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@@ -323,6 +323,111 @@ class World:
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return False
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# ============================================================
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# PERSONALITY-DRIVEN DECISION ENGINE
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# ============================================================
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# Replaces fixed rotation with weighted choice.
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# Each character has:
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# - home_room: preferred location
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# - room_weights: base probabilities for each room
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# - explore_chance: probability to explore randomly (10%)
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# - social_weight: bonus when others are present
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# - goal_weights: adjustments based on active_goal
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PERSONALITY_DICT = {
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"Marcus": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Bridge": 0.2, "Threshold": 0.2, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.3,
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"goal_weights": {
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"sit": {"Garden": +0.3},
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"speak_truth": {"Tower": +0.2, "Bridge": +0.2},
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"remember": {"Garden": +0.2, "Threshold": +0.1},
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},
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},
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"Bezalel": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"tend_fire": {"Forge": +0.5},
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"create_key": {"Forge": +0.3},
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},
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},
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"Allegro": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.35, "Tower": 0.25, "Forge": 0.15, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"oversee": {"Threshold": +0.3},
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"keep_time": {"Tower": +0.3},
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"check_tunnel": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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"Ezra": {
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"home_room": "Tower",
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"room_weights": {"Tower": 0.45, "Threshold": 0.2, "Garden": 0.15, "Forge": 0.1, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"study": {"Tower": +0.4},
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"read_whiteboard": {"Tower": +0.4},
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"find_pattern": {"Garden": +0.2, "Bridge": +0.1},
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},
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},
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"Gemini": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.45, "Threshold": 0.2, "Bridge": 0.15, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"observe": {"Garden": +0.2, "Tower": +0.2},
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"tend_garden": {"Garden": +0.5},
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"listen": {"Bridge": +0.1, "Threshold": +0.1},
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},
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},
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"Claude": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.3, "Tower": 0.25, "Forge": 0.2, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"inspect": {"Threshold": +0.2, "Tower": +0.2},
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"organize": {"Tower": +0.2, "Forge": +0.1},
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"enforce_order": {"Threshold": +0.3, "Bridge": +0.1},
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},
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},
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"ClawCode": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.1,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"test_edge": {"Forge": +0.4},
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"build_weapon": {"Forge": +0.5},
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},
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},
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"Kimi": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Threshold": 0.2, "Tower": 0.15, "Bridge": 0.15, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"contemplate": {"Garden": +0.3, "Tower": +0.1},
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"read": {"Tower": +0.3},
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"remember": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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}
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# All available rooms
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ALL_ROOMS = ["Threshold", "Tower", "Forge", "Garden", "Bridge"]
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class ActionSystem:
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"""Defines what actions are possible and what they cost."""
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@@ -453,100 +558,167 @@ class TimmyAI:
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class NPCAI:
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"""AI for non-player characters. They make choices based on goals."""
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"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
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def __init__(self, world):
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self.world = world
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self._last_reasoning = {} # Store reasoning per char for tick logging
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def get_reasoning(self, char_name):
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"""Return reasoning dict for last decision."""
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return self._last_reasoning.get(char_name, {})
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def make_choice(self, char_name):
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"""Make a choice for this NPC this tick."""
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"""Make a weighted choice for this NPC. Returns (action, reasoning_dict)."""
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char = self.world.characters[char_name]
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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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# If low energy, rest
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if char["energy"] <= 1:
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return "rest"
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# Goal-driven behavior
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goal = char["active_goal"]
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if char_name == "Marcus":
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return self._marcus_choice(char, room, available)
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elif char_name == "Bezalel":
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return self._bezalel_choice(char, room, available)
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elif char_name == "Allegro":
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return self._allegro_choice(char, room, available)
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elif char_name == "Ezra":
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return self._ezra_choice(char, room, available)
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elif char_name == "Gemini":
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return self._gemini_choice(char, room, available)
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elif char_name == "Claude":
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return self._claude_choice(char, room, available)
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elif char_name == "ClawCode":
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return self._clawcode_choice(char, room, available)
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elif char_name == "Kimi":
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return self._kimi_choice(char, room, available)
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return "rest"
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def _marcus_choice(self, char, room, available):
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if room == "Garden" and random.random() < 0.7:
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# Low energy → immediate rest
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if char["energy"] <= 1:
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self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
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return "rest"
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if room != "Garden":
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return "move:west"
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# Speak to someone if possible
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if others and random.random() < 0.4:
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return f"speak:{random.choice(others)}"
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return "rest"
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# Find personality profile
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personality = PERSONALITY_DICT.get(char_name)
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if not personality:
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# Fallback: move toward home room if not there
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if room != char.get("home", "Tower"):
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action = f"move:{self._direction_to_home(room, char.get('home', 'Tower'))}"
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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action = random.choice(["rest", "examine"])
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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# Build weighted action list
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weights = self._compute_weights(char_name, char, room, available, personality, goal)
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if not weights:
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action = "rest"
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self._last_reasoning[char_name] = {"trigger": "fallback", "reason": "No weighted actions available"}
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return action
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# Sample action
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actions, probs = zip(*weights)
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action = random.choices(actions, weights=probs)[0]
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# Store reasoning
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reasoning = self._build_reasoning(char_name, char, room, weights, action, personality, goal)
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self._last_reasoning[char_name] = reasoning
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return action
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def _bezalel_choice(self, char, room, available):
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if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
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return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
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if room != "Forge":
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return "move:west"
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if random.random() < 0.3:
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return "tend_fire"
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return "forge"
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def _direction_to_home(self, current_room, home_room):
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"""Return direction name to get from current to home (simple adjacency)."""
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# For now: use known map directions (fragile but minimal)
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# Better: derive from world.rooms connections by searching
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connections = self.world.rooms[current_room].get("connections", {})
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for direction, dest in connections.items():
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if dest == home_room:
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return direction
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# Fallback: pick a random connected room to explore toward home
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if connections:
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return random.choice(list(connections.keys()))
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return "north" # should not happen
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def _kimi_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if room == "Garden" and others and random.random() < 0.3:
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return f"speak:{random.choice(others)}"
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if room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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return "move:east" # Head back toward Garden
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def _compute_weights(self, char_name, char, room, available, personality, goal):
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"""Compute weighted list of (action, prob) tuples."""
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weights = []
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room_weights = personality["room_weights"]
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social_weight = personality["social_weight"]
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goal_bonus = personality["goal_weights"].get(goal, {})
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# Count others in the room
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others_in_room = [n for n in self.world.characters
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if self.world.characters[n]["room"] == room and n != char_name]
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social_present = len(others_in_room) > 0
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for action in available:
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base_w = 0.05 # small floor for every action
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# Movement-specific
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if action.startswith("move:"):
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direction = action.split(":")[1]
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dest = action.split(" -> ")[1] if " -> " in action else None
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if dest:
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# Room probability
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base_w += room_weights.get(dest, 0.05)
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# Home room bonus
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if dest == personality["home_room"]:
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base_w += 0.2
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# Social bonus
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if social_present:
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base_w += social_weight
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# Goal bonus
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if dest in goal_bonus:
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base_w += goal_bonus[dest]
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# Exploration penalty for home room (sometimes leave)
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if dest == personality["home_room"]:
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base_w *= (1 - personality.get("explore_chance", 0.1))
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# Social actions
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elif action.startswith("speak:") or action.startswith("listen:") or action.startswith("help:"):
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person = action.split(":")[1]
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base_w += 0.2 # base social interest
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# Goal bonus
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base_w += goal_bonus.get(person, 0)
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# Other in same room bonus
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if any(n == person for n in others_in_room):
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base_w += 0.3
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# Social weight
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base_w += social_weight * 0.5
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elif action.startswith("confront:"):
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person = action.split(":")[1]
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base_w += 0.1 # lower baseline
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if any(n == person for n in others_in_room):
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base_w += 0.2
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# Room-specific craft/production actions
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elif action in ["forge", "tend_fire", "study", "write_rule", "carve", "plant"]:
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# These are location-bound; should only be available in correct room
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if (action == "forge" and room != "Forge") or (action == "tend_fire" and room != "Forge") or (action == "study" and room != "Tower") or (action == "write_rule" and room != "Tower") or (action == "carve" and room != "Bridge") or (action == "plant" and room != "Garden"):
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continue # skip (shouldn't be available but guard)
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base_w += room_weights.get(room, 0.1) * 1.5 # being in the right room = high weight
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# Goal bonus
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if action in goal_bonus:
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base_w += goal_bonus[action]
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# Rest
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elif action == "rest":
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base_w += char["energy"] * 0.1 # higher energy → less rest
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if char["energy"] < 3:
|
|
|
|
|
base_w += 0.4
|
|
|
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else:
|
|
|
|
|
base_w += 0.05
|
|
|
|
|
|
|
|
|
|
# Examine
|
|
|
|
|
elif action == "examine":
|
|
|
|
|
base_w += 0.1
|
|
|
|
|
|
|
|
|
|
weights.append((action, base_w))
|
|
|
|
|
|
|
|
|
|
# Normalize probabilities to sum to 1
|
|
|
|
|
if not weights:
|
|
|
|
|
return []
|
|
|
|
|
total = sum(w for _, w in weights)
|
|
|
|
|
normalized = [(a, w/total) for a, w in weights]
|
|
|
|
|
return normalized
|
|
|
|
|
|
|
|
|
|
def _gemini_choice(self, char, room, available):
|
|
|
|
|
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
|
|
|
|
|
if room == "Garden" and others and random.random() < 0.4:
|
|
|
|
|
return f"listen:{random.choice(others)}"
|
|
|
|
|
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
|
|
|
|
|
|
|
|
|
|
def _ezra_choice(self, char, room, available):
|
|
|
|
|
if room == "Tower" and char["energy"] > 2:
|
|
|
|
|
return random.choice(["study", "write_rule", "help:Timmy"])
|
|
|
|
|
if room != "Tower":
|
|
|
|
|
return "move:south"
|
|
|
|
|
return "rest"
|
|
|
|
|
|
|
|
|
|
def _claude_choice(self, char, room, available):
|
|
|
|
|
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
|
|
|
|
|
if others and random.random() < 0.2:
|
|
|
|
|
return f"confront:{random.choice(others)}"
|
|
|
|
|
return random.choice(["examine", "rest"])
|
|
|
|
|
|
|
|
|
|
def _clawcode_choice(self, char, room, available):
|
|
|
|
|
if room == "Forge" and char["energy"] > 2:
|
|
|
|
|
return "forge"
|
|
|
|
|
return random.choice(["move:east", "forge", "rest"])
|
|
|
|
|
|
|
|
|
|
def _allegro_choice(self, char, room, available):
|
|
|
|
|
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
|
|
|
|
if others and random.random() < 0.3:
|
|
|
|
|
return f"speak:{random.choice(others)}"
|
|
|
|
|
return random.choice(["move:north", "move:south", "examine"])
|
|
|
|
|
def _build_reasoning(self, char_name, char, room, weights, action, personality, goal):
|
|
|
|
|
"""Build reasoning dict explaining the decision."""
|
|
|
|
|
# Find top contenders
|
|
|
|
|
sorted_w = sorted(weights, key=lambda x: x[1], reverse=True)
|
|
|
|
|
reasoning = {
|
|
|
|
|
"char": char_name,
|
|
|
|
|
"room": room,
|
|
|
|
|
"goal": goal,
|
|
|
|
|
"energy": char["energy"],
|
|
|
|
|
"chosen": action,
|
|
|
|
|
"top_contenders": sorted_w[:3],
|
|
|
|
|
}
|
|
|
|
|
return reasoning
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class DialogueSystem:
|
|
|
|
|
@@ -1224,7 +1396,16 @@ class GameEngine:
|
|
|
|
|
self.world.characters[char_name]["room"] = dest
|
|
|
|
|
self.world.characters[char_name]["energy"] -= 1
|
|
|
|
|
scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Collect NPC reasoning for debugging (Decision Engine trace)
|
|
|
|
|
scene["npc_reasoning"] = {}
|
|
|
|
|
for npc_name in self.world.characters:
|
|
|
|
|
if npc_name == "Timmy":
|
|
|
|
|
continue
|
|
|
|
|
reasoning = self.npc_ai.get_reasoning(npc_name)
|
|
|
|
|
if reasoning:
|
|
|
|
|
scene["npc_reasoning"][npc_name] = reasoning
|
|
|
|
|
|
|
|
|
|
# Random NPC events
|
|
|
|
|
room_name = self.world.characters["Timmy"]["room"]
|
|
|
|
|
for char_name in self.world.characters:
|
|
|
|
|
|