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Upload 5 files
Browse files- README.md +54 -6
- app.py +141 -0
- game_logic.py +357 -0
- requirements.txt +5 -0
- tts.py +59 -0
README.md
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---
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title:
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colorFrom:
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colorTo:
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sdk:
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pinned: false
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---
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-
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---
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title: Math Adventure
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emoji: 🧮
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colorFrom: blue
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colorTo: green
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sdk: gradio
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sdk_version: 6.17.3
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app_file: app.py
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pinned: false
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license: mit
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---
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# 🧮 Math Adventure
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A talking, tap-to-play math game for an advanced 5–6 year old. Built with
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[Gradio](https://gradio.app) (by Hugging Face). Each problem is **read aloud** by a
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Hugging Face text-to-speech model (`facebook/mms-tts-eng`), so a child who can't yet
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read fluently can still play. The difficulty **adapts automatically** — it gets harder
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as the child answers correctly and eases off after a couple of misses.
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## What it covers
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- **Addition & subtraction** — within 5 → 10 → 20 → 100, plus missing-number problems (`7 + ? = 15`).
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- **Counting & comparing** — count objects, "which is bigger?", and missing numbers / skip-counting.
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- **Simple multiplication** — equal groups, then ×2, ×5, ×10 and small times tables.
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- **Shapes & patterns** — name shapes, complete ABAB / AABB patterns, count sides.
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## How it adapts
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Held in game state: `level` (1–10), `score`, and streaks.
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- **Level up** after **3 correct in a row**.
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- **Level down** after **2 wrong in a row** (it never punishes — just eases off).
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## Run it locally (Windows)
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```powershell
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py -m pip install -r requirements.txt
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py app.py
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```
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Then open <http://localhost:7860>. The first launch downloads the TTS model (~145 MB) once.
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## Run the logic tests
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```powershell
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py -m pip install pytest
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py -m pytest test_game_logic.py
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```
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## Deploy to Hugging Face Spaces (free)
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1. Create a free account at <https://huggingface.co>.
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2. **New Space** → name it → **SDK: Gradio** → Hardware: **CPU basic (free)**.
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3. Upload `app.py`, `game_logic.py`, `tts.py`, `requirements.txt`, and this `README.md`
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(drag-and-drop in the Space's **Files** tab, or `git push` to the Space repo).
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4. The Space builds automatically and gives you a public URL — open it on a tablet and play.
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## Files
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| File | Purpose |
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|------|---------|
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| `app.py` | Gradio UI, game loop, audio, rewards. |
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| `game_logic.py` | Problem generation + adaptive difficulty (pure Python, unit-tested). |
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| `tts.py` | Hugging Face text-to-speech, with a silent fallback if audio can't load. |
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| `test_game_logic.py` | Tests for problem generation and the difficulty engine. |
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app.py
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"""Math Adventure -- a talking, tap-to-play math game for an advanced 5-6 year old.
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Built with Gradio (by Hugging Face). Problems are read aloud by a Hugging Face
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text-to-speech model (see tts.py). Difficulty adapts as the player gets answers
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right (see game_logic.py).
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Run locally: py app.py -> http://localhost:7860
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Deploy: upload this folder to a Hugging Face Space (SDK: Gradio).
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"""
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import gradio as gr
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import game_logic as gl
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import tts
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NUM_CHOICES = 4
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CSS = """
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#title {text-align:center; font-size:2.4rem; margin:0.2em 0;}
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#scoreboard {text-align:center; font-size:1.4rem; font-weight:700;}
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#problem {
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text-align:center;
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font-size:5rem;
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line-height:1.3;
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min-height:1.6em;
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padding:0.3em 0.2em;
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word-break:break-word;
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}
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#feedback {text-align:center; font-size:1.8rem; min-height:1.4em; font-weight:700;}
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.answer-btn button {
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font-size:2.6rem !important;
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min-height:110px !important;
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border-radius:22px !important;
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}
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#replay button {font-size:1.3rem !important;}
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.gradio-container {max-width:760px !important; margin:auto !important;}
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"""
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def _scoreboard(state):
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stars = "⭐" * min(state["score"], 20)
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return (
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f"Level {state['level']} 🌟 • Score: {state['score']} • "
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f"Streak: {state['streak']} 🔥\n\n{stars}"
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)
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def _button_updates(problem):
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"""Return a gr.update for each answer button, given the current problem."""
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choices = problem["choices"]
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updates = []
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for i in range(NUM_CHOICES):
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if i < len(choices):
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updates.append(gr.update(value=choices[i], visible=True))
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else:
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updates.append(gr.update(visible=False))
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return updates
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def _render(state, problem, feedback, spoken=None):
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"""Bundle every UI output for one render pass."""
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audio = tts.speak(spoken if spoken is not None else problem["spoken"])
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return (
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state,
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problem,
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gr.update(value=problem["display"]), # problem display
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*_button_updates(problem), # the answer buttons
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gr.update(value=_scoreboard(state)), # scoreboard
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gr.update(value=feedback), # feedback line
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audio, # autoplayed audio
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)
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def start_game():
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state = gl.new_state()
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problem = gl.generate_problem(state["level"])
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return _render(state, problem, "Tap the right answer! 👇")
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def answer(idx, state, problem):
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# Guard against stale clicks on a hidden button.
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if idx >= len(problem["choices"]):
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return _render(state, problem, "")
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chosen = problem["choices"][idx]
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correct = chosen == problem["answer"]
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state = gl.update_state(state, correct)
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if correct:
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feedback = "✅ Great job! 🎉"
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spoken_prefix = "Great job!"
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else:
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feedback = f"❌ It was {problem['answer']}. You can do it — next one!"
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spoken_prefix = "Good try!"
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next_problem = gl.generate_problem(state["level"])
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spoken = f"{spoken_prefix} {next_problem['spoken']}"
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return _render(state, next_problem, feedback, spoken=spoken)
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def replay(problem):
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return tts.speak(problem["spoken"])
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with gr.Blocks(title="Math Adventure") as demo:
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gr.Markdown("# 🧮 Math Adventure", elem_id="title")
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game_state = gr.State()
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problem_state = gr.State()
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scoreboard = gr.Markdown(elem_id="scoreboard")
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problem_display = gr.Markdown(elem_id="problem")
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feedback = gr.Markdown(elem_id="feedback")
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with gr.Row():
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btns = [gr.Button("", elem_classes="answer-btn") for _ in range(2)]
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with gr.Row():
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btns += [gr.Button("", elem_classes="answer-btn") for _ in range(2)]
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with gr.Row():
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replay_btn = gr.Button("🔊 Hear it again", elem_id="replay")
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# autoplay reads each new problem aloud; hidden so it isn't a distraction.
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audio = gr.Audio(autoplay=True, visible=False)
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# Outputs updated on every render pass (order must match _render()).
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render_outputs = [game_state, problem_state, problem_display,
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*btns, scoreboard, feedback, audio]
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for i, b in enumerate(btns):
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b.click(
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fn=lambda gs, ps, idx=i: answer(idx, gs, ps),
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inputs=[game_state, problem_state],
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outputs=render_outputs,
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)
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replay_btn.click(fn=replay, inputs=[problem_state], outputs=[audio])
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demo.load(fn=start_game, inputs=None, outputs=render_outputs)
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if __name__ == "__main__":
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tts.warm_up() # pre-load the TTS model so the first round speaks promptly
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demo.launch(css=CSS, theme=gr.themes.Soft())
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game_logic.py
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|
| 1 |
+
"""Math game logic: problem generation + adaptive difficulty.
|
| 2 |
+
|
| 3 |
+
No UI / model dependencies live here so it can be unit-tested in isolation.
|
| 4 |
+
|
| 5 |
+
A "problem" is a plain dict:
|
| 6 |
+
{
|
| 7 |
+
"skill": str, # which skill this exercises
|
| 8 |
+
"display": str, # big text/emoji shown on screen
|
| 9 |
+
"spoken": str, # plain-English text read aloud by TTS
|
| 10 |
+
"answer": str, # the correct choice (as a string)
|
| 11 |
+
"choices": list[str], # 4 shuffled multiple-choice options
|
| 12 |
+
}
|
| 13 |
+
|
| 14 |
+
Game state is a plain dict so it can live in a Gradio gr.State:
|
| 15 |
+
{"level": int, "score": int, "streak": int, "wrong_streak": int, "asked": int}
|
| 16 |
+
"""
|
| 17 |
+
|
| 18 |
+
import random
|
| 19 |
+
|
| 20 |
+
MIN_LEVEL = 1
|
| 21 |
+
MAX_LEVEL = 10
|
| 22 |
+
LEVEL_UP_STREAK = 3 # correct-in-a-row needed to level up
|
| 23 |
+
LEVEL_DOWN_STREAK = 2 # wrong-in-a-row before easing down
|
| 24 |
+
|
| 25 |
+
SHAPES = ["circle", "square", "triangle", "star", "heart", "diamond"]
|
| 26 |
+
SHAPE_EMOJI = {
|
| 27 |
+
"circle": "⚪",
|
| 28 |
+
"square": "🟦",
|
| 29 |
+
"triangle": "🔺",
|
| 30 |
+
"star": "⭐",
|
| 31 |
+
"heart": "❤️",
|
| 32 |
+
"diamond": "🔷",
|
| 33 |
+
}
|
| 34 |
+
SHAPE_SIDES = {"triangle": 3, "square": 4, "circle": 0}
|
| 35 |
+
|
| 36 |
+
# Friendly emoji used to render "count the objects" problems.
|
| 37 |
+
OBJECT_EMOJI = ["🍎", "🍌", "🐶", "🐱", "🐟", "🌟", "🚗", "🎈", "🍓", "🦋"]
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
def new_state():
|
| 41 |
+
"""Return a fresh game-state dict."""
|
| 42 |
+
return {"level": 1, "score": 0, "streak": 0, "wrong_streak": 0, "asked": 0}
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
# --------------------------------------------------------------------------
|
| 46 |
+
# Difficulty / skill selection
|
| 47 |
+
# --------------------------------------------------------------------------
|
| 48 |
+
|
| 49 |
+
def _skills_for_level(level):
|
| 50 |
+
"""Which skills are unlocked at a given level (harder skills appear later)."""
|
| 51 |
+
skills = ["add_sub", "count_compare", "shapes_patterns"]
|
| 52 |
+
if level >= 4:
|
| 53 |
+
skills.append("multiply")
|
| 54 |
+
return skills
|
| 55 |
+
|
| 56 |
+
|
| 57 |
+
def update_state(state, correct):
|
| 58 |
+
"""Apply the adaptive rule after an answer. Mutates and returns ``state``.
|
| 59 |
+
|
| 60 |
+
Level up after LEVEL_UP_STREAK correct in a row; level down after
|
| 61 |
+
LEVEL_DOWN_STREAK wrong in a row. Streaks reset on the opposite outcome.
|
| 62 |
+
"""
|
| 63 |
+
state["asked"] += 1
|
| 64 |
+
if correct:
|
| 65 |
+
state["score"] += 1
|
| 66 |
+
state["streak"] += 1
|
| 67 |
+
state["wrong_streak"] = 0
|
| 68 |
+
if state["streak"] >= LEVEL_UP_STREAK and state["level"] < MAX_LEVEL:
|
| 69 |
+
state["level"] += 1
|
| 70 |
+
state["streak"] = 0
|
| 71 |
+
else:
|
| 72 |
+
state["wrong_streak"] += 1
|
| 73 |
+
state["streak"] = 0
|
| 74 |
+
if state["wrong_streak"] >= LEVEL_DOWN_STREAK and state["level"] > MIN_LEVEL:
|
| 75 |
+
state["level"] -= 1
|
| 76 |
+
state["wrong_streak"] = 0
|
| 77 |
+
return state
|
| 78 |
+
|
| 79 |
+
|
| 80 |
+
# --------------------------------------------------------------------------
|
| 81 |
+
# Helpers
|
| 82 |
+
# --------------------------------------------------------------------------
|
| 83 |
+
|
| 84 |
+
def _make_choices(answer, distractors, n=4):
|
| 85 |
+
"""Build n unique shuffled string choices that always include ``answer``."""
|
| 86 |
+
answer_str = str(answer)
|
| 87 |
+
choices = [answer_str]
|
| 88 |
+
for d in distractors:
|
| 89 |
+
d = str(d)
|
| 90 |
+
if d not in choices:
|
| 91 |
+
choices.append(d)
|
| 92 |
+
if len(choices) >= n:
|
| 93 |
+
break
|
| 94 |
+
# Pad if we still came up short (e.g. tiny numbers near 0): step outward.
|
| 95 |
+
if len(choices) < n:
|
| 96 |
+
try:
|
| 97 |
+
base = int(float(answer))
|
| 98 |
+
k = 1
|
| 99 |
+
while len(choices) < n and k < 50:
|
| 100 |
+
cand = str(base + k)
|
| 101 |
+
if cand not in choices:
|
| 102 |
+
choices.append(cand)
|
| 103 |
+
k += 1
|
| 104 |
+
except (ValueError, TypeError):
|
| 105 |
+
pass
|
| 106 |
+
random.shuffle(choices)
|
| 107 |
+
return choices
|
| 108 |
+
|
| 109 |
+
|
| 110 |
+
def _numeric_distractors(answer, spread=3, allow_negative=False):
|
| 111 |
+
"""Plausible near-miss numbers around ``answer``."""
|
| 112 |
+
candidates = set()
|
| 113 |
+
attempts = 0
|
| 114 |
+
while len(candidates) < 6 and attempts < 40:
|
| 115 |
+
attempts += 1
|
| 116 |
+
delta = random.randint(-spread, spread)
|
| 117 |
+
val = answer + delta
|
| 118 |
+
if val == answer:
|
| 119 |
+
continue
|
| 120 |
+
if val < 0 and not allow_negative:
|
| 121 |
+
continue
|
| 122 |
+
candidates.add(val)
|
| 123 |
+
return list(candidates)
|
| 124 |
+
|
| 125 |
+
|
| 126 |
+
# --------------------------------------------------------------------------
|
| 127 |
+
# Skill generators -- each returns a problem dict
|
| 128 |
+
# --------------------------------------------------------------------------
|
| 129 |
+
|
| 130 |
+
def _gen_add_sub(level):
|
| 131 |
+
if level <= 1:
|
| 132 |
+
a, b = random.randint(0, 5), random.randint(0, 5)
|
| 133 |
+
op = "+"
|
| 134 |
+
elif level == 2:
|
| 135 |
+
a, b = random.randint(0, 10), random.randint(0, 10)
|
| 136 |
+
op = "+"
|
| 137 |
+
elif level == 3:
|
| 138 |
+
a = random.randint(2, 10)
|
| 139 |
+
b = random.randint(0, a) # subtraction within 10, no negatives
|
| 140 |
+
op = "-"
|
| 141 |
+
elif level == 4:
|
| 142 |
+
op = random.choice(["+", "-"])
|
| 143 |
+
if op == "+":
|
| 144 |
+
a, b = random.randint(0, 20), random.randint(0, 20 - 0)
|
| 145 |
+
b = random.randint(0, 20 - a) if a <= 20 else 0
|
| 146 |
+
else:
|
| 147 |
+
a = random.randint(2, 20)
|
| 148 |
+
b = random.randint(0, a)
|
| 149 |
+
elif level == 5:
|
| 150 |
+
# missing addend: a + ? = total
|
| 151 |
+
a = random.randint(1, 15)
|
| 152 |
+
b = random.randint(1, 20 - a) if a < 20 else 1
|
| 153 |
+
total = a + b
|
| 154 |
+
return {
|
| 155 |
+
"skill": "add_sub",
|
| 156 |
+
"display": f"{a} + ? = {total}",
|
| 157 |
+
"spoken": f"{a} plus what makes {total}?",
|
| 158 |
+
"answer": str(b),
|
| 159 |
+
"choices": _make_choices(b, _numeric_distractors(b, 3)),
|
| 160 |
+
}
|
| 161 |
+
elif level <= 7:
|
| 162 |
+
op = random.choice(["+", "-"])
|
| 163 |
+
if op == "+":
|
| 164 |
+
a = random.randint(10, 50)
|
| 165 |
+
b = random.randint(1, 99 - a)
|
| 166 |
+
else:
|
| 167 |
+
a = random.randint(10, 99)
|
| 168 |
+
b = random.randint(1, a)
|
| 169 |
+
else: # level 8-10
|
| 170 |
+
op = random.choice(["+", "-"])
|
| 171 |
+
if op == "+":
|
| 172 |
+
a = random.randint(20, 80)
|
| 173 |
+
b = random.randint(10, 99 - a) if a < 99 else 10
|
| 174 |
+
else:
|
| 175 |
+
a = random.randint(30, 99)
|
| 176 |
+
b = random.randint(10, a)
|
| 177 |
+
|
| 178 |
+
answer = a + b if op == "+" else a - b
|
| 179 |
+
spread = 3 if answer < 20 else max(3, answer // 10)
|
| 180 |
+
return {
|
| 181 |
+
"skill": "add_sub",
|
| 182 |
+
"display": f"{a} {op} {b} = ?",
|
| 183 |
+
"spoken": f"What is {a} {'plus' if op == '+' else 'minus'} {b}?",
|
| 184 |
+
"answer": str(answer),
|
| 185 |
+
"choices": _make_choices(answer, _numeric_distractors(answer, spread)),
|
| 186 |
+
}
|
| 187 |
+
|
| 188 |
+
|
| 189 |
+
def _gen_count_compare(level):
|
| 190 |
+
if level <= 1:
|
| 191 |
+
n = random.randint(1, 5)
|
| 192 |
+
emoji = random.choice(OBJECT_EMOJI)
|
| 193 |
+
return {
|
| 194 |
+
"skill": "count_compare",
|
| 195 |
+
"display": emoji * n,
|
| 196 |
+
"spoken": "How many do you see?",
|
| 197 |
+
"answer": str(n),
|
| 198 |
+
"choices": _make_choices(n, _numeric_distractors(n, 2)),
|
| 199 |
+
}
|
| 200 |
+
if level == 2:
|
| 201 |
+
n = random.randint(3, 10)
|
| 202 |
+
emoji = random.choice(OBJECT_EMOJI)
|
| 203 |
+
return {
|
| 204 |
+
"skill": "count_compare",
|
| 205 |
+
"display": emoji * n,
|
| 206 |
+
"spoken": "How many do you see?",
|
| 207 |
+
"answer": str(n),
|
| 208 |
+
"choices": _make_choices(n, _numeric_distractors(n, 2)),
|
| 209 |
+
}
|
| 210 |
+
if level == 3:
|
| 211 |
+
a, b = random.sample(range(0, 11), 2)
|
| 212 |
+
bigger = max(a, b)
|
| 213 |
+
return {
|
| 214 |
+
"skill": "count_compare",
|
| 215 |
+
"display": f"{a} or {b}",
|
| 216 |
+
"spoken": f"Which number is bigger, {a} or {b}?",
|
| 217 |
+
"answer": str(bigger),
|
| 218 |
+
"choices": _make_choices(
|
| 219 |
+
bigger, [min(a, b)] + _numeric_distractors(bigger, 3)
|
| 220 |
+
),
|
| 221 |
+
}
|
| 222 |
+
# level 4+: missing number in a sequence (skip-counting at higher levels)
|
| 223 |
+
if level <= 4:
|
| 224 |
+
step = 1
|
| 225 |
+
elif level <= 6:
|
| 226 |
+
step = random.choice([1, 2, 5])
|
| 227 |
+
else:
|
| 228 |
+
step = random.choice([2, 5, 10])
|
| 229 |
+
start = random.randint(0, 10) * step + random.randint(0, step)
|
| 230 |
+
seq = [start + step * i for i in range(4)]
|
| 231 |
+
hide = random.randint(1, 2) # hide an interior term
|
| 232 |
+
answer = seq[hide]
|
| 233 |
+
shown = [str(x) if i != hide else "?" for i, x in enumerate(seq)]
|
| 234 |
+
return {
|
| 235 |
+
"skill": "count_compare",
|
| 236 |
+
"display": " ".join(shown),
|
| 237 |
+
"spoken": "What number is missing?",
|
| 238 |
+
"answer": str(answer),
|
| 239 |
+
"choices": _make_choices(answer, _numeric_distractors(answer, max(2, step))),
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
|
| 243 |
+
def _gen_multiply(level):
|
| 244 |
+
if level <= 4:
|
| 245 |
+
groups = random.randint(2, 3)
|
| 246 |
+
per = random.randint(2, 3)
|
| 247 |
+
emoji = random.choice(OBJECT_EMOJI)
|
| 248 |
+
display = " ".join([emoji * per] * groups)
|
| 249 |
+
answer = groups * per
|
| 250 |
+
return {
|
| 251 |
+
"skill": "multiply",
|
| 252 |
+
"display": display,
|
| 253 |
+
"spoken": f"{groups} groups of {per}. How many in total?",
|
| 254 |
+
"answer": str(answer),
|
| 255 |
+
"choices": _make_choices(answer, _numeric_distractors(answer, 3)),
|
| 256 |
+
}
|
| 257 |
+
if level == 5:
|
| 258 |
+
table = random.choice([2, 10])
|
| 259 |
+
other = random.randint(1, 10)
|
| 260 |
+
elif level <= 7:
|
| 261 |
+
table = random.choice([2, 5, 10])
|
| 262 |
+
other = random.randint(1, 10)
|
| 263 |
+
else:
|
| 264 |
+
table = random.randint(2, 9)
|
| 265 |
+
other = random.randint(2, 9)
|
| 266 |
+
answer = table * other
|
| 267 |
+
return {
|
| 268 |
+
"skill": "multiply",
|
| 269 |
+
"display": f"{table} × {other} = ?",
|
| 270 |
+
"spoken": f"What is {table} times {other}?",
|
| 271 |
+
"answer": str(answer),
|
| 272 |
+
"choices": _make_choices(answer, _numeric_distractors(answer, max(3, table))),
|
| 273 |
+
}
|
| 274 |
+
|
| 275 |
+
|
| 276 |
+
def _gen_shapes_patterns(level):
|
| 277 |
+
if level <= 1:
|
| 278 |
+
shape = random.choice(SHAPES)
|
| 279 |
+
distract = random.sample([s for s in SHAPES if s != shape], 3)
|
| 280 |
+
return {
|
| 281 |
+
"skill": "shapes_patterns",
|
| 282 |
+
"display": SHAPE_EMOJI[shape],
|
| 283 |
+
"spoken": "What shape is this?",
|
| 284 |
+
"answer": shape,
|
| 285 |
+
"choices": _make_choices(shape, distract),
|
| 286 |
+
}
|
| 287 |
+
if level == 2:
|
| 288 |
+
target = random.choice(SHAPES)
|
| 289 |
+
return {
|
| 290 |
+
"skill": "shapes_patterns",
|
| 291 |
+
"display": "🔎",
|
| 292 |
+
"spoken": f"Which one is the {target}?",
|
| 293 |
+
"answer": SHAPE_EMOJI[target],
|
| 294 |
+
"choices": _make_choices(
|
| 295 |
+
SHAPE_EMOJI[target],
|
| 296 |
+
[SHAPE_EMOJI[s] for s in SHAPES if s != target],
|
| 297 |
+
),
|
| 298 |
+
}
|
| 299 |
+
if level <= 4:
|
| 300 |
+
# ABAB pattern -> what comes next?
|
| 301 |
+
a, b = random.sample(SHAPES, 2)
|
| 302 |
+
ea, eb = SHAPE_EMOJI[a], SHAPE_EMOJI[b]
|
| 303 |
+
seq = [ea, eb, ea, eb]
|
| 304 |
+
nxt = ea # next after ...ea, eb, ea, eb is ea
|
| 305 |
+
return {
|
| 306 |
+
"skill": "shapes_patterns",
|
| 307 |
+
"display": " ".join(seq) + " ?",
|
| 308 |
+
"spoken": "What comes next in the pattern?",
|
| 309 |
+
"answer": nxt,
|
| 310 |
+
"choices": _make_choices(nxt, [eb] + [SHAPE_EMOJI[s] for s in SHAPES
|
| 311 |
+
if s not in (a, b)]),
|
| 312 |
+
}
|
| 313 |
+
if level <= 6:
|
| 314 |
+
# AABB pattern
|
| 315 |
+
a, b = random.sample(SHAPES, 2)
|
| 316 |
+
ea, eb = SHAPE_EMOJI[a], SHAPE_EMOJI[b]
|
| 317 |
+
seq = [ea, ea, eb, eb, ea, ea]
|
| 318 |
+
nxt = eb
|
| 319 |
+
return {
|
| 320 |
+
"skill": "shapes_patterns",
|
| 321 |
+
"display": " ".join(seq) + " ?",
|
| 322 |
+
"spoken": "What comes next in the pattern?",
|
| 323 |
+
"answer": nxt,
|
| 324 |
+
"choices": _make_choices(nxt, [ea] + [SHAPE_EMOJI[s] for s in SHAPES
|
| 325 |
+
if s not in (a, b)]),
|
| 326 |
+
}
|
| 327 |
+
# level 7+: count the sides of a shape
|
| 328 |
+
shape = random.choice([s for s in SHAPE_SIDES])
|
| 329 |
+
answer = SHAPE_SIDES[shape]
|
| 330 |
+
return {
|
| 331 |
+
"skill": "shapes_patterns",
|
| 332 |
+
"display": SHAPE_EMOJI[shape],
|
| 333 |
+
"spoken": f"How many sides does a {shape} have?",
|
| 334 |
+
"answer": str(answer),
|
| 335 |
+
"choices": _make_choices(answer, [0, 3, 4, 5, 6]),
|
| 336 |
+
}
|
| 337 |
+
|
| 338 |
+
|
| 339 |
+
_GENERATORS = {
|
| 340 |
+
"add_sub": _gen_add_sub,
|
| 341 |
+
"count_compare": _gen_count_compare,
|
| 342 |
+
"multiply": _gen_multiply,
|
| 343 |
+
"shapes_patterns": _gen_shapes_patterns,
|
| 344 |
+
}
|
| 345 |
+
|
| 346 |
+
|
| 347 |
+
def generate_problem(level, skill=None):
|
| 348 |
+
"""Return a problem dict for ``level`` (1-10), optionally forcing a skill."""
|
| 349 |
+
level = max(MIN_LEVEL, min(MAX_LEVEL, int(level)))
|
| 350 |
+
if skill is None:
|
| 351 |
+
skill = random.choice(_skills_for_level(level))
|
| 352 |
+
problem = _GENERATORS[skill](level)
|
| 353 |
+
# Safety: guarantee the answer is among the (deduplicated) choices.
|
| 354 |
+
if problem["answer"] not in problem["choices"]:
|
| 355 |
+
problem["choices"][0] = problem["answer"]
|
| 356 |
+
random.shuffle(problem["choices"])
|
| 357 |
+
return problem
|
requirements.txt
ADDED
|
@@ -0,0 +1,5 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
gradio>=6.0
|
| 2 |
+
transformers>=4.44
|
| 3 |
+
torch>=2.2
|
| 4 |
+
numpy
|
| 5 |
+
scipy
|
tts.py
ADDED
|
@@ -0,0 +1,59 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Text-to-speech using a Hugging Face model (facebook/mms-tts-eng).
|
| 2 |
+
|
| 3 |
+
The model is loaded lazily and cached so the first call pays the download/load
|
| 4 |
+
cost and later calls are fast. Every public function is wrapped so that if the
|
| 5 |
+
model (or torch) is unavailable the game keeps working silently instead of
|
| 6 |
+
crashing -- ``speak()`` simply returns ``None`` and the UI shows no audio.
|
| 7 |
+
"""
|
| 8 |
+
|
| 9 |
+
MODEL_ID = "facebook/mms-tts-eng"
|
| 10 |
+
|
| 11 |
+
_model = None
|
| 12 |
+
_tokenizer = None
|
| 13 |
+
_load_failed = False
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
def _load():
|
| 17 |
+
"""Load and cache the TTS model + tokenizer. Returns True on success."""
|
| 18 |
+
global _model, _tokenizer, _load_failed
|
| 19 |
+
if _model is not None:
|
| 20 |
+
return True
|
| 21 |
+
if _load_failed:
|
| 22 |
+
return False
|
| 23 |
+
try:
|
| 24 |
+
from transformers import VitsModel, AutoTokenizer
|
| 25 |
+
|
| 26 |
+
_model = VitsModel.from_pretrained(MODEL_ID)
|
| 27 |
+
_tokenizer = AutoTokenizer.from_pretrained(MODEL_ID)
|
| 28 |
+
_model.eval()
|
| 29 |
+
return True
|
| 30 |
+
except Exception as exc: # pragma: no cover - environment dependent
|
| 31 |
+
print(f"[tts] could not load {MODEL_ID}: {exc}. Audio disabled.")
|
| 32 |
+
_load_failed = True
|
| 33 |
+
return False
|
| 34 |
+
|
| 35 |
+
|
| 36 |
+
def warm_up():
|
| 37 |
+
"""Pre-load the model at app startup (optional; speeds up the first round)."""
|
| 38 |
+
_load()
|
| 39 |
+
|
| 40 |
+
|
| 41 |
+
def speak(text):
|
| 42 |
+
"""Synthesize ``text`` -> ``(sampling_rate, numpy_waveform)`` for gr.Audio.
|
| 43 |
+
|
| 44 |
+
Returns ``None`` if synthesis is unavailable, which gr.Audio renders as
|
| 45 |
+
"no audio" rather than erroring.
|
| 46 |
+
"""
|
| 47 |
+
if not text or not _load():
|
| 48 |
+
return None
|
| 49 |
+
try:
|
| 50 |
+
import torch
|
| 51 |
+
|
| 52 |
+
inputs = _tokenizer(text, return_tensors="pt")
|
| 53 |
+
with torch.no_grad():
|
| 54 |
+
waveform = _model(**inputs).waveform
|
| 55 |
+
audio = waveform.squeeze().cpu().numpy()
|
| 56 |
+
return _model.config.sampling_rate, audio
|
| 57 |
+
except Exception as exc: # pragma: no cover - environment dependent
|
| 58 |
+
print(f"[tts] synthesis failed: {exc}")
|
| 59 |
+
return None
|