|
| 1 | +""" |
| 2 | +.. _simple_game: |
| 3 | + |
| 4 | +A Simple Game |
| 5 | +============= |
| 6 | + |
| 7 | +This simple game takes place in a typical house and consists in |
| 8 | +finding the right food item and cooking it. |
| 9 | + |
| 10 | +Here's the map of the house. |
| 11 | + |
| 12 | +:: |
| 13 | + |
| 14 | + Bathroom |
| 15 | + + |
| 16 | + | |
| 17 | + + |
| 18 | + Bedroom +--+ Kitchen +----+ Backyard |
| 19 | + + + |
| 20 | + | | |
| 21 | + + + |
| 22 | + Living Room Garden |
| 23 | + |
| 24 | +""" |
| 25 | +import argparse |
| 26 | +from typing import Mapping, Optional |
| 27 | + |
| 28 | +import textworld |
| 29 | +from textworld.challenges import register |
| 30 | + |
| 31 | +from textworld import GameOptions |
| 32 | +from textworld.generator.game import Quest, EventCondition |
| 33 | + |
| 34 | +from textworld.utils import encode_seeds |
| 35 | + |
| 36 | + |
| 37 | +def build_argparser(parser=None): |
| 38 | + parser = parser or argparse.ArgumentParser() |
| 39 | + |
| 40 | + group = parser.add_argument_group('Simple game settings') |
| 41 | + group.add_argument("--rewards", required=True, choices=["dense", "balanced", "sparse"], |
| 42 | + help="The reward frequency: dense, balanced, or sparse.") |
| 43 | + group.add_argument('--goal', required=True, choices=["detailed", "brief", "none"], |
| 44 | + help="The description of the game's objective shown at the beginning of the game:" |
| 45 | + " detailed, bried, or none") |
| 46 | + group.add_argument('--test', action="store_true", |
| 47 | + help="Whether this game should be drawn from the test distributions of games.") |
| 48 | + |
| 49 | + return parser |
| 50 | + |
| 51 | + |
| 52 | +def make_game(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game: |
| 53 | + """ Make a simple game. |
| 54 | + |
| 55 | + Arguments: |
| 56 | + settings: Difficulty settings (see notes). |
| 57 | + options: |
| 58 | + For customizing the game generation (see |
| 59 | + :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>` |
| 60 | + for the list of available options). |
| 61 | + |
| 62 | + Returns: |
| 63 | + Generated game. |
| 64 | + |
| 65 | + Notes: |
| 66 | + The settings that can be provided are: |
| 67 | + |
| 68 | + * rewards : The reward frequency: dense, balanced, or sparse. |
| 69 | + * goal : The description of the game's objective shown at the |
| 70 | + beginning of the game: detailed, bried, or none. |
| 71 | + * test : Whether this game should be drawn from the test |
| 72 | + distributions of games. |
| 73 | + """ |
| 74 | + metadata = {} # Collect infos for reproducibility. |
| 75 | + metadata["desc"] = "Simple game" |
| 76 | + metadata["seeds"] = options.seeds |
| 77 | + metadata["world_size"] = 6 |
| 78 | + metadata["quest_length"] = None # TBD |
| 79 | + |
| 80 | + rngs = options.rngs |
| 81 | + rng_quest = rngs['quest'] |
| 82 | + |
| 83 | + # Make the generation process reproducible. |
| 84 | + textworld.g_rng.set_seed(2018) |
| 85 | + |
| 86 | + M = textworld.GameMaker(options) |
| 87 | + |
| 88 | + # Start by building the layout of the world. |
| 89 | + bedroom = M.new_room("bedroom") |
| 90 | + kitchen = M.new_room("kitchen") |
| 91 | + livingroom = M.new_room("living room") |
| 92 | + bathroom = M.new_room("bathroom") |
| 93 | + backyard = M.new_room("backyard") |
| 94 | + garden = M.new_room("garden") |
| 95 | + |
| 96 | + # Connect rooms together. |
| 97 | + bedroom_kitchen = M.connect(bedroom.east, kitchen.west) |
| 98 | + M.connect(kitchen.north, bathroom.south) |
| 99 | + M.connect(kitchen.south, livingroom.north) |
| 100 | + kitchen_backyard = M.connect(kitchen.east, backyard.west) |
| 101 | + M.connect(backyard.south, garden.north) |
| 102 | + |
| 103 | + # Add doors. |
| 104 | + bedroom_kitchen.door = M.new(type='d', name='wooden door') |
| 105 | + kitchen_backyard.door = M.new(type='d', name='screen door') |
| 106 | + |
| 107 | + kitchen_backyard.door.add_property("closed") |
| 108 | + |
| 109 | + # Design the bedroom. |
| 110 | + drawer = M.new(type='c', name='chest drawer') |
| 111 | + trunk = M.new(type='c', name='antique trunk') |
| 112 | + bed = M.new(type='s', name='king-size bed') |
| 113 | + bedroom.add(drawer, trunk, bed) |
| 114 | + |
| 115 | + # Close the trunk and drawer. |
| 116 | + trunk.add_property("closed") |
| 117 | + drawer.add_property("closed") |
| 118 | + |
| 119 | + # - The bedroom's door is locked |
| 120 | + bedroom_kitchen.door.add_property("locked") |
| 121 | + |
| 122 | + # Design the kitchen. |
| 123 | + counter = M.new(type='s', name='counter') |
| 124 | + stove = M.new(type='s', name='stove') |
| 125 | + kitchen_island = M.new(type='s', name='kitchen island') |
| 126 | + refrigerator = M.new(type='c', name='refrigerator') |
| 127 | + kitchen.add(counter, stove, kitchen_island, refrigerator) |
| 128 | + |
| 129 | + # - Add some food in the refrigerator. |
| 130 | + apple = M.new(type='f', name='apple') |
| 131 | + milk = M.new(type='f', name='milk') |
| 132 | + refrigerator.add(apple, milk) |
| 133 | + |
| 134 | + # Design the bathroom. |
| 135 | + toilet = M.new(type='c', name='toilet') |
| 136 | + sink = M.new(type='s', name='sink') |
| 137 | + bath = M.new(type='c', name='bath') |
| 138 | + bathroom.add(toilet, sink, bath) |
| 139 | + |
| 140 | + toothbrush = M.new(type='o', name='toothbrush') |
| 141 | + sink.add(toothbrush) |
| 142 | + soap_bar = M.new(type='o', name='soap bar') |
| 143 | + bath.add(soap_bar) |
| 144 | + |
| 145 | + # Design the living room. |
| 146 | + couch = M.new(type='s', name='couch') |
| 147 | + low_table = M.new(type='s', name='low table') |
| 148 | + tv = M.new(type='s', name='tv') |
| 149 | + livingroom.add(couch, low_table, tv) |
| 150 | + |
| 151 | + remote = M.new(type='o', name='remote') |
| 152 | + low_table.add(remote) |
| 153 | + bag_of_chips = M.new(type='f', name='half of a bag of chips') |
| 154 | + couch.add(bag_of_chips) |
| 155 | + |
| 156 | + # Design backyard. |
| 157 | + bbq = M.new(type='s', name='bbq') |
| 158 | + patio_table = M.new(type='s', name='patio table') |
| 159 | + chairs = M.new(type='s', name='set of chairs') |
| 160 | + backyard.add(bbq, patio_table, chairs) |
| 161 | + |
| 162 | + # Design garden. |
| 163 | + shovel = M.new(type='o', name='shovel') |
| 164 | + tomato = M.new(type='f', name='tomato plant') |
| 165 | + pepper = M.new(type='f', name='bell pepper') |
| 166 | + lettuce = M.new(type='f', name='lettuce') |
| 167 | + garden.add(shovel, tomato, pepper, lettuce) |
| 168 | + |
| 169 | + # Close all containers |
| 170 | + for container in M.findall(type='c'): |
| 171 | + container.add_property("closed") |
| 172 | + |
| 173 | + # Set uncooked property for to all food items. |
| 174 | + foods = M.findall(type='f') |
| 175 | + for food in foods: |
| 176 | + food.add_property("edible") |
| 177 | + |
| 178 | + food_names = [food.name for food in foods] |
| 179 | + |
| 180 | + # Shuffle the position of the food items. |
| 181 | + rng_quest.shuffle(food_names) |
| 182 | + |
| 183 | + for food, name in zip(foods, food_names): |
| 184 | + food.orig_name = food.name |
| 185 | + food.infos.name = name |
| 186 | + |
| 187 | + # The player starts in the bedroom. |
| 188 | + M.set_player(bedroom) |
| 189 | + |
| 190 | + # Quest |
| 191 | + walkthrough = [] |
| 192 | + |
| 193 | + # Part I - Escaping the room. |
| 194 | + # Generate the key that unlocks the bedroom door. |
| 195 | + bedroom_key = M.new(type='k', name='old key') |
| 196 | + M.add_fact("match", bedroom_key, bedroom_kitchen.door) |
| 197 | + |
| 198 | + # Decide where to hide the key. |
| 199 | + if rng_quest.rand() > 0.5: |
| 200 | + drawer.add(bedroom_key) |
| 201 | + walkthrough.append("open chest drawer") |
| 202 | + walkthrough.append("take old key from chest drawer") |
| 203 | + bedroom_key_holder = drawer |
| 204 | + else: |
| 205 | + trunk.add(bedroom_key) |
| 206 | + walkthrough.append("open antique trunk") |
| 207 | + walkthrough.append("take old key from antique trunk") |
| 208 | + bedroom_key_holder = trunk |
| 209 | + |
| 210 | + # Unlock the door, open it and leave the room. |
| 211 | + walkthrough.append("unlock wooden door with old key") |
| 212 | + walkthrough.append("open wooden door") |
| 213 | + walkthrough.append("go east") |
| 214 | + |
| 215 | + # Part II - Find food item. |
| 216 | + # 1. Randomly pick a food item to cook. |
| 217 | + food = rng_quest.choice(foods) |
| 218 | + |
| 219 | + if settings["test"]: |
| 220 | + TEST_FOODS = ["garlic", "kiwi", "carrot"] |
| 221 | + food.infos.name = rng_quest.choice(TEST_FOODS) |
| 222 | + |
| 223 | + # Retrieve the food item and get back in the kitchen. |
| 224 | + # HACK: handcrafting the walkthrough. |
| 225 | + if food.orig_name in ["apple", "milk"]: |
| 226 | + rooms_to_visit = [] |
| 227 | + doors_to_open = [] |
| 228 | + walkthrough.append("open refrigerator") |
| 229 | + walkthrough.append("take {} from refrigerator".format(food.name)) |
| 230 | + elif food.orig_name == "half of a bag of chips": |
| 231 | + rooms_to_visit = [livingroom] |
| 232 | + doors_to_open = [] |
| 233 | + walkthrough.append("go south") |
| 234 | + walkthrough.append("take {} from couch".format(food.name)) |
| 235 | + walkthrough.append("go north") |
| 236 | + elif food.orig_name in ["bell pepper", "lettuce", "tomato plant"]: |
| 237 | + rooms_to_visit = [backyard, garden] |
| 238 | + doors_to_open = [kitchen_backyard.door] |
| 239 | + walkthrough.append("open screen door") |
| 240 | + walkthrough.append("go east") |
| 241 | + walkthrough.append("go south") |
| 242 | + walkthrough.append("take {}".format(food.name)) |
| 243 | + walkthrough.append("go north") |
| 244 | + walkthrough.append("go west") |
| 245 | + |
| 246 | + # Part II - Cooking the food item. |
| 247 | + walkthrough.append("put {} on stove".format(food.name)) |
| 248 | + # walkthrough.append("cook {}".format(food.name)) |
| 249 | + # walkthrough.append("eat {}".format(food.name)) |
| 250 | + |
| 251 | + # 2. Determine the winning condition(s) of the subgoals. |
| 252 | + quests = [] |
| 253 | + bedroom_key_holder |
| 254 | + |
| 255 | + if settings["rewards"] == "dense": |
| 256 | + # Finding the bedroom key and opening the bedroom door. |
| 257 | + # 1. Opening the container. |
| 258 | + quests.append( |
| 259 | + Quest(win_events=[ |
| 260 | + EventCondition(conditions={M.new_fact("open", bedroom_key_holder)}) |
| 261 | + ]) |
| 262 | + ) |
| 263 | + |
| 264 | + # 2. Getting the key. |
| 265 | + quests.append( |
| 266 | + Quest(win_events=[ |
| 267 | + EventCondition(conditions={M.new_fact("in", bedroom_key, M.inventory)}) |
| 268 | + ]) |
| 269 | + ) |
| 270 | + |
| 271 | + # 3. Unlocking the bedroom door. |
| 272 | + quests.append( |
| 273 | + Quest(win_events=[ |
| 274 | + EventCondition(conditions={M.new_fact("closed", bedroom_kitchen.door)}) |
| 275 | + ]) |
| 276 | + ) |
| 277 | + |
| 278 | + # 4. Opening the bedroom door. |
| 279 | + quests.append( |
| 280 | + Quest(win_events=[ |
| 281 | + EventCondition(conditions={M.new_fact("open", bedroom_kitchen.door)}) |
| 282 | + ]) |
| 283 | + ) |
| 284 | + |
| 285 | + if settings["rewards"] in ["dense", "balanced"]: |
| 286 | + # Escaping out of the bedroom. |
| 287 | + quests.append( |
| 288 | + Quest(win_events=[ |
| 289 | + EventCondition(conditions={M.new_fact("at", M.player, kitchen)}) |
| 290 | + ]) |
| 291 | + ) |
| 292 | + |
| 293 | + if settings["rewards"] in ["dense", "balanced"]: |
| 294 | + # Opening doors. |
| 295 | + for door in doors_to_open: |
| 296 | + quests.append( |
| 297 | + Quest(win_events=[ |
| 298 | + EventCondition(conditions={M.new_fact("open", door)}) |
| 299 | + ]) |
| 300 | + ) |
| 301 | + |
| 302 | + if settings["rewards"] == "dense": |
| 303 | + # Moving through places. |
| 304 | + for room in rooms_to_visit: |
| 305 | + quests.append( |
| 306 | + Quest(win_events=[ |
| 307 | + EventCondition(conditions={M.new_fact("at", M.player, room)}) |
| 308 | + ]) |
| 309 | + ) |
| 310 | + |
| 311 | + if settings["rewards"] in ["dense", "balanced"]: |
| 312 | + # Retrieving the food item. |
| 313 | + quests.append( |
| 314 | + Quest(win_events=[ |
| 315 | + EventCondition(conditions={M.new_fact("in", food, M.inventory)}) |
| 316 | + ]) |
| 317 | + ) |
| 318 | + |
| 319 | +<<<<<<< HEAD |
| 320 | +======= |
| 321 | + |
| 322 | + if settings["rewards"] in ["dense", "balanced"]: |
| 323 | + # Retrieving the food item. |
| 324 | + quests.append( |
| 325 | + Quest(win_events=[ |
| 326 | + EventCondition(conditions={M.new_fact("in", food, M.inventory)}) |
| 327 | + ]) |
| 328 | + ) |
| 329 | + |
| 330 | +>>>>>>> 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. |
| 331 | + if settings["rewards"] in ["dense", "balanced", "sparse"]: |
| 332 | + # Putting the food on the stove. |
| 333 | + quests.append( |
| 334 | + Quest(win_events=[ |
| 335 | + EventCondition(conditions={M.new_fact("on", food, stove)}) |
| 336 | + ]) |
| 337 | + ) |
| 338 | + |
| 339 | + # 3. Determine the losing condition(s) of the game. |
| 340 | + quests.append( |
| 341 | + Quest(fail_events=[ |
| 342 | + EventCondition(conditions={M.new_fact("eaten", food)}) |
| 343 | + ]) |
| 344 | + ) |
| 345 | + |
| 346 | + # Set the subquest(s). |
| 347 | + M.quests = quests |
| 348 | + |
| 349 | + # - Add a hint of what needs to be done in this game. |
| 350 | + objective = "The dinner is almost ready! It's only missing a grilled {}." |
| 351 | + objective = objective.format(food.name) |
| 352 | + note = M.new(type='o', name='note', desc=objective) |
| 353 | + kitchen_island.add(note) |
| 354 | + |
| 355 | + M.set_walkthrough(walkthrough) |
| 356 | + game = M.build() |
| 357 | + |
| 358 | + if settings["goal"] == "detailed": |
| 359 | + # Use the detailed version of the objective. |
| 360 | + pass |
| 361 | + elif settings["goal"] == "brief": |
| 362 | + # Use a very high-level description of the objective. |
| 363 | + game.objective = objective |
| 364 | + elif settings["goal"] == "none": |
| 365 | + # No description of the objective. |
| 366 | + game.objective = "" |
| 367 | + |
| 368 | + game.metadata.update(metadata) |
| 369 | + uuid = "tw-simple-r{rewards}+g{goal}+{dataset}-{flags}-{seeds}" |
| 370 | + uuid = uuid.format(rewards=str.title(settings["rewards"]), goal=str.title(settings["goal"]), |
| 371 | + dataset="test" if settings["test"] else "train", |
| 372 | + flags=options.grammar.uuid, |
| 373 | + seeds=encode_seeds([options.seeds[k] for k in sorted(options.seeds)])) |
| 374 | + game.metadata["uuid"] = uuid |
| 375 | + return game |
| 376 | + |
| 377 | + |
| 378 | +# Register this simple game. |
| 379 | +register(name="tw-simple", |
| 380 | + desc="Generate simple challenge game", |
| 381 | + make=make_game, |
| 382 | + add_arguments=build_argparser) |
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