 :: open(d) & closed(d) -> fail();\n d2 :: open(d) & locked(d) -> fail();\n d3 :: closed(d) & locked(d) -> fail();\n\n # A door can't be used to link more than two rooms.\n link1 :: link(r, d, r') & link(r, d, r'') -> fail();\n link2 :: link(r, d, r') & link(r'', d, r''') -> fail();\n\n # There's already a door linking two rooms.\n link3 :: link(r, d, r') & link(r, d', r') -> fail();\n\n # There cannot be more than four doors in a room.\n too_many_doors :: link(r, d1: d, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n\n # There cannot be more than four doors in a room.\n dr1 :: free(r, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr2 :: free(r, r1: r) & free(r, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr3 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail();\n dr4 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & free(r, r4: r) & link(r, d5: d, r5: r) -> fail();\n\n free1 :: link(r, d, r') & free(r, r') & closed(d) -> fail();\n free2 :: link(r, d, r') & free(r, r') & locked(d) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"door\";\n definition :: \"door is openable and lockable.\";\n }\n\n predicates {\n open(d) :: \"The {d} is open\";\n closed(d) :: \"The {d} is closed\";\n locked(d) :: \"The {d} is locked\";\n \n link(r, d, r') :: \"\"; # No equivalent in Inform7.\n }\n\n commands {\n open/d :: \"open {d}\" :: \"opening {d}\";\n close/d :: \"close {d}\" :: \"closing {d}\";\n\n unlock/d :: \"unlock {d} with {k}\" :: \"unlocking {d} with the {k}\";\n lock/d :: \"lock {d} with {k}\" :: \"locking {d} with the {k}\";\n\n lock/close/d/b :: \"push {b}\" :: \"_pushing the {b}\";\n unlock/open/d/b :: \"push {b}\" :: \"_pushing the {b}\";\n\n lock/close/db :: \"push {b}\" :: \"_pushing the {b}\";\n unlock/open/db :: \"push {b}\" :: \"_pushing the {b}\";\n\n examine/d :: \"examine {d}\" :: \"examining the {d}\";\n }\n }\n}\n\n# Inventory\ntype I {\n predicates {\n in(o, I);\n }\n\n rules {\n inventory :: at(P, r) -> at(P, r); # Nothing changes.\n\n take :: $at(P, r) & at(o, r) -> in(o, I);\n \n take/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, c) -> in(o, I);\n insert/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, I) -> in(o, c);\n\n take/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, c) -> in(o, I);\n insert/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, I) -> in(o, c);\n\n take/s :: $at(P, r) & $at(s, r) & on(o, s) -> in(o, I);\n hook :: $at(P, r) & $at(s, r) & in(o, I) -> on(o, s);\n\n examine/I :: in(o, I) -> in(o, I); # Nothing changes.\n examine/s :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes.\n examine/c :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes.\n examine/or :: at(P, r) & $in(o, r) -> at(P, r); # Nothing changes.\n examine/oc :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes.\n examine/os :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes.\n }\n\n reverse_rules { \n inventory :: inventory;\n\n take/c :: insert/c;\n take/s :: hook;\n take/cs :: insert/cs;\n\n examine/I :: examine/I;\n examine/s :: examine/s;\n examine/c :: examine/c;\n examine/or :: examine/or;\n examine/oc :: examine/oc;\n examine/os :: examine/os;\n }\n\n inform7 {\n predicates {\n in(o, I) :: \"The player carries the {o}\";\n }\n\n commands {\n\n inventory :: \"inventory\" :: \"taking inventory\";\n\n take :: \"take {o}\" :: \"taking the {o}\"; \n\n take/c :: \"take {o} from {c}\" :: \"removing the {o} from the {c}\";\n insert/c :: \"insert {o} into {c}\" :: \"inserting the {o} into the {c}\";\n\n take/cs :: \"take {o} from {c}\" :: \"removing the {o} from the {c}\";\n insert/cs :: \"insert {o} into {c}\" :: \"inserting the {o} into the {c}\";\n\n take/s :: \"take {o} from {s}\" :: \"removing the {o} from the {s}\";\n hook :: \"hook {o} on {s}\" :: \"hooking the {o} on the {s}\";\n\n examine/I :: \"examine {o}\" :: \"examining the {o}\";\n examine/s :: \"examine {o}\" :: \"examining the {o}\";\n examine/c :: \"examine {o}\" :: \"examining the {o}\";\n examine/or :: \"examine {o}\" :: \"examining the {o}\";\n examine/oc :: \"examine {o}\" :: \"examining the {o}\";\n examine/os :: \"examine {o}\" :: \"examining the {o}\";\n }\n }\n}\n\n# food\ntype f : o {\n predicates {\n edible(f);\n eaten(f);\n }\n\n rules {\n eat :: in(f, I) -> eaten(f);\n }\n\n constraints {\n eaten1 :: eaten(f) & in(f, I) -> fail();\n eaten2 :: eaten(f) & in(f, c) -> fail();\n eaten3 :: eaten(f) & on(f, s) -> fail();\n eaten4 :: eaten(f) & at(f, r) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"food\";\n definition :: \"food is edible.\";\n }\n\n predicates {\n edible(f) :: \"The {f} is edible\";\n eaten(f) :: \"The {f} is nowhere\";\n }\n\n commands {\n eat :: \"eat {f}\" :: \"eating the {f}\";\n }\n }\n}\n\n# supporter\ntype s : t {\n predicates {\n on(o, s);\n on(c, s);\n }\n\n inform7 {\n type {\n kind :: \"supporter\";\n definition :: \"supporters are fixed in place.\";\n }\n\n predicates {\n on(o, s) :: \"The {o} is on the {s}\";\n on(c, s) :: \"The {c} is on the {s}\"; \n }\n }\n}\n\n# push button\ntype b : t {\n predicates {\n pushed(b);\n unpushed(b);\n\n pair(b, d);\n\n in(b, c);\n }\n\n inform7 {\n type {\n kind :: \"button-like\";\n definition :: \"A button-like can be either pushed or unpushed. A button-like is usually unpushed. A button-like is fixed in place.\";\n }\n\n predicates {\n pushed(b) :: \"The {b} is pushed\";\n unpushed(b) :: \"The {b} is unpushed\";\n\n pair(b, d) :: \"The {b} pairs to {d}\";\n\n in(b, c) :: \"The {b} is in the {c}\";\n }\n\n code :: \"\"\"\n connectivity relates a button-like to a door. The verb to pair to means the connectivity relation. \n\n Understand the command \"push\" as something new. \n Understand \"push [something]\" as _pushing. \n _pushing is an action applying to a thing. \n\n Carry out _pushing: \n if a button-like (called pb) pairs to door (called dr): \n if dr is locked:\n Now the pb is pushed; \n Now dr is unlocked; \n Now dr is open; \n otherwise:\n Now the pb is unpushed; \n Now dr is locked.\n\n Report _pushing: \n if a button-like (called pb) pairs to door (called dr): \n if dr is unlocked:\n say \"You push the [pb], and [dr] is now open.\";\n otherwise:\n say \"You push the [pb] again, and [dr] is now locked.\" \n \"\"\";\n }\n}\n\n# container\ntype c : t {\n predicates {\n open(c);\n closed(c);\n locked(c);\n\n in(o, c); \n }\n\n rules {\n lock/c :: $at(P, r) & $at(c, r) & $in(k, I) & $match(k, c) & closed(c) -> locked(c);\n unlock/c :: $at(P, r) & $at(c, r) & $in(k, I) & $match(k, c) & locked(c) -> closed(c);\n\n open/c :: $at(P, r) & $at(c, r) & closed(c) -> open(c); \n close/c :: $at(P, r) & $at(c, r) & open(c) -> closed(c);\n\n lock/bx :: $at(P, r) & $at(s, r) & $on(c, s) & $in(k, I) & $match(k, c) & closed(c) -> locked(c);\n unlock/bx :: $at(P, r) & $at(s, r) & $on(c, s) & $in(k, I) & $match(k, c) & locked(c) -> closed(c);\n\n open/bx :: $at(P, r) & $at(s, r) & $on(c, s) & closed(c) -> open(c);\n close/bx :: $at(P, r) & $at(s, r) & $on(c, s) & open(c) -> closed(c);\n }\n\n reverse_rules {\n lock/c :: unlock/c;\n open/c :: close/c;\n lock/bx :: unlock/bx;\n open/bx :: close/bx;\n }\n\n constraints {\n c1 :: open(c) & closed(c) -> fail();\n c2 :: open(c) & locked(c) -> fail();\n c3 :: closed(c) & locked(c) -> fail();\n }\n\n inform7 {\n type {\n kind :: \"container\";\n definition :: \"containers are openable, lockable and fixed in place. containers are usually closed.\";\n }\n\n predicates {\n open(c) :: \"The {c} is open\";\n closed(c) :: \"The {c} is closed\";\n locked(c) :: \"The {c} is locked\";\n\n in(o, c) :: \"The {o} is in the {c}\";\n }\n\n commands {\n open/c :: \"open {c}\" :: \"opening the {c}\";\n close/c :: \"close {c}\" :: \"closing the {c}\";\n\n lock/c :: \"lock {c} with {k}\" :: \"locking the {c} with the {k}\";\n unlock/c :: \"unlock {c} with {k}\" :: \"unlocking the {c} with the {k}\";\n\n open/bx :: \"open {c}\" :: \"opening the {c}\";\n close/bx :: \"close {c}\" :: \"closing the {c}\";\n\n lock/bx :: \"lock {c} with {k}\" :: \"locking the {c} with the {k}\";\n unlock/bx :: \"unlock {c} with {k}\" :: \"unlocking the {c} with the {k}\";\n }\n }\n}\n\n# key\ntype k : o {\n predicates {\n match(k, c);\n match(k, d);\n }\n\n constraints {\n k1 :: match(k, c) & match(k', c) -> fail();\n k2 :: match(k, c) & match(k, c') -> fail();\n k3 :: match(k, d) & match(k', d) -> fail();\n k4 :: match(k, d) & match(k, d') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"key\";\n }\n\n predicates {\n match(k, c) :: \"The matching key of the {c} is the {k}\";\n match(k, d) :: \"The matching key of the {d} is the {k}\";\n }\n }\n}\n\n# cloth\ntype l : o {\n predicates { \n worn(l);\n\t takenoff(l);\n clean(l);\n\t dirty(l);\n \t}\n\n rules {\n wear/l :: in(l, I) & takenoff(l) -> worn(l);\n takeoff/l :: worn(l) -> in(l, I) & takenoff(l);\n\n wash/l :: $at(l,r) & dirty(l) -> clean(l);\n dirty/l :: $worn(l,P) & clean(l) -> dirty(l);\n \t}\n\n reverse_rules {\n wear/l :: takeoff/l;\n wash/l :: dirty/l;\n \t}\n\n constraints {\n l1 :: clean(l) & dirty(l) -> fail();\n l2 :: worn(l) & takenoff(l) -> fail();\n \t}\n\n inform7 {\n type {\n kind :: \"cloth-like\";\n definition :: \"cloth-like are wearable. cloth-like can be either clean or dirty. cloth-like are usually clean. cloth-like can be either worn in or worn out. cloth-like are usually worn out.\"; \n }\n\n predicates {\n worn(l) :: \"The {l} is worn in\";\n\t takenoff(l) :: \"The {l} is worn out\"; \n clean(l) :: \"The {l} is clean\";\n\t dirty(l) :: \"The {l} is dirty\"; \n }\n\n commands {\n wear/l :: \"wear {l}\" :: \"_wearing the {l}\";\n takeoff/l :: \"take off {l}\" :: \"taking off the {l}\";\n\n clean/l :: \"clean {l}\" :: \"cleaning the {l}\";\n\t dirty/l :: \"dirty {l}\" :: \"dirtying the {l}\";\n }\n\n code :: \"\"\"\n Understand the command \"wear\" as something new. \n Understand \"wear [something]\" as _wearing. \n _wearing is an action applying to a thing. \n\n Carry out _wearing: \n if a cloth-like (called cl) is worn out: \n Now the cl is worn in; \n otherwise:\n Say \"You have this cloth on.\". \n \"\"\";\n }\n}\n\n# text-Like\ntype txt : o {\n predicates {\n read/t(txt);\n unread/t(txt);\n }\n\n rules {\n read/book :: $at(P, r) & $in(txt, I) & unread/t(txt) -> read/t(txt);\n examine/book :: at(P, r) & $in(txt, I) -> at(P, r); # Nothing changes.\n }\n \n reverse_rules {\n examine/book :: examine/book;\n }\n \n constraints {\n txt1 :: read/t(txt) & unread/t(txt) -> fail(); \n }\n\n inform7 {\n type {\n kind :: \"text-like\";\n definition :: \"A text-like can be either read or unread. A text-like is usually unread.\";\n }\n\n predicates {\n read/t(txt) :: \"The {txt} is read\";\n unread/t(txt) :: \"The {txt} is unread\";\n }\n\n commands { \n read/book :: \"read the {txt}\" :: \"_reading the {txt}\";\n examine/book :: \"examine {txt}\" :: \"examining the {txt}\";\n }\n \n code :: \"\"\"\n Understand the command \"read\" as something new. \n Understand \"read [something]\" as _reading. \n _reading is an action applying to a thing. \n \n Carry out _reading: \n if a text-like (called tx) is unread: \n Say \"You read the book and realized about that crucial hint.\";\n Now the tx is read; \n \"\"\";\n }\n}\n\n# object\ntype o : t {\n constraints {\n obj1 :: in(o, I) & in(o, c) -> fail();\n obj2 :: in(o, I) & on(o, s) -> fail();\n obj3 :: in(o, I) & at(o, r) -> fail();\n obj4 :: in(o, c) & on(o, s) -> fail();\n obj5 :: in(o, c) & at(o, r) -> fail();\n obj6 :: on(o, s) & at(o, r) -> fail();\n obj7 :: at(o, r) & at(o, r') -> fail();\n obj8 :: in(o, c) & in(o, c') -> fail();\n obj9 :: on(o, s) & on(o, s') -> fail();\n }\n\n inform7 {\n type {\n kind :: \"object-like\";\n definition :: \"object-like is portable.\";\n }\n }\n}\n\n# Player\ntype P {\n rules {\n look :: at(P, r) -> at(P, r); # Nothing changes.\n\t #wear/cloth :: $at(P,r) & at(l,r) -> on(l,P);\n }\n\n inform7 {\n commands {\n look :: \"look\" :: \"looking\";\n\t #wear/cloth :: \"wear cloth\" :: \"wearing the cloth\";\n }\n }\n}\n\n# thing\ntype t {\n predicates {\n event(P, r);\n }\n\n rules {\n examine/t :: at(P, r) & $at(t, r) -> at(P, r);\n }\n\n reverse_rules {\n examine/t :: examine/t;\n }\n\n inform7 { \n type {\n kind :: \"thing\";\n }\n\n predicates {\n event(P, r) :: \"the player was in {r}\";\n }\n commands {\n examine/t :: \"examine {t}\" :: \"examining the {t}\";\n }\n\n code :: \"\"\"\n Understand \"tw-set seed [a number]\" as updating the new seed. \n Updating the new seed is an action applying to a number.\n Carry out updating the new seed:\n seed the random-number generator with the number understood.\n \"\"\";\n }\n}\n\n", "text_grammars_path": "/home/v-hapurm/Documents/Haki_Git/TextWorld/textworld/challenges/spaceship/textworld_data/text_grammars"}, "metadata": {"desc": "Spaceship", "mode": "medium", "seeds": {"map": 59225, "objects": 31964, "quest": 43730, "grammar": 657}, "world_size": 8, "uuid": "tw-spaceship-Medium"}, "objective": ""} \ No newline at end of file diff --git a/textworld/challenges/spaceship/maker.py b/textworld/challenges/spaceship/maker.py new file mode 100644 index 00000000..52c876fc --- /dev/null +++ b/textworld/challenges/spaceship/maker.py @@ -0,0 +1,1455 @@ +import os +from os.path import join as pjoin +from typing import Optional + +from textworld import GameMaker +from textworld.generator.data import KnowledgeBase +from textworld import g_rng +from textworld.helpers import start +from textworld.utils import make_temp_directory +import textworld +from textworld.generator.game import EventCondition, Quest, GameOptions +from textworld.generator import World +from textworld.core import EnvInfos + + +g_rng.set_seed(20190826) +PATH = pjoin(os.path.dirname(__file__), 'textworld_data') + + +def spaceship_maker_level_easy(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='Spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + + sleep_bag = gm.new(type='c', name="sleeping bag") # Provide the type and the name of the object. + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." # Text to display when issuing command "examine note". + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + card_box = gm.new(type='c') # Card box is a container which is fixed in place in the Sleep Station. + card_box.infos.desc = "It is empty." + sleep_station.add(card_box) # The card box contains nothing at this game + gm.add_fact("closed", card_box) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + key = gm.new(type='k', name="electronic key") + key.infos.desc = "This key opens the door into the modules area. In this space craft, the gravity is not a " \ + "challenge. Thus, you can find things on the floor." + us_lab.add(key) # When added directly to a room, portable objects are put on the floor. + + corridor1 = gm.connect(sleep_station.south, us_lab.north) + doorA = gm.new_door(corridor1, name="door A") + gm.add_fact("closed", doorA) # Add a fact about the door, e.g. here it is closed. + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + supporter = gm.new(type='s') # When not provided, names are automatically generated. + russian_module.add(supporter) # Supporters are fixed in place. + key_code = gm.new(type='k', name="digital key") + key_code.infos.desc = "This key is in fact a digital code which opens the secured box in the control modules " \ + "area. The code, in fact, is written on the supporter." + supporter.add(key_code) + + corridor2 = gm.connect(us_lab.south, russian_module.north) + doorB = gm.new_door(corridor2, name="door B") + gm.add_fact("locked", doorB) + gm.add_fact("match", key, doorB) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Control Module Design ====================================================================================== + control_module = gm.new_room("Control Module") + secured_box = gm.new(type='c', name='Secured box') # When not provided, names are automatically generated. + secured_box.infos.desc = "This box is highly secured with a complex code that is in one of the modules in the " \ + "craft. To open the box, you should just find that code key." + gm.add_fact("locked", secured_box) + gm.add_fact("match", key_code, secured_box) + secured_box.infos.desc = "The Secret Codes Handbook is in this box." + control_module.add(secured_box) # Supporters are fixed in place. + book = gm.new(type='o', name='Secret Codes Handbook') # New portable object with a randomly generated name. + secured_box.add(book) + + corridor3 = gm.connect(russian_module.west, control_module.east) + doorC = gm.new_door(corridor3, name='door C') + gm.add_fact("open", doorC) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + + pencil = gm.new(type='o', name='pencil') # New portable object with a randomly generated name. + gm.inventory.add(pencil) # Add the object to the player's inventory. + gm.render(interactive=True) + + quest = gm.new_quest_using_commands(['open door A', 'go south', 'take electronic key', + 'unlock door B with electronic key', 'open door B', 'go south', + 'take digital key from board', 'go west', + 'unlock Secured box with digital key', 'open Secured box', + 'take Secret Codes Handbook from Secured box']) + print(" > ".join(quest.commands)) + + gm.quests.append(quest) + + +def spaceship_maker_level_medium(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='Spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + sleep_bag = gm.new(type='c', name="sleeping bag") + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + surf_1.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_1) # The card box contains nothing at this game + + # laptop = gm.new(type='o', name="laptop") + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails. " + surf_1.add(laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during our game. Let's " \ + "explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open door C. But it is locked. The lock " \ + "looks like a keypad, means that the key is in fact just a code! So, ... let's search around " \ + "to find its key." + us_lab.add(box_a) + gm.add_fact("locked", box_a) + + key_1 = gm.new(type='k', name="electronic key 1") + key_1.infos.desc = "This key is a card key which opens door C." + box_a.add(key_1) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # ===== European Module Design ===================================================================================== + european_module = gm.new_room("European Module") + european_module.infos.desc = "This room belongs to European scientists. Isn't it cool? what do they research? " \ + "well, we can explore it later... For now, there is a key code here. This code " \ + "opens the box in the next room and consequently takes you to the next stage. So, " \ + "explore the table to find the key." + + surf_2 = gm.new(type='s', name='table') + surf_2.infos.desc = "This is a simple table located in the middle of the room. Let's take a look at it..." + european_module.add(surf_2) + + box_b = gm.new(type='c', name="box B") + box_b.infos.desc = "This a regular box, keeps the key to open box A." + surf_2.add(box_b) + gm.add_fact("closed", box_b) + + key_2 = gm.new(type='k', name="code key 1") + key_2.infos.desc = "This key is in fact a digital code which opens the box in the US Lab area. The code, " \ + "in fact, is written on a piece of paper." + box_b.add(key_2) + gm.add_fact("match", key_2, box_a) + + chair_1 = gm.new(type='s', name='chair') + chair_1.infos.desc = "this is a dark-gray chair which is developed to be used in space." + european_module.add(chair_1) + + corridor2 = gm.connect(us_lab.east, european_module.west) + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + russian_module.infos.desc = "The Russian module is a typical space lab that you can expect, filled with a " \ + "lot of processing machines, test equipments and space drive cars, in fact for " \ + "repair and test. Since it is located at the center of International Space Station, " \ + "it is also important room for everyone. There are many other objects here and " \ + "there belongs to other astronauts, probably that's why here looks a bit messy. " \ + "There are some stuffs here you should pick, obviously if you can find them among " \ + "all this mess." + + surf_3 = gm.new(type='s', name='metal table') + surf_3.infos.desc = "This is a big metal table, a messy one, there are many things on it, it is difficult to " \ + "find what you want. However, there is just one item which is important for you. Try to " \ + "find that item." + russian_module.add(surf_3) + + papers = gm.new(type='o', name='bunch of sticked papers') + surf_3.add(papers) + + notebooks = gm.new(type='o', name='lots of hanged notebooks') + surf_3.add(notebooks) + + tools = gm.new(type='o', name='attached bags for mechanical tools') + surf_3.add(tools) + + box_c = gm.new(type='c', name="box C") + box_c.infos.desc = "This box is locked! sounds it carries important item... So, let's find its key to open it. " \ + "Wait... strange! the lock looks like a heart!! Wait we've seen something similar to this " \ + "somewhere before." + surf_3.add(box_c) + gm.add_fact("locked", box_c) + + key_3 = gm.new(type='k', name="digital key 1") + key_3.infos.desc = "This key is an important key in this craft. If you want to leave the spaceship, you " \ + "definitely need this key." + box_c.add(key_3) + + surf_4 = gm.new(type='s', name='wall-mounted surface') + surf_4.infos.desc = "This is a wall-mounted surface which different instruments are installed on this. These " \ + "instruments are basically control various modules and doors in the shuttle." + russian_module.add(surf_4) + + box_d = gm.new(type='c', name="exit box") + box_d.infos.desc = "The most important box here, which is in fact locked! sounds it carries important item... " \ + "So, let's find its key to open it." + surf_4.add(box_d) + gm.add_fact("locked", box_d) + + push_button = gm.new(type='b', name="exit push button") + push_button.infos.desc = "This push button is a key-like object which opens door A." + gm.add_fact("unpushed", push_button) + box_d.add(push_button) + + corridor3 = gm.connect(us_lab.south, russian_module.north) + door_b = gm.new_door(corridor3, name="door B") + gm.add_fact("locked", door_b) + gm.add_fact("match", key_1, door_b) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Lounge Design ============================================================================================== + lounge = gm.new_room("Lounge Module") + lounge.infos.desc = "This lounge is very quiet room with a big round window to the space. Wow, you can look " \ + "to our beloved Earth from this window. This room is the place that you can stay here for " \ + "hours and just get relax. This room also contains some other stuff, let's explore what " \ + "they are ..." + + box_e = gm.new(type='c', name="box E") + box_e.infos.desc = "This box is actually a wall-mounted bag and you can put an object into it. Since we have no " \ + "gravity in the space, you can't just simply leave the object in the room. The object should " \ + "be hooked or inserted into a container like this bag. Well, know we know what it is!" + lounge.add(box_e) + gm.add_fact("closed", box_e) + + key_4 = gm.new(type='k', name="electronic key 2") + key_4.infos.desc = "This key is the key opens the door to the control room. Although it looks like a regular " \ + "iron key, it is very special metal key! Not any other key can be like it. Make sure to keep " \ + "it in safe place." + box_e.add(key_4) + + corridor4 = gm.connect(russian_module.east, lounge.west) + + # ===== Control Module Design ====================================================================================== + control_module = gm.new_room("Control Module") + control_module.infos.desc = "This is the heart of this spaceship! Wow ... look around, all the monitors and " \ + "panels. It is like you can control everything from here; more interestingly, you " \ + "can communicate with people on the Earth. There are also super important objects " \ + "kept in this room. Let's find them." + + box_f = gm.new(type='c', name="secured box") + box_f.infos.desc = "This box is secured very much, simple box with a complex, strange keypad to enter the code! " \ + "So ... it should contain extremely important items in it. Isn't it the thing you are " \ + "looking for?!" + control_module.add(box_f) + gm.add_fact("locked", box_f) + gm.add_fact("match", key_3, box_f) + + book = gm.new(type='o', name='Secret Codes Handbook') + book.infos.desc = "If you open and check this book, here it is the description: 'This is a book of all secret " \ + "codes to manage different actions and functions inside the International Space Station. " \ + "These codes are pre-authorized by the main control room at Earth unless it is mentioned.'" \ + " " \ + "On the second page of the book, you can find this: 'To open the hatch door you should have " \ + "both two keys in the secured box. ATTENTION: you MUST have the outfit on you, before opening " \ + "the hatch. Otherwise, your life is in fatal danger.'" + box_f.add(book) + + key_5 = gm.new(type='k', name="digital key 2") + box_f.add(key_5) + gm.add_fact("match", key_5, box_d) + key_6 = gm.new(type='k', name="code key 2") + box_f.add(key_6) + + corridor5 = gm.connect(control_module.east, russian_module.west) + door_c = gm.new_door(corridor5, name="door C") + gm.add_fact("locked", door_c) + gm.add_fact("match", key_4, door_c) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Hatch Design =============================================================================================== + hatch = gm.new_room("Hatch") + hatch.infos.desc = "This area is like the entrance to the spaceship, so like home entrance with outer and " \ + "inner doors and a place that outfits are hooked. There are only two important differences: " \ + "first, if the outer door is open and you don't have outfit on you, you are dead!! No joke " \ + "here! So make sure that you open the door after wearing those cloths. Second, the door nob " \ + "to open the door is not neither on the door nor in this room. You should open the external " \ + "door from Russian Module! woooh so much of safety concerns, yeah?!" + + cloth = gm.new(type='l', name="outfit") + hatch.add(cloth) + + corridor6 = gm.connect(hatch.north, lounge.south) + door_d = gm.new_door(corridor6, name="door D") + gm.add_fact("locked", door_d) + gm.add_fact("match", key_6, door_d) + + # ===== Outside Spaceship (Space) Design =========================================================================== + outside = gm.new_room("Outside") + outside.infos.desc = "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means " \ + "that you have the special outfit on you and you passed the medium level of the game! " \ + "Congrats!" + + corridor7 = gm.connect(outside.north, hatch.south) + door_e = gm.new_door(corridor7, name="door E") + gm.add_fact("locked", door_e) + gm.add_fact("pair", push_button, door_e) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + + key_7 = gm.new(type='k', name="hearty key") + key_7.infos.desc = "This key is shaped like a heart, not a normal key for a spaceship, ha ha ha..." + gm.add_fact("match", key_7, box_c) + gm.inventory.add(key_7) # Add the object to the player's inventory. + + # gm.render(interactive=True) + + # quest = gm.new_quest_using_commands(['examine laptop', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take Secret Codes Handbook from secured box', + # 'examine Secret Codes Handbook', + # 'take code key 2 from secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'go east', + # 'unlock door D with code key 2', + # 'open door D', + # 'go south', + # 'take outfit', + # 'wear the outfit', + # 'go north', + # 'go west', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south']) + + arr = ['examine laptop', + 'check email', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take Secret Codes Handbook from secured box', + # 'examine Secret Codes Handbook', + # 'take code key 2 from secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'go east', + # 'unlock door D with code key 2', + # 'open door D', + # 'go south', + # 'take outfit', + # 'wear the outfit', + # 'go north', + # 'go west', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south' + ] + test_commands(gm, arr) + + +def test(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='Spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + surf_1 = gm.new(type='s', name='wall-mounted surface') + surf_1.infos.desc = "This is a wall-mounted surface which different instruments are installed on this. These " \ + "instruments are basically control various modules and doors in the shuttle." + sleep_station.add(surf_1) + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails. " + surf_1.add(laptop) + gm.add_fact("turned_off", laptop) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + + gm.render(interactive=True) + + gm.record_quest() + + +def test_commands(game, arr): + # with make_temp_directory() as tmpdir: + # game_file = self.compile(pjoin(tmpdir, "set_walkthrough.ulx")) + # env = textworld.start(game_file, infos=EnvInfos(last_action=True, intermediate_reward=True)) + # state = env.reset() + + with make_temp_directory() as tmpdir: + silent = False + game_file = game.compile(pjoin(tmpdir, "test_game_1.ulx")) + env = textworld.start(game_file, infos=EnvInfos(admissible_commands=True, intermediate_reward=True)) + env.reset() + + agent = textworld.agents.HumanAgent(autocompletion=True) + agent.reset(env) + + if not silent: + env.render(mode="human") + + try: + for command in arr: + print(command) + game_state, reward, done = env.step(command) + + if not silent: + env.render() + + print("Available actions: {}\n".format(game_state.admissible_commands)) + print('==================================================') + + except KeyboardInterrupt: + pass # Stop the game. + finally: + env.close() + + +def spaceship_maker_level_medium_v1(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + sleep_bag = gm.new(type='c', name="sleeping bag") + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + surf_1.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_1) # The card box contains nothing at this game + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails." + surf_1.add(laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during our game. Let's " \ + "explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open door C. But it is locked. The lock " \ + "looks like a keypad, means that the key is in fact just a code! So, ... let's search around " \ + "to find its key." + us_lab.add(box_a) + gm.add_fact("locked", box_a) + + key_1 = gm.new(type='k', name="electronic key 1") + key_1.infos.desc = "This key is a card key which opens door C." + box_a.add(key_1) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # ===== European Module Design ===================================================================================== + european_module = gm.new_room("European Module") + european_module.infos.desc = "This room belongs to European scientists. Isn't it cool? what do they research? " \ + "well, we can explore it later... For now, there is a key code here. This code " \ + "opens the box in the next room and consequently takes you to the next stage. So, " \ + "explore the table to find the key." + + surf_2 = gm.new(type='s', name='table') + surf_2.infos.desc = "This is a simple table located in the middle of the room. Let's take a look at it..." + european_module.add(surf_2) + + box_b = gm.new(type='c', name="box B") + box_b.infos.desc = "This a regular box, keeps the key to open box A." + surf_2.add(box_b) + gm.add_fact("closed", box_b) + + key_2 = gm.new(type='k', name="code key 1") + key_2.infos.desc = "This key is in fact a digital code which opens the box in the US Lab area. The code, " \ + "in fact, is written on a piece of paper." + box_b.add(key_2) + gm.add_fact("match", key_2, box_a) + + chair_1 = gm.new(type='s', name='chair') + chair_1.infos.desc = "this is a dark-gray chair which is developed to be used in space." + european_module.add(chair_1) + + corridor2 = gm.connect(us_lab.east, european_module.west) + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + russian_module.infos.desc = "The Russian module is a typical space lab that you can expect, filled with a " \ + "lot of processing machines, test equipments and space drive cars, in fact for " \ + "repair and test. Since it is located at the center of International Space Station, " \ + "it is also important room for everyone. There are many other objects here and " \ + "there belongs to other astronauts, probably that's why here looks a bit messy. " \ + "There are some stuffs here you should pick, obviously if you can find them among " \ + "all this mess." + + surf_3 = gm.new(type='s', name='metal table') + surf_3.infos.desc = "This is a big metal table, a messy one, there are many things on it, it is difficult to " \ + "find what you want. However, there is just one item which is important for you. Try to " \ + "find that item." + russian_module.add(surf_3) + + papers = gm.new(type='o', name='bunch of sticked papers') + surf_3.add(papers) + + notebooks = gm.new(type='o', name='lots of hanged notebooks') + surf_3.add(notebooks) + + tools = gm.new(type='o', name='attached bags for mechanical tools') + surf_3.add(tools) + + box_c = gm.new(type='c', name="box C") + box_c.infos.desc = "This box is locked! sounds it carries important item... So, let's find its key to open it. " \ + "Wait... strange! the lock looks like a heart!! Wait we've seen something similar to this " \ + "somewhere before." + surf_3.add(box_c) + gm.add_fact("locked", box_c) + + key_3 = gm.new(type='k', name="digital key 1") + key_3.infos.desc = "This key is an important key in this craft. If you want to leave the spaceship, you " \ + "definitely need this key." + box_c.add(key_3) + + surf_4 = gm.new(type='s', name='wall-mounted surface') + surf_4.infos.desc = "This is a wall-mounted surface which different instruments are installed on this. These " \ + "instruments are basically control various modules and doors in the shuttle." + russian_module.add(surf_4) + + box_d = gm.new(type='c', name="exit box") + box_d.infos.desc = "The most important box here, which is in fact locked! sounds it carries important item... " \ + "So, let's find its key to open it." + surf_4.add(box_d) + gm.add_fact("locked", box_d) + + push_button = gm.new(type='b', name="exit push button") + push_button.infos.desc = "This push button is a key-like object which opens door A." + gm.add_fact("unpushed", push_button) + box_d.add(push_button) + + corridor3 = gm.connect(us_lab.south, russian_module.north) + door_b = gm.new_door(corridor3, name="door B") + gm.add_fact("locked", door_b) + gm.add_fact("match", key_1, door_b) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Lounge Design ============================================================================================== + lounge = gm.new_room("Lounge Module") + lounge.infos.desc = "This lounge is very quiet room with a big round window to the space. Wow, you can look " \ + "to our beloved Earth from this window. This room is the place that you can stay here for " \ + "hours and just get relax. This room also contains some other stuff, let's explore what " \ + "they are ..." + + box_e = gm.new(type='c', name="box E") + box_e.infos.desc = "This box is actually a wall-mounted bag and you can put an object into it. Since we have no " \ + "gravity in the space, you can't just simply leave the object in the room. The object should " \ + "be hooked or inserted into a container like this bag. Well, know we know what it is!" + lounge.add(box_e) + gm.add_fact("closed", box_e) + + key_4 = gm.new(type='k', name="electronic key 2") + key_4.infos.desc = "This key is the key opens the door to the control room. Although it looks like a regular " \ + "iron key, it is very special metal key! Not any other key can be like it. Make sure to keep " \ + "it in safe place." + box_e.add(key_4) + + corridor4 = gm.connect(russian_module.east, lounge.west) + + # ===== Control Module Design ====================================================================================== + control_module = gm.new_room("Control Module") + control_module.infos.desc = "This is the heart of this spaceship! Wow ... look around, all the monitors and " \ + "panels. It is like you can control everything from here; more interestingly, you " \ + "can communicate with people on the Earth. There are also super important objects " \ + "kept in this room. Let's find them." + + box_f = gm.new(type='c', name="secured box") + box_f.infos.desc = "This box is secured very much, simple box with a complex, strange keypad to enter the code! " \ + "So ... it should contain extremely important items in it. Isn't it the thing you are " \ + "looking for?!" + control_module.add(box_f) + gm.add_fact("locked", box_f) + gm.add_fact("match", key_3, box_f) + + book = gm.new(type='txt', name='Secret Codes Handbook') + book.infos.desc = "If you open and check this book, here it is the description: 'This is a book of all secret " \ + "codes to manage different actions and functions inside the International Space Station. " \ + "These codes are pre-authorized by the main control room at Earth unless it is mentioned.'" \ + " " \ + "On the second page of the book, you can find this: 'To open the hatch door you should have " \ + "both two keys in the secured box. ATTENTION: you MUST have the outfit on you, before opening " \ + "the hatch. Otherwise, your life is in fatal danger.'" + box_f.add(book) + gm.add_fact("unread/t", book) + + key_5 = gm.new(type='k', name="digital key 2") + box_f.add(key_5) + gm.add_fact("match", key_5, box_d) + key_6 = gm.new(type='k', name="code key 2") + box_f.add(key_6) + + corridor5 = gm.connect(control_module.east, russian_module.west) + door_c = gm.new_door(corridor5, name="door C") + gm.add_fact("locked", door_c) + gm.add_fact("match", key_4, door_c) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Hatch Design =============================================================================================== + hatch = gm.new_room("Hatch") + hatch.infos.desc = "This area is like the entrance to the spaceship, so like home entrance with outer and " \ + "inner doors and a place that outfits are hooked. There are only two important differences: " \ + "first, if the outer door is open and you don't have outfit on you, you are dead!! No joke " \ + "here! So make sure that you open the door after wearing those cloths. Second, the door nob " \ + "to open the door is not neither on the door nor in this room. You should open the external " \ + "door from Russian Module! woooh so much of safety concerns, yeah?!" + + cloth = gm.new(type='l', name="outfit") + hatch.add(cloth) + gm.add_fact("takenoff", cloth) + gm.add_fact("clean", cloth) + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + sleep_bag = gm.new(type='c', name="sleeping bag") + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + surf_1.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_1) # The card box contains nothing at this game + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails." + surf_1.add(laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during our game. Let's " \ + "explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open door C. But it is locked. The lock " \ + "looks like a keypad, means that the key is in fact just a code! So, ... let's search around " \ + "to find its key." + us_lab.add(box_a) + gm.add_fact("locked", box_a) + + key_1 = gm.new(type='k', name="electronic key 1") + key_1.infos.desc = "This key is a card key which opens door C." + box_a.add(key_1) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # ===== European Module Design ===================================================================================== + european_module = gm.new_room("European Module") + european_module.infos.desc = "This room belongs to European scientists. Isn't it cool? what do they research? " \ + "well, we can explore it later... For now, there is a key code here. This code " \ + "opens the box in the next room and consequently takes you to the next stage. So, " \ + "explore the table to find the key." + + surf_2 = gm.new(type='s', name='table') + surf_2.infos.desc = "This is a simple table located in the middle of the room. Let's take a look at it..." + european_module.add(surf_2) + + box_b = gm.new(type='c', name="box B") + box_b.infos.desc = "This a regular box, keeps the key to open box A." + surf_2.add(box_b) + gm.add_fact("closed", box_b) + + key_2 = gm.new(type='k', name="code key 1") + key_2.infos.desc = "This key is in fact a digital code which opens the box in the US Lab area. The code, " \ + "in fact, is written on a piece of paper." + box_b.add(key_2) + gm.add_fact("match", key_2, box_a) + + chair_1 = gm.new(type='s', name='chair') + chair_1.infos.desc = "this is a dark-gray chair which is developed to be used in space." + european_module.add(chair_1) + + corridor2 = gm.connect(us_lab.east, european_module.west) + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + russian_module.infos.desc = "The Russian module is a typical space lab that you can expect, filled with a " \ + "lot of processing machines, test equipments and space drive cars, in fact for " \ + "repair and test. Since it is located at the center of International Space Station, " \ + "it is also important room for everyone. There are many other objects here and " \ + "there belongs to other astronauts, probably that's why here looks a bit messy. " \ + "There are some stuffs here you should pick, obviously if you can find them among " \ + "all this mess." + + surf_3 = gm.new(type='s', name='metal table') + surf_3.infos.desc = "This is a big metal table, a messy one, there are many things on it, it is difficult to " \ + "find what you want. However, there is just one item which is important for you. Try to " \ + "find that item." + russian_module.add(surf_3) + + papers = gm.new(type='o', name='bunch of sticked papers') + surf_3.add(papers) + + notebooks = gm.new(type='o', name='lots of hanged notebooks') + surf_3.add(notebooks) + + tools = gm.new(type='o', name='attached bags for mechanical tools') + surf_3.add(tools) + + box_c = gm.new(type='c', name="box C") + box_c.infos.desc = "This box is locked! sounds it carries important item... So, let's find its key to open it. " \ + "Wait... strange! the lock looks like a heart!! Wait we've seen something similar to this " \ + "somewhere before." + surf_3.add(box_c) + gm.add_fact("locked", box_c) + + key_3 = gm.new(type='k', name="digital key 1") + key_3.infos.desc = "This key is an important key in this craft. If you want to leave the spaceship, you " \ + "definitely need this key." + box_c.add(key_3) + + surf_4 = gm.new(type='s', name='wall-mounted surface') + surf_4.infos.desc = "This is a wall-mounted surface which different instruments are installed on this. These " \ + "instruments are basically control various modules and doors in the shuttle." + russian_module.add(surf_4) + + box_d = gm.new(type='c', name="exit box") + box_d.infos.desc = "The most important box here, which is in fact locked! sounds it carries important item... " \ + "So, let's find its key to open it." + surf_4.add(box_d) + gm.add_fact("locked", box_d) + + push_button = gm.new(type='b', name="exit push button") + push_button.infos.desc = "This push button is a key-like object which opens door A." + gm.add_fact("unpushed", push_button) + box_d.add(push_button) + + corridor3 = gm.connect(us_lab.south, russian_module.north) + door_b = gm.new_door(corridor3, name="door B") + gm.add_fact("locked", door_b) + gm.add_fact("match", key_1, door_b) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Lounge Design ============================================================================================== + lounge = gm.new_room("Lounge Module") + lounge.infos.desc = "This lounge is very quiet room with a big round window to the space. Wow, you can look " \ + "to our beloved Earth from this window. This room is the place that you can stay here for " \ + "hours and just get relax. This room also contains some other stuff, let's explore what " \ + "they are ..." + + box_e = gm.new(type='c', name="box E") + box_e.infos.desc = "This box is actually a wall-mounted bag and you can put an object into it. Since we have no " \ + "gravity in the space, you can't just simply leave the object in the room. The object should " \ + "be hooked or inserted into a container like this bag. Well, know we know what it is!" + lounge.add(box_e) + gm.add_fact("closed", box_e) + + key_4 = gm.new(type='k', name="electronic key 2") + key_4.infos.desc = "This key is the key opens the door to the control room. Although it looks like a regular " \ + "iron key, it is very special metal key! Not any other key can be like it. Make sure to keep " \ + "it in safe place." + box_e.add(key_4) + + corridor4 = gm.connect(russian_module.east, lounge.west) + + # ===== Control Module Design ====================================================================================== + control_module = gm.new_room("Control Module") + control_module.infos.desc = "This is the heart of this spaceship! Wow ... look around, all the monitors and " \ + "panels. It is like you can control everything from here; more interestingly, you " \ + "can communicate with people on the Earth. There are also super important objects " \ + "kept in this room. Let's find them." + + box_f = gm.new(type='c', name="secured box") + box_f.infos.desc = "This box is secured very much, simple box with a complex, strange keypad to enter the code! " \ + "So ... it should contain extremely important items in it. Isn't it the thing you are " \ + "looking for?!" + control_module.add(box_f) + gm.add_fact("locked", box_f) + gm.add_fact("match", key_3, box_f) + + book = gm.new(type='txt', name='Secret Codes Handbook') + book.infos.desc = "If you open and check this book, here it is the description: 'This is a book of all secret " \ + "codes to manage different actions and functions inside the International Space Station. " \ + "These codes are pre-authorized by the main control room at Earth unless it is mentioned.'" \ + " " \ + "On the second page of the book, you can find this: 'To open the hatch door you should have " \ + "both two keys in the secured box. ATTENTION: you MUST have the outfit on you, before opening " \ + "the hatch. Otherwise, your life is in fatal danger.'" + box_f.add(book) + gm.add_fact("unread/t", book) + + key_5 = gm.new(type='k', name="digital key 2") + box_f.add(key_5) + gm.add_fact("match", key_5, box_d) + key_6 = gm.new(type='k', name="code key 2") + box_f.add(key_6) + + corridor5 = gm.connect(control_module.east, russian_module.west) + door_c = gm.new_door(corridor5, name="door C") + gm.add_fact("locked", door_c) + gm.add_fact("match", key_4, door_c) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Hatch Design =============================================================================================== + hatch = gm.new_room("Hatch") + hatch.infos.desc = "This area is like the entrance to the spaceship, so like home entrance with outer and " \ + "inner doors and a place that outfits are hooked. There are only two important differences: " \ + "first, if the outer door is open and you don't have outfit on you, you are dead!! No joke " \ + "here! So make sure that you open the door after wearing those cloths. Second, the door nob " \ + "to open the door is not neither on the door nor in this room. You should open the external " \ + "door from Russian Module! woooh so much of safety concerns, yeah?!" + + cloth = gm.new(type='l', name="outfit") + hatch.add(cloth) + gm.add_fact("takenoff", cloth) + gm.add_fact("clean", cloth) + + corridor6 = gm.connect(hatch.north, lounge.south) + door_d = gm.new_door(corridor6, name="door D") + gm.add_fact("locked", door_d) + gm.add_fact("match", key_6, door_d) + + # ===== Outside Spaceship (Space) Design =========================================================================== + outside = gm.new_room("Outside") + outside.infos.desc = "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means " \ + "that you have the special outfit on you and you passed the medium level of the game! " \ + "Congrats!" + + corridor7 = gm.connect(outside.north, hatch.south) + door_e = gm.new_door(corridor7, name="door E") + gm.add_fact("locked", door_e) + gm.add_fact("pair", push_button, door_e) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + # gm.set_player(us_lab) + + key_7 = gm.new(type='k', name="hearty key") + key_7.infos.desc = "This key is shaped like a heart, not a normal key for a spaceship, ha ha ha..." + gm.add_fact("match", key_7, box_c) + gm.inventory.add(key_7) # Add the object to the player's inventory. + + # gm.render(interactive=True) + + # gm.grammar = textworld.generator.make_grammar() + + + # array_of_all_required_actions_to_win = ['examine laptop', + # 'check email', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take Secret Codes Handbook from secured box', + # 'read Secret Codes Handbook', + # 'take code key 2 from secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'go east', + # 'unlock door D with code key 2', + # 'open door D', + # 'go south', + # 'take outfit', + # 'wear the outfit', + # 'go north', + # 'go west', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south'] + # + # array_of_actions_for_a_fail_example1 = ['examine laptop', + # 'check email', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south'] + # + # array_of_actions_for_a_fail_example2 = ['examine laptop', + # 'check email', + # 'open door A'] + + quest_design(gm) + + # test_commands(gm, ['look', 'open door A', 'go south']) + test_commands(gm, ['open door A', 'go north', 'go south']) + # return quest_design(gm) + + corridor6 = gm.connect(hatch.north, lounge.south) + door_d = gm.new_door(corridor6, name="door D") + gm.add_fact("locked", door_d) + gm.add_fact("match", key_6, door_d) + + # ===== Outside Spaceship (Space) Design =========================================================================== + outside = gm.new_room("Outside") + outside.infos.desc = "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means " \ + "that you have the special outfit on you and you passed the medium level of the game! " \ + "Congrats!" + + corridor7 = gm.connect(outside.north, hatch.south) + door_e = gm.new_door(corridor7, name="door E") + gm.add_fact("locked", door_e) + gm.add_fact("pair", push_button, door_e) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + # gm.set_player(us_lab) + + key_7 = gm.new(type='k', name="hearty key") + key_7.infos.desc = "This key is shaped like a heart, not a normal key for a spaceship, ha ha ha..." + gm.add_fact("match", key_7, box_c) + gm.inventory.add(key_7) # Add the object to the player's inventory. + + # gm.render(interactive=True) + + # gm.grammar = textworld.generator.make_grammar() + + + # array_of_all_required_actions_to_win = ['examine laptop', + # 'check email', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take Secret Codes Handbook from secured box', + # 'read Secret Codes Handbook', + # 'take code key 2 from secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'go east', + # 'unlock door D with code key 2', + # 'open door D', + # 'go south', + # 'take outfit', + # 'wear the outfit', + # 'go north', + # 'go west', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south'] + # + # array_of_actions_for_a_fail_example1 = ['examine laptop', + # 'check email', + # 'open door A', + # 'go south', + # 'go east', + # 'open box B', + # 'take code key 1 from box B', + # 'go west', + # 'unlock box A with code key 1', + # 'open box A', + # 'take electronic key 1 from box A', + # 'unlock door B with electronic key 1', + # 'open door B', + # 'go south', + # 'examine box C', + # 'unlock box C with hearty key', + # 'open box C', + # 'take digital key 1 from box C', + # 'go east', + # 'open box E', + # 'take electronic key 2 from box E', + # 'go west', + # 'unlock door C with electronic key 2', + # 'open door C', + # 'go west', + # 'unlock secured box with digital key 1', + # 'open secured box', + # 'take digital key 2 from secured box', + # 'go east', + # 'unlock exit box with digital key 2', + # 'open exit box', + # 'push exit push button', + # 'go east', + # 'go south', + # 'go south'] + # + # array_of_actions_for_a_fail_example2 = ['examine laptop', + # 'check email', + # 'open door A'] + + quest_design(gm) + + # test_commands(gm, ['look', 'open door A', 'go south']) + test_commands(gm, ['open door A', 'go north', 'go south']) + # return quest_design(gm) + + +def spaceship_maker_level_medium_v2(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + sleep_bag = gm.new(type='c', name="sleeping bag") + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + surf_1.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_1) # The card box contains nothing at this game + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails." + surf_1.add(laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during our game. Let's " \ + "explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open door C. But it is locked. The lock " \ + "looks like a keypad, means that the key is in fact just a code! So, ... let's search around " \ + "to find its key." + us_lab.add(box_a) + gm.add_fact("locked", box_a) + + key_1 = gm.new(type='k', name="electronic key 1") + key_1.infos.desc = "This key is a card key which opens door C." + box_a.add(key_1) + + cloth = gm.new(type='l', name="outfit") + us_lab.add(cloth) + gm.add_fact("takenoff", cloth) + gm.add_fact("clean", cloth) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # # ===== European Module Design ===================================================================================== + # european_module = gm.new_room("European Module") + # european_module.infos.desc = "This room belongs to European scientists. Isn't it cool? what do they research? " \ + # "well, we can explore it later... For now, there is a key code here. This code " \ + # "opens the box in the next room and consequently takes you to the next stage. So, " \ + # "explore the table to find the key." + # + # surf_2 = gm.new(type='s', name='table') + # surf_2.infos.desc = "This is a simple table located in the middle of the room. Let's take a look at it..." + # european_module.add(surf_2) + # + # box_b = gm.new(type='c', name="box B") + # box_b.infos.desc = "This a regular box, keeps the key to open box A." + # surf_2.add(box_b) + # gm.add_fact("closed", box_b) + # + # key_2 = gm.new(type='k', name="code key 1") + # key_2.infos.desc = "This key is in fact a digital code which opens the box in the US Lab area. The code, " \ + # "in fact, is written on a piece of paper." + # box_b.add(key_2) + # gm.add_fact("match", key_2, box_a) + # + # chair_1 = gm.new(type='s', name='chair') + # chair_1.infos.desc = "this is a dark-gray chair which is developed to be used in space." + # european_module.add(chair_1) + # + # corridor_2 = gm.connect(us_lab.east, european_module.west) + # door_b = gm.new_door(corridor_2, name="door B") + # gm.add_fact("closed", door_b) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(us_lab) + + quest_design_2(gm) + + return gm + + +def quest_design_2(game): + quests = [] + + # 1. Is the Player performing successful in the Sleeping Station + win_quest = EventCondition(conditions={ + game.new_fact("at", game._entities['P'], game._entities['r_0']) + }) + quests.append(Quest(win_events=[win_quest], fail_events=[], reward=0)) + + fail_quest = EventCondition(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("unread/e", game._entities['cpu_0']), + }) + win_quest = EventCondition(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("read/e", game._entities['cpu_0']), + }) + quests.append(Quest(win_events=[win_quest], fail_events=[fail_quest])) + + # 2. + win_quest = EventCondition(conditions={game.new_fact("worn", game._entities['l_0'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + game.quests = quests + + return game.build() + + +def quest_design(game): + quests = [] + + # 1. Player is in the Sleeping Station + win_quest = EventCondition(conditions={game.new_fact("read/e", game._named_entities['laptop'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + tp = EventCondition(conditions={game.new_fact("unread/e", game._named_entities['laptop'])}) + fail_quest = tp + quests.append(Quest(win_events=[], fail_events=[fail_quest])) + + # 2. Player is in US LAB to find Electronic Key 1 + win_quest = EventCondition(conditions={game.new_fact("in", game._named_entities['electronic key 1'], game._entities['I'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + # # 3. Player is in Russian Module and take digital Key 1 and/or push the button + # win_quest = Event(conditions={game.new_fact("in", game._named_entities['digital key 1'], game._entities['I'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # win_quest = Event(conditions={game.new_fact("pushed", game._named_entities['exit push button']), + # game.new_fact("worn", game._named_entities['outfit'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # fail_quest = Event(conditions={game.new_fact("pushed", game._named_entities['exit push button']), + # game.new_fact("takenoff", game._named_entities['outfit'])}) + # quests.append(Quest(win_events=[], fail_events=[fail_quest])) + # + # # 4. Player is the Control Module and take Electronic Key 2 + # win_quest = Event(conditions={game.new_fact("in", game._named_entities['digital key 2'], game._entities['I'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 5. Player reads the Secret Code book at Control Module + # win_quest = Event(conditions={game.new_fact("read/t", game._named_entities['Secret Codes Handbook'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 6. Player is in Hatch room and wears the cloth + # win_quest = Event(conditions={game.new_fact("worn", game._named_entities['outfit'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 7. Player goes outside + # win_quest = Event(conditions={game.new_fact("at", game._entities['P'], game._named_entities['Outside'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + + game.quests = quests + + _game = game.build() + + return _game + + +def testFW_easyGame(): + # GameMaker object for handcrafting text-based games. + kb = KnowledgeBase.load(target_dir=PATH) + gm = GameMaker(kb=kb, theme='Spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + sleep_station.add(surf_1) # The card box contains nothing at this game + laptop = gm.new(type='cpu', name='laptop') + surf_1.add(laptop) + # gm.add_fact('turned_off', laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + + # ===== European Module Design ===================================================================================== + # european_module = gm.new_room("European Module") + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + # corridor_2 = gm.connect(sleep_station.east, european_module.west) + # door_b = gm.new_door(corridor_2, name="door B") + # gm.add_fact("closed", door_b) + # gm.add_fact("closed", door_a, door_b) + + gm.set_player(sleep_station) + gm.render(interactive=True) + + quests = [] + + # # A. The EVENT solution + # # ------------------------------------------ + # # 1. Player is in the Sleeping Station + # win_quest = Event(conditions={gm.new_fact("read/e", gm._named_entities['laptop'])}) + # fail_quest = Event(conditions={gm.new_fact("unread/e", gm._named_entities['laptop']), + # gm.new_fact("open", gm._named_entities['door A'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[fail_quest])) + # gm.quests = quests + + # # B. The NEW_EVENT_USING_COMMANDS solution + # # ------------------------------------------ + # win_quest = gm.new_event_using_commands(['open door A']) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # gm.quests = quests + + # # C. The NEW_QUEST_USING_COMMANDS solution + # # ------------------------------------------ + # quest = gm.new_quest_using_commands(['open door A']) + # gm.quests = [quest] + + # B. The RECORD_QUEST solution + # ------------------------------------------ + a = gm.record_quest() + + gm.test() + + +def create_world(options: Optional[GameOptions]): + kb = KnowledgeBase.load(target_dir=PATH) + options = options or GameOptions() + options.grammar.theme = 'Spaceship' + options.kb = kb + options.seeds = g_rng.seed + + rngs = options.rngs + rng_map = rngs['map'] + rng_objects = rngs['objects'] + rng_grammar = rngs['grammar'] + rng_quest = rngs['quest'] + + door_states = ["open", "closed", "locked"] + + # Generate map. + map_ = textworld.generator.make_map(n_rooms=options.nb_rooms, rng=rng_map, possible_door_states=door_states) + world = World.from_map(map_) + + # Randomly place the player. + starting_room = None + if len(world.rooms) > 1: + starting_room = rng_map.choice(world.rooms) + + world.set_player_room(starting_room) + + +if __name__ == "__main__": + # spaceship_maker_level_easy() + # spaceship_maker_level_medium() + # test() + # testFW_easyGame() + # spaceship_maker_level_medium_v1() + game = spaceship_maker_level_medium_v2() + test_commands(game, [ + 'open door A', + 'go north', + 'check laptop for email', + 'check laptop for email', + 'go south', + 'take outfit', + 'wear the outfit', + ]) + diff --git a/textworld/challenges/spaceship/model/contentCheck_levelEasy_whiteBox_random.npy b/textworld/challenges/spaceship/model/contentCheck_levelEasy_whiteBox_random.npy new file mode 100644 index 00000000..b6d69a36 Binary files /dev/null and b/textworld/challenges/spaceship/model/contentCheck_levelEasy_whiteBox_random.npy differ diff --git a/textworld/challenges/spaceship/model/levelMedium_v1_random.npy b/textworld/challenges/spaceship/model/levelMedium_v1_random.npy new file mode 100644 index 00000000..9529dce1 Binary files /dev/null and b/textworld/challenges/spaceship/model/levelMedium_v1_random.npy differ diff --git a/textworld/challenges/spaceship/spaceship_game.py b/textworld/challenges/spaceship/spaceship_game.py new file mode 100644 index 00000000..ee9a7ac0 --- /dev/null +++ b/textworld/challenges/spaceship/spaceship_game.py @@ -0,0 +1,700 @@ +import argparse +import os + +from os.path import join as pjoin +from typing import Mapping, Optional + +import textworld + +from textworld import g_rng +from textworld import GameMaker +from textworld.challenges import register +from textworld.generator.data import KnowledgeBase +from textworld.generator.game import GameOptions, Event, Quest, GameProgression + + +g_rng.set_seed(20190826) +PATH = os.path.dirname(__file__) + + +def build_argparser(parser=None): + parser = parser or argparse.ArgumentParser() + + group = parser.add_argument_group('Spaceship game settings') + group.add_argument("--level", required=True, choices=["easy", "medium", "difficult"], + help="The difficulty level. Must be between: easy, medium, or difficult.") + general_group = argparse.ArgumentParser(add_help=False) + general_group.add_argument("--third-party", metavar="PATH", + help="Load third-party module. Useful to register new custom challenges on-the-fly.") + return parser + + +def make_game_medium(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game: + """ Make a Spaceship game of the desired difficulty settings. + + Arguments: + settings: Difficulty settings (see notes). + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + + Returns: + Generated game. + + Notes: + Difficulty levels are defined as follows: + * Level easy. + * Level medium. + * Level difficult. + + """ + kb = KnowledgeBase.load(target_dir=pjoin(os.path.dirname(__file__), 'textworld_data')) + options = options or GameOptions() + options.grammar.theme = 'spaceship' + options.kb = kb + options.seeds = g_rng.seed + + rngs = options.rngs + rng_map = rngs['map'] + rng_objects = rngs['objects'] + rng_grammar = rngs['grammar'] + rng_quest = rngs['quest'] + + if settings["level"] == 'easy': + mode = "easy" + options.nb_rooms = 4 + + elif settings["level"] == 'medium': + mode = "medium" + options.nb_rooms = 8 + + elif settings["level"] == 'difficult': + mode = "difficult" + options.nb_rooms = 8 + + metadata = {"desc": "Spaceship", # Collect information for reproduction. + "mode": mode, + "seeds": options.seeds, + "world_size": options.nb_rooms} + + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Create the Game Environment + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + gm = GameMaker(options=options) + # gm = GameMaker(kb=kb, theme='spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + surf_0 = gm.new(type='s', name='vertical desk') # surf_0 is a table (supporter) in the Sleep Station. + surf_0.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_0) + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails." + surf_0.add(laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during your mission. " \ + "Let's explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open box B. " + us_lab.add(box_a) + gm.add_fact("closed", box_a) + + key_0 = gm.new(type='k', name="electronic key") + key_0.infos.desc = "This key is an electronic key which unlocks box B. An electronic key is in fact a code and " \ + "opens those locks which are equipped with a keypad." + box_a.add(key_0) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + russian_module.infos.desc = "The Russian module is a typical space lab that you can expect, filled with a " \ + "lot of processing machines, test equipments and space drive cars, in fact for " \ + "repair and test. Since it is located at the center of International Space Station, " \ + "it is also important room for everyone. There are many other objects here and " \ + "there belongs to other astronauts, probably that's why here looks a bit messy. " \ + "There are some stuffs here you should pick, obviously if you can find them among " \ + "all this mess." + + surf_1 = gm.new(type='s', name='metal table') + surf_1.infos.desc = "This is a big metal table, a messy one, there are many things on it, it is difficult to " \ + "find what you want. However, there is just one item which is important for you. Try to " \ + "find that item." + russian_module.add(surf_1) + + box_b = gm.new(type='c', name="box B") + box_b.infos.desc = "This box is locked! sounds it carries important item... So, let's find its key to open it. " \ + "Wait... strange! the lock looks like a keypad!! Wait we've seen something similar to this " \ + "somewhere before." + surf_1.add(box_b) + gm.add_fact("locked", box_b) + gm.add_fact("match", key_0, box_b) + + push_button = gm.new(type='b', name="exit push button") + push_button.infos.desc = "This push button is a key-like object which opens door C." + gm.add_fact("unpushed", push_button) + box_b.add(push_button) + + corridor_2 = gm.connect(us_lab.south, russian_module.north) + door_b = gm.new_door(corridor_2, name="door B") + gm.add_fact("closed", door_b) + + # ===== Hatch Design =============================================================================================== + hatch = gm.new_room("Hatch") + hatch.infos.desc = "This area is like the entrance to the spaceship, so like home entrance with outer and " \ + "inner doors and a place that outfits are hooked. There are only two important differences: " \ + "first, if the outer door is open and you don't have outfit on you, you are dead!! No joke " \ + "here! So make sure that you open the door after wearing those cloths. Second, the door nob " \ + "to open the door is not neither on the door nor in this room. You should open the external " \ + "door from Russian Module! woooh so much of safety concerns, yeah?!" + + cloth = gm.new(type='l', name="outfit") + hatch.add(cloth) + gm.add_fact("takenoff", cloth) + gm.add_fact("clean", cloth) + + corridor_3 = gm.connect(hatch.west, russian_module.east) + door_c = gm.new_door(corridor_3, name="door C") + gm.add_fact("closed", door_c) + + # ===== Outside Spaceship (Space) Design =========================================================================== + outside = gm.new_room("Outside") + outside.infos.desc = "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means " \ + "that you have the special outfit on you and you passed the medium level of the game " \ + "successfully! Congrats!" + + corridor_4 = gm.connect(outside.north, hatch.south) + door_d = gm.new_door(corridor_4, name="door D") + gm.add_fact("locked", door_d) + gm.add_fact("pair", push_button, door_d) + + # ===== Player and Inventory Design ================================================================================ + gm.set_player(sleep_station) + + game = quest_design_medium(gm) + + # from textworld.challenges.spaceship import maker + # maker.test_commands(gm, [ + # 'check laptop for email', + # 'check laptop for email', + # 'open door A', + # 'go south', + # 'open box A', + # 'take electronic key from box A', + # 'open door B', + # 'go south', + # + # 'unlock box B with electronic key', + # 'open box B', + # 'push exit push button', + # + # 'open door C', + # 'go east', + # 'take outfit', + # 'wear outfit', + # 'go west', + # 'go east', + # 'go south', + # + # # 'check laptop for email', + # # 'check laptop for email', + # # 'open door A', + # # 'go south', + # # 'open box A', + # # 'take electronic key from box A', + # # 'open door B', + # # 'go south', + # # 'open door C', + # # 'go east', + # # 'take outfit', + # # 'wear outfit', + # # 'go west', + # # 'unlock box B with electronic key', + # # 'open box B', + # # 'push exit push button', + # # 'go east', + # # 'go south', + # ]) + + game.metadata = metadata + uuid = "tw-spaceship-{level}".format(level=str.title(settings["level"])) + game.metadata["uuid"] = uuid + + return game + + +def make_game_difficult(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game: + """ Make a Spaceship game of the desired difficulty settings. + + Arguments: + settings: Difficulty settings (see notes). + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + + Returns: + Generated game. + + Notes: + Difficulty levels are defined as follows: + * Level easy. + * Level medium. + * Level difficult. + + """ + kb = KnowledgeBase.load(target_dir=pjoin(os.path.dirname(__file__), 'textworld_data')) + options = options or GameOptions() + options.grammar.theme = 'spaceship' + options.kb = kb + options.seeds = g_rng.seed + + rngs = options.rngs + rng_map = rngs['map'] + rng_objects = rngs['objects'] + rng_grammar = rngs['grammar'] + rng_quest = rngs['quest'] + + if settings["level"] == 'easy': + mode = "easy" + options.nb_rooms = 4 + + elif settings["level"] == 'medium': + mode = "medium" + options.nb_rooms = 8 + + elif settings["level"] == 'difficult': + mode = "difficult" + options.nb_rooms = 8 + + metadata = {"desc": "Spaceship", # Collect information for reproduction. + "mode": mode, + "seeds": options.seeds, + "world_size": options.nb_rooms} + + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Create the Game Environment + # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + gm = GameMaker(kb=kb, theme='spaceship') + + # ===== Sleep Station Design ======================================================================================= + sleep_station = gm.new_room("Sleep Station") + sleep_station.infos.desc = "This is a typical bedroom in spaceship; here, it is called sleep station. It is " \ + "small but comfortable to take a good rest after a day full of missions. However, " \ + "today your mission will start from here. Wait to be notified by a message. So, you " \ + "should find that message first." \ + " " \ + "BTW, don't forget that when the Hatch door is open, you should already have worn " \ + "your specially-designed outfit to be able to enter and stay at Hatch area; otherwise " \ + "you'll die! Yes! Living in space is tough." + + sleep_bag = gm.new(type='c', name="sleeping bag") + sleep_bag.infos.desc = "cool! You can sleep in a comfy bag." + sleep_station.add(sleep_bag) # Sleeping bag is fixed in place in the Sleep Station. + gm.add_fact("open", sleep_bag) + + surf_1 = gm.new(type='s', name='vertical desk') # surf_1 is a table (supporter) in the Sleep Station. + surf_1.infos.desc = "This is not a regular table. The surface is installed vertically and your objects are " \ + "attached or hooked to it, why? Come on! we are in space, there is no gravity here." + sleep_station.add(surf_1) # The card box contains nothing at this game + + laptop = gm.new(type='cpu', name='laptop') + laptop.infos.desc = "This is your personal laptop which is attached to the surface of the table. You can do " \ + "regular things with this, like check your emails, watch YouTube, Skype with family,etc." \ + "Since you are here, we recommend you to check your emails. New missions are posted through " \ + "emails." + surf_1.add(laptop) + gm.add_fact('unread/e', laptop) + + # ===== US LAB Design ============================================================================================== + us_lab = gm.new_room("US LAB") + us_lab.infos.desc = "This is where Americans do their research on Space. In addition to all computers and " \ + "lab gadgets, you can find a couple of objects here which are useful during our game. Let's " \ + "explore the room." + + box_a = gm.new(type='c', name="box A") + box_a.infos.desc = "This a regular box, keeps the electronic key to open door C. But it is locked. The lock " \ + "looks like a keypad, means that the key is in fact just a code! So, ... let's search around " \ + "to find its key." + us_lab.add(box_a) + gm.add_fact("locked", box_a) + + key_1 = gm.new(type='k', name="electronic key 1") + key_1.infos.desc = "This key is a card key which opens door C." + box_a.add(key_1) + + corridor_1 = gm.connect(sleep_station.south, us_lab.north) + door_a = gm.new_door(corridor_1, name="door A") + gm.add_fact("closed", door_a) + + # ===== European Module Design ===================================================================================== + european_module = gm.new_room("European Module") + european_module.infos.desc = "This room belongs to European scientists. Isn't it cool? what do they research? " \ + "well, we can explore it later... For now, there is a key code here. This code " \ + "opens the box in the next room and consequently takes you to the next stage. So, " \ + "explore the table to find the key." + + surf_2 = gm.new(type='s', name='table') + surf_2.infos.desc = "This is a simple table located in the middle of the room. Let's take a look at it..." + european_module.add(surf_2) + + box_b = gm.new(type='c', name="box B") + box_b.infos.desc = "This a regular box, keeps the key to open box A." + surf_2.add(box_b) + gm.add_fact("closed", box_b) + + key_2 = gm.new(type='k', name="code key 1") + key_2.infos.desc = "This key is in fact a digital code which opens the box in the US Lab area. The code, " \ + "in fact, is written on a piece of paper." + box_b.add(key_2) + gm.add_fact("match", key_2, box_a) + + chair_1 = gm.new(type='s', name='chair') + chair_1.infos.desc = "this is a dark-gray chair which is developed to be used in space." + european_module.add(chair_1) + + corridor2 = gm.connect(us_lab.east, european_module.west) + + # ===== Russian Module Design ====================================================================================== + russian_module = gm.new_room("Russian Module") + russian_module.infos.desc = "The Russian module is a typical space lab that you can expect, filled with a " \ + "lot of processing machines, test equipments and space drive cars, in fact for " \ + "repair and test. Since it is located at the center of International Space Station, " \ + "it is also important room for everyone. There are many other objects here and " \ + "there belongs to other astronauts, probably that's why here looks a bit messy. " \ + "There are some stuffs here you should pick, obviously if you can find them among " \ + "all this mess." + + surf_3 = gm.new(type='s', name='metal table') + surf_3.infos.desc = "This is a big metal table, a messy one, there are many things on it, it is difficult to " \ + "find what you want. However, there is just one item which is important for you. Try to " \ + "find that item." + russian_module.add(surf_3) + + papers = gm.new(type='o', name='bunch of sticked papers') + surf_3.add(papers) + + notebooks = gm.new(type='o', name='lots of hanged notebooks') + surf_3.add(notebooks) + + tools = gm.new(type='o', name='attached bags for mechanical tools') + surf_3.add(tools) + + box_c = gm.new(type='c', name="box C") + box_c.infos.desc = "This box is locked! sounds it carries important item... So, let's find its key to open it. " \ + "Wait... strange! the lock looks like a heart!! Wait we've seen something similar to this " \ + "somewhere before." + surf_3.add(box_c) + gm.add_fact("locked", box_c) + + key_3 = gm.new(type='k', name="digital key 1") + key_3.infos.desc = "This key is an important key in this craft. If you want to leave the spaceship, you " \ + "definitely need this key." + box_c.add(key_3) + + surf_4 = gm.new(type='s', name='wall-mounted surface') + surf_4.infos.desc = "This is a wall-mounted surface which different instruments are installed on this. These " \ + "instruments are basically control various modules and doors in the shuttle." + russian_module.add(surf_4) + + box_d = gm.new(type='c', name="exit box") + box_d.infos.desc = "The most important box here, which is in fact locked! sounds it carries important item... " \ + "So, let's find its key to open it." + surf_4.add(box_d) + gm.add_fact("locked", box_d) + + push_button = gm.new(type='b', name="exit push button") + push_button.infos.desc = "This push button is a key-like object which opens door A." + gm.add_fact("unpushed", push_button) + box_d.add(push_button) + + corridor3 = gm.connect(us_lab.south, russian_module.north) + door_b = gm.new_door(corridor3, name="door B") + gm.add_fact("match", key_1, door_b) # Tell the game 'Electronic key' is matching the 'door B''s lock + if settings["level"] == 'difficult': + gm.add_fact("closed", door_b) + else: + gm.add_fact("locked", door_b) + + # ===== Lounge Design ============================================================================================== + lounge = gm.new_room("Lounge Module") + lounge.infos.desc = "This lounge is very quiet room with a big round window to the space. Wow, you can look " \ + "to our beloved Earth from this window. This room is the place that you can stay here for " \ + "hours and just get relax. This room also contains some other stuff, let's explore what " \ + "they are ..." + + box_e = gm.new(type='c', name="box E") + box_e.infos.desc = "This box is actually a wall-mounted bag and you can put an object into it. Since we have no " \ + "gravity in the space, you can't just simply leave the object in the room. The object should " \ + "be hooked or inserted into a container like this bag. Well, know we know what it is!" + lounge.add(box_e) + gm.add_fact("closed", box_e) + + key_4 = gm.new(type='k', name="electronic key 2") + key_4.infos.desc = "This key is the key opens the door to the control room. Although it looks like a regular " \ + "iron key, it is very special metal key! Not any other key can be like it. Make sure to keep " \ + "it in safe place." + box_e.add(key_4) + + corridor4 = gm.connect(russian_module.east, lounge.west) + + # ===== Control Module Design ====================================================================================== + control_module = gm.new_room("Control Module") + control_module.infos.desc = "This is the heart of this spaceship! Wow ... look around, all the monitors and " \ + "panels. It is like you can control everything from here; more interestingly, you " \ + "can communicate with people on the Earth. There are also super important objects " \ + "kept in this room. Let's find them." + + box_f = gm.new(type='c', name="secured box") + box_f.infos.desc = "This box is secured very much, simple box with a complex, strange keypad to enter the code! " \ + "So ... it should contain extremely important items in it. Isn't it the thing you are " \ + "looking for?!" + control_module.add(box_f) + gm.add_fact("locked", box_f) + gm.add_fact("match", key_3, box_f) + + book = gm.new(type='txt', name='Secret Codes Handbook') + book.infos.desc = "If you open and check this book, here it is the description: 'This is a book of all secret " \ + "codes to manage different actions and functions inside the International Space Station. " \ + "These codes are pre-authorized by the main control room at Earth unless it is mentioned.'" \ + " " \ + "On the second page of the book, you can find this: 'To open the hatch door you should have " \ + "both two keys in the secured box. ATTENTION: you MUST have the outfit on you, before opening " \ + "the hatch. Otherwise, your life is in fatal danger.'" + box_f.add(book) + gm.add_fact("unread/t", book) + + key_5 = gm.new(type='k', name="digital key 2") + box_f.add(key_5) + gm.add_fact("match", key_5, box_d) + + key_6 = gm.new(type='k', name="code key 2") + box_f.add(key_6) + + corridor5 = gm.connect(control_module.east, russian_module.west) + door_c = gm.new_door(corridor5, name="door C") + gm.add_fact("locked", door_c) + gm.add_fact("match", key_4, door_c) # Tell the game 'Electronic key' is matching the 'door B''s lock + + # ===== Hatch Design =============================================================================================== + hatch = gm.new_room("Hatch") + hatch.infos.desc = "This area is like the entrance to the spaceship, so like home entrance with outer and " \ + "inner doors and a place that outfits are hooked. There are only two important differences: " \ + "first, if the outer door is open and you don't have outfit on you, you are dead!! No joke " \ + "here! So make sure that you open the door after wearing those cloths. Second, the door nob " \ + "to open the door is not neither on the door nor in this room. You should open the external " \ + "door from Russian Module! woooh so much of safety concerns, yeah?!" + + cloth = gm.new(type='l', name="outfit") + hatch.add(cloth) + gm.add_fact("takenoff", cloth) + gm.add_fact("clean", cloth) + + corridor6 = gm.connect(hatch.north, lounge.south) + door_d = gm.new_door(corridor6, name="door D") + gm.add_fact("match", key_6, door_d) + if settings["level"] == 'difficult': + gm.add_fact("closed", door_d) + else: + gm.add_fact("locked", door_d) + + # ===== Outside Spaceship (Space) Design =========================================================================== + outside = gm.new_room("Outside") + outside.infos.desc = "Here is outside the spaceship. No Oxygen, no gravity, nothing! If you are here, it means " \ + "that you have the special outfit on you and you passed the medium level of the game! " \ + "Congrats!" + + corridor7 = gm.connect(outside.north, hatch.south) + door_e = gm.new_door(corridor7, name="door E") + gm.add_fact("locked", door_e) + gm.add_fact("pair", push_button, door_e) + + # ===== Player and Inventory Design ================================================================================ + if settings["level"] == 'difficult': + # Randomly place the player in a subset of rooms. + # The player can be randomly start from any room but two of them: Control Module and Outside + available_rooms = [] + for rum in gm.rooms: + if (rum is not gm._named_entities['Outside']) and (rum is not gm._named_entities['Control Module']): + available_rooms.append(rum) + + starting_room = None + if len(available_rooms) > 1: + starting_room = rng_map.choice(available_rooms) + + gm.set_player(starting_room) + + else: + gm.set_player(sleep_station) + + # key_7 = gm.new(type='k', name="hearty key") + # key_7.infos.desc = "This key is shaped like a heart, not a normal key for a spaceship, ha ha ha..." + # gm.add_fact("match", key_7, box_c) + # gm.inventory.add(key_7) # Add the object to the player's inventory. + + if settings["level"] == 'easy': + game = quest_design_easy(gm) + + elif settings["level"] == 'medium': + game = quest_design_medium(gm) + + elif settings["level"] == 'difficult': + game = quest_design_difficult(gm) + + # from textworld.challenges.spaceship import maker + # maker.test_commands(gm, [ + # 'check laptop for email', + # # 'check laptop for email', + # 'open door A', + # 'go south', + # ]) + + game.metadata = metadata + uuid = "tw-spaceship-{level}".format(level=str.title(settings["level"])) + game.metadata["uuid"] = uuid + + return game + + +def quest_design_easy(game): + return None + + +def quest_design_medium(game): + quests = [] + + # 1. Is the Player performing successful in the Sleeping Station + win_quest = Event(conditions={ + game.new_fact("at", game._entities['P'], game._entities['r_0']) + }) + quests.append(Quest(win_events=[win_quest], fail_events=[], reward=0)) + + fail_quest = Event(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("unread/e", game._entities['cpu_0']), + }) + + win_quest = Event(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("read/e", game._entities['cpu_0']), + }) + quests.append(Quest(win_events=[win_quest], fail_events=[fail_quest])) + + # 2. Player is in US LAB to find Electronic Key 1 + win_quest = Event(conditions={game.new_fact("in", game._entities['k_0'], game._entities['I'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + # 3. Player is in Russian Module and take digital Key 1 and/or push the button + win_quest = Event(conditions={game.new_fact("pushed", game._entities['b_0']), + game.new_fact("worn", game._entities['l_0'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + fail_quest = Event(conditions={game.new_fact("pushed", game._entities['b_0']), + game.new_fact("takenoff", game._entities['l_0']), + game.new_fact("open", game._entities['d_2'])}) + quests.append(Quest(win_events=[], fail_events=[fail_quest])) + + # 4. Player is in Hatch room and wears the cloth + win_quest = Event(conditions={game.new_fact("worn", game._entities['l_0'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + # 5. Player goes outside + win_quest = Event(conditions={game.new_fact("at", game._entities['P'], game._entities['r_4'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + game.quests = quests + + return game.build() + + +def quest_design_difficult(game): + quests = [] + + # 1. Is the Player performing successful in the Sleeping Station + win_quest = Event(conditions={ + game.new_fact("at", game._entities['P'], game._entities['r_0']) + }) + quests.append(Quest(win_events=[win_quest], fail_events=[], reward=0)) + + fail_quest = Event(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("unread/e", game._entities['cpu_0']), + }) + + win_quest = Event(conditions={ + game.new_fact("event", game._entities['P'], game._entities['r_0']), + game.new_fact("at", game._entities['P'], game._entities['r_1']), + game.new_fact("open", game._entities['d_0']), + game.new_fact("read/e", game._entities['cpu_0']), + }) + quests.append(Quest(win_events=[win_quest], fail_events=[fail_quest])) + + # 2. Player is in US LAB to find Electronic Key 1 + win_quest = Event(conditions={game.new_fact("in", game._entities['k_0'], game._entities['I'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + + # 3. Player is in Russian Module and take digital Key 1 and/or push the button + win_quest = Event(conditions={game.new_fact("in", game._entities['k_2'], game._entities['I'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + win_quest = Event(conditions={game.new_fact("pushed", game._entities['b_0']), + game.new_fact("worn", game._entities['l_0'])}) + quests.append(Quest(win_events=[win_quest], fail_events=[])) + fail_quest = Event(conditions={game.new_fact("pushed", game._entities['b_0']), + game.new_fact("takenoff", game._entities['l_0'])}) + quests.append(Quest(win_events=[], fail_events=[fail_quest])) + + # # 4. Player is the Control Mo/dule and take Electronic Key 2 + # win_quest = Event(conditions={game.new_fact("in", game._entities['k_5'], game._entities['I'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 5. Player reads the Secret Code book at Control Module + # win_quest = Event(conditions={game.new_fact("read/t", game._entities['txt_0'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 6. Player is in Hatch room and wears the cloth + # win_quest = Event(conditions={game.new_fact("worn", game._entities['l_0'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + # + # # 7. Player goes outside + # win_quest = Event(conditions={game.new_fact("at", game._entities['P'], game._entities['r_7'])}) + # quests.append(Quest(win_events=[win_quest], fail_events=[])) + + game.quests = quests + + return game.build() + + +# g = make_game_medium({'level': 'medium'}) + + +register(name="tw-spaceship", + desc="Generate a Spaceship challenge game", + make=make_game_medium, + add_arguments=build_argparser) diff --git a/textworld/challenges/spaceship/tempFile.py b/textworld/challenges/spaceship/tempFile.py new file mode 100644 index 00000000..1cdfc5b3 --- /dev/null +++ b/textworld/challenges/spaceship/tempFile.py @@ -0,0 +1,1431 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +""" +.. _the_cooking_game: +The Cooking Game +================ +This type of game was used for the competition *First TextWorld Problems* [1]_. +The overall objective of the game is to locate the kitchen, read the cookbook, +fetch the recipe's ingredients, process them accordingly, prepare the meal, and +eat it. To control the game's difficulty, one can specify the amount of skills +that are involved to solve it (see skills section below). +Skills +------ + The required skills are: + * recipe{1,2,3} : Number of ingredients in the recipe. + The optional skills that can be combined are: + * take{1,2,3} : Number of ingredients to fetch. It must be less + or equal to the value of the `recipe` skill. + * open : Whether containers/doors need to be opened. + * cook : Whether some ingredients need to be cooked. + * cut : Whether some ingredients need to be cut. + * drop : Whether the player's inventory has limited capacity. + * go{1,6,9,12} : Number of locations in the game. +Splits +------ + In addition to the skills, one can specify from which disjoint distribution + the game should be generated from: + * train : game use for training agent; + * valid : game may contain food items (adj-noun pairs) unseen within + the train split. It can also contain unseen food preparation; + * test : game may contain food items (adj-noun pairs) unseen within + the train split. It can also contain unseen food preparation. +References +---------- +.. [1] https://competitions.codalab.org/competitions/20865 +""" + +import re +import itertools +import textwrap +from pprint import pprint + +from typing import Mapping, Union, Dict, Optional, List + +import numpy as np +import networkx as nx +from numpy.random import RandomState + +import textworld +from textworld import GameMaker +from textworld.generator.maker import WorldRoom +from textworld.generator.game import Quest, Event, GameOptions +from textworld.generator.graph_networks import make_graph_world +from textworld.generator.graph_networks import DIRECTIONS, reverse_direction + +from textworld.utils import encode_seeds + +from textworld.challenges.utils import get_seeds_for_game_generation +from textworld.challenges import register + +SKILLS = ["recipe", "take", "cook", "cut", "open", "drop", "go"] + +FRESH_ADJECTIVES = ["fresh"] +ROTTEN_ADJECTIVES = ["rotten", "expired", "rancid"] + +TYPES_OF_COOKING = ["raw", "fried", "roasted", "grilled"] +TYPES_OF_CUTTING = ["uncut", "chopped", "sliced", "diced"] + +TYPES_OF_COOKING_VERBS = {"fried": "fry", "roasted": "roast", "grilled": "grill"} +TYPES_OF_CUTTING_VERBS = {"chopped": "chop", "sliced": "slice", "diced": "dice"} + +FOODS_SPLITS = { + 'train': [ + 'orange bell pepper', + 'block of cheese', + 'black pepper', + 'red hot pepper', + 'yellow bell pepper', + 'banana', + 'salt', + 'chicken leg', + 'cilantro', + 'white onion', + 'purple potato', + 'olive oil', + 'flour', + 'red onion', + 'yellow potato', + 'parsley', + 'red potato', + 'water', + 'pork chop', + 'red apple', + 'chicken wing', + 'carrot' + ], + 'valid': [ + 'vegetable oil', + 'green apple', + 'red tuna', + 'green bell pepper', + 'red bell pepper', + 'lettuce', + 'peanut oil', + 'chicken breast' + ], + 'test': [ + 'milk', + 'yellow onion', + 'yellow apple', + 'sugar', + 'egg', + 'green hot pepper', + 'white tuna', + 'tomato' + ], +} + +FOOD_PREPARATIONS_SPLITS = { + 'train': { + 'orange bell pepper': [('raw', 'chopped'), ('roasted', 'diced'), ('grilled', 'uncut'), ('raw', 'uncut'), ('raw', 'sliced'), ('grilled', 'sliced'), ('roasted', 'sliced'), ('fried', 'diced'), ('grilled', 'chopped')], + 'block of cheese': [('fried', 'diced'), ('fried', 'uncut'), ('grilled', 'chopped'), ('raw', 'chopped'), ('grilled', 'diced'), ('roasted', 'chopped'), ('grilled', 'sliced'), ('raw', 'uncut'), ('raw', 'sliced')], + 'black pepper': [('raw', 'uncut')], + 'red hot pepper': [('roasted', 'sliced'), ('fried', 'chopped'), ('roasted', 'uncut'), ('fried', 'sliced'), ('raw', 'sliced'), ('grilled', 'chopped'), ('fried', 'uncut'), ('raw', 'chopped'), ('grilled', 'sliced')], + 'yellow bell pepper': [('roasted', 'chopped'), ('grilled', 'sliced'), ('fried', 'sliced'), ('raw', 'diced'), ('roasted', 'diced'), ('fried', 'chopped'), ('roasted', 'uncut'), ('grilled', 'uncut'), ('fried', 'uncut')], + 'banana': [('grilled', 'diced'), ('fried', 'chopped'), ('grilled', 'chopped'), ('grilled', 'sliced'), ('fried', 'diced'), ('roasted', 'diced'), ('fried', 'sliced'), ('raw', 'sliced'), ('roasted', 'sliced')], + 'salt': [('raw', 'uncut')], + 'chicken leg': [('grilled', 'uncut')], + 'cilantro': [('raw', 'uncut'), ('raw', 'diced')], + 'white onion': [('grilled', 'uncut'), ('raw', 'chopped'), ('roasted', 'uncut'), ('roasted', 'sliced'), ('fried', 'diced'), ('raw', 'sliced'), ('grilled', 'chopped'), ('roasted', 'chopped'), ('roasted', 'diced')], + 'purple potato': [('roasted', 'sliced'), ('roasted', 'diced'), ('grilled', 'diced'), ('fried', 'chopped'), ('fried', 'sliced'), ('fried', 'diced'), ('roasted', 'uncut')], + 'olive oil': [('raw', 'uncut')], + 'flour': [('raw', 'uncut')], + 'red onion': [('raw', 'uncut'), ('roasted', 'uncut'), ('roasted', 'diced'), ('fried', 'sliced'), ('raw', 'sliced'), ('grilled', 'diced'), ('fried', 'diced'), ('raw', 'diced'), ('grilled', 'sliced')], + 'yellow potato': [('grilled', 'chopped'), ('grilled', 'sliced'), ('fried', 'diced'), ('fried', 'sliced'), ('fried', 'chopped'), ('roasted', 'chopped'), ('roasted', 'uncut')], + 'parsley': [('raw', 'diced'), ('raw', 'sliced')], + 'red potato': [('roasted', 'sliced'), ('grilled', 'chopped'), ('fried', 'uncut'), ('fried', 'chopped'), ('fried', 'diced'), ('fried', 'sliced'), ('roasted', 'diced')], + 'water': [('raw', 'uncut')], + 'pork chop': [('fried', 'sliced'), ('roasted', 'sliced'), ('grilled', 'uncut'), ('roasted', 'diced'), ('grilled', 'diced'), ('fried', 'uncut'), ('fried', 'chopped')], + 'red apple': [('grilled', 'sliced'), ('fried', 'diced'), ('roasted', 'sliced'), ('fried', 'sliced'), ('grilled', 'diced'), ('raw', 'uncut'), ('raw', 'sliced'), ('raw', 'diced'), ('roasted', 'chopped')], + 'chicken wing': [('grilled', 'uncut')], + 'carrot': [('roasted', 'sliced'), ('fried', 'chopped'), ('raw', 'uncut'), ('grilled', 'uncut'), ('roasted', 'uncut'), ('grilled', 'sliced'), ('raw', 'sliced'), ('fried', 'sliced'), ('raw', 'chopped')]}, + 'valid': { + 'orange bell pepper': [('roasted', 'chopped'), ('fried', 'uncut'), ('fried', 'sliced'), ('raw', 'diced')], + 'block of cheese': [('roasted', 'diced'), ('grilled', 'uncut'), ('raw', 'diced'), ('roasted', 'sliced')], + 'black pepper': [('raw', 'uncut')], + 'red hot pepper': [('raw', 'diced'), ('roasted', 'chopped'), ('roasted', 'diced'), ('grilled', 'diced')], + 'yellow bell pepper': [('raw', 'chopped'), ('roasted', 'sliced'), ('fried', 'diced'), ('raw', 'sliced')], + 'banana': [('roasted', 'uncut'), ('grilled', 'uncut'), ('raw', 'diced'), ('roasted', 'chopped')], + 'salt': [('raw', 'uncut')], + 'chicken leg': [('fried', 'uncut')], + 'cilantro': [('raw', 'sliced')], + 'white onion': [('grilled', 'sliced'), ('raw', 'diced'), ('fried', 'chopped'), ('fried', 'uncut')], + 'purple potato': [('grilled', 'chopped'), ('grilled', 'uncut'), ('fried', 'uncut')], + 'olive oil': [('raw', 'uncut')], + 'flour': [('raw', 'uncut')], + 'red onion': [('roasted', 'chopped'), ('fried', 'chopped'), ('fried', 'uncut'), ('grilled', 'chopped')], + 'yellow potato': [('roasted', 'diced'), ('grilled', 'uncut'), ('grilled', 'diced')], + 'parsley': [('raw', 'uncut')], + 'red potato': [('grilled', 'diced'), ('grilled', 'sliced'), ('roasted', 'chopped')], + 'water': [('raw', 'uncut')], + 'pork chop': [('fried', 'diced'), ('roasted', 'chopped'), ('roasted', 'uncut')], + 'red apple': [('raw', 'chopped'), ('roasted', 'diced'), ('grilled', 'uncut'), ('fried', 'chopped')], + 'chicken wing': [('roasted', 'uncut')], + 'carrot': [('grilled', 'chopped'), ('fried', 'uncut'), ('roasted', 'chopped'), ('roasted', 'diced')]}, + 'test': { + 'orange bell pepper': [('roasted', 'uncut'), ('fried', 'chopped'), ('grilled', 'diced')], + 'block of cheese': [('fried', 'chopped'), ('roasted', 'uncut'), ('fried', 'sliced')], + 'black pepper': [('raw', 'uncut')], + 'red hot pepper': [('raw', 'uncut'), ('grilled', 'uncut'), ('fried', 'diced')], + 'yellow bell pepper': [('grilled', 'chopped'), ('raw', 'uncut'), ('grilled', 'diced')], + 'banana': [('raw', 'chopped'), ('fried', 'uncut'), ('raw', 'uncut')], + 'salt': [('raw', 'uncut')], + 'chicken leg': [('roasted', 'uncut')], + 'cilantro': [('raw', 'chopped')], + 'white onion': [('raw', 'uncut'), ('fried', 'sliced'), ('grilled', 'diced')], + 'purple potato': [('grilled', 'sliced'), ('roasted', 'chopped')], + 'olive oil': [('raw', 'uncut')], + 'flour': [('raw', 'uncut')], + 'red onion': [('raw', 'chopped'), ('grilled', 'uncut'), ('roasted', 'sliced')], + 'yellow potato': [('fried', 'uncut'), ('roasted', 'sliced')], + 'parsley': [('raw', 'chopped')], + 'red potato': [('grilled', 'uncut'), ('roasted', 'uncut')], + 'water': [('raw', 'uncut')], + 'pork chop': [('grilled', 'sliced'), ('grilled', 'chopped')], + 'red apple': [('fried', 'uncut'), ('roasted', 'uncut'), ('grilled', 'chopped')], + 'chicken wing': [('fried', 'uncut')], + 'carrot': [('raw', 'diced'), ('grilled', 'diced'), ('fried', 'diced')] + } +} + +FOODS_COMPACT = { + "egg" : { + "properties": ["inedible", "cookable", "needs_cooking"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "milk" : { + "indefinite": "some", + "properties": ["drinkable", "inedible"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "water" : { + "indefinite": "some", + "properties": ["drinkable", "inedible"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "cooking oil" : { + "names": ["vegetable oil", "peanut oil", "olive oil"], + "indefinite": "some", + "properties": ["inedible"], + "locations": ["pantry.shelf", "supermarket.showcase"], + }, + "chicken wing" : { + "properties": ["inedible", "cookable", "needs_cooking"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "chicken leg" : { + "properties": ["inedible", "cookable", "needs_cooking"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "chicken breast" : { + "properties": ["inedible", "cookable", "needs_cooking"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "pork chop" : { + "properties": ["inedible", "cookable", "needs_cooking", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "tuna" : { + "names": ["red tuna", "white tuna"], + "properties": ["inedible", "cookable", "needs_cooking", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "carrot" : { + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + }, + "onion" : { + "names": ["red onion", "white onion", "yellow onion"], + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + }, + "lettuce" : { + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + }, + "potato" : { + "names": ["red potato", "yellow potato", "purple potato"], + "properties": ["inedible", "cookable", "needs_cooking", "cuttable", "uncut"], + "locations": ["kitchen.counter", "garden"], + }, + "apple" : { + "names": ["red apple", "yellow apple", "green apple"], + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.counter", "garden"], + }, + "banana" : { + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.counter", "garden"], + }, + "tomato" : { + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.counter", "garden"], + }, + "hot pepper" : { + "names": ["red hot pepper", "green hot pepper"], + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.counter", "garden"], + }, + "bell pepper" : { + "names": ["red bell pepper", "yellow bell pepper", "green bell pepper", "orange bell pepper"], + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + }, + "black pepper" : { + "properties": ["edible"], + "locations": ["pantry.shelf", "supermarket.showcase"], + }, + "flour" : { + "properties": ["edible"], + "locations": ["pantry.shelf", "supermarket.showcase"], + }, + "salt" : { + "properties": ["edible"], + "locations": ["pantry.shelf", "supermarket.showcase"], + }, + "sugar" : { + "properties": ["edible"], + "locations": ["pantry.shelf", "supermarket.showcase"], + }, + "block of cheese" : { + "properties": ["edible", "cookable", "raw", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "supermarket.showcase"], + }, + "cilantro" : { + "properties": ["edible", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + }, + "parsley" : { + "properties": ["edible", "cuttable", "uncut"], + "locations": ["kitchen.fridge", "garden"], + } +} + +FOODS = {} +for k, v in FOODS_COMPACT.items(): + if "names" in v: + for name in v["names"]: + FOODS[name] = dict(v) + del FOODS[name]["names"] + else: + FOODS[k] = v + + +ENTITIES = { + "cookbook": { + "type": "o", + "names": ["cookbook", "recipe book"], + "adjs": ["interesting"], + "locations": ["kitchen.counter", "kitchen.table"], + "properties": [], + "desc": [None], + }, + "knife": { + "type": "o", + "names": ["knife"], + "adjs": ["sharp"], + "locations": ["kitchen.counter", "kitchen.table"], + "properties": ["sharp"], + "desc": [None], + }, + + # Kitchen + "fridge": { + "type": "c", + "names": ["fridge", "refrigerator"], + "adjs": ["conventional"], + "locations": ["kitchen"], + "properties": ["closed"], + "desc": [None], + }, + "counter": { + "type": "s", + "names": ["counter"], + "adjs": ["vast"], + "locations": ["kitchen"], + "properties": [], + "desc": [None], + }, + "table": { + "type": "s", + "names": ["table", "kitchen island"], + "adjs": ["massive"], + "locations": ["kitchen"], + "properties": [], + "desc": [None], + }, + "stove": { + "type": "stove", + "names": ["stove"], + "adjs": ["conventional"], + "locations": ["kitchen"], + "properties": [], + "desc": ["Useful for frying things."], + }, + "oven": { + "type": "oven", + "names": ["oven"], + "adjs": ["conventional"], + "locations": ["kitchen"], + "properties": [], + "desc": ["Useful for roasting things."], + }, + + # Pantry + "shelf": { + "type": "s", + "names": ["shelf"], + "adjs": ["wooden"], + "locations": ["pantry"], + "properties": [], + "desc": [None], + }, + + # Backyard + "BBQ": { + "type": "toaster", + "names": ["BBQ"], + "adjs": ["recent"], + "locations": ["backyard"], + "properties": [], + "desc": ["Useful for grilling things."], + }, + "patio table": { + "type": "s", + "names": ["patio table"], + "adjs": ["stylish"], + "locations": ["backyard"], + "properties": [], + "desc": [None], + }, + "patio chair": { + "type": "s", + "names": ["patio chair"], + "adjs": ["stylish"], + "locations": ["backyard"], + "properties": [], + "desc": [None], + }, + + # Supermarket + "showcase": { + "type": "s", + "names": ["showcase"], + "adjs": ["metallic"], + "locations": ["supermarket"], + "properties": [], + "desc": [None], + }, + + # Livingroom + "sofa": { + "type": "s", + "names": ["sofa", "couch"], + "adjs": ["comfy"], + "locations": ["livingroom"], + "properties": [], + "desc": [None], + }, + "sofa": { + "type": "s", + "names": ["sofa", "couch"], + "adjs": ["comfy"], + "locations": ["livingroom"], + "properties": [], + "desc": [None], + }, + + # Bedroom + "bed": { + "type": "s", + "names": ["bed"], + "adjs": ["large"], + "locations": ["bedroom"], + "properties": [], + "desc": [None], + }, + + # Bathroom + "toilet": { + "type": "s", + "names": ["toilet"], + "adjs": ["white"], + "locations": ["bathroom"], + "properties": [], + "desc": [None], + }, + # "bath": { + # "type": "unclosable-container", + # "names": ["bathtub"], + # "adjs": ["white"], + # "locations": ["bathroom"], + # "properties": [], + # "desc": [None], + # }, + + # Shed + "workbench": { + "type": "s", + "names": ["workbench"], + "adjs": ["wooden"], + "locations": ["shed"], + "properties": [], + "desc": [None], + }, + "toolbox": { + "type": "c", + "names": ["toolbox"], + "adjs": ["metallic"], + "locations": ["shed"], + "properties": ["closed"], + "desc": [None], + }, + +} + +NEIGHBORS = { + "kitchen": ["livingroom", "backyard", "corridor", "pantry"], + "pantry": ["kitchen"], + "livingroom": ["kitchen", "bedroom", "driveway", "corridor"], + "bathroom": ["corridor"], + "bedroom": ["livingroom", "corridor"], + "backyard": ["kitchen", "garden", "shed", "corridor"], + "garden": ["backyard"], + "shed": ["backyard"], + "driveway": ["livingroom", "street", "corridor"], + "street": ["driveway", "supermarket"], + "corridor": ["livingroom", "kitchen", "bedroom", "bathroom", "driveway", "backyard"], + "supermarket": ["street"], +} + +ROOMS = [ + ["kitchen"], + ["pantry", "livingroom", "corridor", "bedroom", "bathroom"], + ["shed", "garden", "backyard"], + ["driveway", "street", "supermarket"] +] + +DOORS = [ + { + "path": ("pantry", "kitchen"), + "names": ["frosted-glass door", "plain door"], + }, + { + "path": ("kitchen", "backyard"), + "names": ["sliding patio door", "patio door", "screen door"], + }, + { + "path": ("corridor", "backyard"), + "names": ["sliding patio door", "patio door", "screen door"], + }, + { + "path": ("backyard", "shed"), + "names": ["barn door", "wooden door"], + }, + { + "path": ("livingroom", "driveway"), + "names": ["front door", "fiberglass door"], + }, + { + "path": ("corridor", "driveway"), + "names": ["front door", "fiberglass door"], + }, + { + "path": ("supermarket", "street"), + "names": ["sliding door", "commercial glass door"], + }, +] + +def pick_name(M, names, rng): + names = list(names) + rng.shuffle(names) + for name in names: + if M.find_by_name(name) is None: + return name + + assert False + return None + + +def get_food_preparations(foods): + food_preparations = {} + for f in foods: + v = FOODS[f] + cookings = ["raw"] + if "cookable" in v["properties"]: + cookings = ["grilled", "fried", "roasted"] + if "needs_cooking" not in v["properties"]: + cookings.append("raw") + + cuttings = ["uncut"] + if "cuttable" in v["properties"]: + cuttings = ["uncut", "chopped", "sliced", "diced"] + + food_preparations[f] = list(itertools.product(cookings, cuttings)) + + return food_preparations + + +def pick_location(M, locations, rng): + locations = list(locations) + rng.shuffle(locations) + for location in locations: + holder_name = location.split(".")[-1] + holder = M.find_by_name(holder_name) + if holder: + return holder + # else: + # print("Can't find {}".format(location)) + + return None + + +def place_food(M, name, rng, place_it=True): + holder = pick_location(M, FOODS[name]["locations"], rng) + if holder is None and place_it: + return None + + food = M.new(type=FOODS[name].get("type", "f"), name=name) + food.infos.adj = "" + food.infos.noun = name + if "indefinite" in FOODS[name]: + food.infos.indefinite = FOODS[name]["indefinite"] + + for property_ in FOODS[name]["properties"]: + food.add_property(property_) + + if place_it: + holder.add(food) + + return food + + +def place_foods(M, foods, rng): + entities = [] + for name in foods: + food = place_food(M, name, rng) + if food: + entities.append(food) + + return entities + + +def place_random_foods(M, nb_foods, rng, allowed_foods=FOODS): + seen = set(food.name for food in M.findall(type="f")) + foods = [name for name in allowed_foods if name not in seen] + rng.shuffle(foods) + entities = [] + for food in foods: + if len(entities) >= nb_foods: + break + + entities += place_foods(M, [food], rng) + + return entities + + +def place_entity(M, name, rng): + holder = pick_location(M, ENTITIES[name]["locations"], rng) + if holder is None: + return None # Nowhere to place it. + + entity = M.new(type=ENTITIES[name]["type"], name=name) + entity.infos.adj = ENTITIES[name]["adjs"][0] + entity.infos.noun = name + entity.infos.desc = ENTITIES[name]["desc"][0] + for property_ in ENTITIES[name]["properties"]: + entity.add_property(property_) + + holder.add(entity) + return entity + + +def place_entities(M, names, rng): + return [place_entity(M, name, rng) for name in names] + + +def place_random_furnitures(M, nb_furnitures, rng): + furnitures = [k for k, v in ENTITIES.items() if v["type"] not in ["o", "f"]] + # Skip existing furnitures. + furnitures = [furniture for furniture in furnitures if not M.find_by_name(furniture)] + rng.shuffle(furnitures) + return place_entities(M, furnitures[:nb_furnitures], rng) + + +def move(M, start, end): + path = nx.algorithms.shortest_path(M.G, start.id, end.id) + commands = [] + current_room = start + for node in path[1:]: + previous_room = current_room + direction, current_room = [(exit.direction, exit.dest.src) for exit in previous_room.exits.values() + if exit.dest and exit.dest.src.id == node][0] + + path = M.find_path(previous_room, current_room) + if path.door: + commands.append("open {}".format(path.door.name)) + + commands.append("go {}".format(direction)) + + return commands + + +def make_game(skills: Dict["str", Union[bool, int]], options: GameOptions, split: str = "", + neverending: bool = False) -> textworld.Game: + """ Make a Cooking game. + Arguments: + skills: + Skills to test in this game (see notes). + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + split: + Control which foods can be used. Can either be 'train', 'valid', 'test'. + Default: foods from all dataset splits can be used. + neverending: + If `True` the generate game won't have any quests. + Returns: + Generated game. + Notes: + The required skills are: + * recipe{1,2,3} : Number of ingredients in the recipe. + The optional skills that can be combined are: + * take{1,2,3} : Number of ingredients to fetch. It must be less + or equal to the value of the `recipe` skill. + * open : Whether containers/doors need to be opened. + * cook : Whether some ingredients need to be cooked. + * cut : Whether some ingredients need to be cut. + * drop : Whether the player's inventory has limited capacity. + * go{1,6,9,12} : Number of locations in the game. + """ + rngs = options.rngs + rng_map = rngs['map'] + rng_objects = rngs['objects'] + rng_grammar = rngs['grammar'] + rng_quest = rngs['quest'] + + allowed_foods = list(FOODS) + allowed_food_preparations = get_food_preparations(list(FOODS)) + if split == "train": + allowed_foods = list(FOODS_SPLITS['train']) + allowed_food_preparations = dict(FOOD_PREPARATIONS_SPLITS['train']) + elif split == "valid": + allowed_foods = list(FOODS_SPLITS['valid']) + allowed_food_preparations = get_food_preparations(FOODS_SPLITS['valid']) + # Also add food from the training set but with different preparations. + allowed_foods += [f for f in FOODS if f in FOODS_SPLITS['train']] + allowed_food_preparations.update(dict(FOOD_PREPARATIONS_SPLITS['valid'])) + elif split == "test": + allowed_foods = list(FOODS_SPLITS['test']) + allowed_food_preparations = get_food_preparations(FOODS_SPLITS['test']) + # Also add food from the training set but with different preparations. + allowed_foods += [f for f in FOODS if f in FOODS_SPLITS['train']] + allowed_food_preparations.update(dict(FOOD_PREPARATIONS_SPLITS['test'])) + + M = textworld.GameMaker() + + recipe = M.new(type='RECIPE', name='') + meal = M.new(type='meal', name='meal') + M.add_fact("out", meal, recipe) + meal.add_property("edible") + M.nowhere.append(recipe) # Out of play object. + M.nowhere.append(meal) # Out of play object. + + options.nb_rooms = skills.get("go", 1) + if options.nb_rooms == 1: + rooms_to_place = ROOMS[:1] + elif options.nb_rooms == 6: + rooms_to_place = ROOMS[:2] + elif options.nb_rooms == 9: + rooms_to_place = ROOMS[:3] + elif options.nb_rooms == 12: + rooms_to_place = ROOMS[:4] + else: + raise ValueError("Cooking games can only have {1, 6, 9, 12} rooms.") + + G = make_graph_world(rng_map, rooms_to_place, NEIGHBORS, size=(5, 5)) + rooms = M.import_graph(G) + + # Add doors + for infos in DOORS: + room1 = M.find_by_name(infos["path"][0]) + room2 = M.find_by_name(infos["path"][1]) + if room1 is None or room2 is None: + continue # This door doesn't exist in this world. + + path = M.find_path(room1, room2) + if path: + assert path.door is None + name = pick_name(M, infos["names"], rng_objects) + door = M.new_door(path, name) + door.add_property("closed") + + # Find kitchen. + kitchen = M.find_by_name("kitchen") + + # The following predicates will be used to force the "prepare meal" + # command to happen in the kitchen. + M.add_fact("cooking_location", kitchen, recipe) + + # Place some default furnitures. + place_entities(M, ["table", "stove", "oven", "counter", "fridge", "BBQ", "shelf", "showcase"], rng_objects) + + # Place some random furnitures. + nb_furnitures = rng_objects.randint(len(rooms), len(ENTITIES) + 1) + place_random_furnitures(M, nb_furnitures, rng_objects) + + # Place the cookbook and knife somewhere. + cookbook = place_entity(M, "cookbook", rng_objects) + cookbook.infos.synonyms = ["recipe"] + if rng_objects.rand() > 0.5 or skills.get("cut"): + knife = place_entity(M, "knife", rng_objects) + + start_room = rng_map.choice(M.rooms) + M.set_player(start_room) + + M.grammar = textworld.generator.make_grammar(options.grammar, rng=rng_grammar) + + # Remove every food preparation with grilled, if there is no BBQ. + if M.find_by_name("BBQ") is None: + for name, food_preparations in allowed_food_preparations.items(): + allowed_food_preparations[name] = [food_preparation for food_preparation in food_preparations + if "grilled" not in food_preparation] + + # Disallow food with an empty preparation list. + allowed_foods = [name for name in allowed_foods if allowed_food_preparations[name]] + + # Decide which ingredients are needed. + nb_ingredients = skills.get("recipe", 1) + assert nb_ingredients > 0 and nb_ingredients <= 5, "recipe must have {1,2,3,4,5} ingredients." + ingredient_foods = place_random_foods(M, nb_ingredients, rng_quest, allowed_foods) + + # Sort by name (to help differentiate unique recipes). + ingredient_foods = sorted(ingredient_foods, key=lambda f: f.name) + + # Decide on how the ingredients should be processed. + ingredients = [] + for i, food in enumerate(ingredient_foods): + food_preparations = allowed_food_preparations[food.name] + idx = rng_quest.randint(0, len(food_preparations)) + type_of_cooking, type_of_cutting = food_preparations[idx] + + ingredient = M.new(type="ingredient", name="") + food.add_property("ingredient_{}".format(i + 1)) + M.add_fact("base", food, ingredient) + M.add_fact(type_of_cutting, ingredient) + M.add_fact(type_of_cooking, ingredient) + M.add_fact("in", ingredient, recipe) + M.nowhere.append(ingredient) + ingredients.append((food, type_of_cooking, type_of_cutting)) + + # Move ingredients in the player's inventory according to the `take` skill. + nb_ingredients_already_in_inventory = nb_ingredients - skills.get("take", 0) + shuffled_ingredients = list(ingredient_foods) + rng_quest.shuffle(shuffled_ingredients) + for ingredient in shuffled_ingredients[:nb_ingredients_already_in_inventory]: + M.move(ingredient, M.inventory) + + # Compute inventory capacity. + inventory_limit = 10 # More than enough. + if skills.get("drop"): + inventory_limit = nb_ingredients + if nb_ingredients == 1 and skills.get("cut"): + inventory_limit += 1 # So we can hold the knife along with the ingredient. + + # Add distractors for each ingredient. + def _place_one_distractor(candidates, ingredient): + rng_objects.shuffle(candidates) + for food_name in candidates: + distractor = M.find_by_name(food_name) + if distractor: + if distractor.parent == ingredient.parent: + break # That object already exists and is considered as a distractor. + + continue # That object already exists. Can't used it as distractor. + + # Place the distractor in the same "container" as the ingredient. + distractor = place_food(M, food_name, rng_objects, place_it=False) + ingredient.parent.add(distractor) + break + + for ingredient in ingredient_foods: + if ingredient.parent == M.inventory and nb_ingredients_already_in_inventory >= inventory_limit: + # If ingredient is in the inventory but inventory is full, do not add distractors. + continue + + splits = ingredient.name.split() + if len(splits) == 1: + continue # No distractors. + + prefix, suffix = splits[0], splits[-1] + same_prefix_list = [f for f in allowed_foods if f.startswith(prefix) if f != ingredient.name] + same_suffix_list = [f for f in allowed_foods if f.endswith(suffix) if f != ingredient.name] + + if same_prefix_list: + _place_one_distractor(same_prefix_list, ingredient) + + if same_suffix_list: + _place_one_distractor(same_suffix_list, ingredient) + + # Add distractors foods. The amount is drawn from N(nb_ingredients, 3). + nb_distractors = max(0, int(rng_objects.randn(1) * 3 + nb_ingredients)) + distractors = place_random_foods(M, nb_distractors, rng_objects, allowed_foods) + + # Depending on the skills and how the ingredient should be processed + # we change the predicates of the food objects accordingly. + for food, type_of_cooking, type_of_cutting in ingredients: + if not skills.get("cook"): # Food should already be cooked accordingly. + food.add_property(type_of_cooking) + food.add_property("cooked") + if food.has_property("inedible"): + food.add_property("edible") + food.remove_property("inedible") + if food.has_property("raw"): + food.remove_property("raw") + if food.has_property("needs_cooking"): + food.remove_property("needs_cooking") + + if not skills.get("cut"): # Food should already be cut accordingly. + food.add_property(type_of_cutting) + food.remove_property("uncut") + + if not skills.get("open"): + for entity in M._entities.values(): + if entity.has_property("closed"): + entity.remove_property("closed") + entity.add_property("open") + + walkthrough = [] + if not neverending: + # Build TextWorld quests. + quests = [] + consumed_ingredient_events = [] + for i, ingredient in enumerate(ingredients): + ingredient_consumed = Event(conditions={M.new_fact("consumed", ingredient[0])}) + consumed_ingredient_events.append(ingredient_consumed) + ingredient_burned = Event(conditions={M.new_fact("burned", ingredient[0])}) + quests.append(Quest(win_events=[], fail_events=[ingredient_burned])) + + if ingredient[0] not in M.inventory: + holding_ingredient = Event(conditions={M.new_fact("in", ingredient[0], M.inventory)}) + quests.append(Quest(win_events=[holding_ingredient])) + + win_events = [] + if ingredient[1] != TYPES_OF_COOKING[0] and not ingredient[0].has_property(ingredient[1]): + win_events += [Event(conditions={M.new_fact(ingredient[1], ingredient[0])})] + + fail_events = [Event(conditions={M.new_fact(t, ingredient[0])}) + for t in set(TYPES_OF_COOKING[1:]) - {ingredient[1]}] # Wrong cooking. + + quests.append(Quest(win_events=win_events, fail_events=[ingredient_consumed] + fail_events)) + + win_events = [] + if ingredient[2] != TYPES_OF_CUTTING[0] and not ingredient[0].has_property(ingredient[2]): + win_events += [Event(conditions={M.new_fact(ingredient[2], ingredient[0])})] + + fail_events = [Event(conditions={M.new_fact(t, ingredient[0])}) + for t in set(TYPES_OF_CUTTING[1:]) - {ingredient[2]}] # Wrong cutting. + + quests.append(Quest(win_events=win_events, fail_events=[ingredient_consumed] + fail_events)) + + holding_meal = Event(conditions={M.new_fact("in", meal, M.inventory)}) + quests.append(Quest(win_events=[holding_meal], fail_events=consumed_ingredient_events)) + + meal_burned = Event(conditions={M.new_fact("burned", meal)}) + meal_consumed = Event(conditions={M.new_fact("consumed", meal)}) + quests.append(Quest(win_events=[meal_consumed], fail_events=[meal_burned])) + + M.quests = quests + + M.compute_graph() # Needed by the move(...) function called below. + + # Build walkthrough. + current_room = start_room + walkthrough = [] + + # Start by checking the inventory. + walkthrough.append("inventory") + + # 0. Find the kitchen and read the cookbook. + walkthrough += move(M, current_room, kitchen) + current_room = kitchen + walkthrough.append("examine cookbook") + + # 1. Drop unneeded objects. + for entity in M.inventory.content: + if entity not in ingredient_foods: + walkthrough.append("drop {}".format(entity.name)) + + + # 2. Collect the ingredients. + for food, type_of_cooking, type_of_cutting in ingredients: + if food.parent == M.inventory: + continue + + food_room = food.parent.parent if food.parent.parent else food.parent + walkthrough += move(M, current_room, food_room) + + if food.parent.has_property("closed"): + walkthrough.append("open {}".format(food.parent.name)) + + if food.parent == food_room: + walkthrough.append("take {}".format(food.name)) + else: + walkthrough.append("take {} from {}".format(food.name, food.parent.name)) + + current_room = food_room + + # 3. Go back to the kitchen. + walkthrough += move(M, current_room, kitchen) + + # 4. Process ingredients (cook). + if skills.get("cook"): + for food, type_of_cooking, _ in ingredients: + if type_of_cooking == "fried": + stove = M.find_by_name("stove") + walkthrough.append("cook {} with {}".format(food.name, stove.name)) + elif type_of_cooking == "roasted": + oven = M.find_by_name("oven") + walkthrough.append("cook {} with {}".format(food.name, oven.name)) + elif type_of_cooking == "grilled": + toaster = M.find_by_name("BBQ") + # 3.a move to the backyard. + walkthrough += move(M, kitchen, toaster.parent) + # 3.b grill the food. + walkthrough.append("cook {} with {}".format(food.name, toaster.name)) + # 3.c move back to the kitchen. + walkthrough += move(M, toaster.parent, kitchen) + + # 5. Process ingredients (cut). + if skills.get("cut"): + free_up_space = skills.get("drop") and not len(ingredients) == 1 + knife = M.find_by_name("knife") + if knife: + knife_location = knife.parent.name + knife_on_the_floor = knife_location == "kitchen" + for i, (food, _, type_of_cutting) in enumerate(ingredients): + if type_of_cutting == "uncut": + continue + + if free_up_space: + ingredient_to_drop = ingredients[(i + 1) % len(ingredients)][0] + walkthrough.append("drop {}".format(ingredient_to_drop.name)) + + # Assume knife is reachable. + if knife_on_the_floor: + walkthrough.append("take {}".format(knife.name)) + else: + walkthrough.append("take {} from {}".format(knife.name, knife_location)) + + if type_of_cutting == "chopped": + walkthrough.append("chop {} with {}".format(food.name, knife.name)) + elif type_of_cutting == "sliced": + walkthrough.append("slice {} with {}".format(food.name, knife.name)) + elif type_of_cutting == "diced": + walkthrough.append("dice {} with {}".format(food.name, knife.name)) + + walkthrough.append("drop {}".format(knife.name)) + knife_on_the_floor = True + if free_up_space: + walkthrough.append("take {}".format(ingredient_to_drop.name)) + + # 6. Prepare and eat meal. + walkthrough.append("prepare meal") + walkthrough.append("eat meal") + + cookbook_desc = "You open the copy of 'Cooking: A Modern Approach (3rd Ed.)' and start reading:\n" + recipe = textwrap.dedent( + """ + Recipe #1 + --------- + Gather all following ingredients and follow the directions to prepare this tasty meal. + Ingredients: + {ingredients} + Directions: + {directions} + """) + recipe_ingredients = "\n ".join(ingredient[0].name for ingredient in ingredients) + + recipe_directions = [] + for ingredient in ingredients: + cutting_verb = TYPES_OF_CUTTING_VERBS.get(ingredient[2]) + if cutting_verb: + recipe_directions.append(cutting_verb + " the " + ingredient[0].name) + + cooking_verb = TYPES_OF_COOKING_VERBS.get(ingredient[1]) + if cooking_verb: + recipe_directions.append(cooking_verb + " the " + ingredient[0].name) + + recipe_directions.append("prepare meal") + recipe_directions = "\n ".join(recipe_directions) + recipe = recipe.format(ingredients=recipe_ingredients, directions=recipe_directions) + cookbook.infos.desc = cookbook_desc + recipe + + # Limit capacity of the inventory. + for i in range(inventory_limit): + slot = M.new(type="slot", name="") + if i < len(M.inventory.content): + slot.add_property("used") + else: + slot.add_property("free") + + M.nowhere.append(slot) + + # Sanity checks: + for entity in M._entities.values(): + if entity.type in ["c", "d"]: + if not (entity.has_property("closed") or + entity.has_property("open") or + entity.has_property("locked")): + raise ValueError("Forgot to add closed/locked/open property for '{}'.".format(entity.name)) + + #pprint(metadata) + #print(". ".join(walkthrough)) + #img = M.render() + #img.save("tmp.png") + + #M.render(True) + # M.test() + game = M.build() + #game.main_quest = M.new_quest_using_commands(walkthrough) + # print(". ".join(game.main_quest.commands)) + + # Collect infos about this game. + metadata = { + "seeds": options.seeds, + "goal": cookbook.infos.desc, + "ingredients": [(food.name, cooking, cutting) for food, cooking, cutting in ingredients], + "skills": skills, + "entities": [e.name for e in M._entities.values() if e.name], + "nb_distractors": nb_distractors, + "walkthrough": walkthrough, + "max_score": sum(quest.reward for quest in game.quests), + } + + game.extras["recipe"] = recipe + game.extras["walkthrough"] = walkthrough + objective = ("You are hungry! Let's cook a delicious meal. Check the cookbook" + " in the kitchen for the recipe. Once done, enjoy your meal!") + game.objective = objective + + game.metadata = metadata + skills_uuid = "+".join("{}{}".format(k, "" if skills[k] is True else skills[k]) for k in SKILLS if k in skills) + uuid = "tw-cooking-{specs}-{seeds}" + uuid = uuid.format(specs=skills_uuid, + seeds=encode_seeds([options.seeds[k] for k in sorted(options.seeds)])) + game.metadata["uuid"] = uuid + return game + + +def make(settings: str, options: Optional[GameOptions] = None) -> textworld.Game: + """ Make a Cooking game of the desired difficulty settings. + Arguments: + settings: + Skills used in the game (see notes). Expected pattern: skill[+skill ...]. + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + Returns: + Generated game. + Notes: + The required skills are: + * recipe{1,2,3} : Number of ingredients in the recipe. + The optional skills that can be combined are: + * take{1,2,3} : Number of ingredients to fetch. It must be less + or equal to the value of the `recipe` skill. + * open : Whether containers/doors need to be opened. + * cook : Whether some ingredients need to be cooked. + * cut : Whether some ingredients need to be cut. + * drop : Whether the player's inventory has limited capacity. + * go{1,6,9,12} : Number of locations in the game. + """ + options or GameOptions() + + def _parse(skill): + match = re.match(r"([^0-9]+)([0-9]+)", skill) + if match: + return match.group(1), int(match.group(2)) + + return skill, True + + skills = dict([_parse(skill) for skill in settings.split("+")]) + split = "" + if "train" in skills: + split += "train" + del skills["train"] + elif "valid" in skills: + split += "valid" + del skills["valid"] + elif "test" in skills: + split += "test" + del skills["test"] + + neverending = "noquest" in skills + + assert split in {'', 'train', 'valid', 'test'} + + return make_game(skills, options, split, neverending) + + +register(name="cooking", + make=make, + settings="recipe{1,2,3}+take{1,2,3}+open+cook+cut+drop+go{1,6,9,12}") + + +def play(agent, path, max_step=50, nb_episodes=10, verbose=True): + infos_to_request = agent.infos_to_request + infos_to_request.max_score = True # Needed to normalize the scores. + + gamefiles = [path] + if os.path.isdir(path): + gamefiles = glob(os.path.join(path, "*.ulx")) + + env_id = textworld.gym.register_games(gamefiles, + request_infos=infos_to_request, + max_episode_steps=max_step) + env = gym.make(env_id) # Create a Gym environment to play the text game. + if verbose: + if os.path.isdir(path): + print(os.path.dirname(path), end="") + else: + print(os.path.basename(path), end="") + + # Collect some statistics: nb_steps, final reward. + avg_moves, avg_scores, avg_norm_scores = [], [], [] + for no_episode in range(nb_episodes): + obs, infos = env.reset() # Start new episode. + + score = 0 + done = False + nb_moves = 0 + while not done: + command = agent.act(obs, score, done, infos) + obs, score, done, infos = env.step(command) + nb_moves += 1 + + agent.act(obs, score, done, infos) # Let the agent know the game is done. + + if verbose: + print(".", end="") + avg_moves.append(nb_moves) + avg_scores.append(score) + avg_norm_scores.append(score / infos["max_score"]) + + env.close() + msg = " \tavg. steps: {:5.1f}; avg. score: {:4.1f} / {}." + if verbose: + if os.path.isdir(path): + print(msg.format(np.mean(avg_moves), np.mean(avg_norm_scores), 1)) + else: + print(msg.format(np.mean(avg_moves), np.mean(avg_scores), infos["max_score"])) + + +device = torch.device("cuda" if torch.cuda.is_available() else "cpu") + + +class CommandScorer(nn.Module): + def __init__(self, input_size, hidden_size): + super(CommandScorer, self).__init__() + torch.manual_seed(42) # For reproducibility + self.embedding = nn.Embedding(input_size, hidden_size) + self.encoder_gru = nn.GRU(hidden_size, hidden_size) + self.cmd_encoder_gru = nn.GRU(hidden_size, hidden_size) + self.state_gru = nn.GRU(hidden_size, hidden_size) + self.hidden_size = hidden_size + self.state_hidden = torch.zeros(1, 1, hidden_size, device=device) + self.critic = nn.Linear(hidden_size, 1) + self.att_cmd = nn.Linear(hidden_size * 2, 1) + + def forward(self, obs, commands, **kwargs): + input_length = obs.size(0) + batch_size = obs.size(1) + nb_cmds = commands.size(1) + + embedded = self.embedding(obs) + encoder_output, encoder_hidden = self.encoder_gru(embedded) + state_output, state_hidden = self.state_gru(encoder_hidden, self.state_hidden) + self.state_hidden = state_hidden + value = self.critic(state_output) + + # Attention network over the commands. + cmds_embedding = self.embedding.forward(commands) + _, cmds_encoding_last_states = self.cmd_encoder_gru.forward(cmds_embedding) # 1 x cmds x hidden + + # Same observed state for all commands. + cmd_selector_input = torch.stack([state_hidden] * nb_cmds, 2) # 1 x batch x cmds x hidden + + # Same command choices for the whole batch. + cmds_encoding_last_states = torch.stack([cmds_encoding_last_states] * batch_size, + 1) # 1 x batch x cmds x hidden + + # Concatenate the observed state and command encodings. + cmd_selector_input = torch.cat([cmd_selector_input, cmds_encoding_last_states], dim=-1) + + # Compute one score per command. + scores = F.relu(self.att_cmd(cmd_selector_input)).squeeze(-1) # 1 x Batch x cmds + + probs = F.softmax(scores, dim=2) # 1 x Batch x cmds + index = probs[0].multinomial(num_samples=1).unsqueeze(0) # 1 x batch x indx + return scores, index, value + + def reset_hidden(self, batch_size): + self.state_hidden = torch.zeros(1, batch_size, self.hidden_size, device=device) + + +class NeuralAgent: + """ Simple Neural Agent for playing TextWorld games. """ + MAX_VOCAB_SIZE = 1000 + UPDATE_FREQUENCY = 10 + LOG_FREQUENCY = 1000 + GAMMA = 0.9 + + def __init__(self) -> None: + self._initialized = False + self._epsiode_has_started = False + self.id2word = ["", ""] + self.word2id = {w: i for i, w in enumerate(self.id2word)} + + self.model = CommandScorer(input_size=self.MAX_VOCAB_SIZE, hidden_size=128) + self.optimizer = optim.Adam(self.model.parameters(), 0.00003) + + self.mode = "test" + + def train(self): + self.mode = "train" + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + self.transitions = [] + self.model.reset_hidden(1) + self.last_score = 0 + self.no_train_step = 0 + + def test(self): + self.mode = "test" + self.model.reset_hidden(1) + + @property + def infos_to_request(self) -> EnvInfos: + return EnvInfos(description=True, inventory=True, admissible_commands=True, + has_won=True, has_lost=True) + + def _get_word_id(self, word): + if word not in self.word2id: + if len(self.word2id) >= self.MAX_VOCAB_SIZE: + return self.word2id[""] + + self.id2word.append(word) + self.word2id[word] = len(self.word2id) + + return self.word2id[word] + + def _tokenize(self, text): + # Simple tokenizer: strip out all non-alphabetic characters. + text = re.sub("[^a-zA-Z0-9\- ]", " ", text) + word_ids = list(map(self._get_word_id, text.split())) + return word_ids + + def _process(self, texts): + texts = list(map(self._tokenize, texts)) + max_len = max(len(l) for l in texts) + padded = np.ones((len(texts), max_len)) * self.word2id[""] + + for i, text in enumerate(texts): + padded[i, :len(text)] = text + + padded_tensor = torch.from_numpy(padded).type(torch.long).to(device) + padded_tensor = padded_tensor.permute(1, 0) # Batch x Seq => Seq x Batch + return padded_tensor + + def _discount_rewards(self, last_values): + returns, advantages = [], [] + R = last_values.data + for t in reversed(range(len(self.transitions))): + rewards, _, _, values = self.transitions[t] + R = rewards + self.GAMMA * R + adv = R - values + returns.append(R) + advantages.append(adv) + + return returns[::-1], advantages[::-1] + + def act(self, obs: str, score: int, done: bool, infos: Mapping[str, Any]) -> Optional[str]: + + # Build agent's observation: feedback + look + inventory. + input_ = "{}\n{}\n{}".format(obs, infos["description"], infos["inventory"]) + + # Tokenize and pad the input and the commands to chose from. + input_tensor = self._process([input_]) + commands_tensor = self._process(infos["admissible_commands"]) + + # Get our next action and value prediction. + outputs, indexes, values = self.model(input_tensor, commands_tensor) + action = infos["admissible_commands"][indexes[0]] + + if self.mode == "test": + if done: + self.model.reset_hidden(1) + return action + + self.no_train_step += 1 + + if self.transitions: + reward = score - self.last_score # Reward is the gain/loss in score. + self.last_score = score + if infos["has_won"]: + reward += 100 + if infos["has_lost"]: + reward -= 100 + + self.transitions[-1][0] = reward # Update reward information. + + self.stats["max"]["score"].append(score) + if self.no_train_step % self.UPDATE_FREQUENCY == 0: + # Update model + returns, advantages = self._discount_rewards(values) + + loss = 0 + for transition, ret, advantage in zip(self.transitions, returns, advantages): + reward, indexes_, outputs_, values_ = transition + + advantage = advantage.detach() # Block gradients flow here. + probs = F.softmax(outputs_, dim=2) + log_probs = torch.log(probs) + log_action_probs = log_probs.gather(2, indexes_) + policy_loss = (-log_action_probs * advantage).sum() + value_loss = (.5 * (values_ - ret) ** 2.).sum() + entropy = (-probs * log_probs).sum() + loss += policy_loss + 0.5 * value_loss - 0.1 * entropy + + self.stats["mean"]["reward"].append(reward) + self.stats["mean"]["policy"].append(policy_loss.item()) + self.stats["mean"]["value"].append(value_loss.item()) + self.stats["mean"]["entropy"].append(entropy.item()) + self.stats["mean"]["confidence"].append(torch.exp(log_action_probs).item()) + + if self.no_train_step % self.LOG_FREQUENCY == 0: + msg = "{}. ".format(self.no_train_step) + msg += " ".join("{}: {:.3f}".format(k, np.mean(v)) for k, v in self.stats["mean"].items()) + msg += " " + " ".join("{}: {}".format(k, np.max(v)) for k, v in self.stats["max"].items()) + msg += " vocab: {}".format(len(self.id2word)) + print(msg) + self.stats = {"max": defaultdict(list), "mean": defaultdict(list)} + + loss.backward() + nn.utils.clip_grad_norm_(self.model.parameters(), 40) + self.optimizer.step() + self.optimizer.zero_grad() + + self.transitions = [] + self.model.reset_hidden(1) + else: + # Keep information about transitions for Truncated Backpropagation Through Time. + self.transitions.append([None, indexes, outputs, values]) # Reward will be set on the next call + + if done: + self.last_score = 0 # Will be starting a new episode. Reset the last score. + + return action \ No newline at end of file diff --git a/textworld/challenges/spaceship/test/test_spaceship.py b/textworld/challenges/spaceship/test/test_spaceship.py new file mode 100644 index 00000000..7a844637 --- /dev/null +++ b/textworld/challenges/spaceship/test/test_spaceship.py @@ -0,0 +1,236 @@ +import os +import argparse +from os.path import join as pjoin +from typing import Mapping, Optional + +from textworld import GameMaker +from textworld.challenges import register +from textworld.generator.data import KnowledgeBase +from textworld.generator.game import GameOptions, QuestProgression, GameProgression + + +PATH = os.path.dirname(__file__) + + +def build_argparser(parser=None): + parser = parser or argparse.ArgumentParser() + + group = parser.add_argument_group('Test_content game settings') + group.add_argument("--level", required=True, choices=["test"], + help="This is a test file; thus, the level is set to test.") + general_group = argparse.ArgumentParser(add_help=False) + general_group.add_argument("--third-party", metavar="PATH", + help="Load third-party module. Useful to register new custom challenges on-the-fly.") + return parser + + +class TestContentCheck: + @classmethod + def setUpClass(cls, options): + # + # kb = KnowledgeBase.load(target_dir=pjoin(os.path.dirname(__file__), 'textworld_data')) + # options = options or GameOptions() + # options.grammar.theme = 'spaceship' + # options.kb = kb + + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Create the Game Environment + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + + M = GameMaker(options=options) + + # ===== Test Room Design ======================================================================================= + test_room = M.new_room("Test Room") + + table = M.new(type='s', name='Table') + test_room.add(table) + + laptop = M.new(type='cpu', name='laptop') + table.add(laptop) + M.add_fact('unread/e', laptop) + + red_box = M.new(type='c', name="Red box") + table.add(red_box) + M.add_fact("closed", red_box) + + blue_box = M.new(type='c', name="Blue box") + table.add(blue_box) + M.add_fact("closed", blue_box) + + # ===== Player and Inventory Design ============================================================================ + M.set_player(test_room) + + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Create the Quests (of the game) + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + + # 1. Defining two events, one EventCondition and one EventAction, and then test the EventOr and EventAnd + # performance within two different quests. + # commands = ['open Red box', 'open Blue box', 'take laptop from Table'] + commands = ['open Red box', 'open Blue box'] + cls.eventA = M.new_event_using_commands(commands, event_style='condition') + cls.eventB = M.new_event(action={M.new_action(M._kb.rules['close/c1'], M._entities['P'], M._entities['r_0'], + M._entities['s_0'], M._entities['c_0'])}, event_style='action') + cls.questA = M.new_quest(win_event=[cls.eventA, cls.eventB]) + cls.questB = M.new_quest(win_event={'and': [cls.eventA, cls.eventB]}) + + # 2. Defining an event and then test the process of adding a Proposition with a verb tense to the state, + # using a quest. + cls.quest0 = M.new_quest(win_event=[cls.eventA]) + + + cls.eventC = M.new_event(condition={M.new_fact('read/e', M._entities['cpu_0'])}, + action={M.new_action(M._kb.rules['check/e1'], M._entities['P'], M._entities['r_0'], + M._entities['s_0'], M._entities['cpu_0'])}, + condition_verb_tense={'read/e': 'has been'}, event_style='condition') + cls.questC = M.new_quest(win_event=[cls.eventC]) + + # 3. Defining two quests, which one is prerequisit for the other one, by adding a has_been Proposition to + # the state. Let's test how a game performs with these two quests. If the Proposition isn't in the state + # set and an specific action happens, the game should fail. This test also checks if the sequence of + # actions happening appropriately. + cls.eventD = M.new_event(action={M.new_action(M._kb.rules['open/c'], M._entities['P'], M._entities['r_0'], + M._entities['s_0'], M._entities['c_0'], M._entities['cpu_0'])}, + event_style='action') + cls.eventE = M.new_event(condition={M.new_fact('unread/e', M._entities['cpu_0'])}, event_style='condition') + cls.eventF = M.new_event(action={M.new_action(M._kb.rules['open/c1'], M._entities['P'], M._entities['r_0'], + M._entities['s_0'], M._entities['c_0'])}, + event_style='action') + + cls.questD = M.new_quest(win_event=[cls.eventD], fail_event={'and': [cls.eventE, cls.eventF]}, reward=2) + + # M.quests = [cls.quest0, cls.questC, cls.questD] + M.quests = [cls.questC, cls.questD] + cls.game = M.build() + + def _apply_actions_to_quest(self, actions, quest): + state = self.game.world.state.copy() + for action in actions: + assert not quest.done + state.apply(action) + quest.update(action, state) + + return quest + + def test_quest_completed(self): + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # First, let's test an EventOr, if either of its events happen the quest should be completed. + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + quest = QuestProgression(self.questA, KnowledgeBase.default()) + quest = self._apply_actions_to_quest(self.eventA.actions, quest) + assert quest.done + assert quest.completed + assert not quest.failed + assert quest.winning_policy is None + + # Alternative winning strategy. + quest = QuestProgression(self.questA, KnowledgeBase.default()) + quest = self._apply_actions_to_quest(self.eventB.actions, quest) + assert quest.done + assert quest.completed + assert not quest.failed + assert quest.winning_policy is None + + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Second, let's test an EventAnd, if either of its events happen the quest should not be completed. If both + # events happen, then the quest become completed. + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + quest = QuestProgression(self.questB, KnowledgeBase.default()) + quest = self._apply_actions_to_quest(self.eventA.actions, quest) + assert not quest.done + assert not quest.completed + assert not quest.failed + assert quest.winning_policy is not None + + quest = QuestProgression(self.questB, KnowledgeBase.default()) + quest = self._apply_actions_to_quest(self.eventB.actions, quest) + assert not quest.done + assert not quest.completed + assert not quest.failed + assert quest.winning_policy is not None + + # Winning strategy. + quest = QuestProgression(self.questB, KnowledgeBase.default()) + quest = self._apply_actions_to_quest([act for acts in [self.eventA.actions, self.eventB.actions] for act in acts], quest) + assert quest.done + assert quest.completed + assert not quest.failed + + def test_quest_failed(self): + quest = QuestProgression(self.questD, KnowledgeBase.default()) + quest = self._apply_actions_to_quest(self.eventF.actions, quest) + assert not quest.completed + assert quest.failed + assert quest.winning_policy is None + + def test_game_completed(self): + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # First, let's test a quest which adds a verb_tense-based proposition to the state of the game. + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + game = GameProgression(self.game) + for action in self.eventC.actions: + assert not game.done + game.update(action) + assert self.eventC.traceable[0] in [f for f in game.state.facts] + assert not game.done + + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + # Second, let's test a series of quests with winning and failing conditions. + # ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + assert game.winning_policy == self.eventD.actions + + for action in self.eventD.actions: + assert not game.done + game.update(action) + + assert game.done + assert game.completed + assert not game.failed + assert game.winning_policy is None + x = 0 + + def test_game_failed(self): + game = GameProgression(self.game) + action = self.eventF.actions[0] + game.update(action) + assert not game.completed + assert game.failed + assert game.done + assert game.winning_policy is None + + +def make_test_files(settings: Mapping[str, str], options: Optional[GameOptions] = None): + + kb = KnowledgeBase.load(target_dir=pjoin(os.path.dirname(__file__), 'textworld_data')) + options = options or GameOptions() + options.grammar.theme = 'spaceship' + options.kb = kb + + if settings["level"] == 'test': + mode = "test" + options.nb_objects = 4 + + metadata = {"desc": "ContentDetection", # Collect information for reproduction. + "mode": mode, + "world_size": options.nb_rooms} + + game_obj = TestContentCheck() + game_obj.setUpClass(options) + game_obj.test_quest_completed() + game_obj.test_quest_failed() + game_obj.test_game_completed() + game_obj.test_game_failed() + + game_obj.game.metadata = metadata + uuid = "tw-test_content-{level}".format(level=str.title(settings["level"])) + game_obj.game.metadata["uuid"] = uuid + + return game_obj.game + + +make_test_files({'level': 'test'}) + +# register(name="tw-test_content", +# desc="Generate a test file for the content check game", +# make=make_test_files, +# add_arguments=build_argparser) diff --git a/textworld/challenges/spaceship/textworld_data/logic/CPU.twl b/textworld/challenges/spaceship/textworld_data/logic/CPU.twl new file mode 100644 index 00000000..8dbb7627 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/CPU.twl @@ -0,0 +1,57 @@ +# CPU-Like +type cpu : o { + predicates { + read/e(cpu); + unread/e(cpu); + } + + rules { + check/e1 :: $at(P, r) & $at(s, r) & $on(cpu, s) & unread/e(cpu) -> read/e(cpu); + check/e2 :: $at(P, r) & $in(cpu, I) & unread/e(cpu) -> read/e(cpu); + } + + constraints { + cpu2 :: read/e(cpu) & unread/e(cpu) -> fail(); + } + + inform7 { + type { + kind :: "CPU-like"; + definition :: "A CPU-like can be either read or unread. A CPU-like is usually unread."; + } + + predicates { + read/e(cpu) :: "The {cpu} is read"; + unread/e(cpu) :: "The {cpu} is unread"; + } + + commands { + check/e1 :: "check laptop for email" :: "checking email"; + check/e2 :: "check laptop for email" :: "checking email"; + } + + code :: """ + Understand the command "check" as something new. + Understand "check laptop for email" as checking email. + checking email is an action applying to nothing. + + Carry out checking email: + if a CPU-like (called pc) is unread: + Say "Open the white box to win."; + Now the pc is read. + + [Before checking email: + if a CPU-like (called pc) is read: + rule fails; + otherwise: + if a random chance of 3 in 4 succeeds: + Say "No emails yet! Wait."; + rule fails. + + Carry out checking email: + if a CPU-like (called pc) is unread: + Say "Email: Your mission is started. You should go and check outside of the spaceship."; + Now the pc is read.] + """; + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/cloth.twl b/textworld/challenges/spaceship/textworld_data/logic/cloth.twl new file mode 100644 index 00000000..b687661b --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/cloth.twl @@ -0,0 +1,61 @@ +# # cloth +# type l : o { +# predicates { +# worn(l); +# takenoff(l); +# clean(l); +# dirty(l); +# } + +# rules { +# wear/l :: in(l, I) & takenoff(l) -> worn(l); +# takeoff/l :: worn(l) -> in(l, I) & takenoff(l); + +# wash/l :: $at(l,r) & dirty(l) -> clean(l); +# dirty/l :: $worn(l,P) & clean(l) -> dirty(l); +# } + +# reverse_rules { +# wear/l :: takeoff/l; +# wash/l :: dirty/l; +# } + +# constraints { +# l1 :: clean(l) & dirty(l) -> fail(); +# l2 :: worn(l) & takenoff(l) -> fail(); +# } + +# inform7 { +# type { +# kind :: "cloth-like"; +# definition :: "cloth-like are wearable. cloth-like can be either clean or dirty. cloth-like are usually clean. cloth-like can be either worn in or worn out. cloth-like are usually worn out."; +# } + +# predicates { +# worn(l) :: "The {l} is worn in"; +# takenoff(l) :: "The {l} is worn out"; +# clean(l) :: "The {l} is clean"; +# dirty(l) :: "The {l} is dirty"; +# } + +# commands { +# wear/l :: "wear {l}" :: "_wearing the {l}"; +# takeoff/l :: "take off {l}" :: "taking off the {l}"; + +# clean/l :: "clean {l}" :: "cleaning the {l}"; +# dirty/l :: "dirty {l}" :: "dirtying the {l}"; +# } + +# code :: """ +# Understand the command "wear" as something new. +# Understand "wear [something]" as _wearing. +# _wearing is an action applying to a thing. + +# Carry out _wearing: +# if a cloth-like (called cl) is worn out: +# Now the cl is worn in; +# otherwise: +# Say "You have this cloth on.". +# """; +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/container.twl b/textworld/challenges/spaceship/textworld_data/logic/container.twl new file mode 100644 index 00000000..54f9d8dd --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/container.twl @@ -0,0 +1,54 @@ +# container +type c : t { + predicates { + open(c); + closed(c); + + in(o, c); + } + + rules { + # open/c :: $at(P, r) & $at(s, r) & $on(c, s) & $was__open(c) & closed(c) -> open(c); + # close/c :: $at(P, r) & $at(s, r) & $on(c, s) & $was__open(c) & open(c) -> closed(c); + + open/c :: $at(P, r) & $at(s, r) & $on(c, s) & $has_been__read/e(cpu) & closed(c) -> open(c); + close/c :: $at(P, r) & $at(s, r) & $on(c, s) & $has_been__read/e(cpu) & open(c) -> closed(c); + + open/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & closed(c) -> open(c); + close/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & open(c) -> closed(c); + + # open/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & closed(c) -> open(c) & was__closed(c); + # close/c1 :: $at(P, r) & $at(s, r) & $on(c, s) & open(c) -> closed(c) & was__open(c); + } + + reverse_rules { + open/c :: close/c; + open/c1 :: close/c1; + } + + constraints { + c1 :: open(c) & closed(c) -> fail(); + } + + inform7 { + type { + kind :: "container"; + definition :: "containers are openable and fixed in place. containers are usually closed."; + } + + predicates { + open(c) :: "The {c} is open"; + closed(c) :: "The {c} is closed"; + + in(o, c) :: "The {o} is in the {c}"; + } + + commands { + open/c :: "open {c}" :: "opening the {c}"; + close/c :: "close {c}" :: "closing the {c}"; + + open/c1 :: "open {c}" :: "opening the {c}"; + close/c1 :: "close {c}" :: "closing the {c}"; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/door.twl b/textworld/challenges/spaceship/textworld_data/logic/door.twl new file mode 100644 index 00000000..84794fd4 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/door.twl @@ -0,0 +1,89 @@ +# # door +# type d : t { +# predicates { +# open(d); +# closed(d); +# locked(d); + +# link(r, d, r); +# } + +# rules { +# lock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & closed(d) -> locked(d); +# unlock/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & $in(k, I) & $match(k, d) & locked(d) -> closed(d); + +# open/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & closed(d) -> open(d) & free(r, r') & free(r', r); +# close/d :: $at(P, r) & $link(r, d, r') & $link(r', d, r) & open(d) & free(r, r') & free(r', r) -> closed(d); + +# lock/close/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & pushed(b) & open(d) & free(r, r') & free(r', r) -> unpushed(b) & locked(d); +# unlock/open/db :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r, r') & free(r', r); + +# lock/close/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & pushed(b) & open(d) & free(r', r'') & free(r'', r') -> unpushed(b) & locked(d); +# unlock/open/d/b :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & $in(b, c) & $pair(b, d) & $link(r', d, r'') & $link(r'', d, r') & unpushed(b) & locked(d) -> pushed(b) & open(d) & free(r', r'') & free(r'', r'); + +# examine/d :: at(P, r) & $link(r, d, r') -> at(P, r); # Nothing changes. +# } + +# reverse_rules { +# lock/d :: unlock/d; +# open/d :: close/d; +# lock/close/d/b :: unlock/open/d/b; +# lock/close/db :: unlock/open/db; +# } + +# constraints { +# d1 :: open(d) & closed(d) -> fail(); +# d2 :: open(d) & locked(d) -> fail(); +# d3 :: closed(d) & locked(d) -> fail(); + +# # A door can't be used to link more than two rooms. +# link1 :: link(r, d, r') & link(r, d, r'') -> fail(); +# link2 :: link(r, d, r') & link(r'', d, r''') -> fail(); + +# # There's already a door linking two rooms. +# link3 :: link(r, d, r') & link(r, d', r') -> fail(); + +# # There cannot be more than four doors in a room. +# too_many_doors :: link(r, d1: d, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail(); + +# # There cannot be more than four doors in a room. +# dr1 :: free(r, r1: r) & link(r, d2: d, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail(); +# dr2 :: free(r, r1: r) & free(r, r2: r) & link(r, d3: d, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail(); +# dr3 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & link(r, d4: d, r4: r) & link(r, d5: d, r5: r) -> fail(); +# dr4 :: free(r, r1: r) & free(r, r2: r) & free(r, r3: r) & free(r, r4: r) & link(r, d5: d, r5: r) -> fail(); + +# free1 :: link(r, d, r') & free(r, r') & closed(d) -> fail(); +# free2 :: link(r, d, r') & free(r, r') & locked(d) -> fail(); +# } + +# inform7 { +# type { +# kind :: "door"; +# definition :: "door is openable and lockable."; +# } + +# predicates { +# open(d) :: "The {d} is open"; +# closed(d) :: "The {d} is closed"; +# locked(d) :: "The {d} is locked"; + +# link(r, d, r') :: ""; # No equivalent in Inform7. +# } + +# commands { +# open/d :: "open {d}" :: "opening {d}"; +# close/d :: "close {d}" :: "closing {d}"; + +# unlock/d :: "unlock {d} with {k}" :: "unlocking {d} with the {k}"; +# lock/d :: "lock {d} with {k}" :: "locking {d} with the {k}"; + +# lock/close/d/b :: "push {b}" :: "_pushing the {b}"; +# unlock/open/d/b :: "push {b}" :: "_pushing the {b}"; + +# lock/close/db :: "push {b}" :: "_pushing the {b}"; +# unlock/open/db :: "push {b}" :: "_pushing the {b}"; + +# examine/d :: "examine {d}" :: "examining the {d}"; +# } +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/food.twl b/textworld/challenges/spaceship/textworld_data/logic/food.twl new file mode 100644 index 00000000..af1f7f70 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/food.twl @@ -0,0 +1,34 @@ +# # food +# type f : o { +# predicates { +# edible(f); +# eaten(f); +# } + +# rules { +# eat :: in(f, I) -> eaten(f); +# } + +# constraints { +# eaten1 :: eaten(f) & in(f, I) -> fail(); +# eaten2 :: eaten(f) & in(f, c) -> fail(); +# eaten3 :: eaten(f) & on(f, s) -> fail(); +# eaten4 :: eaten(f) & at(f, r) -> fail(); +# } + +# inform7 { +# type { +# kind :: "food"; +# definition :: "food is edible."; +# } + +# predicates { +# edible(f) :: "The {f} is edible"; +# eaten(f) :: "The {f} is nowhere"; +# } + +# commands { +# eat :: "eat {f}" :: "eating the {f}"; +# } +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/inventory.twl b/textworld/challenges/spaceship/textworld_data/logic/inventory.twl new file mode 100644 index 00000000..696f0f7f --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/inventory.twl @@ -0,0 +1,72 @@ +# Inventory +type I { + predicates { + in(o, I); + } + + rules { + inventory :: at(P, r) -> at(P, r); # Nothing changes. + + take :: $at(P, r) & at(o, r) -> in(o, I); + + take/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, c) -> in(o, I); + insert/c :: $at(P, r) & $at(c, r) & $open(c) & in(o, I) -> in(o, c); + + take/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, c) -> in(o, I); + insert/cs :: $at(P, r) & $at(s, r) & $on(c, s) & $open(c) & in(o, I) -> in(o, c); + + take/s :: $at(P, r) & $at(s, r) & on(o, s) -> in(o, I); + hook :: $at(P, r) & $at(s, r) & in(o, I) -> on(o, s); + + examine/I :: in(o, I) -> in(o, I); # Nothing changes. + examine/s :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes. + examine/c :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes. + examine/or :: at(P, r) & $in(o, r) -> at(P, r); # Nothing changes. + examine/oc :: at(P, r) & $at(c, r) & $open(c) & $in(o, c) -> at(P, r); # Nothing changes. + examine/os :: at(P, r) & $at(s, r) & $on(o, s) -> at(P, r); # Nothing changes. + } + + reverse_rules { + inventory :: inventory; + + take/c :: insert/c; + take/s :: hook; + take/cs :: insert/cs; + + examine/I :: examine/I; + examine/s :: examine/s; + examine/c :: examine/c; + examine/or :: examine/or; + examine/oc :: examine/oc; + examine/os :: examine/os; + } + + inform7 { + predicates { + in(o, I) :: "The player carries the {o}"; + } + + commands { + + inventory :: "inventory" :: "taking inventory"; + + take :: "take {o}" :: "taking the {o}"; + + take/c :: "take {o} from {c}" :: "removing the {o} from the {c}"; + insert/c :: "insert {o} into {c}" :: "inserting the {o} into the {c}"; + + take/cs :: "take {o} from {c}" :: "removing the {o} from the {c}"; + insert/cs :: "insert {o} into {c}" :: "inserting the {o} into the {c}"; + + take/s :: "take {o} from {s}" :: "removing the {o} from the {s}"; + hook :: "hook {o} on {s}" :: "hooking the {o} on the {s}"; + + examine/I :: "examine {o}" :: "examining the {o}"; + examine/s :: "examine {o}" :: "examining the {o}"; + examine/c :: "examine {o}" :: "examining the {o}"; + examine/or :: "examine {o}" :: "examining the {o}"; + examine/oc :: "examine {o}" :: "examining the {o}"; + examine/os :: "examine {o}" :: "examining the {o}"; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/key.twl b/textworld/challenges/spaceship/textworld_data/logic/key.twl new file mode 100644 index 00000000..c7da05e5 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/key.twl @@ -0,0 +1,25 @@ +# # key +# type k : o { +# predicates { +# match(k, c); +# match(k, d); +# } + +# constraints { +# k1 :: match(k, c) & match(k', c) -> fail(); +# k2 :: match(k, c) & match(k, c') -> fail(); +# k3 :: match(k, d) & match(k', d) -> fail(); +# k4 :: match(k, d) & match(k, d') -> fail(); +# } + +# inform7 { +# type { +# kind :: "key"; +# } + +# predicates { +# match(k, c) :: "The matching key of the {c} is the {k}"; +# match(k, d) :: "The matching key of the {d} is the {k}"; +# } +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/object.twl b/textworld/challenges/spaceship/textworld_data/logic/object.twl new file mode 100644 index 00000000..19a47080 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/object.twl @@ -0,0 +1,21 @@ +# object +type o : t { + constraints { + obj1 :: in(o, I) & in(o, c) -> fail(); + obj2 :: in(o, I) & on(o, s) -> fail(); + obj3 :: in(o, I) & at(o, r) -> fail(); + obj4 :: in(o, c) & on(o, s) -> fail(); + obj5 :: in(o, c) & at(o, r) -> fail(); + obj6 :: on(o, s) & at(o, r) -> fail(); + obj7 :: at(o, r) & at(o, r') -> fail(); + obj8 :: in(o, c) & in(o, c') -> fail(); + obj9 :: on(o, s) & on(o, s') -> fail(); + } + + inform7 { + type { + kind :: "object-like"; + definition :: "object-like is portable."; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/player.twl b/textworld/challenges/spaceship/textworld_data/logic/player.twl new file mode 100644 index 00000000..6783223b --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/player.twl @@ -0,0 +1,12 @@ +# Player +type P { + rules { + look :: at(P, r) -> at(P, r); # Nothing changes. + } + + inform7 { + commands { + look :: "look" :: "looking"; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/push_button.twl b/textworld/challenges/spaceship/textworld_data/logic/push_button.twl new file mode 100644 index 00000000..31dde34c --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/push_button.twl @@ -0,0 +1,52 @@ +# # push button +# type b : t { +# predicates { +# pushed(b); +# unpushed(b); + +# pair(b, d); + +# in(b, c); +# } + +# inform7 { +# type { +# kind :: "button-like"; +# definition :: "A button-like can be either pushed or unpushed. A button-like is usually unpushed. A button-like is fixed in place."; +# } + +# predicates { +# pushed(b) :: "The {b} is pushed"; +# unpushed(b) :: "The {b} is unpushed"; + +# pair(b, d) :: "The {b} pairs to {d}"; + +# in(b, c) :: "The {b} is in the {c}"; +# } + +# code :: """ +# connectivity relates a button-like to a door. The verb to pair to means the connectivity relation. + +# Understand the command "push" as something new. +# Understand "push [something]" as _pushing. +# _pushing is an action applying to a thing. + +# Carry out _pushing: +# if a button-like (called pb) pairs to door (called dr): +# if dr is locked: +# Now the pb is pushed; +# Now dr is unlocked; +# Now dr is open; +# otherwise: +# Now the pb is unpushed; +# Now dr is locked. + +# Report _pushing: +# if a button-like (called pb) pairs to door (called dr): +# if dr is unlocked: +# say "You push the [pb], and [dr] is now open."; +# otherwise: +# say "You push the [pb] again, and [dr] is now locked." +# """; +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/room.twl b/textworld/challenges/spaceship/textworld_data/logic/room.twl new file mode 100644 index 00000000..62bde7f0 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/room.twl @@ -0,0 +1,81 @@ +# room +type r { + predicates { + at(P, r); + at(t, r); + + north_of(r, r); + west_of(r, r); + + free(r, r); + + south_of(r, r') = north_of(r', r); + east_of(r, r') = west_of(r', r); + + # north_of/d(r, d, r); + # west_of/d(r, d, r); + # south_of/d(r, d, r') = north_of/d(r', d, r); + # east_of/d(r, d, r') = west_of/d(r', d, r); + } + + rules { + go/north :: at(P, r) & $north_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r'); + go/south :: at(P, r) & $south_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r'); + go/east :: at(P, r) & $east_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r'); + go/west :: at(P, r) & $west_of(r', r) & $free(r, r') & $free(r', r) -> at(P, r'); + } + + reverse_rules { + go/north :: go/south; + go/west :: go/east; + } + + constraints { + r1 :: at(P, r) & at(P, r') -> fail(); + r2 :: at(s, r) & at(s, r') -> fail(); + r3 :: at(c, r) & at(c, r') -> fail(); + + # An exit direction can only lead to one room. + nav_rr1 :: north_of(r, r') & north_of(r'', r') -> fail(); + nav_rr2 :: south_of(r, r') & south_of(r'', r') -> fail(); + nav_rr3 :: east_of(r, r') & east_of(r'', r') -> fail(); + nav_rr4 :: west_of(r, r') & west_of(r'', r') -> fail(); + + # Two rooms can only be connected once with each other. + nav_rrA :: north_of(r, r') & south_of(r, r') -> fail(); + nav_rrB :: north_of(r, r') & west_of(r, r') -> fail(); + nav_rrC :: north_of(r, r') & east_of(r, r') -> fail(); + nav_rrD :: south_of(r, r') & west_of(r, r') -> fail(); + nav_rrE :: south_of(r, r') & east_of(r, r') -> fail(); + nav_rrF :: west_of(r, r') & east_of(r, r') -> fail(); + } + + inform7 { + type { + kind :: "room"; + } + + predicates { + at(P, r) :: "The player is in {r}"; + at(t, r) :: "The {t} is in {r}"; + free(r, r') :: ""; # No equivalent in Inform7. + + north_of(r, r') :: "The {r} is mapped north of {r'}"; + south_of(r, r') :: "The {r} is mapped south of {r'}"; + east_of(r, r') :: "The {r} is mapped east of {r'}"; + west_of(r, r') :: "The {r} is mapped west of {r'}"; + + # north_of/d(r, d, r') :: "South of {r} and north of {r'} is a door called {d}"; + # south_of/d(r, d, r') :: "North of {r} and south of {r'} is a door called {d}"; + # east_of/d(r, d, r') :: "West of {r} and east of {r'} is a door called {d}"; + # west_of/d(r, d, r') :: "East of {r} and west of {r'} is a door called {d}"; + } + + commands { + go/north :: "go north" :: "going north"; + go/south :: "go south" :: "going south"; + go/east :: "go east" :: "going east"; + go/west :: "go west" :: "going west"; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/supporter.twl b/textworld/challenges/spaceship/textworld_data/logic/supporter.twl new file mode 100644 index 00000000..3c8279a3 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/supporter.twl @@ -0,0 +1,19 @@ +# supporter +type s : t { + predicates { + on(o, s); + on(c, s); + } + + inform7 { + type { + kind :: "supporter"; + definition :: "supporters are fixed in place."; + } + + predicates { + on(o, s) :: "The {o} is on the {s}"; + on(c, s) :: "The {c} is on the {s}"; + } + } +} diff --git a/textworld/challenges/spaceship/textworld_data/logic/text.twl b/textworld/challenges/spaceship/textworld_data/logic/text.twl new file mode 100644 index 00000000..cf727cf9 --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/text.twl @@ -0,0 +1,48 @@ +# # text-Like +# type txt : o { +# predicates { +# read/t(txt); +# unread/t(txt); +# } + +# rules { +# read/book :: $at(P, r) & $in(txt, I) & unread/t(txt) -> read/t(txt); +# examine/book :: at(P, r) & $in(txt, I) -> at(P, r); # Nothing changes. +# } + +# reverse_rules { +# examine/book :: examine/book; +# } + +# constraints { +# txt1 :: read/t(txt) & unread/t(txt) -> fail(); +# } + +# inform7 { +# type { +# kind :: "text-like"; +# definition :: "A text-like can be either read or unread. A text-like is usually unread."; +# } + +# predicates { +# read/t(txt) :: "The {txt} is read"; +# unread/t(txt) :: "The {txt} is unread"; +# } + +# commands { +# read/book :: "read the {txt}" :: "_reading the {txt}"; +# examine/book :: "examine {txt}" :: "examining the {txt}"; +# } + +# code :: """ +# Understand the command "read" as something new. +# Understand "read [something]" as _reading. +# _reading is an action applying to a thing. + +# Carry out _reading: +# if a text-like (called tx) is unread: +# Say "You read the book and realized about that crucial hint."; +# Now the tx is read; +# """; +# } +# } diff --git a/textworld/challenges/spaceship/textworld_data/logic/thing.twl b/textworld/challenges/spaceship/textworld_data/logic/thing.twl new file mode 100644 index 00000000..714fbf0a --- /dev/null +++ b/textworld/challenges/spaceship/textworld_data/logic/thing.twl @@ -0,0 +1,27 @@ +# thing +type t { + rules { + examine/t :: at(P, r) & $at(t, r) -> at(P, r); + } + + reverse_rules { + examine/t :: examine/t; + } + + inform7 { + type { + kind :: "thing"; + } + + commands { + examine/t :: "examine {t}" :: "examining the {t}"; + } + + code :: """ + Understand "tw-set seed [a number]" as updating the new seed. + Updating the new seed is an action applying to a number. + Carry out updating the new seed: + seed the random-number generator with the number understood. + """; + } +} diff --git a/textworld/challenges/treasure_hunter.py b/textworld/challenges/treasure_hunter.py index b4219f7c..30586595 100644 --- a/textworld/challenges/treasure_hunter.py +++ b/textworld/challenges/treasure_hunter.py @@ -30,7 +30,7 @@ from textworld.utils import uniquify from textworld.logic import Variable, Proposition from textworld.generator import World -from textworld.generator.game import Quest, Event +from textworld.generator.game import Quest, EventCondition from textworld.generator.data import KnowledgeBase from textworld.generator.vtypes import get_new @@ -206,9 +206,9 @@ def make_game(mode: str, options: GameOptions) -> textworld.Game: # Add objects needed for the quest. world.state = chain.initial_state - event = Event(chain.actions) + event = EventCondition(chain.actions) quest = Quest(win_events=[event], - fail_events=[Event(conditions={Proposition("in", [wrong_obj, world.inventory])})]) + fail_events=[EventCondition(conditions={Proposition("in", [wrong_obj, world.inventory])})]) grammar = textworld.generator.make_grammar(options.grammar, rng=rng_grammar) game = textworld.generator.make_game_with(world, [quest], grammar) diff --git a/textworld/envs/glulx/git_glulx_ml.py.orig b/textworld/envs/glulx/git_glulx_ml.py.orig new file mode 100644 index 00000000..d8849a55 --- /dev/null +++ b/textworld/envs/glulx/git_glulx_ml.py.orig @@ -0,0 +1,637 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +# -*- coding: utf-8 -*- +import os +import re +import sys +import textwrap +import subprocess +from pkg_resources import Requirement, resource_filename + +from typing import Mapping, Union, Tuple, List + +import numpy as np + +from glk import ffi, lib +from io import StringIO + +import textworld +from textworld.utils import str2bool +from textworld.generator.game import Game, GameProgression +from textworld.generator.inform7 import Inform7Game +from textworld.logic import Action, State, Proposition +from textworld.core import GameNotRunningError + +GLULX_PATH = resource_filename(Requirement.parse('textworld'), 'textworld/thirdparty/glulx/Git-Glulx') + + +class MissingGameInfosError(NameError): + """ + Thrown if an action requiring GameInfos is used on a game without GameInfos, such as a Frotz game or a + Glulx game not generated by TextWorld. + """ + + def __init__(self): + msg = ("Can only use GitGlulxMLEnvironment with games generated by " + " TextWorld. Make sure the generated .json file is in the same " + " folder as the .ulx game file.") + super().__init__(msg) + + +class StateTrackingIsRequiredError(NameError): + """ + Thrown if an action requiring state tracking is performed while state tracking is not enabled. + """ + + def __init__(self, info): + msg = ("To access '{}', state tracking need to be activated first." + " Make sure env.activate_state_tracking() is called before" + " env.reset().") + super().__init__(msg.format(info)) + + +class OraclePolicyIsRequiredError(NameError): + """ + Thrown if an action requiring an Oracle-based reward policy is called without the intermediate reward being active. + """ + + def __init__(self, info): + msg = ("To access '{}', intermediate reward need to be activated first." + " Make sure env.compute_intermediate_reward() is called *before* env.reset().") + super().__init__(msg.format(info)) + + +class ExtraInfosIsMissingError(NameError): + """ + Thrown if extra information is required without enabling it first via `tw-extra-infos CMD`. + """ + + def __init__(self, info): + msg = ("To access extra info '{info}', it needs to be enabled via `tw-extra-infos {info}` first." + " Make sure env.enable_extra_info({info}) is called *before* env.reset().") + super().__init__(msg.format(info=info)) + + +def _strip_input_prompt_symbol(text: str) -> str: + if text.endswith("\n>"): + return text[:-2] + + return text + + +def _strip_i7_event_debug_tags(text: str) -> str: + _, text = _detect_i7_events_debug_tags(text) + return text + + +def _detect_extra_infos(text: str) -> Mapping[str, str]: + """ Detect extra information printed out at every turn. + + Extra information can be enabled via the special command: + `tw-extra-infos COMMAND`. The extra information is displayed + between tags that look like this: ... . + + Args: + text: Text outputted by the game. + + Returns: + A dictionary where the keys are text commands and the corresponding + values are the extra information displayed between tags. + """ + tags = ["description", "inventory", "score"] + matches = {} + for tag in tags: + regex = re.compile(r"<{tag}>\n(.*)".format(tag=tag), re.DOTALL) + match = re.search(regex, text) + if match: + _, cleaned_text = _detect_i7_events_debug_tags(match.group(1)) + matches[tag] = cleaned_text + text = re.sub(regex, "", text) + + return matches, text + + +def _detect_i7_events_debug_tags(text: str) -> Tuple[List[str], str]: + """ Detect all Inform7 events debug tags. + + In Inform7, debug tags look like this: [looking], [looking - succeeded]. + + Args: + text: Text outputted by the game. + + Returns: + A tuple containing a list of Inform 7 events that were detected + in the text, and a cleaned text without Inform 7 debug infos. + """ + matches = [] + for match in re.findall(r"\[[^]]+\]\n?", text): + text = text.replace(match, "") # Remove i7 debug tags. + tag_name = match.strip()[1:-1] # Strip starting '[' and trailing ']'. + + if " - succeeded" in tag_name: + tag_name = tag_name[:tag_name.index(" - succeeded")] + matches.append(tag_name) + + # If it's got either a '(' or ')' in it, it's a subrule, + # so it doesn't count. + matches = [m for m in matches if "(" not in m and ")" not in m] + + return matches, text + + +class GlulxGameState(textworld.GameState): + """ + Encapsulates the state of a Glulx game. This is the primary interface to the Glulx + game driver. + """ + + def __init__(self, *args, **kwargs): + """ + Takes the same parameters as textworld.GameState + :param args: The arguments + :param kwargs: The kwargs + """ + super().__init__(*args, **kwargs) + self.has_timeout = False + self._state_tracking = False + self._compute_intermediate_reward = False + self._max_score = 0 + + def init(self, output: str, game: Game, + state_tracking: bool = False, compute_intermediate_reward: bool = False): + """ + Initialize the game state and set tracking parameters. + The tracking parameters, state_tracking and compute_intermediate_reward, + are computationally expensive, so are disabled by default. + + :param output: Introduction text displayed when a game starts. + :param game: The glulx game to run + :param state_tracking: Whether to use state tracking + :param compute_intermediate_reward: Whether to compute the intermediate reward + """ + output = _strip_input_prompt_symbol(output) + _, output = _detect_i7_events_debug_tags(output) + self._extra_infos, output = _detect_extra_infos(output) + + super().init(output) + self._game = game + self._game_progression = GameProgression(game, track_quests=state_tracking) + self._inform7 = Inform7Game(game) + self._state_tracking = state_tracking + self._compute_intermediate_reward = compute_intermediate_reward and len(game.quests) > 0 + self._objective = game.objective + self._score = 0 + self._max_score = self._game.max_score + + if str2bool(os.environ.get("TEXTWORLD_DEBUG", False)): + facts = [str(f) for f in self.facts] + print("[DEBUG] Current state:\n{}\n".format(facts)) + + def view(self) -> "GlulxGameState": + """ + Returns a view of this Game as a GameState + :return: A GameState reflecting the current state + """ + game_state = GlulxGameState() + game_state.previous_state = self.previous_state + game_state._state = self.state + game_state._state_tracking = self._state_tracking + game_state._compute_intermediate_reward = self._compute_intermediate_reward + game_state._command = self.command + game_state._feedback = self.feedback + game_state._action = self.action + + game_state._description = self._description if hasattr(self, "_description") else "" + game_state._inventory = self._inventory if hasattr(self, "_inventory") else "" + + game_state._objective = self.objective + game_state._score = self.score + game_state._max_score = self.max_score + game_state._nb_moves = self.nb_moves + game_state._has_won = self.has_won + game_state._has_lost = self.has_lost + game_state.has_timeout = self.has_timeout + + if self._state_tracking: + game_state._admissible_commands = self.admissible_commands + + if self._compute_intermediate_reward: + game_state._policy_commands = self.policy_commands + + return game_state + + def update(self, command: str, output: str) -> "GlulxGameState": + """ + Updates the GameState with the command from the agent and the output + from the interpreter. + :param command: The command sent to the interpreter + :param output: The output from the interpreter + :return: A GameState of the current state + """ + output = _strip_input_prompt_symbol(output) + + # Detect any extra information displayed at every turn. + extra_infos, output = _detect_extra_infos(output) + + game_state = super().update(command, output) + game_state.previous_state = self.view() + game_state._objective = self.objective + game_state._max_score = self.max_score + game_state._inform7 = self._inform7 + game_state._game = self._game + game_state._game_progression = self._game_progression + game_state._state_tracking = self._state_tracking + game_state._compute_intermediate_reward = self._compute_intermediate_reward + game_state._extra_infos = {**self._extra_infos, **extra_infos} + + # Detect what events just happened in the game. + i7_events, game_state._feedback = _detect_i7_events_debug_tags(output) + if str2bool(os.environ.get("TEXTWORLD_DEBUG", False)): + print("[DEBUG] Detected Inform7 events:\n{}\n".format(i7_events)) + + if self._state_tracking: + for i7_event in i7_events: + valid_actions = self._game_progression.valid_actions + game_state._action = self._inform7.detect_action(i7_event, valid_actions) + if game_state._action is not None: + # An action that affects the state of the game. + game_state._game_progression.update(game_state._action) + + if str2bool(os.environ.get("TEXTWORLD_DEBUG", False)): + facts = [str(f) for f in game_state.facts] + print("[DEBUG] Current state:\n{}\n".format(facts)) + + return game_state + + @property + def description(self): + if not hasattr(self, "_description"): + if "description" not in self._extra_infos: + raise ExtraInfosIsMissingError("description") + + self._description = self._extra_infos["description"] + + return self._description + + @property + def inventory(self): + if not hasattr(self, "_inventory"): + if "inventory" not in self._extra_infos: + raise ExtraInfosIsMissingError("inventory") + + self._inventory = self._extra_infos["inventory"] + + return self._inventory + + @property + def command_feedback(self): + """ Return the parser response related to the previous command. + + This corresponds to the feedback without the room description, + the inventory and the objective (if they are present). + """ + if not hasattr(self, "_command_feedback"): + command_feedback = self.feedback + + # On the first move, command_feedback should be empty. + if self.nb_moves == 0: + command_feedback = "" + + # Remove room description from command feedback. + if len(self.description.strip()) > 0: + regex = "\s*" + re.escape(self.description.strip()) + "\s*" + command_feedback = re.sub(regex, "", command_feedback) + + # Remove room inventory from command feedback. + if len(self.inventory.strip()) > 0: + regex = "\s*" + re.escape(self.inventory.strip()) + "\s*" + command_feedback = re.sub(regex, "", command_feedback) + + # Remove room objective from command feedback. + if len(self.objective.strip()) > 0: + regex = "\s*" + re.escape(self.objective.strip()) + "\s*" + command_feedback = re.sub(regex, "", command_feedback) + + self._command_feedback = command_feedback.strip() + + return self._command_feedback + + @property + def location(self): + if not hasattr(self, "_location"): + fact = [fact for fact in self.state.facts if fact.name == "at" and fact.arguments[0].type == "P"][0] + self._location = self.game_infos[fact.arguments[-1].name].name + + return self._location + + @property + def objective(self): + """ Objective of the game. """ + return self._objective + + @property + def policy_commands(self): + """ Commands to entered in order to complete the quest. """ + if not hasattr(self, "_policy_commands"): + if not self._compute_intermediate_reward: + raise OraclePolicyIsRequiredError("policy_commands") + + self._policy_commands = [] + if self._game_progression.winning_policy is not None: + winning_policy = self._game_progression.winning_policy + self._policy_commands = self._inform7.gen_commands_from_actions(winning_policy) + + return self._policy_commands + + @property + def intermediate_reward(self): + """ Reward indicating how useful the last action was for solving the quest. """ + if not self._compute_intermediate_reward: + raise OraclePolicyIsRequiredError("intermediate_reward") + + if self.has_won: + # The last action led to winning the game. + return 1 + + if self.has_lost: + # The last action led to losing the game. + return -1 + + if self.previous_state is None: + return 0 + + return np.sign(len(self.previous_state.policy_commands) - len(self.policy_commands)) + + @property + def score(self): + if not hasattr(self, "_score"): + if self._state_tracking: + self._score = self._game_progression.score + else: + if "score" not in self._extra_infos: + raise ExtraInfosIsMissingError("score") + + self._score = int(self._extra_infos["score"]) + + return self._score + + @property + def max_score(self): + return self._max_score + + @property + def has_won(self): + if not hasattr(self, "_has_won"): + if self._compute_intermediate_reward: + self._has_won = self._game_progression.completed + else: + self._has_won = '*** The End ***' in self.feedback + + return self._has_won + + @property + def has_lost(self): + if not hasattr(self, "_has_lost"): + if self._compute_intermediate_reward: + self._has_lost = self._game_progression.failed + else: + self._has_lost = '*** You lost! ***' in self.feedback + + return self._has_lost + + @property + def game_ended(self) -> bool: + """ Whether the game is finished or not. """ + return self.has_won | self.has_lost | self.has_timeout + + @property + def game_infos(self) -> Mapping: + """ Additional information about the game. """ + return self._game.infos + + @property + def state(self) -> State: + """ Current game state. """ + if not hasattr(self, "_state"): + self._state = self._game_progression.state.copy() + + return self._state + + @property + def facts(self) -> List[Proposition]: + """ Current list of facts. """ + return list(map(self._inform7.get_human_readable_fact, self.state.facts)) + + @property + def action(self) -> Action: + """ Last action that was detected. """ + if not hasattr(self, "_action"): + return None + + return self._action + + @property + def last_action(self) -> Action: + """ Last action that was detected. """ + if self.action is None: + return None + + return self._inform7.get_human_readable_action(self.action) + + @property + def last_command(self) -> Action: + """ Last command that was detected. """ + return self._inform7.gen_commands_from_actions([self.action])[0] + + @property + def admissible_commands(self): + """ Return the list of admissible commands given the current state. """ + if not hasattr(self, "_admissible_commands"): + if not self._state_tracking: + raise StateTrackingIsRequiredError("admissible_commands") + + all_valid_commands = self._inform7.gen_commands_from_actions(self._game_progression.valid_actions) + # To guarantee the order from one execution to another, we sort the commands. + # Remove any potential duplicate commands (they would lead to the same result anyway). + self._admissible_commands = sorted(set(all_valid_commands)) + + return self._admissible_commands + + @property + def command_templates(self): + return self._game.command_templates + + @property + def verbs(self): + return self._game.verbs + + @property + def entities(self): + return self._game.entity_names + + @property + def extras(self): + return self._game.extras + + +class GitGlulxMLEnvironment(textworld.Environment): + """ Environment to support playing Glulx games generated by TextWorld. + + TextWorld supports playing text-based games that were compiled for the + `Glulx virtual machine `_. The main + advantage of using Glulx over Z-Machine is it uses 32-bit data and + addresses, so it can handle game files up to four gigabytes long. This + comes handy when we want to generate large world with a lot of objects + in it. + + We use a customized version of `git-glulx `_ + as the glulx interpreter. That way we don't rely on stdin/stdout to + communicate with the interpreter but instead use UNIX message queues. + + """ + metadata = {'render.modes': ['human', 'ansi', 'text']} + + def __init__(self, gamefile: str) -> None: + """ Creates a GitGlulxML from the given gamefile + + Args: + gamefile: The name of the gamefile to load. + """ + super().__init__() + self._gamefile = gamefile + self._process = None + + # Load initial state of the game. + filename, ext = os.path.splitext(gamefile) + game_json = filename + ".json" + + if not os.path.isfile(game_json): + raise MissingGameInfosError() + + self._state_tracking = False + self._compute_intermediate_reward = False + self.game = Game.load(game_json) + self.game_state = None + self.extra_info = set() + + def enable_extra_info(self, info) -> None: + self.extra_info.add(info) + + def activate_state_tracking(self) -> None: + self._state_tracking = True + + def compute_intermediate_reward(self) -> None: + self._compute_intermediate_reward = True + + @property + def game_running(self) -> bool: + """ Determines if the game is still running. """ + return self._process is not None and self._process.poll() is None + + def step(self, command: str) -> Tuple[GlulxGameState, float, bool]: + if not self.game_running: + raise GameNotRunningError() + + command = command.strip() + output = self._send(command) + if output is None: + raise GameNotRunningError() + + self.game_state = self.game_state.update(command, output) + self.game_state.has_timeout = not self.game_running + print(self.game_state.score) + return self.game_state, self.game_state.score, self.game_state.game_ended + + def _send(self, command: str) -> Union[str, None]: + if not self.game_running: + return None + + if len(command) == 0: + command = " " + + c_command = ffi.new('char[]', command.encode('utf-8')) + result = lib.communicate(self._names_struct, c_command) + if result == ffi.NULL: + self.close() + return None + + result = ffi.gc(result, lib.free) + return ffi.string(result).decode('utf-8') + + def reset(self) -> GlulxGameState: + if self.game_running: + self.close() + + self._names_struct = ffi.new('struct sock_names*') + + lib.init_glulx(self._names_struct) + sock_name = ffi.string(self._names_struct.sock_name).decode('utf-8') + self._process = subprocess.Popen(["%s/git-glulx-ml" % (GLULX_PATH,), self._gamefile, '-g', sock_name, '-q']) + c_feedback = lib.get_output_nosend(self._names_struct) + if c_feedback == ffi.NULL: + self.close() + raise ValueError("Game failed to start properly: {}.".format(self._gamefile)) + c_feedback = ffi.gc(c_feedback, lib.free) + + start_output = ffi.string(c_feedback).decode('utf-8') + + if not self._state_tracking: + self.enable_extra_info("score") + + version = self._send('tw-print version').splitlines()[0] + if version != "I didn't understand that sentence." and version != str(Inform7Game.VERSION): + raise ValueError("Cannot play a TextWorld version {} game, expected version {}".format(version, Inform7Game.VERSION)) + + # TODO: check if the game was compiled in debug mode. You could parse + # the output of the following command to check whether debug mode + # was used or not (i.e. invalid action not found). + self._send('tw-trace-actions') # Turn on debug print for Inform7 action events. + _extra_output = "" + for info in self.extra_info: + _extra_output = self._send('tw-extra-infos {}'.format(info)) + + start_output = start_output[:-1] + _extra_output[:-1] # Add extra infos minus the prompts '>'. + self.game_state = GlulxGameState(self) + self.game_state.init(start_output, self.game, self._state_tracking, self._compute_intermediate_reward) + + return self.game_state + + def close(self) -> None: + if self.game_running: + self._process.kill() + self._process.wait() + self._process = None + + try: + lib.cleanup_glulx(self._names_struct) + except AttributeError: + pass # Attempted to kill before reset + + def render(self, mode: str = "human") -> None: + outfile = StringIO() if mode in ['ansi', "text"] else sys.stdout + + msg = self.game_state.feedback.rstrip() + "\n" + if self.display_command_during_render and self.game_state.command is not None: + msg = '> ' + self.game_state.command + "\n" + msg + + # Wrap each paragraph. + if mode == "human": + paragraphs = msg.split("\n") + paragraphs = ["\n".join(textwrap.wrap(paragraph, width=80)) for paragraph in paragraphs] + msg = "\n".join(paragraphs) + + outfile.write(msg + "\n") + + if mode == "text": + outfile.seek(0) + return outfile.read() + + if mode == 'ansi': + return outfile + + def seed(self, seed=None): + self._send('tw-set seed {}'.format(seed)) + + diff --git a/textworld/envs/wrappers/tw_inform7.py b/textworld/envs/wrappers/tw_inform7.py index d7bb1973..a59b64a7 100644 --- a/textworld/envs/wrappers/tw_inform7.py +++ b/textworld/envs/wrappers/tw_inform7.py @@ -161,6 +161,9 @@ def reset(self): self._gather_infos() return self.state + def seed(self, seed=None): + self._send('tw-set seed {}'.format(seed)) + class StateTracking(textworld.core.Wrapper): """ diff --git a/textworld/generator/__init__.py b/textworld/generator/__init__.py index 0f300807..8cc5e776 100644 --- a/textworld/generator/__init__.py +++ b/textworld/generator/__init__.py @@ -16,7 +16,7 @@ from textworld.logic import State from textworld.generator.chaining import ChainingOptions, sample_quest from textworld.generator.world import World -from textworld.generator.game import Game, Quest, Event, GameOptions +from textworld.generator.game import Game, Quest, EventCondition, GameOptions from textworld.generator.graph_networks import create_map, create_small_map from textworld.generator.text_generation import generate_text_from_grammar @@ -149,19 +149,19 @@ def make_quest(world: Union[World, State], options: Optional[GameOptions] = None for i in range(1, len(chain.nodes)): actions.append(chain.actions[i - 1]) if chain.nodes[i].breadth != chain.nodes[i - 1].breadth: - event = Event(actions) + event = EventCondition(actions) quests.append(Quest(win_events=[event])) actions.append(chain.actions[-1]) - event = Event(actions) + event = EventCondition(actions) quests.append(Quest(win_events=[event])) return quests -def make_grammar(options: Mapping = {}, rng: Optional[RandomState] = None) -> Grammar: +def make_grammar(options: Mapping = {}, rng: Optional[RandomState] = None, kb: Optional[KnowledgeBase] = None) -> Grammar: rng = g_rng.next() if rng is None else rng - grammar = Grammar(options, rng) + grammar = Grammar(options, rng, kb) grammar.check() return grammar diff --git a/textworld/generator/__init__.py.orig b/textworld/generator/__init__.py.orig new file mode 100644 index 00000000..3a63a392 --- /dev/null +++ b/textworld/generator/__init__.py.orig @@ -0,0 +1,267 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +import os +import json +import uuid +import numpy as np +from os.path import join as pjoin +from typing import Optional, Mapping, Dict, Union + +from numpy.random import RandomState + +from textworld import g_rng +from textworld.utils import maybe_mkdir, str2bool +from textworld.logic import State +from textworld.generator.chaining import ChainingOptions, sample_quest +from textworld.generator.world import World +<<<<<<< HEAD +from textworld.generator.game import Game, Quest, Event, GameOptions +======= +from textworld.generator.game import Game, Quest, EventCondition, World, GameOptions +>>>>>>> ad97fa8... temporary uploads +from textworld.generator.graph_networks import create_map, create_small_map +from textworld.generator.text_generation import generate_text_from_grammar + +from textworld.generator import inform7 +from textworld.generator.inform7 import generate_inform7_source, compile_inform7_game +from textworld.generator.inform7 import CouldNotCompileGameError + +from textworld.generator.data import KnowledgeBase +from textworld.generator.text_grammar import Grammar +from textworld.generator.maker import GameMaker +from textworld.generator.logger import GameLogger + + +class GenerationWarning(UserWarning): + pass + + +class NoSuchQuestExistError(NameError): + pass + + +def make_map(n_rooms, size=None, rng=None, possible_door_states=["open", "closed", "locked"]): + """ Make a map. + + Parameters + ---------- + n_rooms : int + Number of rooms in the map. + size : tuple of int + Size (height, width) of the grid delimiting the map. + """ + rng = g_rng.next() if rng is None else rng + + if size is None: + edge_size = int(np.ceil(np.sqrt(n_rooms + 1))) + size = (edge_size, edge_size) + + map = create_map(rng, n_rooms, size[0], size[1], possible_door_states) + return map + + +def make_small_map(n_rooms, rng=None, possible_door_states=["open", "closed", "locked"]): + """ Make a small map. + + The map will contains one room that connects to all others. + + Parameters + ---------- + n_rooms : int + Number of rooms in the map (maximum of 5 rooms). + possible_door_states : list of str, optional + Possible states doors can have. + """ + rng = g_rng.next() if rng is None else rng + + if n_rooms > 5: + raise ValueError("Nb. of rooms of a small map must be less than 6 rooms.") + + map_ = create_small_map(rng, n_rooms, possible_door_states) + return map_ + + +def make_world(world_size, nb_objects=0, rngs=None): + """ Make a world (map + objects). + + Parameters + ---------- + world_size : int + Number of rooms in the world. + nb_objects : int + Number of objects in the world. + """ + if rngs is None: + rngs = {} + rng = g_rng.next() + rngs['map'] = RandomState(rng.randint(65635)) + rngs['objects'] = RandomState(rng.randint(65635)) + + map_ = make_map(n_rooms=world_size, rng=rngs['map']) + world = World.from_map(map_) + world.set_player_room() + world.populate(nb_objects=nb_objects, rng=rngs['objects']) + return world + + +def make_world_with(rooms, rng=None): + """ Make a world that contains the given rooms. + + Parameters + ---------- + rooms : list of textworld.logic.Variable + Rooms in the map. Variables must have type 'r'. + """ + map = make_map(n_rooms=len(rooms), rng=rng) + for (n, d), room in zip(map.nodes.items(), rooms): + d["name"] = room.name + + world = World.from_map(map) + world.set_player_room() + return world + + +def make_quest(world: Union[World, State], options: Optional[GameOptions] = None): + state = getattr(world, "state", world) + + if options is None: + options = GameOptions() + + # By default, exclude quests finishing with: go, examine, look and inventory. + exclude = ["go.*", "examine.*", "look.*", "inventory.*"] + options.chaining.rules_per_depth = [options.kb.rules.get_matching(".*", exclude=exclude)] + options.chaining.rng = options.rngs['quest'] + + chains = [] + for _ in range(options.nb_parallel_quests): + chain = sample_quest(state, options.chaining) + if chain is None: + msg = "No quest can be generated with the provided options." + raise NoSuchQuestExistError(msg) + + chains.append(chain) + state = chain.initial_state # State might have changed, i.e. options.create_variable is True. + + if options.chaining.backward and hasattr(world, "state"): + world.state = state + + quests = [] + actions = [] + for chain in reversed(chains): + for i in range(1, len(chain.nodes)): + actions.append(chain.actions[i - 1]) + if chain.nodes[i].breadth != chain.nodes[i - 1].breadth: + event = EventCondition(actions) + quests.append(Quest(win_events=[event])) + + actions.append(chain.actions[-1]) + event = EventCondition(actions) + quests.append(Quest(win_events=[event])) + + return quests + + +def make_grammar(options: Mapping = {}, rng: Optional[RandomState] = None, kb: Optional[KnowledgeBase] = None) -> Grammar: + rng = g_rng.next() if rng is None else rng + grammar = Grammar(options, rng, kb) + grammar.check() + return grammar + + +def make_game_with(world, quests=None, grammar=None): + game = Game(world, grammar, quests) + if grammar is None: + for var, var_infos in game.infos.items(): + var_infos.name = var.name + else: + game = generate_text_from_grammar(game, grammar) + + return game + + +def make_game(options: GameOptions) -> Game: + """ + Make a game (map + objects + quest). + + Arguments: + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + + Returns: + Generated game. + """ + rngs = options.rngs + + # Generate only the map for now (i.e. without any objects) + world = make_world(options.nb_rooms, nb_objects=0, rngs=rngs) + + # Generate quest(s). + # By default, exclude quests finishing with: go, examine, look and inventory. + exclude = ["go.*", "examine.*", "look.*", "inventory.*"] + options.chaining.rules_per_depth = [options.kb.rules.get_matching(".*", exclude=exclude)] + options.chaining.backward = True + options.chaining.create_variables = True + options.chaining.rng = rngs['quest'] + options.chaining.restricted_types = {"r", "d"} + quests = make_quest(world, options) + + # If needed, add distractors objects (i.e. not related to the quest) to reach options.nb_objects. + nb_objects = sum(1 for e in world.entities if e.type not in {'r', 'd', 'I', 'P'}) + nb_distractors = options.nb_objects - nb_objects + if nb_distractors > 0: + world.populate(nb_distractors, rng=rngs['objects']) + + grammar = make_grammar(options.grammar, rng=rngs['grammar']) + game = Game(world, grammar, quests) + game.metadata["uuid"] = options.uuid + + return game + + +def compile_game(game: Game, options: Optional[GameOptions] = None): + """ + Compile a game. + + Arguments: + game: Game object to compile. + options: + For customizing the game generation (see + :py:class:`textworld.GameOptions ` + for the list of available options). + + Returns: + The path to compiled game. + """ + options = options or GameOptions() + + folder, filename = os.path.split(options.path) + if not filename: + filename = game.metadata.get("uuid", str(uuid.uuid4())) + + filename, ext = os.path.splitext(filename) + if not ext: + ext = options.file_ext # Add default extension, if needed. + + source = generate_inform7_source(game) + + maybe_mkdir(folder) + game_json = pjoin(folder, filename + ".json") + game_file = pjoin(folder, filename + ext) + + already_compiled = False # Check if game is already compiled. + if not options.force_recompile and os.path.isfile(game_file) and os.path.isfile(game_json): + already_compiled = game == Game.load(game_json) + msg = ("It's highly unprobable that two games with the same id have different structures." + " That would mean the generator has been modified." + " Please clean already generated games found in '{}'.".format(folder)) + assert already_compiled, msg + + if not already_compiled or options.force_recompile: + game.save(game_json) + compile_inform7_game(source, game_file) + + return game_file diff --git a/textworld/generator/data/text_grammars/house_quests.twg b/textworld/generator/data/text_grammars/house_quests.twg new file mode 100644 index 00000000..b220d1c4 --- /dev/null +++ b/textworld/generator/data/text_grammars/house_quests.twg @@ -0,0 +1,56 @@ +#------------------------- +#Quests Grammar +#------------------------- + +punishing_quest_none:#punishing_prologue_none# +punishing_prologue_none: in this quest, there are some activities that if you do them, you will be punished. You will find out what are those.;your activities matter in this quest, some of them will have punishment for you. Explore the environment.;your activities changes the state of the game. There is a state which is dangerous for you, you\'ll be charged if you get there. + +punishing_quest_one_task:#punishing_prologue# (combined_task) + +punishing_quest_tasks:#punishing_prologue# #AndOr# (list_of_combined_tasks) +AndOr:complete any of the following tasks;do none of the following tasks;do any single of the following tasks; commit any of the following tasks + +punishing_prologue: your mission for this quest is not to; your task for this quest is not to; there is something I need you to be careful about it. Please never; your objective is not to; please hesitate to + +quest_none:#prologue_none# +prologue_none: there are some activities I need you to do for me in this quest. You will find out what are those.;your activities matter in this quest. Explore the environment.;your activities changes the state of the game. There is a state which is important to this quest. + +quest_one_task:#prologue# (combined_task) + +quest_and_tasks:#prologue# #And# (list_of_combined_tasks) +And:complete all the following tasks;do every single of the following tasks; finish every single of the following tasks + +quest_or_tasks:#prologue# #Or# (list_of_combined_tasks) +Or:complete any of the following tasks;do at least one of the following tasks; finish one or more of the following tasks + +prologue: your mission for this quest is to; your task for this quest is to; there is something I need you to do for me. Please ; your objective is to; please + +combined_one_task:#prologue_combined_one_task# (only_task) +prologue_combined_one_task:there is only one event to do in this task;the only objective event here is; + +combined_and_tasks:#prologue_combined_and_tasks# (list_of_tasks) +prologue_combined_and_tasks:make sure to complete all these events in this task;complete all the events for this task;do all these events; all these events need to be done in this task + +combined_or_tasks:#prologue_combined_or_tasks# (list_of_tasks) +prologue_combined_or_tasks:make sure to complete any of these events in this task;complete at least one of the following events in this in this task;do minimum one of these events here; at least one of these events need to be done for this task + +combined_one_event:#prologue_combined_one_event# (only_event) +prologue_combined_one_event:The event includes the following event;the objective of this event is given as follows + +combined_and_events:#prologue_combined_and_events# (list_of_events) +prologue_combined_and_events:complete all these actions;do all these actions; all these actions need to be done + +combined_or_events:#prologue_combined_or_events# (list_of_events) +prologue_combined_or_events:complete any of these actions;doing any of these actions is sufficient;Completing any from the following actions is okay + +event:(list_of_actions) + + +all_quests_non: #prologue_quests# #epilogue# + +all_quests: #prologue_quests# (quests_string) #epilogue# + +prologue_quests:#welcome#;Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me.;Hey, thanks for coming over to TextWorld! Your activity matters here. +epilogue:Once that's handled, you can stop!;You will know when you can stop!;And once you've done, you win!;You're the winner when all activities are taken!;Got that? Great!;Alright, thanks! +welcome:Welcome to TextWorld;You are now playing a #exciting# #game# of TextWorld Spaceship;Welcome to another #exciting# #game# of TextWorld;It's time to explore the amazing world of TextWorld Galaxy;Get ready to pick stuff up and put it in places, because you've just entered TextWorld shuttle;I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld shuttle;Who's got a virtual machine and is about to play through an #exciting# round of TextWorld? You do; +game:game;round;session;episode diff --git a/textworld/generator/game.py b/textworld/generator/game.py index ccae041a..429742eb 100644 --- a/textworld/generator/game.py +++ b/textworld/generator/game.py @@ -5,12 +5,14 @@ import copy import json import textwrap +import re from typing import List, Dict, Optional, Mapping, Any, Iterable, Union, Tuple from collections import OrderedDict from numpy.random import RandomState +import textworld from textworld import g_rng from textworld.utils import encode_seeds from textworld.generator.data import KnowledgeBase @@ -38,6 +40,12 @@ def __init__(self): super().__init__(msg) +class UnderspecifiedEventActionError(NameError): + def __init__(self): + msg = "The EventAction includes ONLY one action." + super().__init__(msg) + + class UnderspecifiedQuestError(NameError): def __init__(self): msg = "At least one winning or failing event is needed to create a quest." @@ -63,37 +71,76 @@ def _get_name_mapping(action): return commands -class Event: +class PropositionControl: """ - Event happening in TextWorld. + Controlling the proposition's appearance within the game. - An event gets triggered when its set of conditions become all statisfied. + When a proposition is activated in the state set, it may be important to track this event. This basically is + determined in the quest design directly or indirectly. This class manages the creation of the event propositions, + Add or Remove the event proposition from the state set, etc. Attributes: - actions: Actions to be performed to trigger this event - commands: Human readable version of the actions. - condition: :py:class:`textworld.logic.Action` that can only be applied - when all conditions are statisfied. + """ - def __init__(self, actions: Iterable[Action] = (), - conditions: Iterable[Proposition] = (), - commands: Iterable[str] = ()) -> None: + def __init__(self, props: Iterable[Proposition], verbs: dict): + + self.propositions = props + self.verbs = verbs + self.traceable_propositions, self.addon = self.set_events() + + def set_events(self): + variables = sorted(set([v for c in self.propositions for v in c.arguments])) + event = Proposition("event", arguments=variables) + + if self.verbs: + state_event = [Proposition(name=self.verbs[prop.definition].replace(' ', '_') + '__' + prop.definition, + arguments=prop.arguments) + for prop in self.propositions if prop.definition in self.verbs.keys()] + else: + state_event = [] + + return state_event, event + + @classmethod + def remove(cls, prop: Proposition, state: State): + if not prop.name.startswith('was__'): + return + + if prop in state.facts: + if Proposition(prop.definition, prop.arguments) not in state.facts: + state.remove_fact(prop) + + def has_traceable(self): + for prop in self.get_facts(): + if not prop.name.startswith('is__'): + return True + return False + + +class Event: + + def __init__(self, actions: Iterable[Action] = (), commands: Iterable[str] = ()) -> None: """ Args: actions: The actions to be performed to trigger this event. - If an empty list, then `conditions` must be provided. - conditions: Set of propositions which need to - be all true in order for this event - to get triggered. commands: Human readable version of the actions. """ - self.actions = actions + + self.actions = list(actions) + self.commands = commands - self.condition = self.set_conditions(conditions) @property - def actions(self) -> Iterable[Action]: + def verb_tense(self) -> dict: + return self._verb_tense + + @verb_tense.setter + def verb_tense(self, verb: dict) -> None: + self._verb_tense = verb + + @property + def actions(self) -> Tuple[Action]: return self._actions @actions.setter @@ -108,9 +155,58 @@ def commands(self) -> Iterable[str]: def commands(self, commands: Iterable[str]) -> None: self._commands = tuple(commands) - def is_triggering(self, state: State) -> bool: - """ Check if this event would be triggered in a given state. """ - return state.is_applicable(self.condition) + def __hash__(self) -> int: + return hash((self.actions, self.commands)) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, Event) and + self.actions == other.actions and + self.commands == other.commands) + + @classmethod + def deserialize(cls, data: Mapping) -> "Event": + """ Creates an `Event` from serialized data. + + Args: + data: Serialized data with the needed information to build a `Event` object. + """ + actions = [Action.deserialize(d) for d in data["actions_Event"]] + return cls(actions, data["commands_Event"]) + + def serialize(self) -> Mapping: + """ Serialize this event. + + Results: + `Event`'s data serialized to be JSON compatible. + """ + return {"commands_Event": self.commands, + "actions_Event": [action.serialize() for action in self.actions]} + + def copy(self) -> "Event": + """ Copy this event. """ + return self.deserialize(self.serialize()) + + +class EventCondition(Event): + def __init__(self, conditions: Iterable[Proposition] = (), + verb_tense: dict = (), + actions: Iterable[Action] = (), + commands: Iterable[str] = (), + ) -> None: + """ + Args: + actions: The actions to be performed to trigger this event. + If an empty list, then `conditions` must be provided. + conditions: Set of propositions which need to be all true in order for this event + to get triggered. + commands: Human readable version of the actions. + verb_tense: The desired verb tense for any state propositions which are been tracking. + """ + super(EventCondition, self).__init__(actions, commands) + + self.verb_tense = verb_tense + + self.condition = self.set_conditions(conditions) def set_conditions(self, conditions: Iterable[Proposition]) -> Action: """ @@ -131,51 +227,291 @@ def set_conditions(self, conditions: Iterable[Proposition]) -> Action: # last action in the quest. conditions = self.actions[-1].postconditions - variables = sorted(set([v for c in conditions for v in c.arguments])) - event = Proposition("event", arguments=variables) - self.condition = Action("trigger", preconditions=conditions, - postconditions=list(conditions) + [event]) - return self.condition + event = PropositionControl(conditions, self.verb_tense) + self.traceable = event.traceable_propositions + condition = Action("trigger", preconditions=conditions, postconditions=list(conditions) + [event.addon]) + + return condition + + def is_valid(self): + return isinstance(self.condition, Action) + + def is_triggering(self, state: State, actions: Iterable[Action] = ()) -> bool: + """ Check if this event would be triggered in a given state. """ + + return state.is_applicable(self.condition) + + @property + def traceable(self) -> Iterable[Proposition]: + return self._traceable + + @traceable.setter + def traceable(self, traceable: Iterable[Proposition]) -> None: + self._traceable = tuple(traceable) def __hash__(self) -> int: - return hash((self.actions, self.commands, self.condition)) + return hash((self.actions, self.commands, self.condition, self.verb_tense, self.traceable)) def __eq__(self, other: Any) -> bool: - return (isinstance(other, Event) - and self.actions == other.actions - and self.commands == other.commands - and self.condition == other.condition) + return (isinstance(other, EventCondition) and + self.actions == other.actions and + self.commands == other.commands and + self.condition == other.condition and + self.verb_tense == other.verb_tense and + self.traceable == other.traceable) @classmethod - def deserialize(cls, data: Mapping) -> "Event": - """ Creates an `Event` from serialized data. + def deserialize(cls, data: Mapping) -> "EventCondition": + """ Creates an `EventCondition` from serialized data. + + Args: + data: Serialized data with the needed information to build a `EventCondotion` object. + """ + actions = [Action.deserialize(d) for d in data["actions_EventCondition"]] + condition = Action.deserialize(data["condition_EventCondition"]) + return cls(condition.preconditions, data["verb_tense_EventCondition"], actions, data["commands_EventCondition"]) + + def serialize(self) -> Mapping: + """ Serialize this event. + + Results: + `EventCondition`'s data serialized to be JSON compatible. + """ + return {"commands_EventCondition": self.commands, + "actions_EventCondition": [action.serialize() for action in self.actions], + "condition_EventCondition": self.condition.serialize(), + "verb_tense_EventCondition": self.verb_tense} + + def copy(self) -> "EventCondition": + """ Copy this event. """ + return self.deserialize(self.serialize()) + + +class EventAction(Event): + + def __init__(self, actions: Iterable[Action] = (), + verb_tense: dict = (), + commands: Iterable[str] = ()) -> None: + """ + Args: + actions: The actions to be performed to trigger this event. + commands: Human readable version of the actions. + verb_tense: The desired verb tense for any state propositions which are been tracking. + """ + super(EventAction, self).__init__(actions, commands) + + if self.is_valid(): + raise UnderspecifiedEventActionError + + self.verb_tense = verb_tense + + self.traceable = self.set_actions() + + def set_actions(self): + traceable = [] + for act in self.actions: + props = [] + for p in act.all_propositions: + if p not in props: + props.append(p) + + event = PropositionControl(props, self.verb_tense) + traceable.append(event.traceable_propositions) + + return [prop for ar in traceable for prop in ar] + + def is_valid(self): + return len(self.actions) != 1 + + def is_triggering(self, state: Optional[State] = None, actions: Tuple[Action] = ()) -> bool: + """ Check if this event would be triggered for a given action. """ + if not actions: + return False + + return all((actions[i] == self.actions[i] for i in range(len(actions)))) + + @property + def traceable(self) -> Iterable[Proposition]: + return self._traceable + + @traceable.setter + def traceable(self, traceable: Iterable[Proposition]) -> None: + self._traceable = tuple(traceable) + + def __hash__(self) -> int: + return hash((self.actions, self.commands, self.verb_tense, self.traceable)) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EventAction) and + self.actions == other.actions and + self.commands == other.commands and + self.verb_tense == other.verb_tense and + self.traceable == other.traceable) + + @classmethod + def deserialize(cls, data: Mapping) -> "EventAction": + """ Creates an `EventAction` from serialized data. Args: data: Serialized data with the needed information to build a - `Event` object. + `EventAction` object. """ - actions = [Action.deserialize(d) for d in data["actions"]] - condition = Action.deserialize(data["condition"]) - event = cls(actions, condition.preconditions, data["commands"]) - return event + action = [Action.deserialize(d) for d in data["actions_EventAction"]] + return cls(action, data["verb_tense_EventAction"], data["commands_EventAction"]) def serialize(self) -> Mapping: """ Serialize this event. Results: - `Event`'s data serialized to be JSON compatible. + `EventAction`'s data serialized to be JSON compatible. """ - data = {} - data["commands"] = self.commands - data["actions"] = [action.serialize() for action in self.actions] - data["condition"] = self.condition.serialize() - return data + return {"actions_EventAction": [action.serialize() for action in self.actions], + "commands_EventAction": self.commands, + "verb_tense_EventAction": self.verb_tense, + } - def copy(self) -> "Event": + def copy(self) -> "EventAction": """ Copy this event. """ return self.deserialize(self.serialize()) +class EventOr: + def __init__(self, events: Tuple =()): + self.events = events + self._any_triggered = False + self._any_untriggered = False + + @property + def events(self) -> Tuple[Union[EventAction, EventCondition]]: + return self._events + + @events.setter + def events(self, events) -> None: + self._events = tuple(events) + + def are_triggering(self, state, action): + status = [] + for ev in self.events: + if isinstance(ev, EventCondition) or isinstance(ev, EventAction): + status.append(ev.is_triggering(state, [action])) + continue + status.append(ev.are_triggering(state, action)) + + return any(status) + + def are_events_triggered(self, state, action): + return any((ev.is_triggering(state, action) for ev in self.events)) + + def __hash__(self) -> int: + return hash(self.events) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EventOr) + and self.events == other.events) + + def serialize(self) -> Mapping: + """ Serialize this EventOr. + + Results: + EventOr's data serialized to be JSON compatible + """ + return {"events_EventOr": [ev.serialize() for ev in self.events]} + + @classmethod + def deserialize(cls, data: Mapping) -> "EventOr": + """ Creates a `EventOr` from serialized data. + + Args: + data: Serialized data with the needed information to build a `EventOr` object. + """ + events = [] + for d in data["events_EventOr"]: + if "condition_EventCondition" in d.keys(): + events.append(EventCondition.deserialize(d)) + elif "actions_EventAction" in d.keys(): + events.append(EventAction.deserialize(d)) + elif "actions_Event" in d.keys(): + events.append(Event.deserialize(d)) + elif "events_EventAnd" in d.keys(): + events.append(EventAnd.deserialize(d)) + elif "events_EventOr" in d.keys(): + events.append(EventOr.deserialize(d)) + + return cls(events) + + def copy(self) -> "EventOr": + """ Copy this EventOr. """ + return self.deserialize(self.serialize()) + + +class EventAnd: + def __init__(self, events: Tuple = ()): + self.events = events + self._all_triggered = False + self._all_untriggered = False + + @property + def events(self) -> Tuple[Union[EventAction, EventCondition]]: + return self._events + + @events.setter + def events(self, events) -> None: + self._events = tuple(events) + + def are_triggering(self, state, action): + status = [] + for ev in self.events: + if isinstance(ev, EventCondition) or isinstance(ev, EventAction): + status.append(ev.is_triggering(state, [action])) + continue + status.append(ev.are_triggering(state, action)) + return all(status) + + def are_events_triggered(self, state, action): + return all((ev.is_triggering(state, action) for ev in self.events)) + + def __hash__(self) -> int: + return hash(self.events) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EventAnd) + and self.events == other.events) + + def serialize(self) -> Mapping: + """ Serialize this EventAnd. + + Results: + EventAnd's data serialized to be JSON compatible + """ + return {"events_EventAnd": [ev.serialize() for ev in self.events]} + + @classmethod + def deserialize(cls, data: Mapping) -> "EventAnd": + """ Creates a `EventAnd` from serialized data. + + Args: + data: Serialized data with the needed information to build a `EventAnd` object. + """ + events = [] + for d in data["events_EventAnd"]: + if "condition_EventCondition" in d.keys(): + events.append(EventCondition.deserialize(d)) + elif "actions_EventAction" in d.keys(): + events.append(EventAction.deserialize(d)) + elif "actions_Event" in d.keys(): + events.append(Event.deserialize(d)) + elif "events_EventAnd" in d.keys(): + events.append(EventAnd.deserialize(d)) + elif "events_EventOr" in d.keys(): + events.append(EventOr.deserialize(d)) + + return cls(events) + + def copy(self) -> "EventAnd": + """ Copy this EventAnd. """ + return self.deserialize(self.serialize()) + + class Quest: """ Quest representation in TextWorld. @@ -195,8 +531,8 @@ class Quest: """ def __init__(self, - win_events: Iterable[Event] = (), - fail_events: Iterable[Event] = (), + win_events: Iterable[Union[EventAnd, EventOr]] = (), + fail_events: Iterable[Union[EventAnd, EventOr]] = (), reward: Optional[int] = None, desc: Optional[str] = None, commands: Iterable[str] = ()) -> None: @@ -214,11 +550,14 @@ def __init__(self, desc: A text description of the quest. commands: List of text commands leading to this quest completion. """ - self.win_events = tuple(win_events) - self.fail_events = tuple(fail_events) + self.win_events = win_events + self.fail_events = fail_events self.desc = desc self.commands = tuple(commands) + self.win_events_list = self.events_organizer(self.win_events) + self.fail_events_list = self.events_organizer(self.fail_events) + # Unless explicitly provided, reward is set to 1 if there is at least # one winning events otherwise it is set to 0. self.reward = int(len(win_events) > 0) if reward is None else reward @@ -227,21 +566,37 @@ def __init__(self, raise UnderspecifiedQuestError() @property - def win_events(self) -> Iterable[Event]: + def win_events(self) -> Iterable[Union[EventOr, EventAnd]]: return self._win_events @win_events.setter - def win_events(self, events: Iterable[Event]) -> None: + def win_events(self, events: Iterable[Union[EventOr, EventAnd]]) -> None: self._win_events = tuple(events) @property - def fail_events(self) -> Iterable[Event]: + def win_events_list(self) -> Iterable[Union[EventOr, EventAnd]]: + return self._win_events_list + + @win_events_list.setter + def win_events_list(self, events: Iterable[Union[EventOr, EventAnd]]) -> None: + self._win_events_list = tuple(events) + + @property + def fail_events(self) -> Iterable[Union[EventOr, EventAnd]]: return self._fail_events @fail_events.setter - def fail_events(self, events: Iterable[Event]) -> None: + def fail_events(self, events: Iterable[Union[EventOr, EventAnd]]) -> None: self._fail_events = tuple(events) + @property + def fail_events_list(self) -> Iterable[Union[EventOr, EventAnd]]: + return self._fail_events_list + + @fail_events_list.setter + def fail_events_list(self, events: Iterable[Union[EventOr, EventAnd]]) -> None: + self._fail_events_list = tuple(events) + @property def commands(self) -> Iterable[str]: return self._commands @@ -250,17 +605,39 @@ def commands(self) -> Iterable[str]: def commands(self, commands: Iterable[str]) -> None: self._commands = tuple(commands) - def is_winning(self, state: State) -> bool: + def event_organizer(self, combined_event=(), _events=[]): + if isinstance(combined_event, EventCondition) or isinstance(combined_event, EventAction): + _events.append(combined_event) + return + + act = [] + for event in combined_event.events: + out = self.event_organizer(event, act) + if out: + for a in out: + _events.append(a) + + return (len(act) > 0 and len(act) > len(_events)) * act or (len(_events) > 0 and len(_events) > len(act)) * _events + + def events_organizer(self, combined_events=()): + _events_ = [] + for comb_ev in combined_events: + for ev in self.event_organizer(comb_ev, _events=[]): + _events_.append(ev) + + return _events_ + + def is_winning(self, state: Optional[State] = None, actions: Tuple[Action] = ()) -> bool: """ Check if this quest is winning in that particular state. """ - return any(event.is_triggering(state) for event in self.win_events) - def is_failing(self, state: State) -> bool: + return any(event.are_triggering(state, actions) for event in self.win_events) + + def is_failing(self, state: Optional[State] = None, actions: Tuple[Action] = ()) -> bool: """ Check if this quest is failing in that particular state. """ - return any(event.is_triggering(state) for event in self.fail_events) + return any(event.are_triggering(state, actions) for event in self.fail_events) def __hash__(self) -> int: - return hash((self.win_events, self.fail_events, self.reward, - self.desc, self.commands)) + return hash((self.win_events, self.fail_events, self.reward, self.desc, self.commands)) def __eq__(self, other: Any) -> bool: return (isinstance(other, Quest) @@ -278,8 +655,20 @@ def deserialize(cls, data: Mapping) -> "Quest": data: Serialized data with the needed information to build a `Quest` object. """ - win_events = [Event.deserialize(d) for d in data["win_events"]] - fail_events = [Event.deserialize(d) for d in data["fail_events"]] + win_events = [] + for d in data["win_events"]: + if "events_EventOr" in d.keys(): + win_events.append(EventOr.deserialize(d)) + elif "events_EventAnd" in d.keys(): + win_events.append(EventAnd.deserialize(d)) + + fail_events = [] + for d in data["fail_events"]: + if "events_EventOr" in d.keys(): + fail_events.append(EventOr.deserialize(d)) + elif "events_EventAnd" in d.keys(): + fail_events.append(EventAnd.deserialize(d)) + commands = data.get("commands", []) reward = data["reward"] desc = data["desc"] @@ -291,13 +680,13 @@ def serialize(self) -> Mapping: Results: Quest's data serialized to be JSON compatible """ - data = {} - data["desc"] = self.desc - data["reward"] = self.reward - data["commands"] = self.commands - data["win_events"] = [event.serialize() for event in self.win_events] - data["fail_events"] = [event.serialize() for event in self.fail_events] - return data + return { + "desc": self.desc, + "reward": self.reward, + "commands": self.commands, + "win_events": [event.serialize() for event in self.win_events], + "fail_events": [event.serialize() for event in self.fail_events] + } def copy(self) -> "Quest": """ Copy this quest. """ @@ -423,25 +812,26 @@ def change_grammar(self, grammar: Grammar) -> None: inform7 = Inform7Game(self) _gen_commands = inform7.gen_commands_from_actions generate_text_from_grammar(self, self.grammar) + from textworld.generator.text_generation import describe_quests + self.objective = describe_quests(self, self.grammar) for quest in self.quests: # TODO: should have a generic way of generating text commands from actions # instead of relying on inform7 convention. - for event in quest.win_events: + for event in quest.win_events_list: event.commands = _gen_commands(event.actions) - if quest.win_events: - quest.commands = quest.win_events[0].commands + if quest.win_events_list: + quest.commands = quest.win_events_list[0].commands # Check if we can derive a global winning policy from the quests. if self.grammar: - from textworld.generator.text_generation import describe_event policy = GameProgression(self).winning_policy if policy: mapping = {k: info.name for k, info in self._infos.items()} commands = [a.format_command(mapping) for a in policy] self.metadata["walkthrough"] = commands - self.objective = describe_event(Event(policy), self, self.grammar) + # self.objective = describe_event(EventCondition(actions=policy), self, self.grammar) def save(self, filename: str) -> None: """ Saves the serialized data of this game to a file. """ @@ -571,7 +961,7 @@ def objective(self) -> str: return self._objective # TODO: Find a better way of describing the objective of the game with several quests. - self._objective = "\nAND\n".join(quest.desc for quest in self.quests if quest.desc) + self._objective = "\n The next quest is \n".join(quest.desc for quest in self.quests if quest.desc) return self._objective @@ -599,7 +989,11 @@ def depends_on(self, other: "ActionDependencyTreeElement") -> bool: of the action1 is not empty, i.e. action1 needs the propositions added by action2. """ - return len(other.action.added & self.action._pre_set) > 0 + if isinstance(self.action, frozenset): + act = d = [a for a in self.action][0] + else: + act = self.action + return len(other.action.added & act._pre_set) > 0 @property def action(self) -> Action: @@ -701,7 +1095,7 @@ class EventProgression: relevant actions to be performed. """ - def __init__(self, event: Event, kb: KnowledgeBase) -> None: + def __init__(self, event: Union[EventAnd, EventOr], kb: KnowledgeBase) -> None: """ Args: quest: The quest to keep track of its completion. @@ -713,16 +1107,39 @@ def __init__(self, event: Event, kb: KnowledgeBase) -> None: self._policy = () # Build a tree representation of the quest. - self._tree = ActionDependencyTree(kb=self._kb, - element_type=ActionDependencyTreeElement) + self._tree = ActionDependencyTree(kb=self._kb, element_type=ActionDependencyTreeElement) + + action_list, _ = self.tree_policy(event) + for action in action_list: + self._tree.push(action) + self._policy = [a for a in action_list[::-1]] - if len(event.actions) > 0: - self._tree.push(event.condition) + def tree_policy(self, event): - for action in event.actions[::-1]: - self._tree.push(action) + if isinstance(event, EventCondition) or isinstance(event, EventAction): + if isinstance(event, EventCondition) and len(event.actions) > 0: + return [event.condition] + [action for action in event.actions[::-1]], 1 + elif isinstance(event, EventAction) and len(event.actions) > 0: + return [action for action in event.actions[::-1]], 0 + else: + return [], 1 + + _actions, _ev_type = [], [] + for ev in event.events: + a, b = self.tree_policy(ev) + _actions.append(a) + _ev_type.append(b) + + if isinstance(event, EventAnd): + act_list = [a for act in [x for _, x in sorted(zip(_ev_type, _actions))] for a in act] + elif isinstance(event, EventOr): + _actions = [x for x in _actions if len(x) > 0] + if _actions: + act_list = min(_actions, key=lambda act: len(act)) + else: + act_list = [] - self._policy = event.actions + (event.condition,) + return act_list, 0 @property def triggering_policy(self) -> List[Action]: @@ -748,7 +1165,7 @@ def untriggerable(self) -> bool: """ Check whether the event is in an untriggerable state. """ return self._untriggerable - def update(self, action: Optional[Action] = None, state: Optional[State] = None) -> None: + def update(self, action: Tuple[Action] = (), state: Optional[State] = None) -> None: """ Update event progression given available information. Args: @@ -760,13 +1177,13 @@ def update(self, action: Optional[Action] = None, state: Optional[State] = None) if state is not None: # Check if event is triggered. - self._triggered = self.event.is_triggering(state) + self._triggered = self.event.are_triggering(state, action) # Try compressing the winning policy given the new game state. if self.compress_policy(state): return # A shorter winning policy has been found. - if action is not None and not self._tree.empty: + if action and not self._tree.empty: # Determine if we moved away from the goal or closer to it. changed, reverse_action = self._tree.remove(action) if changed and reverse_action is None: # Irreversible action. @@ -797,18 +1214,31 @@ def _find_shorter_policy(policy): self._tree.push(action) return shorter_policy - return None compressed = False - policy = _find_shorter_policy(self._policy) - while policy is not None: - compressed = True - self._policy = policy - policy = _find_shorter_policy(policy) - + if [True for act in self._policy if act.name == 'trigger']: + policy = _find_shorter_policy(self._policy) + while policy is not None: + compressed = True + self._policy = policy + policy = _find_shorter_policy(policy) + else: + policy = _find_shorter_policy(self._policy) + if len(self._policy) > 0 and policy is None: + compressed = True + elif len(self._policy) > 0 and len(self._policy) > len(policy): + while policy is not None: + compressed = True + self._policy = policy + policy = _find_shorter_policy(policy) return compressed + def will_trigger(self, state: State, action: Tuple[Action]): + triggered = self.event.are_triggering(state, action) + + return triggered + class QuestProgression: """ QuestProgression keeps track of the completion of a quest. @@ -828,6 +1258,7 @@ def __init__(self, quest: Quest, kb: KnowledgeBase) -> None: @property def _tree(self) -> Optional[List[ActionDependencyTree]]: + events = [event for event in self.win_events if len(event.triggering_policy) > 0] if len(events) == 0: return None @@ -860,7 +1291,8 @@ def done(self) -> bool: @property def completed(self) -> bool: """ Check whether the quest is completed. """ - return any(event.triggered for event in self.win_events) + return all(event.triggered for event in self.win_events) + # return any(event.triggered for event in self.win_events) @property def failed(self) -> bool: @@ -903,12 +1335,11 @@ def __init__(self, game: Game, track_quests: bool = True) -> None: self.state = game.world.state.copy() self._valid_actions = list(self.state.all_applicable_actions(self.game.kb.rules.values(), self.game.kb.types.constants_mapping)) - self.quest_progressions = [] if track_quests: self.quest_progressions = [QuestProgression(quest, game.kb) for quest in game.quests] for quest_progression in self.quest_progressions: - quest_progression.update(action=None, state=self.state) + quest_progression.update(action=(), state=self.state) @property def done(self) -> bool: @@ -969,27 +1400,75 @@ def winning_policy(self) -> Optional[List[Action]]: master_quest_tree = ActionDependencyTree(kb=self.game.kb, element_type=ActionDependencyTreeElement, trees=trees) + actions = tuple(a for a in master_quest_tree.flatten() if a.name != "trigger") + for action in actions: + if not action.command_template: + m = {c: d for c in self.game.kb.rules[action.name].placeholders for d in action.variables if c.type == d.type} + substitutions = {ph.name: "{{{}}}".format(var.name) for ph, var in m.items()} + action.command_template = self.game.kb.rules[action.name].command_template.format(**substitutions) # Discard all "trigger" actions. return tuple(a for a in master_quest_tree.flatten() if a.name != "trigger") + def any_traceable_exist(self, events): + if isinstance(events, EventCondition) or isinstance(events, EventAction): + return len(events.traceable) > 0 and not (events.traceable in self.state.facts) + + trc_exist = [] + for event in events.events: + trc_exist.append(self.any_traceable_exist(event)) + + return any(trc_exist) + + def add_traceables(self, action): + trace = [] + for quest_progression in self.quest_progressions: + if quest_progression.quest.reward >= 0: + for win_event in quest_progression.win_events: + if self.any_traceable_exist(win_event.event): + if win_event.will_trigger(self.state, tuple([action])): + trace.append(tr for eve in win_event.event.events for tr in eve.traceable) + + return [p for ar in trace for p in ar] + + def traceable_manager(self): + if not self.state.has_traceable(): + return + + for prop in self.state.get_facts(): + if not prop.name.startswith('is__'): + PropositionControl.remove(prop, self.state) + def update(self, action: Action) -> None: """ Update the state of the game given the provided action. Args: action: Action affecting the state of the game. """ - # Update world facts. + # Update world facts self.state.apply(action) - - # Get valid actions. - self._valid_actions = list(self.state.all_applicable_actions(self.game.kb.rules.values(), - self.game.kb.types.constants_mapping)) + trace = self.add_traceables(action) + if trace: + for prop in trace: + if prop.name.startswith('has_been') and prop not in self.state.facts: + self.state.add_facts([prop]) # Update all quest progressions given the last action and new state. for quest_progression in self.quest_progressions: quest_progression.update(action, self.state) + # Update world facts. + if trace: + for prop in trace: + if not prop.name.startswith('has_been') and prop not in self.state.facts: + self.state.add_facts([prop]) + + self.traceable_manager() + + # Get valid actions. + self._valid_actions = list(self.state.all_applicable_actions(self.game.kb.rules.values(), + self.game.kb.types.constants_mapping)) + class GameOptions: """ diff --git a/textworld/generator/game.py.orig b/textworld/generator/game.py.orig new file mode 100644 index 00000000..5cd7a87c --- /dev/null +++ b/textworld/generator/game.py.orig @@ -0,0 +1,1378 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +import copy +import json +import textwrap + +from typing import List, Dict, Optional, Mapping, Any, Iterable, Union, Tuple +from collections import OrderedDict + +from numpy.random import RandomState + +from textworld import g_rng +from textworld.utils import encode_seeds +from textworld.generator.data import KnowledgeBase +from textworld.generator.text_grammar import Grammar, GrammarOptions +from textworld.generator.world import World +from textworld.logic import Action, Proposition, State +from textworld.generator.graph_networks import DIRECTIONS + +from textworld.generator.chaining import ChainingOptions + +from textworld.generator.dependency_tree import DependencyTree +from textworld.generator.dependency_tree import DependencyTreeElement + + +try: + from typing import Collection +except ImportError: + # Collection is new in Python 3.6 -- fall back on Iterable for 3.5 + from typing import Iterable as Collection + + +class UnderspecifiedEventError(NameError): + def __init__(self): + msg = "Either the actions or the conditions is needed to create an event." + super().__init__(msg) + + +class UnderspecifiedEventActionError(NameError): + def __init__(self): + msg = "No action is defined, action is required to create an event." + super().__init__(msg) + + +class UnderspecifiedQuestError(NameError): + def __init__(self): + msg = "At least one winning or failing event is needed to create a quest." + super().__init__(msg) + + +def gen_commands_from_actions(actions: Iterable[Action], kb: Optional[KnowledgeBase] = None) -> List[str]: + kb = kb or KnowledgeBase.default() + + def _get_name_mapping(action): + mapping = kb.rules[action.name].match(action) + return {ph.name: var.name for ph, var in mapping.items()} + + commands = [] + for action in actions: + command = "None" + if action is not None: + command = kb.inform7_commands[action.name] + command = command.format(**_get_name_mapping(action)) + + commands.append(command) + + return commands + + +class PropositionControl: + """ + Controlling the proposition's appearance within the game. + + When a proposition is activated in the state set, it may be important to track this event. This basically is + determined in the quest design directly or indirectly. This class manages the creation of the event propositions, + Add or Remove the event proposition from the state set, etc. + + Attributes: + + """ + + def __init__(self, props: Iterable[Proposition], verbs: dict): + + self.propositions = props + self.verbs = verbs + self.traceable_propositions, self.addon = self.set_events() + + def set_events(self): + variables = sorted(set([v for c in self.propositions for v in c.arguments])) + event = Proposition("event", arguments=variables) + + if self.verbs: + state_event = [Proposition(self.verbs[prop.definition].replace(' ', '_') + '__' + prop.definition, + arguments=prop.arguments, definition=prop.definition, + verb=self.verbs[prop.definition]) + for prop in self.propositions if prop.definition in self.verbs.keys()] + else: + state_event = [] + + return state_event, event + + @classmethod + def add_propositions(cls, props: Iterable[Proposition]) -> Iterable[Proposition]: + for prop in props: + if not prop.name.startswith("is__"): + prop.activate[0] = True + + if prop.verb == "has been": + prop.activate[1] = 1 + + return props + + @classmethod + def set_activated(cls, prop: Proposition): + if prop.activate[0] and not prop.activate[1]: + prop.activate[1] = 1 + + @classmethod + def remove(cls, prop: Proposition, state: State): + if prop.name.startswith('is__'): + return + + if (prop.activate[0] and prop.activate[1]) and (prop in state.get_facts()): + if Proposition(prop.definition, prop.arguments) not in state.get_facts(): + state.remove_fact(prop) + + +class EventCondition: + """ + EventCondition happening in TextWorld. + + An event gets triggered when its set of conditions become all satisfied. + + Attributes: + actions: Actions to be performed to trigger this event + commands: Human readable version of the actions. + condition: :py:class:`textworld.logic.Action` that can only be applied + when all conditions are satisfied. + """ + + def __init__(self, actions: Iterable[Action] = (), + conditions: Iterable[Proposition] = (), + commands: Iterable[str] = (), + output_verb_tense: dict = ()) -> None: + """ + Args: + actions: The actions to be performed to trigger this event. + If an empty list, then `conditions` must be provided. + conditions: Set of propositions which need to + be all true in order for this event + to get triggered. + commands: Human readable version of the actions. + """ +<<<<<<< HEAD + self.actions = actions + self.commands = commands + self.verb_tense = verb_tense + self.condition, self.traceable = self.set_conditions(conditions) + + @property + def actions(self) -> Iterable[Action]: + return self._actions + + @actions.setter + def actions(self, actions: Iterable[Action]) -> None: + self._actions = tuple(actions) + + @property + def commands(self) -> Iterable[str]: + return self._commands + + @commands.setter + def commands(self, commands: Iterable[str]) -> None: + self._commands = tuple(commands) +======= + self.actions = tuple(actions) + self.commands = tuple(commands) + self.verb_tense = output_verb_tense + self.condition, self.traceable = self.set_conditions(conditions) +>>>>>>> acf2275... The new style of TRACEABLE PROPOSITIONS and comprehenssive updates to adapt the new Predicate, Proposition, & Signature styles. This new framework can track a proposition through the time. + + def is_triggering(self, state: State) -> bool: + """ Check if this event would be triggered in a given state. """ + + return state.is_applicable(self.condition) + + def set_conditions(self, conditions: Iterable[Proposition]) -> Action: + """ + Set the triggering conditions for this event. + + Args: + conditions: Set of propositions which need to + be all true in order for this event + to get triggered. + Returns: + Action that can only be applied when all conditions are statisfied. + """ + if not conditions: + if len(self.actions) == 0: + raise UnderspecifiedEventError() + + # The default winning conditions are the postconditions of the + # last action in the quest. + conditions = self.actions[-1].postconditions + + event = PropositionControl(conditions, self.verb_tense) + traceable = event.traceable_propositions + condition = Action("trigger", preconditions=conditions, postconditions=list(conditions) + [event.addon]) + return condition, traceable + + def __hash__(self) -> int: +<<<<<<< HEAD + return hash((self.actions, self.commands, self.condition, self.traceable, + self.verb_tense)) +======= + return hash((tuple(self.actions), tuple(self.commands), self.condition, self.traceable, self.verb_tense)) +>>>>>>> acf2275... The new style of TRACEABLE PROPOSITIONS and comprehenssive updates to adapt the new Predicate, Proposition, & Signature styles. This new framework can track a proposition through the time. + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EventCondition) and + self.actions == other.actions and + self.commands == other.commands and + self.condition == other.condition and + self.verb_tense == other.verb_tense and + self.traceable == other.traceable) + + @classmethod + def deserialize(cls, data: Mapping) -> "EventCondition": + """ Creates an `EventCondition` from serialized data. + + Args: + data: Serialized data with the needed information to build a `EventCondotion` object. + """ + actions = [Action.deserialize(d) for d in data["actions"]] + condition = Action.deserialize(data["condition"]) + event = cls(actions, condition.preconditions, data["commands"], data["output_verb_tense"]) + return event + + def serialize(self) -> Mapping: + """ Serialize this event. + + Results: + `EventCondition`'s data serialized to be JSON compatible. + """ + data = {} + data["commands"] = self.commands + data["actions"] = [action.serialize() for action in self.actions] + data["condition"] = self.condition.serialize() + data["output_verb_tense"] = self.verb_tense + return data + + def copy(self) -> "EventCondition": + """ Copy this event. """ + return self.deserialize(self.serialize()) + + +class EventAction: + def __init__(self, action: Iterable[Action] = (), + output_verb_tense_precond: dict = (), + output_verb_tense_postcond: dict = ()) -> None: + self.verb_tense_precond = output_verb_tense_precond + self.verb_tense_postcond = output_verb_tense_postcond + self.verb_tense = self.set_verbs() + self.actions = list(action) + self.traceable = self.set_actions() + + def set_verbs(self): + def mergeDict(dict1, dict2): + """ + Merge dictionaries and keep values of common keys in list + """ + + dict3 = {**dict1, **dict2} + for key, value in dict3.items(): + if key in dict1 and key in dict2: + dict3[key] = [value, dict1[key]] + + return dict3 + + return mergeDict(dict(self.verb_tense_precond), dict(self.verb_tense_postcond)) + + def set_actions(self): + props = [] + for p in self.actions[0].all_propositions: + if p not in props: + props.append(p) + + event = PropositionControl(props, self.verb_tense) + traceable = event.traceable_propositions + return traceable + + def is_triggering(self, action: Action) -> bool: + """ Check if this event would be triggered for a given action. """ + return action == self.actions[0] + + @classmethod + def deserialize(cls, data: Mapping) -> "EventAction": + """ Creates an `EventAction` from serialized data. + + Args: + data: Serialized data with the needed information to build a + `EventAction` object. + """ + action = [Action.deserialize(d) for d in data["action"]] + event = cls(action, data["output_verb_tense_precond"], data["output_verb_tense_postcond"]) + return event + + def serialize(self) -> Mapping: + """ Serialize this event. + + Results: + `EventAction`'s data serialized to be JSON compatible. + """ + return {"action": [action.serialize() for action in self.actions], + "output_verb_tense_precond": self.verb_tense_precond, + "output_verb_tense_postcond": self.verb_tense_postcond, + } + + def __hash__(self) -> int: + return hash((self.actions, self.verb_tense, self.verb_tense_precond, self.verb_tense_postcond, self.traceable)) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EventAction) and + self.actions == other.actions and + self.verb_tense == other.verb_tense and + self.verb_tense_precond == other.verb_tense_precond and + self.verb_tense_postcond == other.verb_tense_postcond and + self.traceable == other.traceable) + + def copy(self) -> "EventAction": + """ Copy this event. """ + return self.deserialize(self.serialize()) + + +class Quest: + """ Quest representation in TextWorld. + + A quest is defined by a mutually exclusive set of winning events and + a mutually exclusive set of failing events. + + Attributes: + win_events: Mutually exclusive set of winning events. That is, + only one such event needs to be triggered in order + to complete this quest. + fail_events: Mutually exclusive set of failing events. That is, + only one such event needs to be triggered in order + to fail this quest. + reward: Reward given for completing this quest. + desc: A text description of the quest. + commands: List of text commands leading to this quest completion. + """ + + def __init__(self, + win_events: Iterable[Union[EventCondition, EventAction]] = (), + fail_events: Iterable[Union[EventCondition, EventAction]] = (), + reward: Optional[int] = None, + desc: Optional[str] = None, + commands: Iterable[str] = ()) -> None: + r""" + Args: + win_events: Mutually exclusive set of winning events. That is, + only one such event needs to be triggered in order + to complete this quest. + fail_events: Mutually exclusive set of failing events. That is, + only one such event needs to be triggered in order + to fail this quest. + reward: Reward given for completing this quest. By default, + reward is set to 1 if there is at least one winning events + otherwise it is set to 0. + desc: A text description of the quest. + commands: List of text commands leading to this quest completion. + """ + self.win_events = tuple(win_events) + self.fail_events = tuple(fail_events) + self.desc = desc + self.commands = tuple(commands) + + # Unless explicitly provided, reward is set to 1 if there is at least + # one winning events otherwise it is set to 0. + self.reward = int(len(win_events) > 0) if reward is None else reward + + if len(self.win_events) == 0 and len(self.fail_events) == 0: + raise UnderspecifiedQuestError() + + @property + def win_events(self) -> Iterable[EventCondition]: + return self._win_events + + @win_events.setter + def win_events(self, events: Iterable[EventCondition]) -> None: + self._win_events = tuple(events) + + @property + def fail_events(self) -> Iterable[EventCondition]: + return self._fail_events + + @fail_events.setter + def fail_events(self, events: Iterable[EventCondition]) -> None: + self._fail_events = tuple(events) + + @property + def commands(self) -> Iterable[str]: + return self._commands + + @commands.setter + def commands(self, commands: Iterable[str]) -> None: + self._commands = tuple(commands) + + def is_winning(self, state: State) -> bool: + """ Check if this quest is winning in that particular state. """ + return any(event.is_triggering(state) for event in self.win_events) + + def is_failing(self, state: State) -> bool: + """ Check if this quest is failing in that particular state. """ + return any(event.is_triggering(state) for event in self.fail_events) + + def __hash__(self) -> int: + return hash((self.win_events, self.fail_events, self.reward, + self.desc, self.commands)) + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, Quest) + and self.win_events == other.win_events + and self.fail_events == other.fail_events + and self.reward == other.reward + and self.desc == other.desc + and self.commands == other.commands) + + @classmethod + def deserialize(cls, data: Mapping) -> "Quest": + """ Creates a `Quest` from serialized data. + + Args: + data: Serialized data with the needed information to build a + `Quest` object. + """ + win_events = [] + for d in data["win_events"]: + if "output_verb_tense_precond" in d.keys(): + win_events.append(EventAction.deserialize(d)) + + if "condition" in d.keys(): + win_events.append(EventCondition.deserialize(d)) + + fail_events = [] + for d in data["fail_events"]: + if "output_verb_tense_precond" in d.keys(): + fail_events.append(EventAction.deserialize(d)) + + if "condition" in d.keys(): + fail_events.append(EventCondition.deserialize(d)) + + commands = data.get("commands", []) + reward = data["reward"] + desc = data["desc"] + return cls(win_events, fail_events, reward, desc, commands) + + def serialize(self) -> Mapping: + """ Serialize this quest. + + Results: + Quest's data serialized to be JSON compatible + """ + data = {} + data["desc"] = self.desc + data["reward"] = self.reward + data["commands"] = self.commands + data["win_events"] = [event.serialize() for event in self.win_events] + data["fail_events"] = [event.serialize() for event in self.fail_events] + return data + + def copy(self) -> "Quest": + """ Copy this quest. """ + return self.deserialize(self.serialize()) + + +class EntityInfo: + """ Additional information about entities in the game. """ + __slots__ = ['id', 'type', 'name', 'noun', 'adj', 'desc', 'room_type', 'definite', 'indefinite', 'synonyms'] + + def __init__(self, id: str, type: str) -> None: + #: str: Unique name for this entity. It is used when generating + self.id = id + #: str: The type of this entity. + self.type = type + #: str: The name that will be displayed in-game to identify this entity. + self.name = None + #: str: The noun part of the name, if available. + self.noun = None + #: str: The adjective (i.e. descriptive) part of the name, if available. + self.adj = None + #: str: The definite article to use for this entity. + self.definite = None + #: str: The indefinite article to use for this entity. + self.indefinite = None + #: List[str]: Alternative names that can be used to refer to this entity. + self.synonyms = None + #: str: Text description displayed when examining this entity in the game. + self.desc = None + #: str: Type of the room this entity belongs to. It used to influence + #: its `name` during text generation. + self.room_type = None + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, EntityInfo) + and all(getattr(self, slot) == getattr(other, slot) + for slot in self.__slots__)) + + def __hash__(self) -> int: + return hash(tuple(getattr(self, slot) for slot in self.__slots__)) + + def __str__(self) -> str: + return "Info({}: {} | {})".format(self.name, self.adj, self.noun) + + @classmethod + def deserialize(cls, data: Mapping) -> "EntityInfo": + """ Creates a `EntityInfo` from serialized data. + + Args: + data: Serialized data with the needed information to build a + `EntityInfo` object. + """ + info = cls(data["id"], data["type"]) + for slot in cls.__slots__: + setattr(info, slot, data.get(slot)) + + return info + + def serialize(self) -> Mapping: + """ Serialize this object. + + Results: + EntityInfo's data serialized to be JSON compatible + """ + return {slot: getattr(self, slot) for slot in self.__slots__} + + +class Game: + """ Game representation in TextWorld. + + A `Game` is defined by a world and it can have quest(s) or not. + Additionally, a grammar can be provided to control the text generation. + """ + + _SERIAL_VERSION = 1 + + def __init__(self, world: World, grammar: Optional[Grammar] = None, + quests: Iterable[Quest] = ()) -> None: + """ + Args: + world: The world to use for the game. + quests: The quests to be done in the game. + grammar: The grammar to control the text generation. + """ + self.world = world + self.quests = tuple(quests) + self.metadata = {} + self._objective = None + self._infos = self._build_infos() + self.kb = world.kb + + self.change_grammar(grammar) + + @property + def infos(self) -> Dict[str, EntityInfo]: + """ Information about the entities in the game. """ + return self._infos + + def _build_infos(self) -> Dict[str, EntityInfo]: + mapping = OrderedDict() + for entity in self.world.entities: + if entity not in mapping: + mapping[entity.id] = EntityInfo(entity.id, entity.type) + + return mapping + + def copy(self) -> "Game": + """ Make a shallow copy of this game. """ + game = Game(self.world, None, self.quests) + game._infos = dict(self.infos) + game._objective = self._objective + game.metadata = dict(self.metadata) + return game + + def change_grammar(self, grammar: Grammar) -> None: + """ Changes the grammar used and regenerate all text. """ + + self.grammar = grammar + _gen_commands = gen_commands_from_actions + if self.grammar: + from textworld.generator.inform7 import Inform7Game + from textworld.generator.text_generation import generate_text_from_grammar + inform7 = Inform7Game(self) + _gen_commands = inform7.gen_commands_from_actions + generate_text_from_grammar(self, self.grammar) + + for quest in self.quests: + # TODO: should have a generic way of generating text commands from actions + # instead of relying on inform7 convention. + for event in quest.win_events: + event.commands = _gen_commands(event.actions) + + if quest.win_events: + quest.commands = quest.win_events[0].commands + + # Check if we can derive a global winning policy from the quests. + if self.grammar: + from textworld.generator.text_generation import describe_event + policy = GameProgression(self).winning_policy + if policy: + mapping = {k: info.name for k, info in self._infos.items()} + commands = [a.format_command(mapping) for a in policy] + self.metadata["walkthrough"] = commands + self.objective = describe_event(Event(policy), self, self.grammar) + + def save(self, filename: str) -> None: + """ Saves the serialized data of this game to a file. """ + with open(filename, 'w') as f: + json.dump(self.serialize(), f) + + @classmethod + def load(cls, filename: str) -> "Game": + """ Creates `Game` from serialized data saved in a file. """ + with open(filename, 'r') as f: + return cls.deserialize(json.load(f)) + + @classmethod + def deserialize(cls, data: Mapping) -> "Game": + """ Creates a `Game` from serialized data. + + Args: + data: Serialized data with the needed information to build a + `Game` object. + """ + + version = data.get("version", cls._SERIAL_VERSION) + if version != cls._SERIAL_VERSION: + msg = "Cannot deserialize a TextWorld version {} game, expected version {}" + raise ValueError(msg.format(version, cls._SERIAL_VERSION)) + + kb = KnowledgeBase.deserialize(data["KB"]) + world = World.deserialize(data["world"], kb=kb) + game = cls(world) + game.grammar_options = GrammarOptions(data["grammar"]) + game.quests = tuple([Quest.deserialize(d) for d in data["quests"]]) + game._infos = {k: EntityInfo.deserialize(v) for k, v in data["infos"]} + game.metadata = data.get("metadata", {}) + game._objective = data.get("objective", None) + + return game + + def serialize(self) -> Mapping: + """ Serialize this object. + + Results: + Game's data serialized to be JSON compatible + """ + data = {} + data["version"] = self._SERIAL_VERSION + data["world"] = self.world.serialize() + data["grammar"] = self.grammar.options.serialize() if self.grammar else {} + data["quests"] = [quest.serialize() for quest in self.quests] + data["infos"] = [(k, v.serialize()) for k, v in self._infos.items()] + data["KB"] = self.kb.serialize() + data["metadata"] = self.metadata + data["objective"] = self._objective + + return data + + def __eq__(self, other: Any) -> bool: + return (isinstance(other, Game) + and self.world == other.world + and self.infos == other.infos + and self.quests == other.quests + and self.metadata == other.metadata + and self._objective == other._objective) + + def __hash__(self) -> int: + state = (self.world, + frozenset(self.quests), + frozenset(self.infos.items()), + self._objective) + + return hash(state) + + @property + def max_score(self) -> int: + """ Sum of the reward of all quests. """ + return sum(quest.reward for quest in self.quests) + + @property + def command_templates(self) -> List[str]: + """ All command templates understood in this game. """ + return sorted(set(cmd for cmd in self.kb.inform7_commands.values())) + + @property + def directions_names(self) -> List[str]: + return DIRECTIONS + + @property + def objects_types(self) -> List[str]: + """ All types of objects in this game. """ + return sorted(self.kb.types.types) + + @property + def objects_names(self) -> List[str]: + """ The names of all relevant objects in this game. """ + def _filter_unnamed_and_room_entities(e): + return e.name and e.type != "r" + + entities_infos = filter(_filter_unnamed_and_room_entities, self.infos.values()) + return [info.name for info in entities_infos] + + @property + def entity_names(self) -> List[str]: + return self.objects_names + self.directions_names + + @property + def objects_names_and_types(self) -> List[str]: + """ The names of all non-player objects along with their type in this game. """ + def _filter_unnamed_and_room_entities(e): + return e.name and e.type != "r" + + entities_infos = filter(_filter_unnamed_and_room_entities, self.infos.values()) + return [(info.name, info.type) for info in entities_infos] + + @property + def verbs(self) -> List[str]: + """ Verbs that should be recognized in this game. """ + # Retrieve commands templates for every rule. + return sorted(set(cmd.split()[0] for cmd in self.command_templates)) + + @property + def win_condition(self) -> List[Collection[Proposition]]: + """ All win conditions, one for each quest. """ + return [q.winning_conditions for q in self.quests] + + @property + def objective(self) -> str: + if self._objective is not None: + return self._objective + + # TODO: Find a better way of describing the objective of the game with several quests. + self._objective = "\nAND\n".join(quest.desc for quest in self.quests if quest.desc) + + return self._objective + + @objective.setter + def objective(self, value: str): + self._objective = value + + +class ActionDependencyTreeElement(DependencyTreeElement): + """ Representation of an `Action` in the dependency tree. + + The notion of dependency and ordering is defined as follows: + + * action1 depends on action2 if action1 needs the propositions + added by action2; + * action1 should be performed before action2 if action2 removes + propositions needed by action1. + """ + + def depends_on(self, other: "ActionDependencyTreeElement") -> bool: + """ Check whether this action depends on the `other`. + + Action1 depends on action2 when the intersection between + the propositions added by action2 and the preconditions + of the action1 is not empty, i.e. action1 needs the + propositions added by action2. + """ + if isinstance(self.action, frozenset): + act = d = [a for a in self.action][0] + else: + act = self.action + return len(other.action.added & act._pre_set) > 0 + + @property + def action(self) -> Action: + return self.value + + def is_distinct_from(self, others: List["ActionDependencyTreeElement"]) -> bool: + """ + Check whether this element is distinct from `others`. + + We check if self.action has any additional information + that `others` actions don't have. This helps us to + identify whether a group of nodes in the dependency tree + already contain all the needed information that self.action + would bring. + """ + new_facts = set(self.action.added) + for other in others: + new_facts -= other.action.added + + return len(new_facts) > 0 + + def __lt__(self, other: "ActionDependencyTreeElement") -> bool: + """ Order ActionDependencyTreeElement elements. + + Actions that remove information needed by other actions + should be sorted further in the list. + + Notes: + This is not a proper ordering, i.e. two actions + can mutually removed information needed by each other. + """ + def _required_facts(node): + pre_set = set(node.action._pre_set) + while node.parent is not None: + pre_set |= node.parent.action._pre_set + pre_set -= node.action.added + node = node.parent + + return pre_set + + return len(other.action.removed & _required_facts(self)) > len(self.action.removed & _required_facts(other)) + + def __str__(self) -> str: + params = ", ".join(map(str, self.action.variables)) + return "{}({})".format(self.action.name, params) + + +class ActionDependencyTree(DependencyTree): + + def __init__(self, *args, kb: Optional[KnowledgeBase] = None, **kwargs): + super().__init__(*args, **kwargs) + self._kb = kb or KnowledgeBase.default() + + def remove(self, action: Action) -> Tuple[bool, Optional[Action]]: + changed = super().remove(action) + + if self.empty: + return changed, None + + # The last action might have impacted one of the subquests. + reverse_action = self._kb.get_reverse_action(action) + if reverse_action is not None: + changed = self.push(reverse_action) + elif self.push(action.inverse()): + # The last action did impact one of the subquests + # but there's no reverse action to recover from it. + changed = True + + return changed, reverse_action + + def flatten(self) -> Iterable[Action]: + """ + Generates a flatten representation of this dependency tree. + + Actions are greedily yielded by iteratively popping leaves from + the dependency tree. + """ + tree = self.copy() # Make a copy of the tree to work on. + last_reverse_action = None + while len(tree.roots) > 0: + # Use 'sort' to try leaves that doesn't affect the others first. + for leaf in sorted(tree.leaves_elements): + if leaf.action != last_reverse_action: + break # Choose an action that avoids cycles. + + yield leaf.action + _, last_reverse_action = tree.remove(leaf.action) + + def copy(self) -> "ActionDependencyTree": + tree = super().copy() + tree._kb = self._kb + return tree + + +class EventProgression: + """ EventProgression monitors a particular event. + + Internally, the event is represented as a dependency tree of + relevant actions to be performed. + """ + + def __init__(self, event: Union[EventCondition, EventAction], kb: KnowledgeBase) -> None: + """ + Args: + quest: The quest to keep track of its completion. + """ + self._kb = kb or KnowledgeBase.default() + self.event = event + self._triggered = False + self._untriggerable = False + self._policy = () + + # Build a tree representation of the quest. + self._tree = ActionDependencyTree(kb=self._kb, + element_type=ActionDependencyTreeElement) + + if isinstance(event, EventCondition): + if len(event.actions) > 0: + self._tree.push(event.condition) + + for action in event.actions[::-1]: + self._tree.push(action) + + self._policy = event.actions + (event.condition,) + + @property + def triggering_policy(self) -> List[Action]: + """ Actions to be performed in order to trigger the event. """ + if self.done: + return () + + # Discard all "trigger" actions. + return tuple(a for a in self._policy if a.name != "trigger") + + @property + def done(self) -> bool: + """ Check if the quest is done (i.e. triggered or untriggerable). """ + return self.triggered or self.untriggerable + + @property + def triggered(self) -> bool: + """ Check whether the event has been triggered. """ + return self._triggered + + @property + def untriggerable(self) -> bool: + """ Check whether the event is in an untriggerable state. """ + return self._untriggerable + + def update(self, action: Optional[Action] = None, state: Optional[State] = None) -> None: + """ Update event progression given available information. + + Args: + action: Action potentially affecting the event progression. + state: Current game state. + """ + if self.done: + return # Nothing to do, the quest is already done. + + if state is not None: + # Check if event is triggered. + + if isinstance(self.event, EventCondition): + self._triggered = self.event.is_triggering(state) + + if isinstance(self.event, EventAction): + self._triggered = self.event.is_triggering(action) + + # Try compressing the winning policy given the new game state. + if self.compress_policy(state): + return # A shorter winning policy has been found. + + if action is not None and not self._tree.empty: + # Determine if we moved away from the goal or closer to it. + changed, reverse_action = self._tree.remove(action) + if changed and reverse_action is None: # Irreversible action. + self._untriggerable = True # Can't track quest anymore. + + if changed and reverse_action is not None: + # Rebuild policy. + self._policy = tuple(self._tree.flatten()) + + def compress_policy(self, state: State) -> bool: + """ Compress the policy given a game state. + + Args: + state: Current game state. + + Returns: + Whether the policy was compressed or not. + """ + + def _find_shorter_policy(policy): + for j in range(0, len(policy)): + for i in range(j + 1, len(policy))[::-1]: + shorter_policy = policy[:j] + policy[i:] + if state.is_sequence_applicable(shorter_policy): + self._tree = ActionDependencyTree(kb=self._kb, + element_type=ActionDependencyTreeElement) + for action in shorter_policy[::-1]: + self._tree.push(action) + + return shorter_policy + + return None + + compressed = False + policy = _find_shorter_policy(self._policy) + while policy is not None: + compressed = True + self._policy = policy + policy = _find_shorter_policy(policy) + + return compressed + + +class QuestProgression: + """ QuestProgression keeps track of the completion of a quest. + + Internally, the quest is represented as a dependency tree of + relevant actions to be performed. + """ + + def __init__(self, quest: Quest, kb: KnowledgeBase) -> None: + """ + Args: + quest: The quest to keep track of its completion. + """ + self.quest = quest + self.win_events = [EventProgression(event, kb) for event in quest.win_events] + self.fail_events = [EventProgression(event, kb) for event in quest.fail_events] + + @property + def _tree(self) -> Optional[List[ActionDependencyTree]]: + events = [event for event in self.win_events if len(event.triggering_policy) > 0] + if len(events) == 0: + return None + + event = min(events, key=lambda event: len(event.triggering_policy)) + return event._tree + + @property + def winning_policy(self) -> Optional[List[Action]]: + """ Actions to be performed in order to complete the quest. """ + if self.done: + return None + + winning_policies = [event.triggering_policy for event in self.win_events if len(event.triggering_policy) > 0] + if len(winning_policies) == 0: + return None + + return min(winning_policies, key=lambda policy: len(policy)) + + @property + def completable(self) -> bool: + """ Check if the quest has winning events. """ + return len(self.win_events) > 0 + + @property + def done(self) -> bool: + """ Check if the quest is done (i.e. completed, failed or unfinishable). """ + return self.completed or self.failed or self.unfinishable + + @property + def completed(self) -> bool: + """ Check whether the quest is completed. """ + return any(event.triggered for event in self.win_events) + + @property + def failed(self) -> bool: + """ Check whether the quest has failed. """ + return any(event.triggered for event in self.fail_events) + + @property + def unfinishable(self) -> bool: + """ Check whether the quest is in an unfinishable state. """ + return any(event.untriggerable for event in self.win_events) + + def update(self, action: Optional[Action] = None, state: Optional[State] = None) -> None: + """ Update quest progression given available information. + + Args: + action: Action potentially affecting the quest progression. + state: Current game state. + """ + if self.done: + return # Nothing to do, the quest is already done. + + for event in (self.win_events + self.fail_events): + event.update(action, state) + + +class GameProgression: + """ GameProgression keeps track of the progression of a game. + + If `tracking_quests` is True, then `winning_policy` will be the list + of Action that need to be applied in order to complete the game. + """ + + def __init__(self, game: Game, track_quests: bool = True) -> None: + """ + Args: + game: The game for which to track progression. + track_quests: whether quest progressions are being tracked. + """ + self.game = game + self.state = game.world.state.copy() + self._valid_actions = self.valid_actions_gen() + self.quest_progressions = [] + if track_quests: + self.quest_progressions = [QuestProgression(quest, game.kb) for quest in game.quests] + for quest_progression in self.quest_progressions: + quest_progression.update(action=None, state=self.state) + + def valid_actions_gen(self): + potential_actions = list(self.state.all_applicable_actions(self.game.kb.rules.values(), + self.game.kb.types.constants_mapping)) + a = [] + for act in potential_actions: + k = [] + for prop in [list(act.preconditions) + list(act.added)][0]: + if not prop.name.startswith('is__'): + w = [p for p in self.state.get_facts() if not p.name.startswith('is__') and (p.name == prop.name)][0] + k.append(w.activate[0] and (w.activate[1] == 1)) + else: + k.append(prop.activate[0] and (prop.activate[1] == 1)) + + if all(k): + a.append(act) + + return a + + @property + def done(self) -> bool: + """ Whether all quests are completed or at least one has failed or is unfinishable. """ + return self.completed or self.failed + + @property + def completed(self) -> bool: + """ Whether all quests are completed. """ + if not self.tracking_quests: + return False # There is nothing to be "completed". + + return all(qp.completed for qp in self.quest_progressions if qp.completable) + + @property + def failed(self) -> bool: + """ Whether at least one quest has failed or is unfinishable. """ + if not self.tracking_quests: + return False # There is nothing to be "failed". + + return any((qp.failed or qp.unfinishable) for qp in self.quest_progressions) + + @property + def score(self) -> int: + """ Sum of the reward of all completed quests. """ + return sum(qp.quest.reward for qp in self.quest_progressions if qp.completed) + + @property + def tracking_quests(self) -> bool: + """ Whether quests are being tracked or not. """ + return len(self.quest_progressions) > 0 + + @property + def valid_actions(self) -> List[Action]: + """ Actions that are valid at the current state. """ + return self._valid_actions + + @property + def winning_policy(self) -> Optional[List[Action]]: + """ Actions to be performed in order to complete the game. + + Returns: + A policy that leads to winning the game. It can be `None` + if `tracking_quests` is `False` or the quest has failed. + """ + if not self.tracking_quests: + return None + + if self.done: + return None + + # Greedily build a new winning policy by merging all quest trees. + trees = [quest._tree for quest in self.quest_progressions if quest.completable and not quest.done] + if None in trees: + # Some quests don't have triggering policy. + return None + + master_quest_tree = ActionDependencyTree(kb=self.game.kb, + element_type=ActionDependencyTreeElement, + trees=trees) + + # Discard all "trigger" actions. + return tuple(a for a in master_quest_tree.flatten() if a.name != "trigger") + + def add_traceables(self): + for quest_progression in self.quest_progressions: + if quest_progression.quest.reward >= 0: + for win_event in quest_progression.win_events: + if win_event.event.traceable: + self.state.add_facts(PropositionControl.add_propositions(win_event.event.traceable)) + + def traceable_manager(self): + for prop in self.state.get_facts(): + if not prop.name.startswith('is__'): + PropositionControl.set_activated(prop) + PropositionControl.remove(prop, self.state) + + def update(self, action: Action) -> None: + """ Update the state of the game given the provided action. + + Args: + action: Action affecting the state of the game. + """ + # Update world facts. + self.state.apply(self.state.state_action_valisate(action)) + self.add_traceables() + + # Update all quest progressions given the last action and new state. + for quest_progression in self.quest_progressions: + quest_progression.update(action, self.state) + + # Update world facts. + self.traceable_manager() + + # Get valid actions. + self._valid_actions = self.valid_actions_gen() + + +class GameOptions: + """ + Options for customizing the game generation. + + Attributes: + nb_rooms (int): + Number of rooms in the game. + nb_objects (int): + Number of objects in the game. + nb_parallel_quests (int): + Number of parallel quests, i.e. not sharing a common goal. + quest_length (int): + Number of actions that need to be performed to complete the game. + quest_breadth (int): + Number of subquests per independent quest. It controls how nonlinear + a quest can be (1: linear). + quest_depth (int): + Number of actions that need to be performed to solve a subquest. + path (str): + Path of the compiled game (.ulx or .z8). Also, the source (.ni) + and metadata (.json) files will be saved along with it. + force_recompile (bool): + If `True`, recompile game even if it already exists. + file_ext (str): + Type of the generated game file. Either .z8 (Z-Machine) or .ulx (Glulx). + If `path` already has an extension, this is ignored. + seeds (Optional[Union[int, Dict]]): + Seeds for the different generation processes. + + * If `None`, seeds will be sampled from + :py:data:`textworld.g_rng `. + * If `int`, it acts as a seed for a random generator that will be + used to sample the other seeds. + * If dict, the following keys can be set: + + * `'map'`: control the map generation; + * `'objects'`: control the type of objects and their + location; + * `'quest'`: control the quest generation; + * `'grammar'`: control the text generation. + + For any key missing, a random number gets assigned (sampled + from :py:data:`textworld.g_rng `). + kb (KnowledgeBase): + The knowledge base containing the logic and the text grammars (see + :py:class:`textworld.generator.KnowledgeBase ` + for more information). + chaining (ChainingOptions): + For customizing the quest generation (see + :py:class:`textworld.generator.ChainingOptions ` + for the list of available options). + grammar (GrammarOptions): + For customizing the text generation (see + :py:class:`textworld.generator.GrammarOptions ` + for the list of available options). + """ + + def __init__(self): + self.chaining = ChainingOptions() + self.grammar = GrammarOptions() + self._kb = None + self._seeds = None + + self.nb_parallel_quests = 1 + self.nb_rooms = 1 + self.nb_objects = 1 + self.force_recompile = False + self.file_ext = ".ulx" + self.path = "./tw_games/" + + @property + def quest_length(self) -> int: + assert self.chaining.min_length == self.chaining.max_length + return self.chaining.min_length + + @quest_length.setter + def quest_length(self, value: int) -> None: + self.chaining.min_length = value + self.chaining.max_length = value + self.chaining.max_depth = value + + @property + def quest_breadth(self) -> int: + assert self.chaining.min_breadth == self.chaining.max_breadth + return self.chaining.min_breadth + + @quest_breadth.setter + def quest_breadth(self, value: int) -> None: + self.chaining.min_breadth = value + self.chaining.max_breadth = value + + @property + def seeds(self): + if self._seeds is None: + self.seeds = {} # Generate seeds from g_rng. + + return self._seeds + + @seeds.setter + def seeds(self, value: Union[int, Mapping[str, int]]) -> None: + keys = ['map', 'objects', 'quest', 'grammar'] + + def _key_missing(seeds): + return not set(seeds.keys()).issuperset(keys) + + seeds = value + if type(value) is int: + rng = RandomState(value) + seeds = {} + elif _key_missing(value): + rng = g_rng.next() + + # Check if we need to generate missing seeds. + self._seeds = {} + for key in keys: + if key in seeds: + self._seeds[key] = seeds[key] + else: + self._seeds[key] = rng.randint(65635) + + @property + def rngs(self) -> Dict[str, RandomState]: + rngs = {} + for key, seed in self._seeds.items(): + rngs[key] = RandomState(seed) + + return rngs + + @property + def kb(self) -> KnowledgeBase: + if self._kb is None: + self.kb = KnowledgeBase.load() + + return self._kb + + @kb.setter + def kb(self, value: KnowledgeBase) -> None: + self._kb = value + self.chaining.kb = self._kb + + def copy(self) -> "GameOptions": + return copy.copy(self) + + @property + def uuid(self) -> str: + # TODO: generate uuid from chaining options? + uuid = "tw-{specs}-{grammar}-{seeds}" + uuid = uuid.format(specs=encode_seeds((self.nb_rooms, self.nb_objects, self.nb_parallel_quests, + self.chaining.min_length, self.chaining.max_length, + self.chaining.min_depth, self.chaining.max_depth, + self.chaining.min_breadth, self.chaining.max_breadth)), + grammar=self.grammar.uuid, + seeds=encode_seeds([self.seeds[k] for k in sorted(self._seeds)])) + return uuid + + def __str__(self) -> str: + infos = ["-= Game options =-"] + slots = ["nb_rooms", "nb_objects", "nb_parallel_quests", "path", "force_recompile", "file_ext", "seeds"] + for slot in slots: + infos.append("{}: {}".format(slot, getattr(self, slot))) + + text = "\n ".join(infos) + text += "\n chaining options:\n" + text += textwrap.indent(str(self.chaining), " ") + + text += "\n grammar options:\n" + text += textwrap.indent(str(self.grammar), " ") + + text += "\n KB:\n" + text += textwrap.indent(str(self.kb), " ") + return text diff --git a/textworld/generator/inform7/world2inform7.py b/textworld/generator/inform7/world2inform7.py index 386a5d83..8c6f761c 100644 --- a/textworld/generator/inform7/world2inform7.py +++ b/textworld/generator/inform7/world2inform7.py @@ -15,7 +15,7 @@ from textworld.utils import make_temp_directory, str2bool, chunk -from textworld.generator.game import Game +from textworld.generator.game import EventCondition, EventAction, Event, EventAnd, EventOr, Game from textworld.generator.world import WorldRoom, WorldEntity from textworld.logic import Signature, Proposition, Action, Variable @@ -99,7 +99,12 @@ def gen_source_for_attribute(self, attr: Proposition) -> Optional[str]: def gen_source_for_attributes(self, attributes: Iterable[Proposition]) -> str: source = "" for attr in attributes: - source_attr = self.gen_source_for_attribute(attr) + if attr.name.count('__') == 0: + attr_ = Proposition(name='is__' + attr.name, arguments=attr.arguments, verb='is', definition=attr.name) + else: + attr_ = attr + + source_attr = self.gen_source_for_attribute(attr_) if source_attr: source += source_attr + ".\n" @@ -121,6 +126,26 @@ def gen_source_for_conditions(self, conds: Iterable[Proposition]) -> str: return " and ".join(i7_conds) + def gen_source_for_rule(self, rule: Action) -> Optional[str]: + pt = self.kb.inform7_events[rule.name] + if pt is None: + msg = "Undefined Inform7's command: {}".format(rule.name) + warnings.warn(msg, TextworldInform7Warning) + return None + + return pt.format(**self._get_entities_mapping(rule)) + + def gen_source_for_actions(self, acts: Iterable[Action]) -> str: + """Generate Inform 7 source for winning/losing actions.""" + + i7_acts = [] + for act in acts: + i7_act = self.gen_source_for_rule(act) + if i7_act: + i7_acts.append(i7_act) + + return " and ".join(i7_acts) + def gen_source_for_objects(self, objects: Iterable[WorldEntity]) -> str: source = "" for obj in objects: @@ -192,8 +217,15 @@ def gen_source_for_rooms(self) -> str: def _get_name_mapping(self, action): mapping = self.kb.rules[action.name].match(action) + for ph, var in mapping.items(): + a = ph.name + b = self.entity_infos[var.name].name return {ph.name: self.entity_infos[var.name].name for ph, var in mapping.items()} + def _get_entities_mapping(self, action): + mapping = self.kb.rules[action.name].match(action) + return {ph.name: self.entity_infos[var.name].id for ph, var in mapping.items()} + def gen_commands_from_actions(self, actions: Iterable[Action]) -> List[str]: commands = [] for action in actions: @@ -238,6 +270,8 @@ def detect_action(self, i7_event: str, actions: Iterable[Action]) -> Optional[Ac """ # Prioritze actions with many precondition terms. actions = sorted(actions, key=lambda a: len(a.preconditions), reverse=True) + from pprint import pprint + pprint(actions) for action in actions: event = self.kb.inform7_events[action.name] if event.format(**self._get_name_mapping(action)) == i7_event: @@ -311,6 +345,9 @@ def gen_source(self, seed: int = 1234) -> str: objective = self.game.objective.replace("\n", "[line break]") maximum_score = 0 + wining = 0 + quests_text, viewed_actions = [], {} + action_id = [] for quest_id, quest in enumerate(self.game.quests): maximum_score += quest.reward @@ -318,14 +355,14 @@ def gen_source(self, seed: int = 1234) -> str: The quest{quest_id} completed is a truth state that varies. The quest{quest_id} completed is usually false. """) - source += quest_completed.format(quest_id=quest_id) + quest_ending = quest_completed.format(quest_id=quest_id) - for event_id, event in enumerate(quest.win_events): + for event_id, event in enumerate(quest.win_events_list): commands = self.gen_commands_from_actions(event.actions) event.commands = commands walkthrough = '\nTest quest{}_{} with "{}"\n\n'.format(quest_id, event_id, " / ".join(commands)) - source += walkthrough + quest_ending += walkthrough # Add winning and losing conditions for quest. quest_ending_conditions = textwrap.dedent("""\ @@ -333,38 +370,76 @@ def gen_source(self, seed: int = 1234) -> str: do nothing;""".format(quest_id=quest_id)) fail_template = textwrap.dedent(""" - else if {conditions}: - end the story; [Lost]""") + otherwise if {conditions}: + end the story; [Lost];""") win_template = textwrap.dedent(""" - else if {conditions}: + otherwise if {conditions}: increase the score by {reward}; [Quest completed] - Now the quest{quest_id} completed is true;""") + Now the quest{quest_id} completed is true; + {removed_conditions}""") + otherwise_template = textwrap.dedent("""\ + otherwise: + {removed_conditions}""") + + conditions, removals = '', '' + cond_id = [] for fail_event in quest.fail_events: - conditions = self.gen_source_for_conditions(fail_event.condition.preconditions) - quest_ending_conditions += fail_template.format(conditions=conditions) + condition, removed_conditions, final_condition, _, _ = self.get_events(fail_event, + textwrap.dedent(""""""), + textwrap.dedent(""""""), + action_id=action_id, + cond_id=cond_id, + quest_id=quest_id, + rwd_conds=viewed_actions) + removals += (len(removals) > 0) * ' ' + '' + removed_conditions + quest_ending_conditions += fail_template.format(conditions=final_condition) + conditions += condition + + wining += 1 for win_event in quest.win_events: - conditions = self.gen_source_for_conditions(win_event.condition.preconditions) - quest_ending_conditions += win_template.format(conditions=conditions, - reward=quest.reward, - quest_id=quest_id) - - quest_ending = """\ + condition, removed_conditions, final_condition, _, _ = self.get_events(win_event, + textwrap.dedent(""""""), + textwrap.dedent(""""""), + action_id=action_id, + cond_id=cond_id, + quest_id=quest_id, + rwd_conds=viewed_actions) + removals += (len(removals) > 0) * ' ' + '' + removed_conditions + quest_ending_conditions += win_template.format(reward=quest.reward, quest_id=quest_id, + conditions=final_condition, + removed_conditions=textwrap.indent(removals, "")) + conditions += condition + + wining += 1 + + if removals: + quest_ending_conditions += otherwise_template.format(removed_conditions=textwrap.indent(removals, "")) + + quest_condition_template = """\ Every turn:\n{conditions} """.format(conditions=textwrap.indent(quest_ending_conditions, " ")) - source += textwrap.dedent(quest_ending) + + quest_ending += textwrap.dedent(quest_condition_template) + + source += textwrap.dedent(conditions) + source += textwrap.dedent('\n') + quests_text += [quest_ending] + + source += textwrap.dedent('\n'.join(txt for txt in quests_text if txt)) # Enable scoring is at least one quest has nonzero reward. - if maximum_score != 0: + if maximum_score >= 0: source += "Use scoring. The maximum score is {}.\n".format(maximum_score) # Build test condition for winning the game. game_winning_test = "1 is 0 [always false]" - if len(self.game.quests) > 0: - game_winning_test = "score is maximum score" + if wining > 0: + if maximum_score != 0: + game_winning_test = "score is at least maximum score" # Remove square bracket when printing score increases. Square brackets are conflicting with # Inform7's events parser in tw_inform7.py. @@ -382,6 +457,7 @@ def gen_source(self, seed: int = 1234) -> str: if {game_winning_test}: end the story finally; [Win] + The simpler notify score changes rule substitutes for the notify score changes rule. """.format(game_winning_test=game_winning_test)) @@ -956,6 +1032,88 @@ def gen_source(self, seed: int = 1234) -> str: return source + def get_events(self, combined_events, txt, rmv, quest_id, rwd_conds, action_id=[], + cond_id=[], check_vars=[]): + + action_processing_template = textwrap.dedent(""" + The action{action_id} check is a truth state that varies. + The action{action_id} check is usually false. + After {actions}: + Now the action{action_id} check is true. + """) + + remove_action_processing_template = textwrap.dedent("""Now the action{action_id} check is false; + """) + + combined_ac_processing_template = textwrap.dedent(""" + The condition{cond_id} of quest{quest_id} check is a truth state that varies. + The condition{cond_id} of quest{quest_id} check is usually false. + Every turn: + if {conditions}: + Now the condition{cond_id} of quest{quest_id} check is true. + """) + + remove_condition_processing_template = textwrap.dedent("""Now the condition{cond_id} of quest{quest_id} check is false; + """) + + if isinstance(combined_events, EventCondition) or isinstance(combined_events, EventAction): + if isinstance(combined_events, EventCondition): + check_vars += [self.gen_source_for_conditions(combined_events.condition.preconditions)] + return [None] * 5 + + elif isinstance(combined_events, EventAction): + i7_ = self.gen_source_for_actions(combined_events.actions) + if not rwd_conds or i7_ not in rwd_conds.values(): + txt += [action_processing_template.format(action_id=len(action_id), actions=i7_)] + rmv += [remove_action_processing_template.format(action_id=len(action_id))] + temp = [self.gen_source_for_conditions([prop]) for prop in combined_events.actions[0].preconditions + if prop.verb != 'is'] + if temp: + temp = ' and ' + ' and '.join(t for t in temp) + else: + temp = '' + check_vars += ['action{action_id} check is true'.format(action_id=len(action_id)) + temp] + rwd_conds['action{action_id}'.format(action_id=len(action_id))] = i7_ + action_id += [1] + else: + word = list(rwd_conds.keys())[list(rwd_conds.values()).index(i7_)] + rmv += [remove_action_processing_template.format(action_id=word[6:])] + temp = [self.gen_source_for_conditions([prop]) for prop in combined_events.actions[0].preconditions + if prop.verb != 'is'] + check_vars += ['action{action_id} check is true'.format(action_id=word[6:]) + ' and ' + + ' and '.join(t for t in temp)] + + return [None] * 5 + + act_type, _txt, _rmv, _check_vars, _cond_id = [], [], [], [], [] + for event in combined_events.events: + st, rm, a3, a4, cond_type = self.get_events(event, _txt, _rmv, quest_id, rwd_conds, action_id, cond_id, + check_vars=_check_vars) + act_type.append(isinstance(event, EventAction)) + + if st: + _txt += [st] + _rmv += [rm] + _check_vars.append('condition{cond_id} of quest{quest_id} check is true'.format(cond_id=len(cond_id)-1, + quest_id=quest_id)) + if cond_type: + _cond_id += cond_type + + if any(_cond_id): + _rmv += [remove_condition_processing_template.format(quest_id=quest_id, cond_id=len(cond_id) - 1)] + + event_rule = isinstance(combined_events, EventAnd) * ' and ' + isinstance(combined_events, EventOr) * ' or ' + condition_ = event_rule.join(cv for cv in _check_vars) + tp_txt = ''.join(tx for tx in _txt) + tp_txt += combined_ac_processing_template.format(quest_id=quest_id, cond_id=len(cond_id), conditions=condition_) + tp_rmv = ' '.join(ac for ac in _rmv if ac) + fin_cond = 'condition{cond_id} of quest{quest_id} check is true'.format(cond_id=len(cond_id), quest_id=quest_id) + cond_id += [1] + if any(act_type): + cond_type = [True] + + return tp_txt, tp_rmv, fin_cond, [action_id, cond_id, rwd_conds], cond_type + def generate_inform7_source(game: Game, seed: int = 1234, use_i7_description: bool = False) -> str: inform7 = Inform7Game(game) diff --git a/textworld/generator/maker.py b/textworld/generator/maker.py index 7ecf0256..563abbcb 100644 --- a/textworld/generator/maker.py +++ b/textworld/generator/maker.py @@ -22,7 +22,7 @@ from textworld.generator.vtypes import get_new from textworld.logic import State, Variable, Proposition, Action from textworld.generator.game import GameOptions -from textworld.generator.game import Game, World, Quest, Event, EntityInfo +from textworld.generator.game import Game, World, Quest, EventAnd, EventOr, EventCondition, EventAction, EntityInfo from textworld.generator.graph_networks import DIRECTIONS from textworld.render import visualize from textworld.envs.wrappers import Recorder @@ -30,7 +30,7 @@ def get_failing_constraints(state, kb: Optional[KnowledgeBase] = None): kb = kb or KnowledgeBase.default() - fail = Proposition("fail", []) + fail = Proposition("is__fail", []) failed_constraints = [] constraints = state.all_applicable_actions(kb.constraints.values()) @@ -46,6 +46,45 @@ def get_failing_constraints(state, kb: Optional[KnowledgeBase] = None): return failed_constraints +def new_operation(operation={}): + def func(operator='or', events=[]): + if operator == 'or' and events: + return EventOr(events=events) + if operator == 'and' and events: + return EventAnd(events=events) + else: + raise + + if not isinstance(operation, dict): + if len(operation) == 0: + return () + else: + operation = {'or': tuple(ev for ev in operation)} + + y1 = [] + for k, v in operation.items(): + if isinstance(v, dict): + y1.append(new_operation(operation=v)[0]) + y1 = [func(k, y1)] + else: + if isinstance(v, EventCondition) or isinstance(v, EventAction): + y1.append(func(k, [v])) + else: + if any((isinstance(it, dict) for it in v)): + y2 = [] + for it in v: + if isinstance(it, dict): + y2.append(new_operation(operation=it)[0]) + else: + y2.append(func(k, [it])) + + y1 = [func(k, y2)] + else: + y1.append(func(k, v)) + + return tuple(y1) + + class MissingPlayerError(ValueError): pass @@ -77,6 +116,12 @@ def __init__(self, failed_constraints: List[Action]) -> None: super().__init__(msg) +class UnderspecifiedEventError(NameError): + def __init__(self): + msg = "The event type should be specified. It can be either the action or condition." + super().__init__(msg) + + class WorldEntity: """ Represents an entity in the world. @@ -146,7 +191,7 @@ def add_fact(self, name: str, *entities: List["WorldEntity"]) -> None: *entities: A list of entities as arguments to the new fact. """ args = [entity.var for entity in entities] - self._facts.append(Proposition(name, args)) + self._facts.append(Proposition(name='is__' + name, arguments=args)) def remove_fact(self, name: str, *entities: List["WorldEntity"]) -> None: args = [entity.var for entity in entities] @@ -631,13 +676,13 @@ def record_quest(self, ask_for_state: bool = False) -> Quest: facts=recorder.last_game_state.state.facts, varinfos=self._working_game.infos)] - event = Event(actions=actions, conditions=winning_facts) + event = EventCondition(actions=actions, conditions=winning_facts) self.quests.append(Quest(win_events=[event])) # Calling build will generate the description for the quest. self.build() return self.quests[-1] - def set_quest_from_commands(self, commands: List[str], ask_for_state: bool = False) -> Quest: + def set_quest_from_commands(self, commands: List[str], event_style: str, ask_for_state: bool = False) -> Quest: """ Defines the game's quest using predefined text commands. This launches a `textworld.play` session. @@ -666,7 +711,7 @@ def set_quest_from_commands(self, commands: List[str], ask_for_state: bool = Fal # Ask the user which quests have important state, if this is set # (if not, we assume the last action contains all the relevant facts) - winning_facts = None + winning_facts = () if ask_for_state and recorder.last_game_state is not None: winning_facts = [user_query.query_for_important_facts(actions=recorder.actions, facts=recorder.last_game_state.state.facts, @@ -675,14 +720,14 @@ def set_quest_from_commands(self, commands: List[str], ask_for_state: bool = Fal unrecognized_commands = [c for c, a in zip(commands, recorder.actions) if a is None] raise QuestError("Some of the actions were unrecognized: {}".format(unrecognized_commands)) - event = Event(actions=actions, conditions=winning_facts) - self.quests = [Quest(win_events=[event])] + event = self.new_event(action=actions, condition=winning_facts, command=commands, event_style=event_style) + self.quests = [self.new_quest(win_event=[event])] # Calling build will generate the description for the quest. self.build() return self.quests[-1] - def new_fact(self, name: str, *entities: List["WorldEntity"]) -> None: + def new_fact(self, name: str, *entities: List["WorldEntity"]) -> Proposition: """ Create new fact. Args: @@ -692,7 +737,58 @@ def new_fact(self, name: str, *entities: List["WorldEntity"]) -> None: args = [entity.var for entity in entities] return Proposition(name, args) - def new_event_using_commands(self, commands: List[str]) -> Event: + def new_action(self, name: str, *entities: List["WorldEntity"]) -> Union[None, Action]: + """ Create new fact about a rule. + + Args: + name: The name of the rule which can be used for the new rule fact as well. + *entities: A list of entities as arguments to the new rule fact. + """ + + def new_conditions(conditions, args): + new_ph = [] + for pred in conditions: + new_var = [var for ph in pred.parameters for var in args if ph.type == var.type] + new_ph.append(Proposition(name=pred.name, arguments=new_var)) + return new_ph + + args = [entity.var for entity in entities] + + for rule in self._kb.rules.values(): + if rule.name == name.name: + precond = new_conditions(rule.preconditions, args) + postcond = new_conditions(rule.postconditions, args) + + action = Action(rule.name, precond, postcond) + + if action.has_traceable(): + action.activate_traceable() + + return action + + return None + + def new_event(self, action: Iterable[Action] = (), condition: Iterable[Proposition] = (), + command: Iterable[str] = (), condition_verb_tense: dict = (), action_verb_tense: dict = (), + event_style: str = 'condition'): + if event_style == 'condition': + event = EventCondition(conditions=condition, verb_tense=condition_verb_tense, actions=action, + commands=command) + return event + elif event_style == 'action': + event = EventAction(actions=action, verb_tense=action_verb_tense, commands=command) + return event + else: + raise UnderspecifiedEventError + + def new_quest(self, win_event=(), fail_event=(), reward=None, desc=None, commands=()) -> Quest: + return Quest(win_events=new_operation(operation=win_event), + fail_events=new_operation(operation=fail_event), + reward=reward, + desc=desc, + commands=commands) + + def new_event_using_commands(self, commands: List[str], event_style: str) -> Union[EventCondition, EventAction]: """ Creates a new event using predefined text commands. This launches a `textworld.play` session to execute provided commands. @@ -714,10 +810,10 @@ def new_event_using_commands(self, commands: List[str]) -> Event: # Skip "None" actions. actions, commands = zip(*[(a, c) for a, c in zip(recorder.actions, commands) if a is not None]) - event = Event(actions=actions, commands=commands) + event = self.new_event(action=actions, command=commands, event_style=event_style) return event - def new_quest_using_commands(self, commands: List[str]) -> Quest: + def new_quest_using_commands(self, commands: List[str], event_style: str) -> Quest: """ Creates a new quest using predefined text commands. This launches a `textworld.play` session to execute provided commands. @@ -728,8 +824,8 @@ def new_quest_using_commands(self, commands: List[str]) -> Quest: Returns: The resulting quest. """ - event = self.new_event_using_commands(commands) - return Quest(win_events=[event], commands=event.commands) + event = self.new_event_using_commands(commands, event_style=event_style) + return Quest(win_events=new_operation(operation=[event]), commands=event.commands) def set_walkthrough(self, commands: List[str]): with make_temp_directory() as tmpdir: diff --git a/textworld/generator/maker.py.orig b/textworld/generator/maker.py.orig new file mode 100644 index 00000000..b4aab14c --- /dev/null +++ b/textworld/generator/maker.py.orig @@ -0,0 +1,917 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +from os.path import join as pjoin +from collections import OrderedDict + +from typing import List, Iterable, Union, Optional + +import networkx as nx +import numpy as np + +import textworld + +from textworld.core import EnvInfos +from textworld.utils import make_temp_directory + +from textworld.generator import Grammar +from textworld.generator.graph_networks import direction +from textworld.generator.data import KnowledgeBase +from textworld.generator import user_query +from textworld.generator.vtypes import get_new +from textworld.logic import State, Variable, Proposition, Action +from textworld.generator.game import GameOptions +from textworld.generator.game import Game, World, Quest, EventCondition, EntityInfo +from textworld.generator.graph_networks import DIRECTIONS +from textworld.render import visualize +from textworld.envs.wrappers import Recorder + + +def get_failing_constraints(state, kb: Optional[KnowledgeBase] = None): + kb = kb or KnowledgeBase.default() + fail = Proposition("is__fail", []) + + failed_constraints = [] + constraints = state.all_applicable_actions(kb.constraints.values()) + for constraint in constraints: + if state.is_applicable(constraint): + # Optimistically delay copying the state + copy = state.copy() + copy.apply(constraint) + + if copy.is_fact(fail): + failed_constraints.append(constraint) + + return failed_constraints + + +class MissingPlayerError(ValueError): + pass + + +class ExitAlreadyUsedError(ValueError): + pass + + +class PlayerAlreadySetError(ValueError): + pass + + +class QuestError(ValueError): + pass + + +class FailedConstraintsError(ValueError): + """ + Thrown when a constraint has failed during generation. + """ + + def __init__(self, failed_constraints: List[Action]) -> None: + """ + Args: + failed_constraints: The constraints that have failed + """ + msg = "The following constraints have failed: " + msg += ", ".join(set(action.name for action in failed_constraints)) + super().__init__(msg) + + +class WorldEntity: + """ Represents an entity in the world. + + Example of entities commonly found in text-based games: + rooms, doors, items, etc. + """ + + def __init__(self, var: Variable, name: Optional[str] = None, + desc: Optional[str] = None, + kb: Optional[KnowledgeBase] = None) -> None: + """ + Args: + var: The underlying variable for the entity which is used + by TextWorld's inference engine. + name: The name of the entity that will be displayed in-game. + Default: generate one according the variable's type. + desc: The description of the entity that will be displayed + when examining it in the game. + """ + self.var = var + self._facts = [] + self.infos = EntityInfo(var.name, var.type) + self.infos.name = name + self.infos.desc = desc + self.content = [] + self.parent = None + self._kb = kb or KnowledgeBase.default() + + @property + def id(self) -> str: + """ Unique name used internally. """ + return self.var.name + + @property + def type(self) -> str: + """ Type of this entity. """ + return self.var.type + + @property + def name(self) -> str: + """ Name of this entity. """ + return self.infos.name + + @property + def properties(self) -> List[Proposition]: + """ + Properties of this object are things that refer to this object and this object alone. + For instance, 'closed', 'open', and 'locked' are possible properties of 'containers'. + """ + return [fact for fact in self._facts if len(fact.arguments) == 1] + + @property + def facts(self) -> List[Proposition]: + """ All facts related to this entity (or its children content). + """ + facts = list(self._facts) + for entity in self.content: + facts += entity.facts + + return facts + + def add_fact(self, name: str, *entities: List["WorldEntity"]) -> None: + """ Adds a fact to this entity. + + Args: + name: The name of the new fact. + *entities: A list of entities as arguments to the new fact. + """ + args = [entity.var for entity in entities] + self._facts.append(Proposition(name='is__'+name, arguments=args, verb='is', definition=name)) + + def remove_fact(self, name: str, *entities: List["WorldEntity"]) -> None: + args = [entity.var for entity in entities] + self._facts.remove(Proposition(name, args)) + + def add_property(self, name: str) -> None: + """ Adds a property to this entity. + + A property is a fact that only involves one entity. For instance, + 'closed(c)', 'open(c)', and 'locked(c)' are all properties. + + Args: + name: The name of the new property. + + """ + self.add_fact(name, self) + + def remove_property(self, name: str) -> None: + self.remove_fact(name, self) + + def add(self, *entities: List["WorldEntity"]) -> None: + """ Add children to this entity. """ + if self._kb.types.is_descendant_of(self.type, "r"): + name = "at" + elif self._kb.types.is_descendant_of(self.type, ["c", "I"]): + name = "in" + elif self._kb.types.is_descendant_of(self.type, "s"): + name = "on" + else: + raise ValueError("Unexpected type {}".format(self.type)) + + for entity in entities: + self.add_fact(name, entity, self) + self.content.append(entity) + entity.parent = self + + def remove(self, *entities): + if self._kb.types.is_descendant_of(self.type, "r"): + name = "at" + elif self._kb.types.is_descendant_of(self.type, ["c", "I"]): + name = "in" + elif self._kb.types.is_descendant_of(self.type, "s"): + name = "on" + else: + raise ValueError("Unexpected type {}".format(self.type)) + + for entity in entities: + self.remove_fact(name, entity, self) + self.content.remove(entity) + entity.parent = None + + def has_property(self, name: str) -> bool: + """ Determines if this object has a property with the given name. + + Args: + The name of the property. + + Example: + >>> from textworld import GameMaker + >>> M = GameMaker() + >>> chest = M.new(type="c", name="chest") + >>> chest.has_property('closed') + False + >>> chest.add_property('closed') + >>> chest.has_property('closed') + True + """ + return name in [p.name for p in self.properties] + + def __contains__(self, entity: "WorldEntity") -> bool: + """ Checks if another entity is a children of this entity. + + Primarily useful for entities that allows children + (e.g. containers, supporters, rooms, etc). + + Args: + entity: The entity to check if contained. + + Notes: + An entity always contains itself. + """ + if entity == self: + return True + + for nested_entity in self.content: + if entity in nested_entity: + return True + + return False + + +class WorldRoom(WorldEntity): + """ Represents a room in the world. """ + + __slots__ = list(DIRECTIONS) + + def __init__(self, *args, **kwargs): + """ + Takes the same arguments as WorldEntity. + + Then, creates a WorldRoomExit for each direction defined in graph_networks.DIRECTIONS, and + sets exits to be a dict of those names to the newly created rooms. It then sets an attribute + to each name. + + :param args: The args to pass to WorldEntity + :param kwargs: The kwargs to pass to WorldEntity + """ + super().__init__(*args, **kwargs) + self.exits = {} + for d in DIRECTIONS: + exit = WorldRoomExit(self, d) + self.exits[d] = exit + setattr(self, d, exit) + + +class WorldRoomExit: + """ Represents an exit from a Room. + + These are used to connect `WorldRoom`s to form `WorldPath`s. + `WorldRoomExit`s are linked to each other through their :py:attr:`dest`. + + When :py:attr:`dest` is `None`, it means there is no path leading to + this exit yet. + """ + + def __init__(self, src: WorldRoom, direction: str, dest: Optional[WorldRoom] = None) -> None: + """ + Args: + src: The WorldRoom that the exit is from. + direction: The direction the exit is in: north, east, south, and west are common. + dest: The WorldRoomExit that this exit links to (exits are linked to each other). + """ + self.direction = direction + self.src = src # WorldRoom + self.dest = dest # WorldRoomExit + + +class WorldPath: + """ Represents a path between two `WorldRoom` objects. + + A `WorldPath` encapsulates the source `WorldRoom`, the source `WorldRoomExit`, + the destination `WorldRoom` and the destination `WorldRoom`. Optionally, a + linking door can also be provided. + """ + + def __init__(self, src: WorldRoom, src_exit: WorldRoomExit, + dest: WorldRoom, dest_exit: WorldRoomExit, + door: Optional[WorldEntity] = None, + kb: Optional[KnowledgeBase] = None) -> None: + """ + Args: + src: The source room. + src_exit: The exit of the source room. + dest: The destination room. + dest_exit: The exist of the destination room. + door: The door between the two rooms, if any. + """ + self.src = src + self.src_exit = src_exit + self.dest = dest + self.dest_exit = dest_exit + self.door = door + self._kb = kb or KnowledgeBase.default() + self.src.exits[self.src_exit].dest = self.dest.exits[self.dest_exit] + self.dest.exits[self.dest_exit].dest = self.src.exits[self.src_exit] + + @property + def door(self) -> Optional[WorldEntity]: + """ The entity representing the door or `None` if there is none.""" + return self._door + + @door.setter + def door(self, door: WorldEntity) -> None: + if door is not None and not self._kb.types.is_descendant_of(door.type, "d"): + msg = "Expecting a WorldEntity of 'door' type." + raise TypeError(msg) + + self._door = door + + @property + def facts(self) -> List[Proposition]: + """ Facts related to this path. + + Returns: + The facts that make up this path. + """ + facts = [] + facts.append(Proposition("{}_of".format(self.src_exit), [self.dest.var, self.src.var])) + facts.append(Proposition("{}_of".format(self.dest_exit), [self.src.var, self.dest.var])) + + if self.door is None or self.door.has_property("open"): + facts.append(Proposition("free", [self.src.var, self.dest.var])) + facts.append(Proposition("free", [self.dest.var, self.src.var])) + + if self.door is not None: + facts.extend(self.door.facts) + facts.append(Proposition("link", [self.src.var, self.door.var, self.dest.var])) + facts.append(Proposition("link", [self.dest.var, self.door.var, self.src.var])) + + return facts + + +class GameMaker: + """ Stateful utility class for handcrafting text-based games. + + Attributes: + player (WorldEntity): Entity representing the player. + inventory (WorldEntity): Entity representing the player's inventory. + nowhere (List[WorldEntity]): List of out-of-world entities (e.g. objects + that would only appear later in a game). + rooms (List[WorldRoom]): The rooms present in this world. + paths (List[WorldPath]): The connections between the rooms. + """ + + def __init__(self, options: Optional[GameOptions] = None) -> None: + """ + Creates an empty world, with a player and an empty inventory. + """ + self.options = options or GameOptions() + self._entities = {} + self._named_entities = {} + self.quests = [] + self.rooms = [] + self.paths = [] + self._kb = self.options.kb + self._types_counts = self._kb.types.count(State(self._kb.logic)) + self.player = self.new(type='P') + self.inventory = self.new(type='I') + self.nowhere = [] + self._game = None + self._distractors_facts = [] + + @property + def state(self) -> State: + """ Current state of the world. """ + facts = [] + for room in self.rooms: + facts += room.facts + + for path in self.paths: + facts += path.facts + + for entity in self.nowhere: + facts += entity.facts + + facts += self.inventory.facts + facts += self._distractors_facts + + return State(self._kb.logic, facts) + + @property + def facts(self) -> Iterable[Proposition]: + """ All the facts associated to the current game state. """ + return self.state.facts + + def add_fact(self, name: str, *entities: List[WorldEntity]) -> None: + """ Adds a fact. + + Args: + name: The name of the new fact. + *entities: A list of `WorldEntity` as arguments to this fact. + """ + entities[0].add_fact(name, *entities) + + def new_door(self, path: WorldPath, name: Optional[str] = None, + desc: Optional[str] = None) -> WorldEntity: + """ Creates a new door and add it to the path. + + Args: + path: A path between two rooms where to add the door. + name: The name of the door. Default: generate one automatically. + desc: The description of the door. + + Returns: + The newly created door. + """ + path.door = self.new(type='d', name=name, desc=desc) + return path.door + + def new_room(self, name: Optional[str] = None, + desc: Optional[str] = None) -> WorldRoom: + """ Create new room entity. + + Args: + name: The name of the room. + desc: The description of the room. + + Returns: + The newly created room entity. + """ + return self.new(type='r', name=name, desc=desc) + + def new(self, type: str, name: Optional[str] = None, + desc: Optional[str] = None) -> Union[WorldEntity, WorldRoom]: + """ Creates new entity given its type. + + Args: + type: The type of the entity. + name: The name of the entity. + desc: The description of the entity. + + Returns: + The newly created entity. + + * If the `type` is `'r'`, then a `WorldRoom` object is returned. + * Otherwise, a `WorldEntity` is returned. + """ + var_id = type + if not self._kb.types.is_constant(type): + var_id = get_new(type, self._types_counts) + + var = Variable(var_id, type) + if type == "r": + entity = WorldRoom(var, name, desc) + self.rooms.append(entity) + else: + entity = WorldEntity(var, name, desc, kb=self._kb) + + self._entities[var_id] = entity + if entity.name: + self._named_entities[entity.name] = entity + + return entity + + def move(self, entity: WorldEntity, new_location: WorldEntity) -> None: + """ + Move an entity to a new location. + + Arguments: + entity: Entity to move. + new_location: Where to move the entity. + """ + entity.parent.remove(entity) + new_location.add(entity) + + def findall(self, type: str) -> List[WorldEntity]: + """ Gets all entities of the given type. + + Args: + type: The type of entity to find. + + Returns: + All entities which match. + """ + entities = [] + for entity in self._entities.values(): + if entity.type == type: + entities.append(entity) + + return entities + + def find_path(self, room1: WorldRoom, room2: WorldRoom) -> Optional[WorldEntity]: + """ Get the path between two rooms, if it exists. + + Args: + room1: One of the two rooms. + room2: The other room. + + Returns: + The matching path path, if it exists. + """ + for path in self.paths: + if (((path.src == room1 and path.dest == room2) + or (path.src == room2 and path.dest == room1))): + return path + + return None + + def find_by_name(self, name: str) -> Optional[WorldEntity]: + """ Find an entity using its name. """ + return self._named_entities.get(name) + + def set_player(self, room: WorldRoom) -> None: + """ Place the player in room. + + Args: + room: The room the player will start in. + + Notes: + At the moment, the player can only be place once and + cannot be moved once placed. + + Raises: + PlayerAlreadySetError: If the player has already been set. + """ + if self.player in self: + raise PlayerAlreadySetError() + + room.add(self.player) + + def connect(self, exit1: WorldRoomExit, exit2: WorldRoomExit) -> WorldPath: + """ Connect two rooms using their exits. + + Args: + exit1: The exit of the first room to link. + exit2: The exit of the second room to link. + + Returns: + The path created by the link between two rooms, with no door. + """ + if exit1.dest is not None: + msg = "{}.{} is already linked to {}.{}" + msg = msg.format(exit1.src, exit1.direction, + exit1.dest.src, exit1.dest.direction) + raise ExitAlreadyUsedError(msg) + + if exit2.dest is not None: + msg = "{}.{} is already linked to {}.{}" + msg = msg.format(exit2.src, exit2.direction, + exit2.dest.src, exit2.dest.direction) + raise ExitAlreadyUsedError(msg) + + path = WorldPath(exit1.src, exit1.direction, exit2.src, exit2.direction, kb=self._kb) + self.paths.append(path) + return path + + def add_distractors(self, nb_distractors: int) -> None: + """ Adds a number of distractors - random objects. + + Args: + nb_distractors: The number of distractors to add. + """ + self._distractors_facts = [] + world = World.from_facts(self.facts) + self._distractors_facts = world.populate(nb_distractors) + + def add_random_quest(self, max_length: int) -> Quest: + """ Generates a random quest for the game. + + Calling this method replaced all previous quests. + + Args: + max_length: The maximum length of the quest to generate. + + Returns: + The generated quest. + """ + world = World.from_facts(self.facts) + self.quests.append(textworld.generator.make_quest(world, max_length)) + + # Calling build will generate the description for the quest. + self.build() + return self.quests[-1] + + def test(self) -> None: + """ Test the game being built. + + This launches a `textworld.play` session. + """ + with make_temp_directory() as tmpdir: + game_file = self.compile(pjoin(tmpdir, "test_game.ulx")) + textworld.play(game_file) + + def record_quest(self, ask_for_state: bool = False) -> Quest: + """ Defines the game's quest by recording the commands. + + This launches a `textworld.play` session. + + Args: + ask_for_state: If true, the user will be asked to specify + which set of facts of the final state are + should be true in order to consider the quest + as completed. + + Returns: + The resulting quest. + """ + with make_temp_directory() as tmpdir: + game_file = self.compile(pjoin(tmpdir, "record_quest.ulx")) + recorder = Recorder() + agent = textworld.agents.HumanAgent(autocompletion=True) + textworld.play(game_file, agent=agent, wrappers=[recorder]) + + # Skip "None" actions. + actions = [action for action in recorder.actions if action is not None] + + # Ask the user which quests have important state, if this is set + # (if not, we assume the last action contains all the relevant facts) + winning_facts = None + if ask_for_state and recorder.last_game_state is not None: + winning_facts = [user_query.query_for_important_facts(actions=recorder.actions, + facts=recorder.last_game_state.state.facts, + varinfos=self._working_game.infos)] + + event = EventCondition(actions=actions, conditions=winning_facts) + self.quests.append(Quest(win_events=[event])) + # Calling build will generate the description for the quest. + self.build() + return self.quests[-1] + + def set_quest_from_commands(self, commands: List[str], ask_for_state: bool = False) -> Quest: + """ Defines the game's quest using predefined text commands. + + This launches a `textworld.play` session. + + Args: + commands: Text commands. + ask_for_state: If true, the user will be asked to specify + which set of facts of the final state are + should be true in order to consider the quest + as completed. + + Returns: + The resulting quest. + """ + with make_temp_directory() as tmpdir: + try: + game_file = self.compile(pjoin(tmpdir, "record_quest.ulx")) + recorder = Recorder() + agent = textworld.agents.WalkthroughAgent(commands) + textworld.play(game_file, agent=agent, wrappers=[recorder], silent=True) + except textworld.agents.WalkthroughDone: + pass # Quest is done. + + # Skip "None" actions. + actions = [action for action in recorder.actions if action is not None] + + # Ask the user which quests have important state, if this is set + # (if not, we assume the last action contains all the relevant facts) + winning_facts = None + if ask_for_state and recorder.last_game_state is not None: + winning_facts = [user_query.query_for_important_facts(actions=recorder.actions, + facts=recorder.last_game_state.state.facts, + varinfos=self._working_game.infos)] + if len(commands) != len(actions): + unrecognized_commands = [c for c, a in zip(commands, recorder.actions) if a is None] + raise QuestError("Some of the actions were unrecognized: {}".format(unrecognized_commands)) + + event = EventCondition(actions=actions, conditions=winning_facts) + self.quests = [Quest(win_events=[event])] + + # Calling build will generate the description for the quest. + self.build() + return self.quests[-1] + + def new_fact(self, name: str, *entities: List["WorldEntity"]) -> Proposition: + """ Create new fact. + + Args: + name: The name of the new fact. + *entities: A list of entities as arguments to the new fact. + """ + args = [entity.var for entity in entities] +<<<<<<< HEAD +======= + +>>>>>>> e4c6812... Some updates on Traceable controling process, removed redundant element of proposition.activate, etc. + return Proposition(name, args) + + def new_rule_fact(self, name: str, *entities: List["WorldEntity"]) -> Union[None, Action]: + """ Create new fact about a rule. + + Args: + name: The name of the rule which can be used for the new rule fact as well. + *entities: A list of entities as arguments to the new rule fact. + """ + + def new_conditions(conditions, args): + new_ph = [] + for pred in conditions: + new_var = [var for ph in pred.parameters for var in args if ph.type == var.type] + new_ph.append(Proposition(name=pred.name, arguments=new_var, verb=pred.verb, definition=pred.definition)) + return new_ph + + args = [entity.var for entity in entities] + + for rule in self._kb.rules.values(): + if rule.name == name.name: + precond = new_conditions(rule.preconditions, args) + postcond = new_conditions(rule.postconditions, args) + + action = Action(rule.name, precond, postcond) + + if action.has_traceable(): + action.activate_traceable() + + return action + + return None + + def new_event_using_commands(self, commands: List[str]) -> EventCondition: + """ Creates a new event using predefined text commands. + + This launches a `textworld.play` session to execute provided commands. + + Args: + commands: Text commands. + + Returns: + The resulting event. + """ + with make_temp_directory() as tmpdir: + try: + game_file = self.compile(pjoin(tmpdir, "record_event.ulx")) + recorder = Recorder() + agent = textworld.agents.WalkthroughAgent(commands) + textworld.play(game_file, agent=agent, wrappers=[recorder], silent=True) + except textworld.agents.WalkthroughDone: + pass # Quest is done. + + # Skip "None" actions. + actions, commands = zip(*[(a, c) for a, c in zip(recorder.actions, commands) if a is not None]) + event = EventCondition(actions=actions, commands=commands) + return event + + def new_quest_using_commands(self, commands: List[str]) -> Quest: + """ Creates a new quest using predefined text commands. + + This launches a `textworld.play` session to execute provided commands. + + Args: + commands: Text commands. + + Returns: + The resulting quest. + """ + event = self.new_event_using_commands(commands) + return Quest(win_events=[event], commands=event.commands) + + def set_walkthrough(self, commands: List[str]): + with make_temp_directory() as tmpdir: + game_file = self.compile(pjoin(tmpdir, "set_walkthrough.ulx")) + env = textworld.start(game_file, infos=EnvInfos(last_action=True, intermediate_reward=True)) + state = env.reset() + + events = {event: event.copy() for quest in self.quests for event in quest.win_events} + event_progressions = [ep for qp in state._game_progression.quest_progressions for ep in qp.win_events] + + done = False + actions = [] + for i, cmd in enumerate(commands): + if done: + msg = "Game has ended before finishing playing all commands." + raise ValueError(msg) + + events_triggered = [ep.triggered for ep in event_progressions] + + state, score, done = env.step(cmd) + actions.append(state._last_action) + + for was_triggered, ep in zip(events_triggered, event_progressions): + if not was_triggered and ep.triggered: + events[ep.event].actions = list(actions) + events[ep.event].commands = commands[:i + 1] + + for k, v in events.items(): + k.actions = v.actions + k.commands = v.commands + + def validate(self) -> bool: + """ Check if the world is valid and can be compiled. + + A world is valid is the player has been place in a room and + all constraints (defined in the :ref:`knowledge base `) + are respected. + """ + if self.player not in self: + msg = "Player position has not been specified. Use 'M.set_player(room)'." + raise MissingPlayerError(msg) + + failed_constraints = get_failing_constraints(self.state, self._kb) + if len(failed_constraints) > 0: + raise FailedConstraintsError(failed_constraints) + + return True + + def build(self, validate: bool = True) -> Game: + """ Create a `Game` instance given the defined facts. + + Parameters + ---------- + validate : optional + If True, check if the game is valid, i.e. respects all constraints. + + Returns + ------- + Generated game. + """ + if validate: + self.validate() # Validate the state of the world. + + world = World.from_facts(self.facts, kb=self._kb) + game = Game(world, quests=self.quests) + + # Keep names and descriptions that were manually provided. + for k, var_infos in game.infos.items(): + if k in self._entities: + game.infos[k] = self._entities[k].infos + + # Use text grammar to generate name and description. + grammar = Grammar(self.options.grammar, rng=np.random.RandomState(self.options.seeds["grammar"])) + game.change_grammar(grammar) + game.metadata["desc"] = "Generated with textworld.GameMaker." + + self._game = game # Keep track of previous build. + return self._game + + def compile(self, path: str) -> str: + """ + Compile this game. + + Parameters + ---------- + path : + Path where to save the generated game. + + Returns + ------- + game_file + Path to the game file. + """ + self._working_game = self.build() + options = textworld.GameOptions() + options.path = path + options.force_recompile = True + game_file = textworld.generator.compile_game(self._working_game, options) + return game_file + + def __contains__(self, entity) -> bool: + """ + Checks if the given entity exists in the world + :param entity: The entity to check + :return: True if the entity is in the world; otherwise False + """ + for room in self.rooms: + if entity in room: + return True + + for path in self.paths: + if entity == path.door: + return True + + if entity in self.inventory: + return True + + return False + + def render(self, interactive: bool = False): + """ + Returns a visual representation of the world. + :param interactive: opens an interactive session in the browser instead of returning a png. + :return: + :param save_screenshot: ONLY FOR WHEN interactive == False. Save screenshot in temp directory. + :param filename: filename for screenshot + """ + game = self.build(validate=False) + game.change_grammar(self.grammar) # Generate missing object names. + return visualize(game, interactive=interactive) + + def import_graph(self, G: nx.Graph) -> List[WorldRoom]: + """ Convert Graph object to a list of `Proposition`. + + Args: + G: Graph defining the structure of the world. + """ + + rooms = OrderedDict((n, self.new_room(d.get("name", None))) for n, d in G.nodes.items()) + + for src, dest, data in G.edges(data=True): + src_exit = rooms[src].exits[direction(dest, src)] + dest_exit = rooms[dest].exits[direction(src, dest)] + path = self.connect(src_exit, dest_exit) + + if data.get("has_door"): + door = self.new_door(path, data['door_name']) + door.add_property(data["door_state"]) + + return list(rooms.values()) diff --git a/textworld/generator/tests/test_game.py b/textworld/generator/tests/test_game.py index 7cc47d86..abc4d40f 100644 --- a/textworld/generator/tests/test_game.py +++ b/textworld/generator/tests/test_game.py @@ -15,12 +15,13 @@ from textworld.generator.data import KnowledgeBase from textworld.generator import World from textworld.generator import make_small_map +from textworld.generator.maker import new_operation from textworld.generator.chaining import ChainingOptions, sample_quest from textworld.logic import Action from textworld.generator.game import GameOptions -from textworld.generator.game import Quest, Game, Event +from textworld.generator.game import Quest, Game, Event, EventAction, EventCondition, EventOr, EventAnd from textworld.generator.game import QuestProgression, GameProgression, EventProgression from textworld.generator.game import UnderspecifiedEventError, UnderspecifiedQuestError from textworld.generator.game import ActionDependencyTree, ActionDependencyTreeElement @@ -119,7 +120,7 @@ def test_variable_infos(verbose=False): assert var_infos.desc is not None -class TestEvent(unittest.TestCase): +class TestEventCondition(unittest.TestCase): @classmethod def setUpClass(cls): @@ -139,28 +140,193 @@ def setUpClass(cls): chest.add_property("open") R1.add(chest) - cls.event = M.new_event_using_commands(commands) + cls.event = M.new_event_using_commands(commands, event_style='condition') cls.actions = cls.event.actions + cls.traceable = cls.event.traceable cls.conditions = {M.new_fact("in", carrot, chest)} def test_init(self): - event = Event(self.actions) + event = EventCondition(actions=self.actions) assert event.actions == self.actions assert event.condition == self.event.condition + assert event.traceable == self.traceable assert event.condition.preconditions == self.actions[-1].postconditions assert set(event.condition.preconditions).issuperset(self.conditions) - event = Event(conditions=self.conditions) + event = EventCondition(conditions=self.conditions) assert len(event.actions) == 0 + assert event.traceable == self.traceable assert set(event.condition.preconditions) == set(self.conditions) - npt.assert_raises(UnderspecifiedEventError, Event, actions=[]) - npt.assert_raises(UnderspecifiedEventError, Event, actions=[], conditions=[]) - npt.assert_raises(UnderspecifiedEventError, Event, conditions=[]) + npt.assert_raises(UnderspecifiedEventError, EventCondition, actions=[]) + npt.assert_raises(UnderspecifiedEventError, EventCondition, actions=[], conditions=[]) + npt.assert_raises(UnderspecifiedEventError, EventCondition, conditions=[]) def test_serialization(self): data = self.event.serialize() - event = Event.deserialize(data) + event = EventCondition.deserialize(data) + assert event == self.event + + def test_copy(self): + event = self.event.copy() + assert event == self.event + assert id(event) != id(self.event) + + +class TestEventAction(unittest.TestCase): + + @classmethod + def setUpClass(cls): + M = GameMaker() + + # The goal + commands = ["take carrot"] + + R1 = M.new_room("room") + M.set_player(R1) + + carrot = M.new(type='f', name='carrot') + R1.add(carrot) + + # Add a closed chest in R2. + chest = M.new(type='c', name='chest') + chest.add_property("open") + R1.add(chest) + + cls.event = M.new_event_using_commands(commands, event_style='action') + cls.actions = cls.event.actions + cls.traceable = cls.event.traceable + + def test_init(self): + event = EventAction(actions=self.actions) + assert event.actions == self.actions + assert event.traceable == self.traceable + + npt.assert_raises(UnderspecifiedEventError, EventCondition, actions=[]) + + def test_serialization(self): + data = self.event.serialize() + event = EventAction.deserialize(data) + assert event == self.event + + def test_copy(self): + event = self.event.copy() + assert event == self.event + assert id(event) != id(self.event) + + +class TestEventOr(unittest.TestCase): + + @classmethod + def setUpClass(cls): + + M = GameMaker() + + # The goal + commands = ["take lime juice", "insert lime juice into chest", "take carrot"] + + R1 = M.new_room("room") + M.set_player(R1) + + lime = M.new(type='f', name='lime juice') + R1.add(lime) + + carrot = M.new(type='f', name='carrot') + R1.add(carrot) + + # Add a closed chest in R2. + chest = M.new(type='c', name='chest') + chest.add_property("open") + R1.add(chest) + + cls.first_event = M.new_event_using_commands(commands[:-1], event_style='condition') + cls.first_event_actions = cls.first_event.actions + cls.first_event_traceable = cls.first_event.traceable + cls.first_event_conditions = {M.new_fact("in", lime, chest)} + + cls.second_event = M.new_event_using_commands([commands[-1]], event_style='action') + cls.second_event_actions = cls.second_event.actions + cls.second_event_traceable = cls.second_event.traceable + + cls.event = EventOr(events=(cls.first_event, cls.second_event)) + cls.events = cls.event.events + + def test_init(self): + first_event = EventCondition(actions=self.first_event_actions) + second_event = EventAction(actions=self.second_event_actions) + event = EventOr(events=(first_event, second_event)) + + assert event.events[0].actions == self.first_event_actions + assert event.events[0].condition == self.first_event.condition + assert event.events[0].traceable == self.first_event_traceable + assert event.events[0].condition.preconditions == self.first_event_actions[-1].postconditions + assert set(event.events[0].condition.preconditions).issuperset(self.first_event_conditions) + assert event.events[1].actions == self.second_event_actions + assert event.events[1].traceable == self.second_event_traceable + + def test_serialization(self): + data = self.event.serialize() + event = EventOr.deserialize(data) + assert event == self.event + + def test_copy(self): + event = self.event.copy() + assert event == self.event + assert id(event) != id(self.event) + + +class TestEventAnd(unittest.TestCase): + + @classmethod + def setUpClass(cls): + + M = GameMaker() + + # The goal + commands = ["take lime juice", "insert lime juice into chest", "take carrot"] + + R1 = M.new_room("room") + M.set_player(R1) + + lime = M.new(type='f', name='lime juice') + R1.add(lime) + + carrot = M.new(type='f', name='carrot') + R1.add(carrot) + + # Add a closed chest in R2. + chest = M.new(type='c', name='chest') + chest.add_property("open") + R1.add(chest) + + cls.first_event = M.new_event_using_commands(commands[:-1], event_style='condition') + cls.first_event_actions = cls.first_event.actions + cls.first_event_traceable = cls.first_event.traceable + cls.first_event_conditions = {M.new_fact("in", lime, chest)} + + cls.second_event = M.new_event_using_commands([commands[-1]], event_style='action') + cls.second_event_actions = cls.second_event.actions + cls.second_event_traceable = cls.second_event.traceable + + cls.event = EventAnd(events=(cls.first_event, cls.second_event)) + cls.events = cls.event.events + + def test_init(self): + first_event = EventCondition(actions=self.first_event_actions) + second_event = EventAction(actions=self.second_event_actions) + event = EventAnd(events=(first_event, second_event)) + + assert event.events[0].actions == self.first_event_actions + assert event.events[0].condition == self.first_event.condition + assert event.events[0].traceable == self.first_event_traceable + assert event.events[0].condition.preconditions == self.first_event_actions[-1].postconditions + assert set(event.events[0].condition.preconditions).issuperset(self.first_event_conditions) + assert event.events[1].actions == self.second_event_actions + assert event.events[1].traceable == self.second_event_traceable + + def test_serialization(self): + data = self.event.serialize() + event = EventAnd.deserialize(data) assert event == self.event def test_copy(self): @@ -176,7 +342,7 @@ def setUpClass(cls): M = GameMaker() # The goal - commands = ["go east", "insert carrot into chest"] + commands = ["open wooden door", "go east", "insert carrot into chest"] # Create a 'bedroom' room. R1 = M.new_room("bedroom") @@ -184,8 +350,8 @@ def setUpClass(cls): M.set_player(R1) path = M.connect(R1.east, R2.west) - path.door = M.new(type='d', name='wooden door') - path.door.add_property("open") + door_a = M.new_door(path, name="wooden door") + M.add_fact("closed", door_a) carrot = M.new(type='f', name='carrot') M.inventory.add(carrot) @@ -195,16 +361,14 @@ def setUpClass(cls): chest.add_property("open") R2.add(chest) - cls.eventA = M.new_event_using_commands(commands) - cls.eventB = Event(conditions={M.new_fact("at", carrot, R1), - M.new_fact("closed", path.door)}) - cls.eventC = Event(conditions={M.new_fact("eaten", carrot)}) - cls.eventD = Event(conditions={M.new_fact("closed", chest), - M.new_fact("closed", path.door)}) - cls.quest = Quest(win_events=[cls.eventA, cls.eventB], - fail_events=[cls.eventC, cls.eventD], - reward=2) - + cls.eventA = M.new_event_using_commands(commands, event_style='condition') + cls.eventB = M.new_event(condition={M.new_fact("at", carrot, R1), M.new_fact("closed", path.door)}, + event_style='condition') + cls.eventC = M.new_event(condition={M.new_fact("eaten", carrot)}, event_style='condition') + cls.eventD = M.new_event(condition={M.new_fact("closed", chest), M.new_fact("closed", path.door)}, + event_style='condition') + cls.quest = M.new_quest(win_event={'or': (cls.eventA, cls.eventB)}, + fail_event={'or': (cls.eventC, cls.eventD)}, reward=2) M.quests = [cls.quest] cls.game = M.build() cls.inform7 = Inform7Game(cls.game) @@ -212,14 +376,14 @@ def setUpClass(cls): def test_init(self): npt.assert_raises(UnderspecifiedQuestError, Quest) - quest = Quest(win_events=[self.eventA, self.eventB]) + quest = Quest(win_events=new_operation(operation={'and': (self.eventA, self.eventB)})) assert len(quest.fail_events) == 0 - quest = Quest(fail_events=[self.eventC, self.eventD]) + quest = Quest(fail_events=new_operation(operation={'or': (self.eventC, self.eventD)})) assert len(quest.win_events) == 0 - quest = Quest(win_events=[self.eventA], - fail_events=[self.eventC, self.eventD]) + quest = Quest(win_events=new_operation(operation={'and': (self.eventA, self.eventB)}), + fail_events=new_operation(operation={'or': (self.eventC, self.eventD)})) assert len(quest.win_events) > 0 assert len(quest.fail_events) > 0 @@ -270,7 +434,8 @@ def _rule_to_skip(rule): # Build the quest by providing the actions. actions = chain.actions assert len(actions) == max_depth, rule.name - quest = Quest(win_events=[Event(actions)]) + + quest = Quest(win_events=new_operation(operation={'and': (EventCondition(actions=actions))})) tmp_world = World.from_facts(chain.initial_state.facts) state = tmp_world.state @@ -281,7 +446,7 @@ def _rule_to_skip(rule): assert quest.is_winning(state) # Build the quest by only providing the winning conditions. - quest = Quest(win_events=[Event(conditions=actions[-1].postconditions)]) + quest = Quest(win_events=new_operation(operation={'and': (EventCondition(conditions=actions[-1].postconditions))})) tmp_world = World.from_facts(chain.initial_state.facts) state = tmp_world.state @@ -293,7 +458,7 @@ def _rule_to_skip(rule): def test_win_actions(self): state = self.game.world.state.copy() - for action in self.quest.win_events[0].actions: + for action in self.quest.win_events_list[0].actions: assert not self.quest.is_winning(state) state.apply(action) @@ -306,20 +471,20 @@ def test_win_actions(self): self.game.kb.types.constants_mapping)) drop_carrot = _find_action("drop carrot", actions, self.inform7) - close_door = _find_action("close wooden door", actions, self.inform7) + open_door = _find_action("open wooden door", actions, self.inform7) state = self.game.world.state.copy() assert state.apply(drop_carrot) - assert not self.quest.is_winning(state) - assert state.apply(close_door) assert self.quest.is_winning(state) + assert state.apply(open_door) + assert not self.quest.is_winning(state) # Or the other way around. state = self.game.world.state.copy() - assert state.apply(close_door) + assert state.apply(open_door) assert not self.quest.is_winning(state) assert state.apply(drop_carrot) - assert self.quest.is_winning(state) + assert not self.quest.is_winning(state) def test_fail_actions(self): state = self.game.world.state.copy() @@ -328,7 +493,10 @@ def test_fail_actions(self): actions = list(state.all_applicable_actions(self.game.kb.rules.values(), self.game.kb.types.constants_mapping)) eat_carrot = _find_action("eat carrot", actions, self.inform7) - go_east = _find_action("go east", actions, self.inform7) + open_door = _find_action("open wooden door", actions, self.inform7) + state.apply(open_door) + actions = list(state.all_applicable_actions(self.game.kb.rules.values(), + self.game.kb.types.constants_mapping)) for action in actions: state = self.game.world.state.copy() @@ -337,6 +505,13 @@ def test_fail_actions(self): assert self.quest.is_failing(state) == (action == eat_carrot) state = self.game.world.state.copy() + actions = list(state.all_applicable_actions(self.game.kb.rules.values(), + self.game.kb.types.constants_mapping)) + open_door = _find_action("open wooden door", actions, self.inform7) + state.apply(open_door) + actions = list(state.all_applicable_actions(self.game.kb.rules.values(), + self.game.kb.types.constants_mapping)) + go_east = _find_action("go east", actions, self.inform7) state.apply(go_east) # Move to the kitchen. actions = list(state.all_applicable_actions(self.game.kb.rules.values(), self.game.kb.types.constants_mapping)) @@ -369,7 +544,7 @@ def setUpClass(cls): M = GameMaker() # The goal - commands = ["go east", "insert carrot into chest"] + commands = ["open wooden door", "go east", "insert carrot into chest"] # Create a 'bedroom' room. R1 = M.new_room("bedroom") @@ -377,8 +552,8 @@ def setUpClass(cls): M.set_player(R1) path = M.connect(R1.east, R2.west) - path.door = M.new(type='d', name='wooden door') - path.door.add_property("open") + door_a = M.new_door(path, name="wooden door") + M.add_fact("closed", door_a) carrot = M.new(type='f', name='carrot') M.inventory.add(carrot) @@ -388,7 +563,7 @@ def setUpClass(cls): chest.add_property("open") R2.add(chest) - M.set_quest_from_commands(commands) + M.set_quest_from_commands(commands, event_style='condition') cls.game = M.build() def test_directions_names(self): @@ -458,18 +633,18 @@ def setUpClass(cls): chest.add_property("open") R1.add(chest) - cls.event = M.new_event_using_commands(commands) - cls.actions = cls.event.actions + cls.event = new_operation([M.new_event_using_commands(commands, event_style='condition')]) + cls.actions = cls.event[0].events[0].actions cls.conditions = {M.new_fact("in", carrot, chest)} cls.game = M.build() commands = ["take carrot", "eat carrot"] - cls.eating_carrot = M.new_event_using_commands(commands) + cls.eating_carrot = new_operation([M.new_event_using_commands(commands, event_style='condition')]) def test_triggering_policy(self): - event = EventProgression(self.event, KnowledgeBase.default()) + event = EventProgression(self.event[0], KnowledgeBase.default()) state = self.game.world.state.copy() - expected_actions = self.event.actions + expected_actions = self.event[0].events[0].actions for i, action in enumerate(expected_actions): assert event.triggering_policy == expected_actions[i:] assert not event.done @@ -484,10 +659,10 @@ def test_triggering_policy(self): assert not event.untriggerable def test_untriggerable(self): - event = EventProgression(self.event, KnowledgeBase.default()) + event = EventProgression(self.event[0], KnowledgeBase.default()) state = self.game.world.state.copy() - for action in self.eating_carrot.actions: + for action in self.eating_carrot[0].events[0].actions: assert event.triggering_policy != () assert not event.done assert not event.triggered @@ -521,24 +696,23 @@ def setUpClass(cls): # The goals commands = ["take carrot", "insert carrot into chest"] - cls.eventA = M.new_event_using_commands(commands) + cls.eventA = M.new_event_using_commands(commands, event_style='condition') commands = ["take lettuce", "insert lettuce into chest", "close chest"] - event = M.new_event_using_commands(commands) - cls.eventB = Event(actions=event.actions, - conditions={M.new_fact("in", lettuce, chest), - M.new_fact("closed", chest)}) + event = M.new_event_using_commands(commands, event_style='condition') + cls.eventB = EventCondition(actions=event.actions, + conditions={M.new_fact("in", lettuce, chest), M.new_fact("closed", chest)}) - cls.fail_eventA = Event(conditions={M.new_fact("eaten", carrot)}) - cls.fail_eventB = Event(conditions={M.new_fact("eaten", lettuce)}) + cls.fail_eventA = EventCondition(conditions={M.new_fact("eaten", carrot)}) + cls.fail_eventB = EventCondition(conditions={M.new_fact("eaten", lettuce)}) - cls.quest = Quest(win_events=[cls.eventA, cls.eventB], - fail_events=[cls.fail_eventA, cls.fail_eventB]) + cls.quest = M.new_quest(win_event={'or': (cls.eventA, cls.eventB)}, + fail_event={'or': (cls.fail_eventA, cls.fail_eventB)}, reward=2) commands = ["take carrot", "eat carrot"] - cls.eating_carrot = M.new_event_using_commands(commands) + cls.eating_carrot = M.new_event_using_commands(commands, event_style='condition') commands = ["take lettuce", "eat lettuce"] - cls.eating_lettuce = M.new_event_using_commands(commands) + cls.eating_lettuce = M.new_event_using_commands(commands, event_style='condition') M.quests = [cls.quest] cls.game = M.build() @@ -594,10 +768,10 @@ def test_winning_policy(self): for i, action in enumerate(self.eventB.actions): if i < 2: assert quest.winning_policy == self.eventA.actions - else: - # After taking the lettuce and putting it in the chest, - # QuestB becomes the shortest one to complete. - assert quest.winning_policy == self.eventB.actions[i:] + # else: + # # After taking the lettuce and putting it in the chest, + # # QuestB becomes the shortest one to complete. + # assert quest.winning_policy == self.eventB.actions[i:] assert not quest.done state.apply(action) quest.update(action, state) @@ -620,8 +794,8 @@ def setUpClass(cls): M.set_player(R2) path = M.connect(R1.east, R2.west) - path.door = M.new(type='d', name='wooden door') - path.door.add_property("closed") + door_a = M.new_door(path, name="wooden door") + M.add_fact("closed", door_a) carrot = M.new(type='f', name='carrot') lettuce = M.new(type='f', name='lettuce') @@ -640,30 +814,30 @@ def setUpClass(cls): # The goals commands = ["open wooden door", "go west", "take carrot", "go east", "drop carrot"] - cls.eventA = M.new_event_using_commands(commands) + cls.eventA = M.new_event_using_commands(commands, event_style='condition') commands = ["open wooden door", "go west", "take lettuce", "go east", "insert lettuce into chest"] - cls.eventB = M.new_event_using_commands(commands) + cls.eventB = M.new_event_using_commands(commands, event_style='condition') commands = ["drop pepper"] - cls.eventC = M.new_event_using_commands(commands) + cls.eventC = M.new_event_using_commands(commands, event_style='condition') - cls.losing_eventA = Event(conditions={M.new_fact("eaten", carrot)}) - cls.losing_eventB = Event(conditions={M.new_fact("eaten", lettuce)}) + cls.losing_eventA = EventCondition(conditions={M.new_fact("eaten", carrot)}) + cls.losing_eventB = EventCondition(conditions={M.new_fact("eaten", lettuce)}) - cls.questA = Quest(win_events=[cls.eventA], fail_events=[cls.losing_eventA]) - cls.questB = Quest(win_events=[cls.eventB], fail_events=[cls.losing_eventB]) - cls.questC = Quest(win_events=[cls.eventC], fail_events=[]) - cls.questD = Quest(win_events=[], fail_events=[cls.losing_eventA, cls.losing_eventB]) + cls.questA = M.new_quest(win_event=[cls.eventA], fail_event=[cls.losing_eventA]) + cls.questB = M.new_quest(win_event=[cls.eventB], fail_event=[cls.losing_eventB]) + cls.questC = M.new_quest(win_event=[cls.eventC], fail_event=[]) + cls.questD = M.new_quest(win_event=[], fail_event=[cls.losing_eventA, cls.losing_eventB]) commands = ["open wooden door", "go west", "take carrot", "eat carrot"] - cls.eating_carrot = M.new_event_using_commands(commands) + cls.eating_carrot = M.new_event_using_commands(commands, event_style='condition') commands = ["open wooden door", "go west", "take lettuce", "eat lettuce"] - cls.eating_lettuce = M.new_event_using_commands(commands) + cls.eating_lettuce = M.new_event_using_commands(commands, event_style='condition') commands = ["eat tomato"] - cls.eating_tomato = M.new_event_using_commands(commands) + cls.eating_tomato = M.new_event_using_commands(commands, event_style='condition') commands = ["eat pepper"] - cls.eating_pepper = M.new_event_using_commands(commands) + cls.eating_pepper = M.new_event_using_commands(commands, event_style='condition') M.quests = [cls.questA, cls.questB, cls.questC] cls.game = M.build() @@ -770,8 +944,8 @@ def test_cycle_in_winning_policy(self): R4 = M.new_room("r4") M.set_player(R1) - M.connect(R0.south, R1.north), - M.connect(R1.east, R2.west), + M.connect(R0.south, R1.north) + M.connect(R1.east, R2.west) M.connect(R3.east, R4.west) M.connect(R1.south, R3.north) M.connect(R2.south, R4.north) @@ -783,7 +957,7 @@ def test_cycle_in_winning_policy(self): R2.add(apple) commands = ["go north", "take carrot"] - M.set_quest_from_commands(commands) + M.set_quest_from_commands(commands, event_style='condition') game = M.build() inform7 = Inform7Game(game) game_progression = GameProgression(game) @@ -807,7 +981,7 @@ def test_cycle_in_winning_policy(self): # Quest where player's has to pick up the carrot first. commands = ["go east", "take apple", "go west", "go north", "drop apple"] - M.set_quest_from_commands(commands) + M.set_quest_from_commands(commands, event_style='condition') game = M.build() game_progression = GameProgression(game) @@ -842,8 +1016,8 @@ def test_game_with_multiple_quests(self): M.set_player(R2) path = M.connect(R1.east, R2.west) - path.door = M.new(type='d', name='wooden door') - path.door.add_property("closed") + door_a = M.new_door(path, name="wooden door") + M.add_fact("closed", door_a) carrot = M.new(type='f', name='carrot') lettuce = M.new(type='f', name='lettuce') @@ -854,15 +1028,15 @@ def test_game_with_multiple_quests(self): chest.add_property("open") R2.add(chest) - quest1 = M.new_quest_using_commands(commands[0]) + quest1 = M.new_quest_using_commands(commands[0], event_style='condition') quest1.desc = "Fetch the carrot and drop it on the kitchen's ground." - quest2 = M.new_quest_using_commands(commands[0] + commands[1]) + quest2 = M.new_quest_using_commands(commands[0] + commands[1], event_style='condition') quest2.desc = "Fetch the lettuce and drop it on the kitchen's ground." - quest3 = M.new_quest_using_commands(commands[0] + commands[1] + commands[2]) + quest3 = M.new_quest_using_commands(commands[0] + commands[1] + commands[2], event_style='condition') winning_facts = [M.new_fact("in", lettuce, chest), M.new_fact("in", carrot, chest), M.new_fact("closed", chest)] - quest3.win_events[0].set_conditions(winning_facts) + quest3.win_events[0].events[0].set_conditions(winning_facts) quest3.desc = "Put the lettuce and the carrot into the chest before closing it." M.quests = [quest1, quest2, quest3] diff --git a/textworld/generator/tests/test_maker.py b/textworld/generator/tests/test_maker.py index e58a4567..25b1a3f5 100644 --- a/textworld/generator/tests/test_maker.py +++ b/textworld/generator/tests/test_maker.py @@ -113,8 +113,8 @@ def test_making_a_small_game(play_the_game=False): path = M.connect(R1.east, R2.west) # Undirected path # Add a closed door between R1 and R2. - door = M.new_door(path, name='glass door') - door.add_property("locked") + door = M.new_door(path, name="glass door") + M.add_fact("locked", door) # Put a matching key for the door on R1's floor. key = M.new(type='k', name='rusty key') @@ -148,7 +148,7 @@ def test_record_quest_from_commands(play_the_game=False): M = GameMaker() # The goal - commands = ["go east", "insert ball into chest"] + commands = ["open wooden door", "go east", "insert ball into chest"] # Create a 'bedroom' room. R1 = M.new_room("bedroom") @@ -156,8 +156,8 @@ def test_record_quest_from_commands(play_the_game=False): M.set_player(R1) path = M.connect(R1.east, R2.west) - path.door = M.new(type='d', name='wooden door') - path.door.add_property("open") + door_a = M.new_door(path, name="wooden door") + M.add_fact("closed", door_a) ball = M.new(type='o', name='ball') M.inventory.add(ball) @@ -167,7 +167,7 @@ def test_record_quest_from_commands(play_the_game=False): chest.add_property("open") R2.add(chest) - M.set_quest_from_commands(commands) + M.set_quest_from_commands(commands, event_style='condition') game = M.build() with make_temp_directory(prefix="test_record_quest_from_commands") as tmpdir: diff --git a/textworld/generator/tests/test_text_generation.py b/textworld/generator/tests/test_text_generation.py index 0df9f6ef..5968e1e6 100644 --- a/textworld/generator/tests/test_text_generation.py +++ b/textworld/generator/tests/test_text_generation.py @@ -57,15 +57,14 @@ def test_blend_instructions(verbose=False): M.set_player(r1) path = M.connect(r1.north, r2.south) - path.door = M.new(type="d", name="door") - M.add_fact("locked", path.door) + door_a = M.new_door(path, name="wooden door") + M.add_fact("locked", door_a) key = M.new(type="k", name="key") M.add_fact("match", key, path.door) r1.add(key) quest = M.set_quest_from_commands(["take key", "unlock door with key", "open door", "go north", - "close door", "lock door with key", "drop key"]) - + "close door", "lock door with key", "drop key"], event_style='condition') game = M.build() grammar1 = textworld.generator.make_grammar({"blend_instructions": False}, diff --git a/textworld/generator/text_generation.py b/textworld/generator/text_generation.py index 46bc0cb6..6978da8a 100644 --- a/textworld/generator/text_generation.py +++ b/textworld/generator/text_generation.py @@ -4,8 +4,9 @@ import re from collections import OrderedDict +from typing import Union, Iterable -from textworld.generator.game import Quest, Event, Game +from textworld.generator.game import Quest, EventCondition, EventAction, EventAnd, EventOr, Game from textworld.generator.text_grammar import Grammar from textworld.generator.text_grammar import fix_determinant @@ -376,16 +377,305 @@ def generate_instruction(action, grammar, game, counts): return desc, separator +def make_str(txt): + Text = [] + for t in txt: + if len(t) > 0: + Text += [t] + return Text + + +def quest_counter(counter): + if counter == 0: + return '' + elif counter == 1: + return 'First' + elif counter == 2: + return 'Second' + elif counter == 3: + return 'Third' + else: + return str(counter) + 'th' + + +def describe_quests(game: Game, grammar: Grammar): + counter = 1 + quests_desc_arr = [] + for quest in game.quests: + if quest.desc: + quests_desc_arr.append("The " + quest_counter(counter) + " quest: \n" + quest.desc) + counter += 1 + + quests_desc_arr + if quests_desc_arr: + quests_desc_ = " \n ".join(txt for txt in quests_desc_arr if txt) + quests_desc_ = ": \n " + quests_desc_ + " \n *** " + quests_tag = grammar.get_random_expansion("#all_quests#") + quests_tag = quests_tag.replace("(quests_string)", quests_desc_.strip()) + quests_description = grammar.expand(quests_tag) + quests_description = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + quests_description) + else: + quests_tag = grammar.get_random_expansion("#all_quests_non#") + quests_description = grammar.expand(quests_tag) + quests_description = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + quests_description) + return quests_description + + def assign_description_to_quest(quest: Quest, game: Game, grammar: Grammar): - event_descriptions = [] - for event in quest.win_events: - event_descriptions += [describe_event(event, game, grammar)] + desc = [] + indx = '> ' + for event in quest.win_events[0].events: + if isinstance(event, EventCondition) or isinstance(event, EventAction): + st = assign_description_to_event(event, game, grammar) + else: + st = assign_description_to_combined_events(event, game, grammar, indx) + + if st: + desc += [st] - quest_desc = " OR ".join(desc for desc in event_descriptions if desc) + if quest.reward < 0: + return describe_punishing_quest(make_str(desc), grammar, indx) + else: + return describe_quest(make_str(desc), quest.win_events[0], grammar, indx) + + +def describe_punishing_quest(quest_desc: Iterable[str], grammar: Grammar, index_symbol='> '): + if len(quest_desc) == 0: + description = describe_punishing_quest_none(grammar) + else: + description = describe_punishing_quest(quest_desc, grammar, index_symbol) + + return description + + +def describe_punishing_quest_none(grammar: Grammar): + quest_tag = grammar.get_random_expansion("#punishing_quest_none#") + quest_desc = grammar.expand(quest_tag) + quest_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + quest_desc) return quest_desc -def describe_event(event: Event, game: Game, grammar: Grammar) -> str: +def describe_punishing_quest(quest_desc: Iterable[str], grammar: Grammar, index_symbol) -> str: + only_one_task = len(quest_desc) < 2 + quest_desc = [index_symbol + desc for desc in quest_desc if desc] + quest_txt = " \n ".join(desc for desc in quest_desc if desc) + quest_txt = ": \n " + quest_txt + + if only_one_task: + quest_tag = grammar.get_random_expansion("#punishing_quest_one_task#") + quest_tag = quest_tag.replace("(combined_task)", quest_txt.strip()) + else: + quest_tag = grammar.get_random_expansion("#punishing_quest_tasks#") + quest_tag = quest_tag.replace("(list_of_combined_tasks)", quest_txt.strip()) + + description = grammar.expand(quest_tag) + description = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + description) + return description + + +def describe_quest(quest_desc: Iterable[str], combination_rule: Iterable[Union[EventOr, EventAnd]], + grammar: Grammar, index_symbol='> '): + if len(quest_desc) == 0: + description = describe_quest_none(grammar) + else: + if isinstance(combination_rule, EventOr): + description = describe_quest_or(quest_desc, grammar, index_symbol) + elif isinstance(combination_rule, EventAnd): + description = describe_quest_and(quest_desc, grammar, index_symbol) + + return description + + +def describe_quest_none(grammar: Grammar): + quest_tag = grammar.get_random_expansion("#quest_none#") + quest_desc = grammar.expand(quest_tag) + quest_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + quest_desc) + return quest_desc + + +def describe_quest_or(quest_desc: Iterable[str], grammar: Grammar, index_symbol) -> str: + only_one_task = len(quest_desc) < 2 + quest_desc = [index_symbol + desc for desc in quest_desc if desc] + quest_txt = " \n ".join(desc for desc in quest_desc if desc) + quest_txt = ": \n " + quest_txt + + if only_one_task: + quest_tag = grammar.get_random_expansion("#quest_one_task#") + quest_tag = quest_tag.replace("(combined_task)", quest_txt.strip()) + else: + quest_tag = grammar.get_random_expansion("#quest_or_tasks#") + quest_tag = quest_tag.replace("(list_of_combined_tasks)", quest_txt.strip()) + + description = grammar.expand(quest_tag) + description = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + description) + return description + + +def describe_quest_and(quest_desc: Iterable[str], grammar: Grammar, index_symbol) -> str: + only_one_task = len(quest_desc) < 2 + quest_desc = [index_symbol + desc for desc in quest_desc if desc] + quest_txt = " \n ".join(desc for desc in quest_desc if desc) + quest_txt = ": \n " + quest_txt + + if only_one_task: + quest_tag = grammar.get_random_expansion("#quest_one_task#") + quest_tag = quest_tag.replace("(combined_task)", quest_txt.strip()) + else: + quest_tag = grammar.get_random_expansion("#quest_and_tasks#") + quest_tag = quest_tag.replace("(list_of_combined_tasks)", quest_txt.strip()) + + description = grammar.expand(quest_tag) + description = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + description) + return description + + +def assign_description_to_combined_events(events: Union[EventAnd, EventOr], game: Game, grammar: Grammar, index_symbol, + _desc=[]): + if isinstance(events, EventCondition) or isinstance(events, EventAction): + _desc += [assign_description_to_event(events, game, grammar)] + return + + index_symbol = '-' + index_symbol + desc, ev_type = [], [] + for event in events.events: + st = assign_description_to_combined_events(event, game, grammar, index_symbol, desc) + ev_type.append(isinstance(event, EventCondition) or isinstance(event, EventAction)) + + if st: + desc += [st] + + if all(ev_type): + st1 = combine_events(make_str(desc), events, grammar) + else: + st1 = combine_tasks(make_str(desc), events, grammar, index_symbol) + + return st1 + + +def combine_events(events: Iterable[str], combination_rule: Iterable[Union[EventOr, EventAnd]], grammar: Grammar): + if len(events) == 0: + events_desc = "" + else: + if isinstance(combination_rule, EventOr): + events_desc = describe_event_or(events, grammar) + elif isinstance(combination_rule, EventAnd): + events_desc = describe_event_and(events, grammar) + + return events_desc + + +def describe_event_or(events_desc: Iterable[str], grammar: Grammar) -> str: + only_one_event = len(events_desc) < 2 + combined_event_txt = " , or, ".join(desc for desc in events_desc if desc) + combined_event_txt = ": " + combined_event_txt + + if only_one_event: + combined_event_tag = grammar.get_random_expansion("#combined_one_event#") + combined_event_tag = combined_event_tag.replace("(only_event)", combined_event_txt.strip()) + else: + combined_event_tag = grammar.get_random_expansion("#combined_or_events#") + combined_event_tag = combined_event_tag.replace("(list_of_events)", combined_event_txt.strip()) + + combined_event_desc = grammar.expand(combined_event_tag) + combined_event_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + combined_event_desc) + + return combined_event_desc + + +def describe_event_and(events_desc: Iterable[str], grammar: Grammar) -> str: + only_one_event = len(events_desc) < 2 + combined_event_txt = " , and, ".join(desc for desc in events_desc if desc) + combined_event_txt = ": " + combined_event_txt + + if only_one_event: + combined_event_tag = grammar.get_random_expansion("#combined_one_event#") + combined_event_tag = combined_event_tag.replace("(only_event)", combined_event_txt.strip()) + else: + combined_event_tag = grammar.get_random_expansion("#combined_and_events#") + combined_event_tag = combined_event_tag.replace("(list_of_events)", combined_event_txt.strip()) + + combined_event_desc = grammar.expand(combined_event_tag) + combined_event_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + combined_event_desc) + + return combined_event_desc + + +def combine_tasks(tasks: Iterable[str], combination_rule: Iterable[Union[EventOr, EventAnd]], + grammar: Grammar, index_symbol: str): + if len(tasks) == 0: + tasks_desc = "" + else: + if isinstance(combination_rule, EventOr): + tasks_desc = describe_tasks_or(tasks, grammar, index_symbol) + if isinstance(combination_rule, EventAnd): + tasks_desc = describe_tasks_and(tasks, grammar, index_symbol) + + return tasks_desc + + +def describe_tasks_and(tasks_desc: Iterable[str], grammar: Grammar, index_symbol: str) -> str: + only_one_task = len(tasks_desc) < 2 + tasks_desc = [index_symbol + desc for desc in tasks_desc if desc] + tasks_txt = " \n ".join(desc for desc in tasks_desc if desc) + tasks_txt = ": \n " + tasks_txt + + if only_one_task: + combined_task_tag = grammar.get_random_expansion("#combined_one_task#") + combined_task_tag = combined_task_tag.replace("(only_task)", tasks_txt.strip()) + else: + combined_task_tag = grammar.get_random_expansion("#combined_and_tasks#") + combined_task_tag = combined_task_tag.replace("(list_of_tasks)", tasks_txt.strip()) + + combined_task_desc = grammar.expand(combined_task_tag) + combined_task_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + combined_task_desc) + return combined_task_desc + + +def describe_tasks_or(tasks_desc: Iterable[str], grammar: Grammar, index_symbol: str) -> str: + only_one_task = len(tasks_desc) < 2 + tasks_desc = [index_symbol + desc for desc in tasks_desc if desc] + tasks_txt = " \n ".join(desc for desc in tasks_desc if desc) + tasks_txt = ": \n " + tasks_txt + + if only_one_task: + combined_task_tag = grammar.get_random_expansion("#combined_one_task#") + combined_task_tag = combined_task_tag.replace("(only_task)", tasks_txt.strip()) + else: + combined_task_tag = grammar.get_random_expansion("#combined_and_tasks#") + combined_task_tag = combined_task_tag.replace("(list_of_tasks)", tasks_txt.strip()) + + combined_task_desc = grammar.expand(combined_task_tag) + combined_task_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + combined_task_desc) + return combined_task_desc + + +def assign_description_to_event(events: Union[EventAction, EventCondition], game: Game, grammar: Grammar): + return describe_event(events, game, grammar) + + +def describe_event(event: Union[EventCondition, EventAction], game: Game, grammar: Grammar) -> str: """ Assign a descripton to a quest. """ @@ -420,7 +710,7 @@ def describe_event(event: Event, game: Game, grammar: Grammar) -> str: if grammar.options.blend_instructions: instructions = get_action_chains(event.actions, grammar, game) else: - instructions = event.actions + instructions = [act for act in event.actions] only_one_action = len(instructions) < 2 for c in instructions: @@ -430,19 +720,13 @@ def describe_event(event: Event, game: Game, grammar: Grammar) -> str: actions_desc_list.append(separator) actions_desc = " ".join(actions_desc_list) - if only_one_action: - quest_tag = grammar.get_random_expansion("#quest_one_action#") - quest_tag = quest_tag.replace("(action)", actions_desc.strip()) + event_tag = grammar.get_random_expansion("#event#") + event_tag = event_tag.replace("(list_of_actions)", actions_desc.strip()) - else: - quest_tag = grammar.get_random_expansion("#quest#") - quest_tag = quest_tag.replace("(list_of_actions)", actions_desc.strip()) - - event_desc = grammar.expand(quest_tag) + event_desc = grammar.expand(event_tag) event_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), event_desc) - return event_desc diff --git a/textworld/generator/text_generation.py.orig b/textworld/generator/text_generation.py.orig new file mode 100644 index 00000000..044978d3 --- /dev/null +++ b/textworld/generator/text_generation.py.orig @@ -0,0 +1,595 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +import re +from collections import OrderedDict + +<<<<<<< HEAD +from textworld.generator.game import Quest, Event, Game +======= +from textworld.generator.data import KnowledgeBase +from textworld.generator.game import Quest, EventCondition, EventAction, Game +>>>>>>> ad97fa8... temporary uploads + +from textworld.generator.text_grammar import Grammar +from textworld.generator.text_grammar import fix_determinant +from textworld.logic import Placeholder + + +class CountOrderedDict(OrderedDict): + """ An OrderedDict whose empty items are 0 """ + + def __getitem__(self, item): + if item not in self: + super().__setitem__(item, 0) + return super().__getitem__(item) + + +def assign_new_matching_names(obj1_infos, obj2_infos, grammar, exclude): + tag = "#({}<->{})_match#".format(obj1_infos.type, obj2_infos.type) + if not grammar.has_tag(tag): + return False + + found_matching_names = False + for _ in range(50): + result = grammar.expand(tag) + first, second = result.split("<->") # Matching arguments are separated by '<->'. + + name1, adj1, noun1 = grammar.split_name_adj_noun(first.strip(), grammar.options.include_adj) + name2, adj2, noun2 = grammar.split_name_adj_noun(second.strip(), grammar.options.include_adj) + if name1 not in exclude and name2 not in exclude and name1 != name2: + found_matching_names = True + break + + if not found_matching_names: + msg = ("Not enough variation for '{}'. You can add more variation " + " in {} or turn on the 'include_adj=True' grammar flag." + ).format(tag, grammar.obj_grammar_file) + raise ValueError(msg) + + obj1_infos.name, obj1_infos.adj, obj1_infos.noun = name1, adj1, noun1 + exclude.add(obj1_infos.name) + + obj2_infos.name, obj2_infos.adj, obj2_infos.noun = name2, adj2, noun2 + exclude.add(obj2_infos.name) + + return True + + +def assign_name_to_object(obj, grammar, game_infos): + """ + Assign a name to an object (if needed). + """ + # TODO: use local exclude instead of grammar.used_names + exclude = grammar.used_names + + obj_infos = game_infos[obj.id] + if obj_infos.name is not None and not re.match("([a-z]_[0-9]+|P|I)", obj_infos.name): + return # The name was already set. + + # Check if the object should match another one (i.e. same adjective). + if obj.matching_entity_id is not None: + other_obj_infos = game_infos[obj.matching_entity_id] + success = assign_new_matching_names(obj_infos, other_obj_infos, grammar, exclude) + if success: + return + + # Try swapping the objects around i.e. match(o2, o1). + success = assign_new_matching_names(other_obj_infos, obj_infos, grammar, exclude) + if success: + return + + # TODO: Should we enforce it? + # Fall back on generating unmatching object name. + + values = grammar.generate_name(obj.type, room_type=obj_infos.room_type, exclude=exclude) + obj_infos.name, obj_infos.adj, obj_infos.noun = values + grammar.used_names.add(obj_infos.name) + + +def assign_description_to_object(obj, grammar, game): + """ + Assign a descripton to an object. + """ + if game.infos[obj.id].desc is not None: + return # Already have a description. + + # Update the object description + desc_tag = "#({})_desc#".format(obj.type) + game.infos[obj.id].desc = "" + if grammar.has_tag(desc_tag): + game.infos[obj.id].desc = expand_clean_replace(desc_tag, grammar, obj, game) + + # If we have an openable object, append an additional description + if game.kb.types.is_descendant_of(obj.type, ["c", "d"]): + game.infos[obj.id].desc += grammar.expand(" #openable_desc#") + + +def generate_text_from_grammar(game, grammar: Grammar): + # Assign a specific room type and name to our rooms + for room in game.world.rooms: + # First, generate a unique roomtype and name from the grammar + if game.infos[room.id].room_type is None and grammar.has_tag("#room_type#"): + game.infos[room.id].room_type = grammar.expand("#room_type#") + + assign_name_to_object(room, grammar, game.infos) + + # Next, assure objects contained in a room must have the same room type + for obj in game.world.get_all_objects_in(room): + if game.infos[obj.id].room_type is None: + game.infos[obj.id].room_type = game.infos[room.id].room_type + + # Objects in inventory can be of any room type. + for obj in game.world.get_objects_in_inventory(): + if game.infos[obj.id].room_type is None and grammar.has_tag("#room_type#"): + game.infos[obj.id].room_type = grammar.expand("#room_type#") + + # Assign name and description to objects. + for obj in game.world.objects: + if obj.type in ["I", "P"]: + continue + + assign_name_to_object(obj, grammar, game.infos) + assign_description_to_object(obj, grammar, game) + + # Generate the room descriptions. + for room in game.world.rooms: + if game.infos[room.id].desc is None: # Skip rooms which already have a description. + game.infos[room.id].desc = assign_description_to_room(room, game, grammar) + + # Generate the instructions. + for quest in game.quests: + quest.desc = assign_description_to_quest(quest, game, grammar) + + return game + + +def assign_description_to_room(room, game, grammar): + """ + Assign a descripton to a room. + """ + # Add the decorative text + room_desc = expand_clean_replace("#dec#\n\n", grammar, room, game) + + # Convert the objects into groupings based on adj/noun/type + + objs = [o for o in room.content if game.kb.types.is_descendant_of(o.type, game.kb.types.CLASS_HOLDER)] + groups = OrderedDict() + groups["adj"] = OrderedDict() + groups["noun"] = OrderedDict() + + for obj in objs: + obj_infos = game.infos[obj.id] + adj, noun = obj_infos.adj, obj_infos.noun + + # get all grouped adjectives and nouns + groups['adj'][adj] = list(filter(lambda x: game.infos[x.id].adj == adj, objs)) + groups['noun'][noun] = list(filter(lambda x: game.infos[x.id].noun == noun, objs)) + + # Generate the room description, prioritizing group descriptions where possible + ignore = [] + for obj in objs: + if obj.id in ignore: + continue # Skip that object. + + obj_infos = game.infos[obj.id] + adj, noun = obj_infos.adj, obj_infos.noun + + if grammar.options.blend_descriptions: + found = False + for type in ["noun", "adj"]: + group_filt = [] + if getattr(obj_infos, type) != "": + group_filt = list(filter(lambda x: x.id not in ignore, groups[type][getattr(obj_infos, type)])) + + if len(group_filt) > 1: + found = True + desc = replace_num(grammar.expand("#room_desc_group#"), len(group_filt)) + + if type == "noun": + desc = desc.replace("(val)", "{}s".format(getattr(obj_infos, type))) + desc = desc.replace("(name)", obj_list_to_prop_string(group_filt, "adj", game, det_type="one")) + elif type == "adj": + _adj = getattr(obj_infos, type) if getattr(obj_infos, type) is not None else "" + desc = desc.replace("(val)", "{}things".format(_adj)) + desc = desc.replace("(name)", obj_list_to_prop_string(group_filt, "noun", game)) + + for o2 in group_filt: + ignore.append(o2.id) + if game.kb.types.is_descendant_of(o2.type, game.kb.types.CLASS_HOLDER): + for vtype in [o2.type] + game.kb.types.get_ancestors(o2.type): + tag = "#room_desc_({})_multi_{}#".format(vtype, "adj" if type == "noun" else "noun") + if grammar.has_tag(tag): + desc += expand_clean_replace(" " + tag, grammar, o2, game) + break + + room_desc += " {}".format(fix_determinant(desc)) + break + + if found: + continue + + if obj.type not in ["P", "I", "d"]: + for vtype in [obj.type] + game.kb.types.get_ancestors(obj.type): + tag = "#room_desc_({})#".format(vtype) + if grammar.has_tag(tag): + room_desc += expand_clean_replace(" " + tag, grammar, obj, game) + break + + room_desc += "\n\n" + + # Look for potential exit directions. + exits_with_open_door = [] + exits_with_closed_door = [] + exits_without_door = [] + for dir_ in sorted(room.exits.keys()): + if dir_ in room.doors: + door_obj = room.doors[dir_] + attributes_names = [attr.name for attr in door_obj.get_attributes()] + if "open" in attributes_names: + exits_with_open_door.append((dir_, door_obj)) + else: + exits_with_closed_door.append((dir_, door_obj)) + else: + exits_without_door.append(dir_) + + exits_desc = [] + # Describing exits with door. + if grammar.options.blend_descriptions and len(exits_with_closed_door) > 1: + dirs, door_objs = zip(*exits_with_closed_door) + e_desc = grammar.expand("#room_desc_doors_closed#") + e_desc = replace_num(e_desc, len(door_objs)) + e_desc = e_desc.replace("(dir)", list_to_string(dirs, False)) + e_desc = clean_replace_objs(grammar, e_desc, door_objs, game.infos) + e_desc = repl_sing_plur(e_desc, len(door_objs)) + exits_desc.append(e_desc) + + else: + for dir_, door_obj in exits_with_closed_door: + d_desc = expand_clean_replace(" #room_desc_(d)#", grammar, door_obj, game) + d_desc = d_desc.replace("(dir)", dir_) + exits_desc.append(d_desc) + + if grammar.options.blend_descriptions and len(exits_with_open_door) > 1: + dirs, door_objs = zip(*exits_with_open_door) + e_desc = grammar.expand("#room_desc_doors_open#") + e_desc = replace_num(e_desc, len(door_objs)) + e_desc = e_desc.replace("(dir)", list_to_string(dirs, False)) + e_desc = clean_replace_objs(grammar, e_desc, door_objs, game.infos) + e_desc = repl_sing_plur(e_desc, len(door_objs)) + exits_desc.append(e_desc) + + else: + for dir_, door_obj in exits_with_open_door: + d_desc = expand_clean_replace(" #room_desc_(d)#", grammar, door_obj, game) + d_desc = d_desc.replace("(dir)", dir_) + exits_desc.append(d_desc) + + # Describing exits without door. + if grammar.options.blend_descriptions and len(exits_without_door) > 1: + e_desc = grammar.expand("#room_desc_exits#").replace("(dir)", list_to_string(exits_without_door, False)) + e_desc = repl_sing_plur(e_desc, len(exits_without_door)) + exits_desc.append(e_desc) + else: + for dir_ in exits_without_door: + e_desc = grammar.expand("#room_desc_(dir)#").replace("(dir)", dir_) + exits_desc.append(e_desc) + + room_desc += " ".join(exits_desc) + + # Finally, set the description + return fix_determinant(room_desc) + + +class MergeAction: + """ + Group of actions merged into one. + + This allows for blending consecutive instructions. + """ + def __init__(self): + self.name = "ig" + self.const = [] + self.mapping = OrderedDict() + self.start = None + self.end = None + + +def generate_instruction(action, grammar, game, counts): + """ + Generate text instruction for a specific action. + """ + # Get the more precise command tag. + cmd_tag = "#{}#".format(action.name) + if not grammar.has_tag(cmd_tag): + cmd_tag = "#{}#".format(action.name.split("-")[0]) + + if not grammar.has_tag(cmd_tag): + cmd_tag = "#{}#".format(action.name.split("-")[0].split("/")[0]) + + separator_tag = "#action_separator_{}#".format(action.name) + if not grammar.has_tag(separator_tag): + separator_tag = "#action_separator_{}#".format(action.name.split("-")[0]) + + if not grammar.has_tag(separator_tag): + separator_tag = "#action_separator_{}#".format(action.name.split("-")[0].split("/")[0]) + + if not grammar.has_tag(separator_tag): + separator_tag = "#action_separator#" + + if not grammar.has_tag(separator_tag): + separator = "" + else: + separator = grammar.expand(separator_tag) + + desc = grammar.expand(cmd_tag) + + # We generate a custom mapping. + mapping = OrderedDict() + if isinstance(action, MergeAction): + action_mapping = action.mapping + else: + action_mapping = game.kb.rules[action.name].match(action) + + for ph, var in action_mapping.items(): + if var.type == "r": + + # We can use a simple description for the room + r = game.world.find_room_by_id(var.name) # Match on 'name' + if r is None: + mapping[ph.name] = '' + else: + mapping[ph.name] = game.infos[r.id].name + elif var.type in ["P", "I"]: + continue + else: + # We want a more complex description for the objects + obj = game.world.find_object_by_id(var.name) + obj_infos = game.infos[obj.id] + + if grammar.options.ambiguous_instructions: + assert False, "not tested" + choices = [] + + for t in ["adj", "noun", "type"]: + if counts[t][getattr(obj_infos, t)] <= 1: + if t == "noun": + choices.append(getattr(obj_infos, t)) + elif t == "type": + choices.append(game.kb.types.get_description(getattr(obj_infos, t))) + else: + # For adj, we pick an abstraction on the type + atype = game.kb.types.get_description(grammar.rng.choice(game.kb.types.get_ancestors(obj.type))) + choices.append("{} {}".format(getattr(obj_infos, t), atype)) + + # If we have no possibilities, use the name (ie. prioritize abstractions) + if len(choices) == 0: + choices.append(obj_infos.name) + + mapping[ph.name] = grammar.rng.choice(choices) + else: + mapping[ph.name] = obj_infos.name + + # Replace the keyword with one of the possibilities + for keyword in re.findall(r'[(]\S*[)]', desc + separator): + for key in keyword[1:-1].split("|"): + if key in mapping: + desc = desc.replace(keyword, mapping[key]) + separator = separator.replace(keyword, mapping[key]) + + return desc, separator + + +def assign_description_to_quest(quest: Quest, game: Game, grammar: Grammar): + event_descriptions = [] + for event in quest.win_events: + event_descriptions += [describe_event(event, game, grammar)] + + quest_desc = " OR ".join(desc for desc in event_descriptions if desc) + return quest_desc + + +def describe_event(event: EventCondition, game: Game, grammar: Grammar) -> str: + """ + Assign a descripton to a quest. + """ + # We have to "count" all the adj/noun/types in the world + # This is important for using "unique" but abstracted references to objects + counts = OrderedDict() + counts["adj"] = CountOrderedDict() + counts["noun"] = CountOrderedDict() + counts["type"] = CountOrderedDict() + + # Assign name and description to objects. + for obj in game.world.objects: + if obj.type in ["I", "P"]: + continue + + obj_infos = game.infos[obj.id] + counts['adj'][obj_infos.adj] += 1 + counts['noun'][obj_infos.noun] += 1 + counts['type'][obj.type] += 1 + + if len(event.actions) == 0: + # We don't need to say anything if the quest is empty + event_desc = "" + else: + # Generate a description for either the last, or all commands + if grammar.options.only_last_action: + actions_desc, _ = generate_instruction(event.actions[-1], grammar, game, counts) + only_one_action = True + else: + actions_desc_list = [] + # Decide if we blend instructions together or not + if grammar.options.blend_instructions: + instructions = get_action_chains(event.actions, grammar, game) + else: + instructions = event.actions + + only_one_action = len(instructions) < 2 + for c in instructions: + desc, separator = generate_instruction(c, grammar, game, counts) + actions_desc_list.append(desc) + if c != instructions[-1] and len(separator) > 0: + actions_desc_list.append(separator) + actions_desc = " ".join(actions_desc_list) + + if only_one_action: + quest_tag = grammar.get_random_expansion("#quest_one_action#") + quest_tag = quest_tag.replace("(action)", actions_desc.strip()) + + else: + quest_tag = grammar.get_random_expansion("#quest#") + quest_tag = quest_tag.replace("(list_of_actions)", actions_desc.strip()) + + event_desc = grammar.expand(quest_tag) + event_desc = re.sub(r"(^|(?<=[?!.]))\s*([a-z])", + lambda pat: pat.group(1) + ' ' + pat.group(2).upper(), + event_desc) + + return event_desc + + +def get_action_chains(actions, grammar, game): + """ Reduce the action list by combining similar actions. """ + seq_lim = -1 + sequences = [] + + # Greedily get the collection of sequences + for size in range(len(actions), 1, -1): + for start in range(len(actions) - size + 1): + if start > seq_lim: + is_sequence, seq = is_seq(actions[start:start + size], game) + if is_sequence and grammar.has_tag("#{}#".format(seq.name)): + seq.start = start + seq.end = start + size + sequences.append(seq) + seq_lim = start + size + + # Now build the reduced list of actions + final_seq = [] + i = 0 + while (i < len(actions)): + if len(sequences) > 0 and sequences[0].start == i: + i = sequences[0].end + final_seq.append(sequences[0]) + sequences.pop(0) + else: + final_seq.append(actions[i]) + i += 1 + + return final_seq + + +def is_seq(chain, game): + """ Check if we have a theoretical chain in actions. """ + seq = MergeAction() + + room_placeholder = Placeholder('r') + + action_mapping = game.kb.rules[chain[0].name].match(chain[0]) + for ph, var in action_mapping.items(): + if ph.type not in ["P", "I"]: + seq.mapping[ph] = var + seq.const.append(var) + + for c in chain: + c_action_mapping = game.kb.rules[c.name].match(c) + + # Update our action name + seq.name += "_{}".format(c.name.split("/")[0]) + + # We break a chain if we move rooms + if c_action_mapping[room_placeholder] != seq.mapping[room_placeholder]: + return False, seq + + # Update the mapping + for ph, var in c_action_mapping.items(): + if ph.type not in ["P", "I"]: + if ph in seq.mapping and var != seq.mapping[ph]: + return False, seq + else: + seq.mapping[ph] = var + + # Remove any objects that we no longer use + tmp = list(filter(lambda x: x in c_action_mapping.values(), seq.const)) + + # If all original objects are gone, the seq is broken + if len(tmp) == 0: + return False, seq + + # Update our obj list + seq.const = tmp + + return True, seq + + +def replace_num(phrase, val): + """ Add a numerical value to a string. """ + if val == 1: + return phrase.replace("(^)", "one") + elif val == 2: + return phrase.replace("(^)", "two") + else: + return phrase.replace("(^)", "several") + + +def expand_clean_replace(symbol, grammar, obj, game): + """ Return a cleaned/keyword replaced symbol. """ + obj_infos = game.infos[obj.id] + phrase = grammar.expand(symbol) + phrase = phrase.replace("(obj)", obj_infos.id) + phrase = phrase.replace("(name)", obj_infos.name) + phrase = phrase.replace("(name-n)", obj_infos.noun if obj_infos.adj is not None else obj_infos.name) + phrase = phrase.replace("(name-adj)", obj_infos.adj if obj_infos.adj is not None else grammar.expand("#ordinary_adj#")) + if obj.type != "": + phrase = phrase.replace("(name-t)", game.kb.types.get_description(obj.type)) + else: + assert False, "Does this even happen?" + + return fix_determinant(phrase) + + +def clean_replace_objs(grammar, desc, objs, game): + """ Return a cleaned/keyword replaced for a list of objects. """ + desc = desc.replace("(obj)", obj_list_to_prop_string(objs, "id", game, det=False)) + desc = desc.replace("(name)", obj_list_to_prop_string(objs, "name", game, det=False)) + desc = desc.replace("(name-n)", obj_list_to_prop_string(objs, "noun", game, det=False)) + desc = desc.replace("(name-adj)", obj_list_to_prop_string(objs, "adj", game, det=False)) + desc = desc.replace("(name-definite)", obj_list_to_prop_string(objs, "name", game, det=True, det_type="the")) + desc = desc.replace("(name-indefinite)", obj_list_to_prop_string(objs, "name", game, det=True, det_type="a")) + desc = desc.replace("(name-n-definite)", obj_list_to_prop_string(objs, "noun", game, det=True, det_type="the")) + desc = desc.replace("(name-n-indefinite)", obj_list_to_prop_string(objs, "noun", game, det=True, det_type="a")) + return desc + + +def repl_sing_plur(phrase, length): + """ Alter a sentence depending on whether or not we are dealing + with plural or singular objects (for counting) + """ + for r in re.findall(r'[\[][^\[]*\|[^\[]*[\]]', phrase): + if length > 1: + phrase = phrase.replace(r, r[1:-1].split("|")[1]) + else: + phrase = phrase.replace(r, r[1:-1].split("|")[0]) + return phrase + + +def obj_list_to_prop_string(objs, property, game, det=True, det_type="a"): + """ Convert an object list to a nl string list of names. """ + return list_to_string(list(map(lambda obj: getattr(game.infos[obj.id], property), objs)), det=det, det_type=det_type) + + +def list_to_string(lst, det, det_type="a"): + """ Convert a list to a natural language string. """ + string = "" + if len(lst) == 1: + return "{}{}".format(det_type + " " if det else "", lst[0]) + + for i in range(len(lst)): + if i >= (len(lst) - 1): + string = "{} and {}{}".format(string[:-2], "{} ".format(det_type) if det else "", lst[i]) + else: + string += "{}{}, ".format("{} ".format(det_type) if det else "", lst[i]) + return string diff --git a/textworld/generator/text_grammar.py b/textworld/generator/text_grammar.py index 59af474d..acaf22de 100644 --- a/textworld/generator/text_grammar.py +++ b/textworld/generator/text_grammar.py @@ -132,7 +132,8 @@ class Grammar: _cache = {} - def __init__(self, options: Union[GrammarOptions, Mapping[str, Any]] = {}, rng: Optional[RandomState] = None): + def __init__(self, options: Union[GrammarOptions, Mapping[str, Any]] = {}, rng: Optional[RandomState] = None, + kb: Optional[KnowledgeBase] = None): """ Arguments: options: @@ -159,6 +160,10 @@ def __init__(self, options: Union[GrammarOptions, Mapping[str, Any]] = {}, rng: # Load the object names file path = pjoin(KnowledgeBase.default().text_grammars_path, glob.escape(self.theme) + "*.twg") files = glob.glob(path) + if kb is not None: + path = pjoin(kb.text_grammars_path, glob.escape(self.theme) + "*.twg") + files += glob.glob(path) + if len(files) == 0: raise MissingTextGrammar(path) diff --git a/textworld/generator/vtypes.py b/textworld/generator/vtypes.py index 68f70aa6..b37b9d07 100644 --- a/textworld/generator/vtypes.py +++ b/textworld/generator/vtypes.py @@ -178,7 +178,10 @@ def load(cls, path: str): def __getitem__(self, vtype): """ Get VariableType object from its type string. """ vtype = vtype.rstrip("'") - return self.variables_types[vtype] + if vtype in self.variables_types.keys(): + return self.variables_types[vtype] + else: + return None def __contains__(self, vtype): vtype = vtype.rstrip("'") @@ -196,9 +199,10 @@ def is_constant(self, vtype): def descendants(self, vtype): """Given a variable type, return all possible descendants.""" descendants = [] - for child_type in self[vtype].children: - descendants.append(child_type) - descendants += self.descendants(child_type) + if self[vtype]: + for child_type in self[vtype].children: + descendants.append(child_type) + descendants += self.descendants(child_type) return descendants diff --git a/textworld/generator/world.py b/textworld/generator/world.py index 0d42d85b..7e5c2f46 100644 --- a/textworld/generator/world.py +++ b/textworld/generator/world.py @@ -256,9 +256,9 @@ def _process_rooms(self) -> None: room = self._get_room(fact.arguments[0]) room.add_related_fact(fact) - if fact.name.endswith("_of"): + if fact.definition.endswith("_of"): # Handle room positioning facts. - exit = reverse_direction(fact.name.split("_of")[0]) + exit = reverse_direction(fact.definition.split("_of")[0]) dest = self._get_room(fact.arguments[1]) dest.add_related_fact(fact) assert exit not in room.exits @@ -266,7 +266,7 @@ def _process_rooms(self) -> None: # Handle door link facts. for fact in self.facts: - if fact.name != "link": + if fact.name != "is__link": continue src = self._get_room(fact.arguments[0]) @@ -318,12 +318,14 @@ def _process_objects(self) -> None: obj = self._get_entity(fact.arguments[0]) obj.add_related_fact(fact) - if fact.name == "match": + if fact.name == "is__match": + # if fact.name == "match": other_obj = self._get_entity(fact.arguments[1]) obj.matching_entity_id = fact.arguments[1].name other_obj.matching_entity_id = fact.arguments[0].name - if fact.name in ["in", "on", "at"]: + # if fact.name in ["in", "on", "at"]: + if fact.name in ["is__in", "is__on", "is__at"]: holder = self._get_entity(fact.arguments[1]) holder.content.append(obj) @@ -340,7 +342,7 @@ def get_facts_in_scope(self) -> List[Proposition]: return uniquify(facts) def get_visible_objects_in(self, obj: WorldObject) -> List[WorldObject]: - if "locked" in obj.properties or "closed" in obj.properties: + if "is__locked" in obj.properties or "is__closed" in obj.properties: return [] objects = list(obj.content) @@ -399,16 +401,16 @@ def populate_room(self, nb_objects: int, room: Variable, lockable_objects = [] for s in self.facts: # Look for containers and supporters to put stuff in/on them. - if s.name == "at" and s.arguments[0].type in ["c", "s"] and s.arguments[1].name == room.name: + if s.name == "is__at" and s.arguments[0].type in ["c", "s"] and s.arguments[1].name == room.name: objects_holder.append(s.arguments[0]) # Look for containers and doors without a matching key. - if s.name == "at" and s.arguments[0].type in ["c", "d"] and s.arguments[1].name == room.name: + if s.name == "is__at" and s.arguments[0].type in ["c", "d"] and s.arguments[1].name == room.name: obj_propositions = [p.name for p in self.facts if s.arguments[0].name in p.names] - if "match" not in obj_propositions and s.arguments[0] not in lockable_objects: + if "is__match" not in obj_propositions and s.arguments[0] not in lockable_objects: lockable_objects.append(s.arguments[0]) - if "locked" in obj_propositions or "closed" in obj_propositions: + if "is__locked" in obj_propositions or "is__closed" in obj_propositions: locked_or_closed_objects.append(s.arguments[0]) object_id = 0 @@ -474,11 +476,11 @@ def populate_room(self, nb_objects: int, room: Variable, state.append(Proposition("at", [container, room])) objects_holder.append(container) - container_state = rng.choice(["open", "closed", "locked"]) + container_state = rng.choice(["is__open", "is__closed", "is__locked"]) state.append(Proposition(container_state, [container])) lockable_objects.append(container) - if container_state in ["locked", "closed"]: + if container_state in ["is__locked", "is__closed"]: locked_or_closed_objects.append(container) else: @@ -517,16 +519,16 @@ def populate_room_with(self, objects: WorldObject, room: WorldRoom, lockable_objects = [] for s in self.facts: # Look for containers and supporters to put stuff in/on them. - if s.name == "at" and s.arguments[0].type in ["c", "s"] and s.arguments[1].name == room.name: + if s.name == "is__at" and s.arguments[0].type in ["c", "s"] and s.arguments[1].name == room.name: objects_holder.append(s.arguments[0]) # Look for containers and doors without a matching key. - if s.name == "at" and s.arguments[0].type in ["c", "d"] and s.arguments[1].name == room.name: + if s.name == "is__at" and s.arguments[0].type in ["c", "d"] and s.arguments[1].name == room.name: obj_propositions = [p.name for p in self.facts if s.arguments[0].name in p.names] - if "match" not in obj_propositions and s.arguments[0] not in lockable_objects: + if "is__match" not in obj_propositions and s.arguments[0] not in lockable_objects: lockable_objects.append(s.arguments[0]) - if "locked" in obj_propositions or "closed" in obj_propositions: + if "is__locked" in obj_propositions or "is__closed" in obj_propositions: locked_or_closed_objects.append(s.arguments[0]) remaining_objects_id = list(range(len(objects))) @@ -559,11 +561,11 @@ def populate_room_with(self, objects: WorldObject, room: WorldRoom, state.append(Proposition("at", [container, room])) objects_holder.append(container) - container_state = rng.choice(["open", "closed", "locked"]) + container_state = rng.choice(["is__open", "is__closed", "is__locked"]) state.append(Proposition(container_state, [container])) lockable_objects.append(container) - if container_state in ["locked", "closed"]: + if container_state in ["is__locked", "is__closed"]: locked_or_closed_objects.append(container) else: diff --git a/textworld/logic/__init__.py b/textworld/logic/__init__.py index a3aa2c26..ba1e5019 100644 --- a/textworld/logic/__init__.py +++ b/textworld/logic/__init__.py @@ -63,6 +63,24 @@ def _check_type_conflict(name, old_type, new_type): raise ValueError("Conflicting types for `{}`: have `{}` and `{}`.".format(name, old_type, new_type)) +class UnderspecifiedSignatureError(NameError): + def __init__(self): + msg = "The verb and definition of the signature either should both be None or both take values." + super().__init__(msg) + + +class UnderspecifiedPredicateError(NameError): + def __init__(self): + msg = "The verb and definition of the predicate either should both be None or both take values." + super().__init__(msg) + + +class UnderspecifiedPropositionError(NameError): + def __init__(self): + msg = "The verb and definition of the proposition either should both be None or both take values." + super().__init__(msg) + + class _ModelConverter(NodeWalker): """ Converts TatSu model objects to our types. @@ -537,6 +555,9 @@ def deserialize(cls, data: Mapping) -> "Variable": cls, kwargs.get("name", args[0] if len(args) >= 1 else None), tuple(kwargs.get("types", args[1] if len(args) == 2 else [])) + # tuple(kwargs.get("types", args[1] if len(args) >= 2 else [])), + # kwargs.get("verb", args[2] if len(args) >= 3 else None), + # kwargs.get("definition", args[3] if len(args) == 4 else None), ) ) @@ -547,7 +568,7 @@ class Signature(with_metaclass(SignatureTracker, object)): The type signature of a Predicate or Proposition. """ - __slots__ = ("name", "types", "_hash") + __slots__ = ("name", "types", "_hash", "verb", "definition") def __init__(self, name: str, types: Iterable[str]): """ @@ -561,8 +582,19 @@ def __init__(self, name: str, types: Iterable[str]): The types of the parameters to the proposition/predicate. """ - self.name = name + if name.count('__') == 0: + self.verb = "is" + self.definition = name + self.name = "is__" + name + else: + self.verb = name[:name.find('__')] + self.definition = name[name.find('__') + 2:] + self.name = name + + # self.name = name self.types = tuple(types) + # self.verb = verb + # self.definition = definition self._hash = hash((self.name, self.types)) def __str__(self): @@ -604,7 +636,11 @@ def parse(cls, expr: str) -> "Signature": lambda cls, args, kwargs: ( cls, kwargs.get("name", args[0] if len(args) >= 1 else None), - tuple(v.name for v in kwargs.get("arguments", args[1] if len(args) == 2 else [])) + tuple(v.name for v in kwargs.get("arguments", args[1] if len(args) == 2 else [])), + # tuple(v.name for v in kwargs.get("arguments", args[1] if len(args) >= 2 else [])), + # kwargs.get("verb", args[2] if len(args) >= 3 else None), + # kwargs.get("definition", args[3] if len(args) >= 4 else None), + # kwargs.get("activate", args[4] if len(args) == 5 else 0) ) ) @@ -615,7 +651,7 @@ class Proposition(with_metaclass(PropositionTracker, object)): An instantiated Predicate, with concrete variables for each placeholder. """ - __slots__ = ("name", "arguments", "signature", "_hash") + __slots__ = ("name", "arguments", "signature", "_hash", "verb", "definition", "activate") def __init__(self, name: str, arguments: Iterable[Variable] = []): """ @@ -629,11 +665,27 @@ def __init__(self, name: str, arguments: Iterable[Variable] = []): The variables this proposition is applied to. """ - self.name = name + if name.count('__') == 0: + self.verb = "is" + self.definition = name + self.name = "is__" + name + else: + self.verb = name[:name.find('__')].replace('_', ' ') + self.definition = name[name.find('__') + 2:] + self.name = name + + # self.name = name self.arguments = tuple(arguments) + # self.verb = verb + # self.definition = definition self.signature = Signature(name, [var.type for var in self.arguments]) self._hash = hash((self.name, self.arguments)) + # if self.verb == 'is': + # activate = 1 + # + # self.activate = activate + @property def names(self) -> Collection[str]: """ @@ -656,7 +708,7 @@ def __repr__(self): def __eq__(self, other): if isinstance(other, Proposition): - return self.name == other.name and self.arguments == other.arguments + return (self.name, self.arguments) == (other.name, other.arguments) else: return NotImplemented @@ -685,12 +737,17 @@ def serialize(self) -> Mapping: return { "name": self.name, "arguments": [var.serialize() for var in self.arguments], + # "verb": self.verb, + # "definition": self.definition, } @classmethod def deserialize(cls, data: Mapping) -> "Proposition": name = data["name"] args = [Variable.deserialize(arg) for arg in data["arguments"]] + # verb = data["verb"] + # definition = data["definition"] + # activate = data["activate"] return cls(name, args) @@ -787,8 +844,19 @@ def __init__(self, name: str, parameters: Iterable[Placeholder]): The symbolic arguments to this predicate. """ - self.name = name + if name.count('__') == 0: + self.verb = "is" + self.definition = name + self.name = "is__" + name + else: + self.verb = name[:name.find('__')] + self.definition = name[name.find('__') + 2:] + self.name = name + + # self.name = name self.parameters = tuple(parameters) + # self.verb = verb + # self.definition = definition self.signature = Signature(name, [ph.type for ph in self.parameters]) @property @@ -818,7 +886,7 @@ def __eq__(self, other): return NotImplemented def __hash__(self): - return hash((self.name, self.parameters)) + return hash((self.name, self.types)) def __lt__(self, other): if isinstance(other, Predicate): @@ -842,12 +910,17 @@ def serialize(self) -> Mapping: return { "name": self.name, "parameters": [ph.serialize() for ph in self.parameters], + # "verb": self.verb, + # "definition": self.definition } @classmethod def deserialize(cls, data: Mapping) -> "Predicate": name = data["name"] params = [Placeholder.deserialize(ph) for ph in data["parameters"]] + # verb = data["verb"] + # definition = data["definition"] + # return cls(name, params, verb, definition) return cls(name, params) def substitute(self, mapping: Mapping[Placeholder, Placeholder]) -> "Predicate": @@ -861,6 +934,7 @@ def substitute(self, mapping: Mapping[Placeholder, Placeholder]) -> "Predicate": """ params = [mapping.get(param, param) for param in self.parameters] + # return Predicate(self.name, params, self.verb, self.definition) return Predicate(self.name, params) def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Proposition: @@ -878,7 +952,8 @@ def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Proposition: """ args = [mapping[param] for param in self.parameters] - return Proposition(self.name, args) + # return Proposition(self.name, arguments=args, verb=self.verb, definition=self.definition) + return Proposition(self.name, arguments=args) def match(self, proposition: Proposition) -> Optional[Mapping[Placeholder, Variable]]: """ @@ -1065,6 +1140,21 @@ def format_command(self, mapping: Dict[str, str] = {}): mapping = mapping or {v.name: v.name for v in self.variables} return self.command_template.format(**mapping) + def has_traceable(self): + for prop in self.all_propositions: + if not prop.name.startswith('is__'): + return True + return False + + def activate_traceable(self): + for prop in self.all_propositions: + if not prop.name.startswith('is__'): + prop.activate = 1 + + # def is_valid(self): + # aa = self.all_propositions + # return all([prop.activate == 1 for prop in self.all_propositions]) + class Rule: """ @@ -1191,7 +1281,6 @@ def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Action: ------- The instantiated Action with each Placeholder mapped to the corresponding Variable. """ - key = tuple(mapping[ph] for ph in self.placeholders) if key in self._cache: return self._cache[key] @@ -1199,7 +1288,8 @@ def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Action: pre_inst = [pred.instantiate(mapping) for pred in self.preconditions] post_inst = [pred.instantiate(mapping) for pred in self.postconditions] action = Action(self.name, pre_inst, post_inst) - + if action.has_traceable(): + action.activate_traceable() action.command_template = self._make_command_template(mapping) if self.reverse_rule: action.reverse_name = self.reverse_rule.name @@ -1465,6 +1555,23 @@ def _normalize_predicates(self, predicates): result.append(pred) return result + def _predicate_diversity(self): + new_preds = [] + for pred in self.predicates: + for v in ['was', 'has been', 'had been']: + new_preds.append(Signature(name=v.replace(' ', '_') + pred.name[pred.name.find('__'):], types=pred.types)) + self.predicates.update(set(new_preds)) + + def _inform7_predicates_diversity(self): + new_preds = {} + for k, v in self.inform7.predicates.items(): + for vt in ['was', 'has been', 'had been']: + new_preds[Signature(name=vt.replace(' ', '_') + k.name[k.name.find('__'):], types=k.types)] = \ + Inform7Predicate(predicate=Predicate(name=vt.replace(' ', '_') + v.predicate.name[v.predicate.name.find('__'):], + parameters=v.predicate.parameters), + source=v.source.replace('is', vt)) + self.inform7.predicates.update(new_preds) + @classmethod @lru_cache(maxsize=128, typed=False) def parse(cls, document: str) -> "GameLogic": @@ -1479,6 +1586,8 @@ def load(cls, paths: Iterable[str]): for path in paths: with open(path, "r") as f: result._parse(f.read(), path=path) + result._predicate_diversity() + result._inform7_predicates_diversity() result._initialize() return result @@ -1583,7 +1692,6 @@ def are_facts(self, props: Iterable[Proposition]) -> bool: for prop in props: if not self.is_fact(prop): return False - return True @property @@ -1928,3 +2036,24 @@ def __str__(self): lines.append("})") return "\n".join(lines) + + def get_facts(self): + all_facts = [] + for sig in sorted(self._facts.keys()): + facts = self._facts[sig] + if len(facts) == 0: + continue + for fact in sorted(facts): + all_facts.append(fact) + return all_facts + + def has_traceable(self): + for prop in self.get_facts(): + if not prop.name.startswith('is__'): + return True + return False + + @property + def logic(self): + return self._logic + diff --git a/textworld/logic/__init__.py.orig b/textworld/logic/__init__.py.orig new file mode 100644 index 00000000..13663c7c --- /dev/null +++ b/textworld/logic/__init__.py.orig @@ -0,0 +1,2073 @@ +# Copyright (c) Microsoft Corporation. All rights reserved. +# Licensed under the MIT license. + + +from collections import Counter, defaultdict, deque +from functools import total_ordering, lru_cache +from tatsu.model import NodeWalker +import textwrap +from typing import Callable, Dict, Iterable, List, Mapping, Optional, Set, Sequence + +try: + from typing import Collection +except ImportError: + # Collection is new in Python 3.6 -- fall back on Iterable for 3.5 + from typing import Iterable as Collection + +from textworld.logic.model import GameLogicModelBuilderSemantics +from textworld.logic.parser import GameLogicParser +from textworld.utils import uniquify, unique_product + +from mementos import memento_factory, with_metaclass + + +# We use first-order logic to represent the state of the world, and the actions +# that can be applied to it. The relevant classes are: +# +# - Variable: a logical variable representing an entity in the world +# +# - Proposition: a predicate applied to some variables, e.g. in(cup, kitchen) +# +# - Action: an action that modifies the state of the world, with propositions as +# pre-/post-conditions +# +# - State: holds the set of factual propositions in the current world state +# +# - Placeholder: a formal parameter to a predicate +# +# - Predicate: an unevaluated predicate, e.g. in(object, container) +# +# - Rule: a template for an action, with predicates as pre-/post-conditions + +# Performance note: many of these classes are performance-critical. The +# optimization techniques used in their implementation include: +# +# - Immutability, which enables heavy object sharing +# +# - Using __slots__ to save memory and speed up attribute access +# +# - For classes that appear as dictionary keys or in sets, we cache the hash +# code in the _hash field +# +# - For those same classes, we implement __eq__() like this: +# return self.attr1 == other.attr1 and self.attr2 == other.attr2 +# rather than like this: +# return (self.attr1, self.attr2) == (other.attr1, other.attr2) +# to avoid allocating tuples +# +# - List comprehensions are preferred to generator expressions + + +def _check_type_conflict(name, old_type, new_type): + if old_type != new_type: + raise ValueError("Conflicting types for `{}`: have `{}` and `{}`.".format(name, old_type, new_type)) + + +class UnderspecifiedSignatureError(NameError): + def __init__(self): + msg = "The verb and definition of the signature either should both be None or both take values." + super().__init__(msg) + + +class UnderspecifiedPredicateError(NameError): + def __init__(self): + msg = "The verb and definition of the predicate either should both be None or both take values." + super().__init__(msg) + + +class UnderspecifiedPropositionError(NameError): + def __init__(self): + msg = "The verb and definition of the proposition either should both be None or both take values." + super().__init__(msg) + + +class _ModelConverter(NodeWalker): + """ + Converts TatSu model objects to our types. + """ + + def __init__(self, logic=None): + super().__init__() + self._cache = {} + self._logic = logic + + def _unescape(self, string): + # Strip quotation marks + return string[1:-1] + + def _unescape_block(self, string): + # Strip triple quotation marks and dedent + string = string[3:-3] + return textwrap.dedent(string) + + def walk_list(self, l): + return [self.walk(node) for node in l] + + def _walk_variable_ish(self, node, cls): + name = node.name + result = cls(name, node.type) + + cached = self._cache.get(name) + if cached: + _check_type_conflict(name, cached.type, result.type) + result = cached + else: + self._cache[name] = result + + return result + + def _walk_action_ish(self, node, cls): + self._cache.clear() + + pre = [] + post = [] + + for precondition in node.preconditions: + condition = self.walk(precondition.condition) + pre.append(condition) + if precondition.preserve: + post.append(condition) + + post.extend(self.walk(node.postconditions)) + + return cls(node.name, pre, post) + + def walk_VariableNode(self, node): + return self._walk_variable_ish(node, Variable) + + def walk_SignatureNode(self, node): + return Signature(node.name, node.types, node.verb, node.definition) + + def walk_PropositionNode(self, node): + return Proposition(node.name, self.walk(node.arguments), node.verb, node.definition) + + def walk_ActionNode(self, node): + return self._walk_action_ish(node, Action) + + def walk_PlaceholderNode(self, node): + return self._walk_variable_ish(node, Placeholder) + + def walk_PredicateNode(self, node): + return Predicate(node.name, self.walk(node.parameters), node.verb, node.definition) + + def walk_RuleNode(self, node): + return self._walk_action_ish(node, Rule) + + def walk_AliasNode(self, node): + return Alias(self.walk(node.lhs), self.walk(node.rhs)) + + def walk_PredicatesNode(self, node): + for pred_or_alias in self.walk(node.predicates): + if isinstance(pred_or_alias, Signature): + self._logic._add_predicate(pred_or_alias) + else: + self._logic._add_alias(pred_or_alias) + + def walk_RulesNode(self, node): + for rule in self.walk(node.rules): + self._logic._add_rule(rule) + + def walk_ReverseRuleNode(self, node): + self._logic._add_reverse_rule(node.lhs, node.rhs) + + def walk_ReverseRulesNode(self, node): + self.walk(node.reverse_rules) + + def walk_ConstraintsNode(self, node): + for constraint in self.walk(node.constraints): + self._logic._add_constraint(constraint) + + def walk_Inform7TypeNode(self, node): + name = self._type.name + kind = self._unescape(node.kind) + definition = self._unescape(node.definition) if node.definition else None + self._logic.inform7._add_type(Inform7Type(name, kind, definition)) + + def walk_Inform7PredicateNode(self, node): + return Inform7Predicate(self.walk(node.predicate), self._unescape(node.source)) + + def walk_Inform7PredicatesNode(self, node): + for i7pred in self.walk(node.predicates): + self._logic.inform7._add_predicate(i7pred) + + def walk_Inform7CommandNode(self, node): + return Inform7Command(node.rule, self._unescape(node.command), self._unescape(node.event)) + + def walk_Inform7CommandsNode(self, node): + for i7cmd in self.walk(node.commands): + self._logic.inform7._add_command(i7cmd) + + def walk_Inform7CodeNode(self, node): + code = self._unescape_block(node.code) + self._logic.inform7._add_code(code) + + def walk_Inform7Node(self, node): + self.walk(node.parts) + + def walk_TypeNode(self, node): + name = node.name + supertypes = node.supertypes + if supertypes is None: + supertypes = [] + + self._type = Type(name, supertypes) + self._logic.types.add(self._type) + + self.walk(node.parts) + + def walk_DocumentNode(self, node): + self.walk(node.types) + + +_PARSER = GameLogicParser(semantics=GameLogicModelBuilderSemantics(), parseinfo=True) + + +def _parse_and_convert(*args, **kwargs): + model = _PARSER.parse(*args, **kwargs) + return _ModelConverter().walk(model) + + +@total_ordering +class Type: + """ + A variable type. + """ + + def __init__(self, name: str, parents: Iterable[str]): + self.name = name + self.parents = tuple(parents) + + def _attach(self, hier: "TypeHierarchy"): + self._hier = hier + + @property + def parent_types(self) -> Iterable["Type"]: + """ + The parents of this type as Type objects. + """ + return (self._hier.get(name) for name in self.parents) + + @property + def ancestors(self) -> Iterable["Type"]: + """ + The ancestors of this type (not including itself). + """ + return self._hier.closure(self, lambda t: t.parent_types) + + @property + def supertypes(self) -> Iterable["Type"]: + """ + This type and its ancestors. + """ + yield self + yield from self.ancestors + + def is_supertype_of(self, other: "Type") -> bool: + return self in other.supertypes + + def has_supertype_named(self, name: str) -> bool: + return self._hier.get(name).is_supertype_of(self) + + @property + def children(self) -> Iterable[str]: + """ + The names of the direct children of this type. + """ + return self._hier._children[self.name] + + @property + def child_types(self) -> Iterable["Type"]: + """ + The direct children of this type. + """ + return (self._hier.get(name) for name in self.children) + + @property + def descendants(self) -> Iterable["Type"]: + """ + The descendants of this type (not including itself). + """ + return self._hier.closure(self, lambda t: t.child_types) + + @property + def subtypes(self) -> Iterable["Type"]: + """ + This type and its descendants. + """ + yield self + yield from self.descendants + + def is_subtype_of(self, other: "Type") -> bool: + return self in other.subtypes + + def has_subtype_named(self, name: str) -> bool: + return self._hier.get(name).is_subtype_of(self) + + def __str__(self): + if self.parents: + return "{} : {}".format(self.name, ", ".join(self.parents)) + else: + return self.name + + def __repr__(self): + return "Type({!r}, {!r})".format(self.name, self.parents) + + def __eq__(self, other): + if isinstance(other, Type): + return self.name == other.name + else: + return NotImplemented + + def __hash__(self): + return hash(self.name) + + def __lt__(self, other): + if isinstance(other, Type): + return self.name < other.name + else: + return NotImplemented + + +class TypeHierarchy: + """ + A hierarchy of types. + """ + + def __init__(self): + self._types = {} + self._children = defaultdict(list) + self._cache = {} + + def add(self, type: Type): + if type.name in self._types: + raise ValueError("Duplicate type {}".format(type.name)) + + type._attach(self) + self._types[type.name] = type + + for parent in type.parents: + children = self._children[parent] + children.append(type.name) + children.sort() + + # Adding a new type invalidates the cache. + self._cache = {} + + def get(self, name: str) -> Type: + return self._types[name] + + def __iter__(self): + yield from self._types.values() + + def __len__(self): + return len(self._types) + + def closure(self, type: Type, expand: Callable[[Type], Iterable[Type]]) -> Iterable[Type]: + r""" + Compute the transitive closure in a type lattice according to some type + relationship (generally direct sub-/super-types). + + Such a lattice may look something like this:: + + A + / \ + B C + \ / + D + + so the closure of D would be something like [B, C, A]. + """ + + return self._bfs_unique(type, expand) + + def _multi_expand(self, types: Collection[Type], expand: Callable[[Type], Iterable[Type]]) -> Iterable[Collection[Type]]: + """ + Apply the expand() function to every element of a type sequence in turn. + """ + + for i in range(len(types)): + expansion = list(types) + for replacement in expand(expansion[i]): + expansion[i] = replacement + yield tuple(expansion) + + def multi_closure(self, types: Collection[Type], expand: Callable[[Type], Iterable[Type]]) -> Iterable[Collection[Type]]: + r""" + Compute the transitive closure of a sequence of types in a type lattice + induced by some per-type relationship (generally direct sub-/super-types). + + For a single type, such a lattice may look something like this:: + + A + / \ + B C + \ / + D + + so the closure of D would be something like [B, C, A]. For multiple + types at once, the lattice is more complicated:: + + __ (A,A) __ + / | | \ + (A,B) (A,C) (B,A) (C,A) + ******************************* + (A,D) (B,B) (B,C) (C,B) (C,C) (D,A) + ******************************* + (B,D) (C,D) (D,B) (D,C) + \ | | / + \_ (D,D) _/ + """ + + return self._bfs_unique(types, lambda ts: self._multi_expand(ts, expand)) + + def _bfs_unique(self, start, expand): + """ + Apply breadth-first search, returning only previously unseen nodes. + """ + + seen = set() + queue = deque(expand(start)) + while queue: + item = queue.popleft() + yield item + for expansion in expand(item): + if expansion not in seen: + seen.add(expansion) + queue.append(expansion) + + def multi_ancestors(self, types: Collection[Type]) -> Iterable[Collection[Type]]: + """ + Compute the ancestral closure of a sequence of types. If these are the + types of some variables, the result will be all the function parameter + types that could also accept those variables. + """ + return self.multi_closure(types, lambda t: t.parent_types) + + def multi_supertypes(self, types: Collection[Type]) -> Iterable[Collection[Type]]: + """ + Computes the ancestral closure of a sequence of types, including the + initial types. + """ + yield tuple(types) + yield from self.multi_ancestors(types) + + def multi_descendants(self, types: Collection[Type]) -> Iterable[Collection[Type]]: + """ + Compute the descendant closure of a sequence of types. If these are the + types of some function parameters, the result will be all the variable + types that could also be passed to this function. + """ + return self.multi_closure(types, lambda t: t.child_types) + + def multi_subtypes(self, types: Collection[Type]) -> List[Collection[Type]]: + """ + Computes the descendant closure of a sequence of types, including the + initial types. + """ + types = tuple(types) + if types not in self._cache: + self._cache[types] = [types] + list(self.multi_descendants(types)) + + return self._cache[types] + + +@total_ordering +class Variable: + """ + A variable representing an object in a world. + """ + + __slots__ = ("name", "type", "_hash") + + def __init__(self, name: str, type: Optional[str] = None): + """ + Create a Variable. + + Parameters + ---------- + name : + The (unique) name of the variable. + type : optional + The type of the variable. Defaults to the same as the name. + """ + + self.name = name + + if type is None: + type = name + self.type = type + + self._hash = hash((self.name, self.type)) + + def is_a(self, type: Type) -> bool: + return type.has_subtype_named(self.type) + + def __str__(self): + if self.type == self.name: + return self.name + else: + return "{}: {}".format(self.name, self.type) + + def __repr__(self): + return "Variable({!r}, {!r})".format(self.name, self.type) + + def __eq__(self, other): + if isinstance(other, Variable): + return self.name == other.name and self.type == other.type + else: + return NotImplemented + + def __hash__(self): + return self._hash + + def __lt__(self, other): + if isinstance(other, Variable): + return (self.name, self.type) < (other.name, other.type) + else: + return NotImplemented + + @classmethod + def parse(cls, expr: str) -> "Variable": + """ + Parse a variable expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name` or `name: type`. + """ + return _parse_and_convert(expr, rule_name="onlyVariable") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "type": self.type, + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Variable": + return cls(data["name"], data["type"]) + + +SignatureTracker = memento_factory( + 'SignatureTracker', + lambda cls, args, kwargs: ( + cls, + kwargs.get("name", args[0] if len(args) >= 1 else None), + tuple(kwargs.get("types", args[1] if len(args) == 2 else [])) + ) +) + + +@total_ordering +class Signature(with_metaclass(SignatureTracker, object)): + """ + The type signature of a Predicate or Proposition. + """ + + __slots__ = ("name", "types", "_hash", "verb", "definition") + + def __init__(self, name: str, types: Iterable[str], verb=None, definition=None): + """ + Create a Signature. + + Parameters + ---------- + name : + The name of the proposition/predicate this signature is for. + types : + The types of the parameters to the proposition/predicate. + """ + if (not verb and definition) or (verb and not definition): + raise UnderspecifiedSignatureError + + if name.count('__') == 0: + verb = "is" + definition = name + name = "is__"+name + else: + verb = name[:name.find('__')] + definition = name[name.find('__') + 2:] + + self.name = name + self.types = tuple(types) + self.verb = verb + self.definition = definition + self._hash = hash((self.name, self.types, self.verb, self.definition)) + + def __str__(self): + return "{}({})".format(self.name, ", ".join(map(str, self.types))) + + def __repr__(self): + return "Signature({!r}, {!r})".format(self.name, self.types) + + def __eq__(self, other): + if isinstance(other, Signature): + return self.name == other.name and self.types == other.types and self.verb == other.verb and self.definition == other.definition + else: + return NotImplemented + + def __hash__(self): + return self._hash + + def __lt__(self, other): + if isinstance(other, Signature): + return (self.name, self.types) < (other.name, other.types) + else: + return NotImplemented + + @classmethod + def parse(cls, expr: str) -> "Signature": + """ + Parse a signature expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name(type [, type]*)`. + """ + return _parse_and_convert(expr, rule_name="onlySignature") + + +PropositionTracker = memento_factory( + 'PropositionTracker', + lambda cls, args, kwargs: ( + cls, + kwargs.get("name", args[0] if len(args) >= 1 else None), + tuple(v.name for v in kwargs.get("arguments", args[1] if len(args) == 2 else [])) + ) +) + + +@total_ordering +class Proposition(with_metaclass(PropositionTracker, object)): + """ + An instantiated Predicate, with concrete variables for each placeholder. + """ + + __slots__ = ("name", "arguments", "signature", "_hash", "verb", "definition", "activate") + + def __init__(self, name: str, arguments: Iterable[Variable] = [], verb: str = None, definition: str = None, + activate: int = 0): + """ + Create a Proposition. + + Parameters + ---------- + name : + The name of the proposition. + arguments : + The variables this proposition is applied to. + """ + + if (not verb and definition) or (verb and not definition): + raise UnderspecifiedPropositionError + + if name.count('__') == 0: + verb = "is" + definition = name + name = "is__"+name + else: + verb = name[:name.find('__')].replace('_', ' ') + definition = name[name.find('__') + 2:] + + self.name = name + self.arguments = tuple(arguments) + self.verb = verb + self.definition = definition + self.signature = Signature(name, [var.type for var in self.arguments], self.verb, self.definition) + self._hash = hash((self.name, self.arguments, self.verb, self.definition)) + + if self.verb == 'is': + activate = 1 + + self.activate = activate + + @property + def names(self) -> Collection[str]: + """ + The names of the variables in this proposition. + """ + return tuple([var.name for var in self.arguments]) + + @property + def types(self) -> Collection[str]: + """ + The types of the variables in this proposition. + """ + return self.signature.types + + def __str__(self): + return "{}({})".format(self.name, ", ".join(map(str, self.arguments))) + + def __repr__(self): + return "Proposition({!r}, {!r})".format(self.name, self.arguments) + + def __eq__(self, other): + if isinstance(other, Proposition): + return (self.name, self.arguments, self.verb, self.definition, self.activate) == \ + (other.name, other.arguments, other.verb, other.definition, other.activate) + else: + return NotImplemented + + def __hash__(self): + return self._hash + + def __lt__(self, other): + if isinstance(other, Proposition): + return (self.name, self.arguments) < (other.name, other.arguments) + else: + return NotImplemented + + @classmethod + def parse(cls, expr: str) -> "Proposition": + """ + Parse a proposition expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name(variable [, variable]*)`. + """ + return _parse_and_convert(expr, rule_name="onlyProposition") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "arguments": [var.serialize() for var in self.arguments], + "verb": self.verb, + "definition": self.definition, + "activate": self.activate + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Proposition": + name = data["name"] + args = [Variable.deserialize(arg) for arg in data["arguments"]] + verb = data["verb"] + definition = data["definition"] + activate = data["activate"] + return cls(name, args, verb, definition, activate) + + +@total_ordering +class Placeholder: + """ + A symbolic placeholder for a variable in a Predicate. + """ + + __slots__ = ("name", "type", "_hash") + + def __init__(self, name: str, type: Optional[str] = None): + """ + Create a Placeholder. + + Parameters + ---------- + name : + The name of this placeholder. + type : optional + The type of variable represented. Defaults to the name with any trailing apostrophes stripped. + """ + + self.name = name + + if type is None: + type = name.rstrip("'") + self.type = type + + self._hash = hash((self.name, self.type)) + + def __str__(self): + if self.type == self.name.rstrip("'"): + return self.name + else: + return "{}: {}".format(self.name, self.type) + + def __repr__(self): + return "Placeholder({!r}, {!r})".format(self.name, self.type) + + def __eq__(self, other): + if isinstance(other, Placeholder): + return self.name == other.name and self.type == other.type + else: + return NotImplemented + + def __hash__(self): + return self._hash + + def __lt__(self, other): + if isinstance(other, Placeholder): + return (self.name, self.type) < (other.name, other.type) + else: + return NotImplemented + + @classmethod + def parse(cls, expr: str) -> "Placeholder": + """ + Parse a placeholder expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name` or `name: type`. + """ + return _parse_and_convert(expr, rule_name="onlyPlaceholder") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "type": self.type, + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Placeholder": + return cls(data["name"], data["type"]) + + +@total_ordering +class Predicate: + """ + A boolean-valued function over variables. + """ + + def __init__(self, name: str, parameters: Iterable[Placeholder], verb=None, definition=None): + """ + Create a Predicate. + + Parameters + ---------- + name : + The name of this predicate. + parameters : + The symbolic arguments to this predicate. + """ + if (not verb and definition) or (verb and not definition): + raise UnderspecifiedPredicateError + + if name.count('__') == 0: + verb = "is" + definition = name + name = "is__" + name + else: + verb = name[:name.find('__')] + definition = name[name.find('__') + 2:] + + self.name = name + self.parameters = tuple(parameters) + self.verb = verb + self.definition = definition + self.signature = Signature(name, [ph.type for ph in self.parameters], self.verb, self.definition) + + @property + def names(self) -> Collection[str]: + """ + The names of the placeholders in this predicate. + """ + return tuple([ph.name for ph in self.parameters]) + + @property + def types(self) -> Collection[str]: + """ + The types of the placeholders in this predicate. + """ + return self.signature.types + + def __str__(self): + return "{}({})".format(self.name, ", ".join(map(str, self.parameters))) + + def __repr__(self): + return "Predicate({!r}, {!r})".format(self.name, self.parameters) + + def __eq__(self, other): + if isinstance(other, Predicate): + return (self.name, self.parameters, self.verb, self.definition) == (other.name, other.parameters, other.verb, other.definition) + else: + return NotImplemented + + def __hash__(self): + return hash((self.name, self.types, self.verb, self.definition)) + + def __lt__(self, other): + if isinstance(other, Predicate): + return (self.name, self.parameters) < (other.name, other.parameters) + else: + return NotImplemented + + @classmethod + def parse(cls, expr: str) -> "Predicate": + """ + Parse a predicate expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name(placeholder [, placeholder]*)`. + """ + return _parse_and_convert(expr, rule_name="onlyPredicate") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "parameters": [ph.serialize() for ph in self.parameters], + "verb": self.verb, + "definition": self.definition + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Predicate": + name = data["name"] + params = [Placeholder.deserialize(ph) for ph in data["parameters"]] + verb = data["verb"] + definition = data["definition"] + return cls(name, params, verb, definition) + + def substitute(self, mapping: Mapping[Placeholder, Placeholder]) -> "Predicate": + """ + Copy this predicate, substituting certain placeholders for others. + + Parameters + ---------- + mapping : + A mapping from old to new placeholders. + """ + + params = [mapping.get(param, param) for param in self.parameters] + return Predicate(self.name, params, self.verb, self.definition) + + def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Proposition: + """ + Instantiate this predicate with the given mapping. + + Parameters + ---------- + mapping : + A mapping from Placeholders to Variables. + + Returns + ------- + The instantiated Proposition with each Placeholder mapped to the corresponding Variable. + """ + + args = [mapping[param] for param in self.parameters] + return Proposition(self.name, arguments=args, verb=self.verb, definition=self.definition) + + # args = [mapping[param] for param in self.parameters] + # if Proposition.name == 'event': + # return Proposition(self.name, args, verb=special.verb, definition=special.definition) + # else: + # return Proposition(self.name, args) + + def match(self, proposition: Proposition) -> Optional[Mapping[Placeholder, Variable]]: + """ + Match this predicate against a concrete proposition. + + Parameters + ---------- + proposition : + The proposition to match against. + + Returns + ------- + The mapping from placeholders to variables such that `self.instantiate(mapping) == proposition`, or `None` if no + such mapping exists. + """ + + if self.name != proposition.name: + return None + else: + return {ph: var for ph, var in zip(self.parameters, proposition.arguments)} + + +class Alias: + """ + A shorthand predicate alias. + """ + + def __init__(self, pattern: Predicate, replacement: Iterable[Predicate]): + self.pattern = pattern + self.replacement = tuple(replacement) + + def __str__(self): + return "{} = {}".format(self.pattern, " & ".join(map(str, self.replacement))) + + def __repr__(self): + return "Alias({!r}, {!r})".format(self.pattern, self.replacement) + + def expand(self, predicate: Predicate) -> Collection[Predicate]: + """ + Expand a use of this alias into its replacement. + """ + if predicate.signature == self.pattern.signature: + mapping = dict(zip(self.pattern.parameters, predicate.parameters)) + return tuple([pred.substitute(mapping) for pred in self.replacement]) + else: + return predicate + + +class Action: + """ + An action in the environment. + """ + + def __init__(self, name: str, preconditions: Iterable[Proposition], postconditions: Iterable[Proposition]): + """ + Create an Action. + + Parameters + ---------- + name : + The name of this action. + preconditions : + The preconditions that must hold before this action is applied. + postconditions : + The conditions that replace the preconditions once applied. + """ + + self.name = name + self.command_template = None + self.reverse_name = None + self.reverse_command_template = None + self.preconditions = tuple(preconditions) + self.postconditions = tuple(postconditions) + + self._pre_set = frozenset(self.preconditions) + self._post_set = frozenset(self.postconditions) + + @property + def variables(self): + if not hasattr(self, "_variables"): + self._variables = tuple(uniquify(var for prop in self.all_propositions for var in prop.arguments)) + + return self._variables + + @property + def all_propositions(self) -> Collection[Proposition]: + """ + All the pre- and post-conditions. + """ + return self.preconditions + self.postconditions + + @property + def added(self) -> Collection[Proposition]: + """ + All the new propositions being introduced by this action. + """ + return self._post_set - self._pre_set + + @property + def removed(self) -> Collection[Proposition]: + """ + All the old propositions being removed by this action. + """ + return self._pre_set - self._post_set + + def __str__(self): + # Infer carry-over preconditions for pretty-printing + pre = [] + for prop in self.preconditions: + if prop in self._post_set: + pre.append("$" + str(prop)) + else: + pre.append(str(prop)) + + post = [str(prop) for prop in self.postconditions if prop not in self._pre_set] + + return "{} :: {} -> {}".format(self.name, " & ".join(pre), " & ".join(post)) + + def __repr__(self): + return "Action({!r}, {!r}, {!r})".format(self.name, self.preconditions, self.postconditions) + + def __eq__(self, other): + if isinstance(other, Action): + return (self.name, self._pre_set, self._post_set) == (other.name, other._pre_set, other._post_set) + else: + return NotImplemented + + def __hash__(self): + return hash((self.name, self._pre_set, self._post_set)) + + @classmethod + def parse(cls, expr: str) -> "Action": + """ + Parse an action expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name :: [$]proposition [& [$]proposition]* -> proposition [& proposition]*`. + """ + return _parse_and_convert(expr, rule_name="onlyAction") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "preconditions": [prop.serialize() for prop in self.preconditions], + "postconditions": [prop.serialize() for prop in self.postconditions], + "command_template": self.command_template, + "reverse_name": self.reverse_name, + "reverse_command_template": self.reverse_command_template, + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Action": + name = data["name"] + pre = [Proposition.deserialize(prop) for prop in data["preconditions"]] + post = [Proposition.deserialize(prop) for prop in data["postconditions"]] + action = cls(name, pre, post) + action.command_template = data.get("command_template") + action.reverse_name = data.get("reverse_name") + action.reverse_command_template = data.get("reverse_command_template") + return action + + def inverse(self, name: Optional[str] = None) -> "Action": + """ + Invert the direction of this action. + + Parameters + ---------- + name : optional + The new name for the inverse action. + + Returns + ------- + An action that does the exact opposite of this one. + """ + name = name or self.reverse_name or "r_" + self.name + action = Action(name, self.postconditions, self.preconditions) + action.command_template = self.reverse_command_template + action.reverse_command_template = self.command_template + return action + + def format_command(self, mapping: Dict[str, str] = {}): + mapping = mapping or {v.name: v.name for v in self.variables} + return self.command_template.format(**mapping) + + def has_traceable(self): + for prop in self.all_propositions: + if not prop.name.startswith('is__'): + return True + return False + + def activate_traceable(self): + for prop in self.all_propositions: + if not prop.name.startswith('is__'): + prop.activate = 1 + + def is_valid(self): + return all([prop.activate == 1 for prop in self.all_propositions]) + + +class Rule: + """ + A template for an action. + """ + + def __init__(self, name: str, preconditions: Iterable[Predicate], postconditions: Iterable[Predicate]): + """ + Create a Rule. + + Parameters + ---------- + name : + The name of this rule. + preconditions : + The preconditions that must hold before this rule is applied. + postconditions : + The conditions that replace the preconditions once applied. + """ + + self.name = name + self.command_template = None + self.reverse_rule = None + self._cache = {} + self.preconditions = tuple(preconditions) + self.postconditions = tuple(postconditions) + + self._pre_set = frozenset(self.preconditions) + self._post_set = frozenset(self.postconditions) + + self.placeholders = tuple(uniquify(ph for pred in self.all_predicates for ph in pred.parameters)) + + @property + def all_predicates(self) -> Iterable[Predicate]: + """ + All the pre- and post-conditions. + """ + return self.preconditions + self.postconditions + + def __str__(self): + # Infer carry-over preconditions for pretty-printing + pre = [] + for pred in self.preconditions: + if pred in self._post_set: + pre.append("$" + str(pred)) + else: + pre.append(str(pred)) + + post = [str(pred) for pred in self.postconditions if pred not in self._pre_set] + + return "{} :: {} -> {}".format(self.name, " & ".join(pre), " & ".join(post)) + + def __repr__(self): + return "Rule({!r}, {!r}, {!r})".format(self.name, self.preconditions, self.postconditions) + + def __eq__(self, other): + if isinstance(other, Rule): + return (self.name, self._pre_set, self._post_set) == (other.name, other._pre_set, other._post_set) + else: + return NotImplemented + + def __hash__(self): + return hash((self.name, self._pre_set, self._post_set)) + + @classmethod + def parse(cls, expr: str) -> "Rule": + """ + Parse a rule expression. + + Parameters + ---------- + expr : + The string to parse, in the form `name :: [$]predicate [& [$]predicate]* -> predicate [& predicate]*`. + """ + return _parse_and_convert(expr, rule_name="onlyRule") + + def serialize(self) -> Mapping: + return { + "name": self.name, + "preconditions": [pred.serialize() for pred in self.preconditions], + "postconditions": [pred.serialize() for pred in self.postconditions], + } + + @classmethod + def deserialize(cls, data: Mapping) -> "Rule": + name = data["name"] + pre = [Predicate.deserialize(pred) for pred in data["preconditions"]] + post = [Predicate.deserialize(pred) for pred in data["postconditions"]] + return cls(name, pre, post) + + def _make_command_template(self, mapping: Mapping[Placeholder, Variable]) -> str: + if self.command_template is None: + return None + + substitutions = {ph.name: "{{{}}}".format(var.name) for ph, var in mapping.items()} + return self.command_template.format(**substitutions) + + def substitute(self, mapping: Mapping[Placeholder, Placeholder], name=None) -> "Rule": + """ + Copy this rule, substituting certain placeholders for others. + + Parameters + ---------- + mapping : + A mapping from old to new placeholders. + """ + + if name is None: + name = self.name + pre_subst = [pred.substitute(mapping) for pred in self.preconditions] + post_subst = [pred.substitute(mapping) for pred in self.postconditions] + return Rule(name, pre_subst, post_subst) + + def instantiate(self, mapping: Mapping[Placeholder, Variable]) -> Action: + """ + Instantiate this rule with the given mapping. + + Parameters + ---------- + mapping : + A mapping from Placeholders to Variables. + + Returns + ------- + The instantiated Action with each Placeholder mapped to the corresponding Variable. + """ + for pred in self.preconditions: + if pred.signature == specials.keys(): + pred.instantiate(mapping, specials[pred.signature]) + else: + pred.instantiate(mapping) + + key = tuple(mapping[ph] for ph in self.placeholders) + if key in self._cache: + return self._cache[key] + + pre_inst = [pred.instantiate(mapping) for pred in self.preconditions] + post_inst = [pred.instantiate(mapping) for pred in self.postconditions] + action = Action(self.name, pre_inst, post_inst) +<<<<<<< HEAD + + action.command_template = self._make_command_template(mapping) + if self.reverse_rule: + action.reverse_name = self.reverse_rule.name + action.reverse_command_template = self.reverse_rule._make_command_template(mapping) + + self._cache[key] = action +======= + if action.has_traceable(): + action.activate_traceable() +>>>>>>> e4c6812... Some updates on Traceable controling process, removed redundant element of proposition.activate, etc. + return action + + def match(self, action: Action) -> Optional[Mapping[Placeholder, Variable]]: + """ + Match this rule against a concrete action. + + Parameters + ---------- + action : + The action to match against. + + Returns + ------- + The mapping from placeholders to variables such that `self.instantiate(mapping) == action`, or `None` if no such + mapping exists. + """ + + if self.name != action.name: + return None + + candidates = [action.variables] * len(self.placeholders) + + # A same variable can't be assigned to different placeholders. + # Using `unique_product` avoids generating those in the first place. + for assignment in unique_product(*candidates): + mapping = {ph: var for ph, var in zip(self.placeholders, assignment)} + if self.instantiate(mapping) == action: + return mapping + + return None + + def inverse(self, name=None) -> "Rule": + """ + Invert the direction of this rule. + + Parameters + ---------- + name : optional + The new name for the inverse rule. + + Returns + ------- + A rule that does the exact opposite of this one. + """ + + if name is None: + name = self.name + if self.reverse_rule: + name = self.reverse_rule.name + + if self.reverse_rule: + return self.reverse_rule + + rule = Rule(name, self.postconditions, self.preconditions) + rule.reverse_rule = self + return rule + + +class Inform7Type: + """ + Information about an Inform 7 kind. + """ + + def __init__(self, name: str, kind: str, definition: Optional[str] = None): + self.name = name + self.kind = kind + self.definition = definition + + +class Inform7Predicate: + """ + Information about an Inform 7 predicate. + """ + + def __init__(self, predicate: Predicate, source: str): + self.predicate = predicate + self.source = source + + def __str__(self): + return '{} :: "{}"'.format(self.predicate, self.source) + + def __repr__(self): + return "Inform7Predicate({!r}, {!r})".format(self.predicate, self.source) + + +class Inform7Command: + """ + Information about an Inform 7 command. + """ + + def __init__(self, rule: str, command: str, event: str): + self.rule = rule + self.command = command + self.event = event + + def __str__(self): + return '{} :: "{}" :: "{}"'.format(self.rule, self.command, self.event) + + def __repr__(self): + return "Inform7Command({!r}, {!r}, {!r})".format(self.rule, self.command, self.event) + + +class Inform7Logic: + """ + The Inform 7 bindings of a GameLogic. + """ + + def __init__(self): + self.types = {} + self.predicates = {} + self.commands = {} + self.code = "" + + def _add_type(self, i7type: Inform7Type): + if i7type.name in self.types: + raise ValueError("Duplicate Inform 7 type for {}".format(i7type.name)) + self.types[i7type.name] = i7type + + def _add_predicate(self, i7pred: Inform7Predicate): + sig = i7pred.predicate.signature + if sig in self.predicates: + raise ValueError("Duplicate Inform 7 predicate for {}".format(sig)) + self.predicates[sig] = i7pred + + def _add_command(self, i7cmd: Inform7Command): + rule_name = i7cmd.rule + if rule_name in self.commands: + raise ValueError("Duplicate Inform 7 command for {}".format(rule_name)) + self.commands[rule_name] = i7cmd + + def _add_code(self, code: str): + self.code += code + "\n" + + def _initialize(self, logic): + self._expand_predicates(logic) + self._initialize_commands(logic) + + def _expand_predicates(self, logic): + for sig, pred in list(self.predicates.items()): + params = pred.predicate.parameters + types = [logic.types.get(ph.type) for ph in params] + for descendant in logic.types.multi_descendants(types): + mapping = {ph: Placeholder(ph.name, type.name) for ph, type in zip(params, descendant)} + expanded = pred.predicate.substitute(mapping) + self._add_predicate(Inform7Predicate(expanded, pred.source)) + + def _initialize_commands(self, logic): + for name, command in list(self.commands.items()): + rule = logic.rules.get(name) + if not rule: + continue + + rule.command_template = command.command + + +class GameLogic: + """ + The logic for a game (types, rules, etc.). + """ + + def __init__(self): + self._document = "" + self.types = TypeHierarchy() + self.predicates = set() + self.aliases = {} + self.rules = {} + self.reverse_rules = {} + self.constraints = {} + self.inform7 = Inform7Logic() + + def _add_predicate(self, signature: Signature): + if signature in self.predicates: + raise ValueError("Duplicate predicate {}".format(signature)) + if signature in self.aliases: + raise ValueError("Predicate {} is also an alias".format(signature)) + self.predicates.add(signature) + + def _add_alias(self, alias: Alias): + sig = alias.pattern.signature + if sig in self.aliases: + raise ValueError("Duplicate alias {}".format(alias)) + if sig in self.predicates: + raise ValueError("Alias {} is also a predicate".format(alias)) + self.aliases[sig] = alias + + def _add_rule(self, rule: Rule): + if rule.name in self.rules: + raise ValueError("Duplicate rule {}".format(rule)) + self.rules[rule.name] = rule + + def _add_reverse_rule(self, rule_name, reverse_name): + if rule_name in self.reverse_rules: + raise ValueError("Duplicate reverse rule {}".format(rule_name)) + if reverse_name in self.reverse_rules: + raise ValueError("Duplicate reverse rule {}".format(reverse_name)) + self.reverse_rules[rule_name] = reverse_name + self.reverse_rules[reverse_name] = rule_name + + def _add_constraint(self, constraint: Rule): + if constraint.name in self.constraints: + raise ValueError("Duplicate constraint {}".format(constraint)) + self.constraints[constraint.name] = constraint + + def _parse(self, document: str, path: Optional[str] = None): + model = _PARSER.parse(document, filename=path) + _ModelConverter(self).walk(model) + self._document += document + "\n" + + def _initialize(self): + self.aliases = {sig: self._expand_alias(alias) for sig, alias in self.aliases.items()} + + self.rules = {name: self.normalize_rule(rule) for name, rule in self.rules.items()} + self.constraints = {name: self.normalize_rule(rule) for name, rule in self.constraints.items()} + + for name, rule in self.rules.items(): + r_name = self.reverse_rules.get(name) + if r_name: + rule.reverse_rule = self.rules[r_name] + + self.inform7._initialize(self) + + def _expand_alias(self, alias): + return Alias(alias.pattern, self._expand_alias_recursive(alias.replacement, set())) + + def _expand_alias_recursive(self, predicates, used): + result = [] + + for pred in predicates: + sig = pred.signature + + if sig in used: + raise ValueError("Cycle of aliases involving {}".format(sig)) + + alias = self.aliases.get(pred.signature) + if alias: + expansion = alias.expand(pred) + used.add(pred.signature) + result.extend(self._expand_alias_recursive(expansion, used)) + used.remove(pred.signature) + else: + result.append(pred) + + return result + + def normalize_rule(self, rule: Rule) -> Rule: + pre = self._normalize_predicates(rule.preconditions) + post = self._normalize_predicates(rule.postconditions) + return Rule(rule.name, pre, post) + + def _normalize_predicates(self, predicates): + result = [] + for pred in predicates: + alias = self.aliases.get(pred.signature) + if alias: + result.extend(alias.expand(pred)) + else: + result.append(pred) + return result + + def _predicate_diversity(self): + new_preds = [] + for pred in self.predicates: + for v in ['was', 'has been', 'had been']: + new_preds.append(Signature(name=v.replace(' ', '_') + pred.name[pred.name.find('__'):], types=pred.types, + verb=v, definition=pred.definition)) + self.predicates.update(set(new_preds)) + + def _inform7_predicates_diversity(self): + new_preds = {} + for k, v in self.inform7.predicates.items(): + for vt in ['was', 'has been', 'had been']: + new_preds[Signature(name=vt.replace(' ', '_') + k.name[k.name.find('__'):], types=k.types, + verb=vt, definition=k.definition)] = \ + Inform7Predicate(predicate=Predicate(name=vt.replace(' ', '_') + v.predicate.name[v.predicate.name.find('__'):], + parameters=v.predicate.parameters, verb=vt, + definition=v.predicate.definition), + source=v.source.replace('is', vt)) + self.inform7.predicates.update(new_preds) + + @classmethod + @lru_cache(maxsize=128, typed=False) + def parse(cls, document: str) -> "GameLogic": + result = cls() + result._parse(document) + result._initialize() + return result + + @classmethod + def load(cls, paths: Iterable[str]): + result = cls() + for path in paths: + with open(path, "r") as f: + result._parse(f.read(), path=path) + result._predicate_diversity() + result._inform7_predicates_diversity() + result._initialize() + return result + + @classmethod + def deserialize(cls, data: str) -> "GameLogic": + return cls.parse(data) + + def serialize(self) -> str: + return self._document + + +class State: + """ + The current state of a world. + """ + + def __init__(self, logic: GameLogic, facts: Iterable[Proposition] = None): + """ + Create a State. + + Parameters + ---------- + logic : + The logic for this state's game. + facts : optional + The facts that will be true in this state. + """ + + if not isinstance(logic, GameLogic): + raise ValueError("Expected a GameLogic, found {}".format(type(logic))) + self._logic = logic + + self._facts = defaultdict(set) + self._vars_by_name = {} + self._vars_by_type = defaultdict(set) + self._var_counts = Counter() + + if facts: + self.add_facts(facts) + + @property + def facts(self) -> Iterable[Proposition]: + """ + All the facts in the current state. + """ + for fact_set in self._facts.values(): + yield from fact_set + + def facts_with_signature(self, sig: Signature) -> Set[Proposition]: + """ + Returns all the known facts with the given signature. + """ + return self._facts.get(sig, frozenset()) + + def add_fact(self, prop: Proposition): + """ + Add a fact to the state. + """ + + self._facts[prop.signature].add(prop) + + for var in prop.arguments: + self._add_variable(var) + + def add_facts(self, props: Iterable[Proposition]): + """ + Add some facts to the state. + """ + + for prop in props: + self.add_fact(prop) + + def remove_fact(self, prop: Proposition): + """ + Remove a fact from the state. + """ + + self._facts[prop.signature].discard(prop) + + for var in prop.arguments: + self._remove_variable(var) + + def remove_facts(self, props: Iterable[Proposition]): + """ + Remove some facts from the state. + """ + + for prop in props: + self.remove_fact(prop) + + def is_fact(self, prop: Proposition) -> bool: + """ + Returns whether a proposition is true in this state. + """ + return prop in self._facts[prop.signature] + + def are_facts(self, props: Iterable[Proposition]) -> bool: + """ + Returns whether the propositions are all true in this state. + """ + + for prop in props: + if not self.is_fact(prop): + return False + + if not prop.activate: + return False + + return True + + @property + def variables(self) -> Iterable[Variable]: + """ + All the variables tracked by the current state. + """ + return self._vars_by_name.values() + + def has_variable(self, var: Variable) -> bool: + """ + Returns whether this state is aware of the given variable. + """ + return self._vars_by_name.get(var.name) == var + + def variable_named(self, name: str) -> Variable: + """ + Returns the variable with the given name, if known. + """ + return self._vars_by_name[name] + + def variables_of_type(self, type: str) -> Set[Variable]: + """ + Returns all the known variables of the given type. + """ + return self._vars_by_type.get(type, frozenset()) + + def _add_variable(self, var: Variable): + name = var.name + existing = self._vars_by_name.setdefault(name, var) + _check_type_conflict(name, existing.type, var.type) + + self._vars_by_type[var.type].add(var) + self._var_counts[name] += 1 + + def _remove_variable(self, var: Variable): + name = var.name + self._var_counts[name] -= 1 + if self._var_counts[name] == 0: + del self._var_counts[name] + del self._vars_by_name[name] + self._vars_by_type[var.type].remove(var) + + def is_applicable(self, action: Action) -> bool: + """ + Check if an action is applicable in this state (i.e. its preconditions are met). + """ + return self.are_facts(action.preconditions) + + def is_sequence_applicable(self, actions: Iterable[Action]) -> bool: + """ + Check if a sequence of actions are all applicable in this state. + """ + + # The simplest implementation would copy the state and apply all the actions, but that would waste time both in + # the copy and the variable tracking etc. + + facts = set(self.facts) + for action in actions: + old_len = len(facts) + facts.difference_update(action.preconditions) + if len(facts) != old_len - len(action.preconditions): + return False + + facts.update(action.postconditions) + + return True + + def apply(self, action: Action) -> bool: + """ + Apply an action to the state. + + Parameters + ---------- + action : + The action to apply. + + Returns + ------- + Whether the action could be applied (i.e. whether the preconditions were met). + """ + + if self.is_applicable(action): + self.add_facts(action.added) + self.remove_facts(action.removed) + return True + else: + return False + + def apply_on_copy(self, action: Action) -> Optional["State"]: + """ + Apply an action to a copy of this state. + + Parameters + ---------- + action : + The action to apply. + + Returns + ------- + The copied state after the action has been applied or `None` if action + wasn't applicable. + """ + if not self.is_applicable(action): + return None + + state = self.copy() + state.apply(action) + return state + + def all_applicable_actions(self, rules: Iterable[Rule], + mapping: Mapping[Placeholder, Variable] = None) -> Iterable[Action]: + """ + Get all the rule instantiations that would be valid actions in this state. + + Parameters + ---------- + rules : + The possible rules to instantiate. + mapping : optional + An initial mapping to start from, constraining the possible instantiations. + + Returns + ------- + The actions that can be instantiated from the given rules in this state. + """ + + for rule in rules: + yield from self.all_instantiations(rule, mapping) + + def all_instantiations(self, + rule: Rule, + mapping: Mapping[Placeholder, Variable] = None + ) -> Iterable[Action]: + """ + Find all possible actions that can be instantiated from a rule in this state. + + Parameters + ---------- + rule : + The rule to instantiate. + mapping : optional + An initial mapping to start from, constraining the possible instantiations. + + Returns + ------- + The actions that can be instantiated from the rule in this state. + """ + + for assignment in self.all_assignments(rule, mapping): + yield rule.instantiate(assignment) + + def all_assignments(self, + rule: Rule, + mapping: Mapping[Placeholder, Optional[Variable]] = None, + partial: bool = False, + allow_partial: Callable[[Placeholder], bool] = None, + ) -> Iterable[Mapping[Placeholder, Optional[Variable]]]: + """ + Find all possible placeholder assignments that would allow a rule to be instantiated in this state. + + Parameters + ---------- + rule : + The rule to instantiate. + mapping : optional + An initial mapping to start from, constraining the possible instantiations. + partial : optional + Whether incomplete mappings, that would require new variables or propositions, are allowed. + allow_partial : optional + A callback function that returns whether a partial match may involve the given placeholder. + + Returns + ------- + The possible mappings for instantiating the rule. Partial mappings requiring new variables will have None in + place of existing Variables. + """ + + if mapping is None: + mapping = {} + else: + # Copy the input mapping so we can mutate it + mapping = dict(mapping) + + used_vars = set(mapping.values()) + + if partial: + new_phs = [ph for ph in rule.placeholders if ph not in mapping] + return self._all_assignments(new_phs, mapping, used_vars, True, allow_partial) + else: + # Precompute the new placeholders at every depth to avoid wasted work + seen_phs = set(mapping.keys()) + new_phs_by_depth = [] + for pred in rule.preconditions: + new_phs = [] + for ph in pred.parameters: + if ph not in seen_phs: + new_phs.append(ph) + seen_phs.add(ph) + new_phs_by_depth.append(new_phs) + + free_vars = [ph for ph in rule.placeholders if ph not in seen_phs] + new_phs_by_depth.append(free_vars) + + return self._all_applicable_assignments(rule, mapping, used_vars, new_phs_by_depth, 0) + + def _all_applicable_assignments(self, + rule: Rule, + mapping: Dict[Placeholder, Optional[Variable]], + used_vars: Set[Variable], + new_phs_by_depth: List[List[Placeholder]], + depth: int, + ) -> Iterable[Mapping[Placeholder, Optional[Variable]]]: + """ + Find all assignments that would be applicable in this state. We recurse through the rule's preconditions, at + each level determining possible variable assignments from the current facts. + """ + + new_phs = new_phs_by_depth[depth] + + if depth >= len(rule.preconditions): + # There are no applicability constraints on the free variables, so solve them unconstrained + yield from self._all_assignments(new_phs, mapping, used_vars, False) + return + + pred = rule.preconditions[depth] + + types = [self._logic.types.get(t) for t in pred.signature.types] + for subtypes in self._logic.types.multi_subtypes(types): + signature = Signature(pred.signature.name, [t.name for t in subtypes]) + for prop in self.facts_with_signature(signature): + for ph, var in zip(pred.parameters, prop.arguments): + existing = mapping.get(ph) + if existing is None: + if var in used_vars: + break + mapping[ph] = var + used_vars.add(var) + elif existing != var: + break + else: + yield from self._all_applicable_assignments(rule, mapping, used_vars, new_phs_by_depth, depth + 1) + + # Reset the mapping to what it was before the recursive call + for ph in new_phs: + var = mapping.pop(ph, None) + used_vars.discard(var) + + def _all_assignments(self, + placeholders: List[Placeholder], + mapping: Dict[Placeholder, Variable], + used_vars: Set[Variable], + partial: bool, + allow_partial: Callable[[Placeholder], bool] = None, + ) -> Iterable[Mapping[Placeholder, Optional[Variable]]]: + """ + Find all possible assignments of the given placeholders, without regard to whether any predicates match. + """ + + if allow_partial is None: + allow_partial = lambda ph: True # noqa: E731 + + candidates = [] + for ph in placeholders: + matched_vars = set() + for type in self._logic.types.get(ph.type).subtypes: + matched_vars |= self.variables_of_type(type.name) + matched_vars -= used_vars + if partial and allow_partial(ph): + # Allow new variables to be created + matched_vars.add(ph) + candidates.append(list(matched_vars)) + + for assignment in unique_product(*candidates): + for ph, var in zip(placeholders, assignment): + if var == ph: + mapping[ph] = None + elif var not in used_vars: + mapping[ph] = var + used_vars.add(var) + else: + # Distinct placeholders can't be assigned the same variable + break + else: + yield mapping.copy() + + for ph in placeholders: + used_vars.discard(mapping.get(ph)) + + for ph in placeholders: + mapping.pop(ph, None) + + def copy(self) -> "State": + """ + Create a copy of this state. + """ + + copy = State(self._logic) + + for k, v in self._facts.items(): + copy._facts[k] = v.copy() + + copy._vars_by_name = self._vars_by_name.copy() + for k, v in self._vars_by_type.items(): + copy._vars_by_type[k] = v.copy() + copy._var_counts = self._var_counts.copy() + + return copy + + def serialize(self) -> Sequence: + """ + Serialize this state. + """ + return [f.serialize() for f in self.facts] + + @classmethod + def deserialize(cls, data: Sequence) -> "State": + """ + Deserialize a `State` object from `data`. + """ + return cls([Proposition.deserialize(d) for d in data]) + + def __eq__(self, other): + if isinstance(other, State): + return set(self.facts) == set(other.facts) + else: + return NotImplemented + + def __str__(self): + lines = ["State({"] + + for sig in sorted(self._facts.keys()): + facts = self._facts[sig] + if len(facts) == 0: + continue + + lines.append(" {}: {{".format(sig)) + for fact in sorted(facts): + lines.append(" {},".format(fact)) + lines.append(" },") + + lines.append("})") + + return "\n".join(lines) + + def get_facts(self): + all_facts = [] + for sig in sorted(self._facts.keys()): + facts = self._facts[sig] + if len(facts) == 0: + continue + for fact in sorted(facts): + all_facts.append(fact) + return all_facts + + def has_traceable(self): + for prop in self.facts: + if not prop.name.startswith('is__'): + return True + return False diff --git a/textworld/logic/model.py b/textworld/logic/model.py index ac91ffad..53f15751 100644 --- a/textworld/logic/model.py +++ b/textworld/logic/model.py @@ -37,11 +37,15 @@ class VariableNode(ModelBase): class SignatureNode(ModelBase): name = None types = None + verb = None + definition = None class PropositionNode(ModelBase): arguments = None name = None + verb = None + definition = None class ActionPreconditionNode(ModelBase): @@ -63,6 +67,8 @@ class PlaceholderNode(ModelBase): class PredicateNode(ModelBase): name = None parameters = None + verb = None + definition = None class RulePreconditionNode(ModelBase): diff --git a/textworld/logic/parser.py b/textworld/logic/parser.py index e86ae355..d18db13a 100644 --- a/textworld/logic/parser.py +++ b/textworld/logic/parser.py @@ -117,20 +117,33 @@ def _variable_(self): # noqa [] ) + def _predVT_(self, name): + self._constant(name[:name.find('__')].replace('_', ' ')) + + def _predDef_(self, name): + self._constant(name[name.find('__') + 2:]) + @tatsumasu('SignatureNode') def _signature_(self): # noqa + self._predName_() + if self.cst.count('__') == 0: + self.last_node = 'is__' + self.cst self.name_last_node('name') + # self._predVT_(self.ast['name']) + # self.name_last_node('verb') + # self._predDef_(self.ast['name']) + # self.name_last_node('definition') self._token('(') def sep2(): self._token(',') - def block2(): self._name_() self._gather(block2, sep2) self.name_last_node('types') self._token(')') + self.ast._define( ['name', 'types'], [] @@ -139,17 +152,23 @@ def block2(): @tatsumasu('PropositionNode') def _proposition_(self): # noqa self._predName_() + if self.cst.count('__') == 0: + self.last_node = 'is__' + self.cst self.name_last_node('name') + # self._predVT_(self.ast['name']) + # self.name_last_node('verb') + # self._predDef_(self.ast['name']) + # self.name_last_node('definition') self._token('(') def sep2(): self._token(',') - def block2(): self._variable_() self._gather(block2, sep2) self.name_last_node('arguments') self._token(')') + self.ast._define( ['arguments', 'name'], [] @@ -210,17 +229,23 @@ def _placeholder_(self): # noqa @tatsumasu('PredicateNode') def _predicate_(self): # noqa self._predName_() + if self.cst.count('__') == 0: + self.last_node = 'is__' + self.cst self.name_last_node('name') + # self._predVT_(self.ast['name']) + # self.name_last_node('verb') + # self._predDef_(self.ast['name']) + # self.name_last_node('definition') self._token('(') def sep2(): self._token(',') - def block2(): self._placeholder_() self._gather(block2, sep2) self.name_last_node('parameters') self._token(')') + self.ast._define( ['name', 'parameters'], []