Maverick-Unity / Runtime /SceneGrammar.Check.cs
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Maverick XR Agent 1.0.0-rc.2 (Unity package)
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// The output check: the model answers freely, then its output is checked against the tool schema and the scene:
// "ok" plain text, or every call names a known tool with known arguments, allowed values and known ids
// "invalid_tool" a tool the schema does not have -> the agent refuses (Refusal)
// "invalid_value" an argument, allowed value or room the schema/scene does not have -> the agent refuses
// "invalid_id" an id outside the scene, the hands, the gaze and earlier tool results -> generate again under the grammar
// "malformed" a call that does not parse -> generate again under the grammar
// The first out-of-schema call decides at once; an unknown id is remembered while the rest is checked.
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
namespace SceneAgent
{
public static partial class SceneGrammar
{
public const string Refusal = "I can't do that; none of my tools can.";
static readonly HashSet<string> IdKeys = new HashSet<string> { "object_id", "target_id" };
static readonly HashSet<string> IdListKeys = new HashSet<string> { "object_ids", "candidate_ids" };
static readonly HashSet<string> RoomKeys = new HashSet<string> { "location_id", "room" };
static readonly Regex CallRe = new Regex(@"<tool_call>\s*(.*?)\s*</tool_call>", RegexOptions.Singleline);
/// <summary>The ids the model may name (scene objects, hands, gaze, ids in earlier tool results) and the rooms.</summary>
public static void Vocab(string sceneJson, IEnumerable<string> toolResultJsons, out List<string> ids, out List<string> rooms)
{
var scene = (Dictionary<string, object>)MiniJson.Parse(sceneJson);
ids = new List<string>();
if (scene.TryGetValue("visible_objects", out var vo) && vo is List<object> objs)
foreach (var o in objs)
if (o is Dictionary<string, object> d && d.TryGetValue("id", out var id) && id is string s) ids.Add(s);
if (scene.TryGetValue("player", out var pl) && pl is Dictionary<string, object> player)
foreach (var k in new[] { "left_hand", "right_hand", "gaze" })
if (player.TryGetValue(k, out var v) && v is string s && s.Length > 0) ids.Add(s);
foreach (var r in toolResultJsons ?? Enumerable.Empty<string>())
{
try { CollectIds(MiniJson.Parse(r), ids); }
catch (System.FormatException) { }
}
ids = ids.Distinct().ToList();
rooms = scene.TryGetValue("locations", out var l) && l is List<object> ls
? ls.OfType<string>().Distinct().ToList() : new List<string>();
}
public static string Check(string text, string sceneJson, IEnumerable<string> toolResultJsons)
{
text = text ?? "";
var blocks = CallRe.Matches(text).Cast<Match>().Select(m => m.Groups[1].Value).ToList();
if (blocks.Count == 0) return text.Contains("<tool_call>") ? "malformed" : "ok";
Vocab(sceneJson, toolResultJsons, out var idList, out var rooms);
var ids = new HashSet<string>(idList);
string verdict = "ok";
foreach (var b in blocks)
{
object parsed;
try { parsed = MiniJson.ParseStrict(b); }
catch (System.Exception) { return "malformed"; }
if (!(parsed is Dictionary<string, object> obj) || !obj.TryGetValue("name", out var nameObj)) return "malformed";
if (!(nameObj is string name) || !Tools.TryGetValue(name, out var spec)) return "invalid_tool";
obj.TryGetValue("arguments", out var argsObj);
// an empty or false "arguments" value counts as no arguments
bool empty = argsObj == null || argsObj is List<object> el && el.Count == 0 || argsObj is string es && es.Length == 0
|| argsObj is double dz && dz == 0 || argsObj is bool bf && !bf;
if (!empty && !(argsObj is Dictionary<string, object>)) return "malformed";
var args = empty ? new Dictionary<string, object>() : (Dictionary<string, object>)argsObj;
foreach (var kv in args)
{
string k = kv.Key;
object v = kv.Value;
if (!spec.TryGetValue(k, out var allowed)) return "invalid_value";
if (allowed != null && !(v is string sv && allowed.Contains(sv))) return "invalid_value";
if (RoomKeys.Contains(k) && rooms.Count > 0 && !(v is string rv && rooms.Contains(rv))) return "invalid_value";
if (IdKeys.Contains(k) && !(v is string iv && ids.Contains(iv))) verdict = "invalid_id";
if (IdListKeys.Contains(k) && NamesUnknownId(v, ids)) verdict = "invalid_id";
}
}
return verdict;
}
// a string where a list is expected is checked character by character, as in training
static bool NamesUnknownId(object v, HashSet<string> ids)
{
switch (v)
{
case null: return false;
case List<object> l: return l.Any(x => !(x is string s && ids.Contains(s)));
case string s: return s.Length > 0 && s.Any(ch => !ids.Contains(ch.ToString()));
default: return true;
}
}
}
}