Create app.py
Browse files
app.py
ADDED
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import json
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import math
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import time
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from dataclasses import dataclass, asdict
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from typing import Dict, List, Tuple, Optional
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+
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import numpy as np
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from PIL import Image, ImageDraw, ImageFont
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import gradio as gr
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# ============================================================
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# ChronoSandbox — Agent Timeline Lab (Deterministic, Inspectable)
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# - Multi-agent gridworld
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# - First-person pseudo-3D raycast view for selected agent
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# - Global truth map + per-agent belief maps (fog-of-war memory)
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# - AutoRun animation, time dilation, rewind scrubber
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# - Branching timelines (fork from any previous step)
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# - Click-to-edit map tiles
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#
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# Minimal philosophy: explicit rules, no hidden weights, replayable.
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# ============================================================
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+
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# -----------------------------
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| 25 |
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# World / render config
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| 26 |
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# -----------------------------
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| 27 |
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GRID_W, GRID_H = 21, 15
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| 28 |
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TILE = 22 # top-down pixels per tile
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+
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VIEW_W, VIEW_H = 640, 360
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RAY_W = 320
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| 32 |
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FOV_DEG = 78
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MAX_DEPTH = 20
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+
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# 0=E,1=S,2=W,3=N
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DIRS = [(1, 0), (0, 1), (-1, 0), (0, -1)]
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| 37 |
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ORI_DEG = [0, 90, 180, 270]
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| 38 |
+
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| 39 |
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# Tile types
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EMPTY = 0
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WALL = 1
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FOOD = 2
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NOISE = 3
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DOOR = 4
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TELE = 5
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TILE_NAMES = {
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EMPTY: "Empty",
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WALL: "Wall",
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FOOD: "Food",
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NOISE: "Noise",
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DOOR: "Door",
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TELE: "Teleporter",
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}
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+
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# Palette (kept simple; inspectable)
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SKY = np.array([14, 16, 26], dtype=np.uint8)
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FLOOR_NEAR = np.array([24, 26, 40], dtype=np.uint8)
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FLOOR_FAR = np.array([10, 11, 18], dtype=np.uint8)
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WALL_BASE = np.array([210, 210, 225], dtype=np.uint8)
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WALL_SIDE = np.array([150, 150, 170], dtype=np.uint8)
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+
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AGENT_COLORS = {
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"Predator": (255, 120, 90),
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"Prey": (120, 255, 160),
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"Scout": (120, 190, 255),
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}
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# -----------------------------
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# Deterministic RNG helper
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# -----------------------------
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def rng_for(seed: int, step: int, stream: int = 0) -> np.random.Generator:
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# Stable stream keyed by (seed, step, stream)
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# Using PCG64 bitgen for reproducibility.
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mix = (seed * 1_000_003) ^ (step * 9_999_937) ^ (stream * 97_531)
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| 76 |
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return np.random.default_rng(mix & 0xFFFFFFFFFFFFFFFF)
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| 77 |
+
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| 78 |
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# -----------------------------
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| 79 |
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# State definitions
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| 80 |
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# -----------------------------
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| 81 |
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@dataclass
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class Agent:
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name: str
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x: int
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y: int
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ori: int # 0..3
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energy: int = 100 # mainly for prey, food, etc.
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@dataclass
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class WorldState:
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seed: int
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step: int
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grid: List[List[int]] # ints
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agents: Dict[str, Agent]
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controlled: str # which agent receives manual control
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pov: str # which agent camera is showing
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autorun: bool
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speed_hz: float
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overlay: bool
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| 100 |
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event_log: List[str]
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caught: bool
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branches: Dict[str, int] # branch_name -> step_index in history
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+
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@dataclass
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class Snapshot:
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step: int
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agents: Dict[str, Dict]
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grid: List[List[int]]
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| 109 |
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event_log_tail: List[str]
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caught: bool
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+
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| 112 |
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def default_grid() -> List[List[int]]:
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| 113 |
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g = [[EMPTY for _ in range(GRID_W)] for _ in range(GRID_H)]
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| 114 |
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# Border walls
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| 115 |
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for x in range(GRID_W):
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| 116 |
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g[0][x] = WALL
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g[GRID_H - 1][x] = WALL
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for y in range(GRID_H):
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g[y][0] = WALL
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g[y][GRID_W - 1] = WALL
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# Some interior structure
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for x in range(4, 17):
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g[7][x] = WALL
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g[7][10] = DOOR # a door gap
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+
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# Toys
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g[3][4] = FOOD
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g[11][15] = FOOD
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g[4][14] = NOISE
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+
g[12][5] = NOISE
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g[2][18] = TELE
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| 133 |
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g[13][2] = TELE
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return g
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| 135 |
+
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| 136 |
+
def init_state(seed: int) -> WorldState:
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agents = {
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| 138 |
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"Predator": Agent("Predator", 2, 2, 0, 100),
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"Prey": Agent("Prey", 18, 12, 2, 100),
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| 140 |
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"Scout": Agent("Scout", 10, 3, 1, 100),
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| 141 |
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}
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| 142 |
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return WorldState(
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| 143 |
+
seed=seed,
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step=0,
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grid=default_grid(),
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agents=agents,
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controlled="Predator",
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pov="Predator",
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autorun=False,
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speed_hz=8.0,
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overlay=False,
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event_log=["Initialized world."],
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caught=False,
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branches={"main": 0},
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| 155 |
+
)
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| 156 |
+
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| 157 |
+
# -----------------------------
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| 158 |
+
# Per-agent belief memory
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| 159 |
+
# -----------------------------
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| 160 |
+
def init_belief() -> Dict[str, np.ndarray]:
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| 161 |
+
# -1 unknown, else tile id
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| 162 |
+
b = {}
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| 163 |
+
for name in ["Predator", "Prey", "Scout"]:
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| 164 |
+
b[name] = -1 * np.ones((GRID_H, GRID_W), dtype=np.int16)
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+
return b
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| 166 |
+
|
| 167 |
+
# -----------------------------
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| 168 |
+
# Utility: movement + collision
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| 169 |
+
# -----------------------------
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| 170 |
+
def in_bounds(x: int, y: int) -> bool:
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| 171 |
+
return 0 <= x < GRID_W and 0 <= y < GRID_H
|
| 172 |
+
|
| 173 |
+
def is_blocking(tile: int) -> bool:
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| 174 |
+
# door is passable (for drama); wall blocks; tele is passable
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| 175 |
+
return tile == WALL
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| 176 |
+
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| 177 |
+
def move_forward(state: WorldState, a: Agent) -> None:
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| 178 |
+
dx, dy = DIRS[a.ori]
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| 179 |
+
nx, ny = a.x + dx, a.y + dy
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| 180 |
+
if not in_bounds(nx, ny):
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| 181 |
+
return
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| 182 |
+
if is_blocking(state.grid[ny][nx]):
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| 183 |
+
return
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| 184 |
+
# Door toggle mechanic: if you step onto a door, it becomes empty (door opens)
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| 185 |
+
if state.grid[ny][nx] == DOOR:
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| 186 |
+
state.grid[ny][nx] = EMPTY
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| 187 |
+
state.event_log.append(f"t={state.step}: {a.name} opened a door.")
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| 188 |
+
a.x, a.y = nx, ny
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| 189 |
+
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| 190 |
+
# Teleporter: stepping onto TELE sends you to the other TELE (deterministically)
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| 191 |
+
if state.grid[ny][nx] == TELE:
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| 192 |
+
teles = [(x, y) for y in range(GRID_H) for x in range(GRID_W) if state.grid[y][x] == TELE]
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| 193 |
+
if len(teles) >= 2:
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| 194 |
+
# choose destination as "the other tele" based on sorted list
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| 195 |
+
teles_sorted = sorted(teles)
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| 196 |
+
idx = teles_sorted.index((nx, ny))
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| 197 |
+
dest = teles_sorted[(idx + 1) % len(teles_sorted)]
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| 198 |
+
a.x, a.y = dest
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| 199 |
+
state.event_log.append(f"t={state.step}: {a.name} teleported.")
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| 200 |
+
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| 201 |
+
def turn_left(a: Agent) -> None:
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| 202 |
+
a.ori = (a.ori - 1) % 4
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| 203 |
+
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| 204 |
+
def turn_right(a: Agent) -> None:
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| 205 |
+
a.ori = (a.ori + 1) % 4
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| 206 |
+
|
| 207 |
+
# -----------------------------
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| 208 |
+
# Perception: LOS + FOV on grid
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| 209 |
+
# -----------------------------
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| 210 |
+
def los_clear(grid: List[List[int]], x0: int, y0: int, x1: int, y1: int) -> bool:
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| 211 |
+
# Bresenham line-of-sight; walls block
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| 212 |
+
dx = abs(x1 - x0)
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| 213 |
+
dy = abs(y1 - y0)
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| 214 |
+
sx = 1 if x0 < x1 else -1
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| 215 |
+
sy = 1 if y0 < y1 else -1
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| 216 |
+
err = dx - dy
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| 217 |
+
x, y = x0, y0
|
| 218 |
+
while True:
|
| 219 |
+
if (x, y) != (x0, y0) and (x, y) != (x1, y1):
|
| 220 |
+
if grid[y][x] == WALL:
|
| 221 |
+
return False
|
| 222 |
+
if x == x1 and y == y1:
|
| 223 |
+
return True
|
| 224 |
+
e2 = 2 * err
|
| 225 |
+
if e2 > -dy:
|
| 226 |
+
err -= dy
|
| 227 |
+
x += sx
|
| 228 |
+
if e2 < dx:
|
| 229 |
+
err += dx
|
| 230 |
+
y += sy
|
| 231 |
+
|
| 232 |
+
def within_fov(observer: Agent, tx: int, ty: int, fov_deg: float = 78.0) -> bool:
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| 233 |
+
# vector from observer to target in observer's local frame
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| 234 |
+
dx = tx - observer.x
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| 235 |
+
dy = ty - observer.y
|
| 236 |
+
if dx == 0 and dy == 0:
|
| 237 |
+
return True
|
| 238 |
+
# absolute angle of target
|
| 239 |
+
angle = math.degrees(math.atan2(dy, dx)) % 360
|
| 240 |
+
facing = ORI_DEG[observer.ori]
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| 241 |
+
# smallest signed difference
|
| 242 |
+
diff = (angle - facing + 540) % 360 - 180
|
| 243 |
+
return abs(diff) <= (fov_deg / 2)
|
| 244 |
+
|
| 245 |
+
def visible(observer: Agent, target: Agent, grid: List[List[int]]) -> bool:
|
| 246 |
+
return within_fov(observer, target.x, target.y, FOV_DEG) and los_clear(grid, observer.x, observer.y, target.x, target.y)
|
| 247 |
+
|
| 248 |
+
# -----------------------------
|
| 249 |
+
# Raycast pseudo-3D render
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| 250 |
+
# -----------------------------
|
| 251 |
+
def raycast_view(state: WorldState, observer: Agent, belief: Optional[np.ndarray] = None) -> np.ndarray:
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| 252 |
+
# Returns RGB uint8 image
|
| 253 |
+
img = np.zeros((VIEW_H, VIEW_W, 3), dtype=np.uint8)
|
| 254 |
+
img[:, :] = SKY
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| 255 |
+
|
| 256 |
+
# floor gradient
|
| 257 |
+
for y in range(VIEW_H // 2, VIEW_H):
|
| 258 |
+
t = (y - VIEW_H // 2) / (VIEW_H // 2 + 1e-6)
|
| 259 |
+
col = (1 - t) * FLOOR_NEAR + t * FLOOR_FAR
|
| 260 |
+
img[y, :] = col.astype(np.uint8)
|
| 261 |
+
|
| 262 |
+
# ray setup
|
| 263 |
+
fov = math.radians(FOV_DEG)
|
| 264 |
+
half_fov = fov / 2
|
| 265 |
+
for rx in range(RAY_W):
|
| 266 |
+
# camera plane: [-1, 1]
|
| 267 |
+
cam_x = (2 * rx / (RAY_W - 1)) - 1
|
| 268 |
+
ray_ang = math.radians(ORI_DEG[observer.ori]) + cam_x * half_fov
|
| 269 |
+
|
| 270 |
+
# DDA-like stepping
|
| 271 |
+
ox, oy = observer.x + 0.5, observer.y + 0.5
|
| 272 |
+
sin_a = math.sin(ray_ang)
|
| 273 |
+
cos_a = math.cos(ray_ang)
|
| 274 |
+
depth = 0.0
|
| 275 |
+
hit_side = 0
|
| 276 |
+
|
| 277 |
+
while depth < MAX_DEPTH:
|
| 278 |
+
depth += 0.05
|
| 279 |
+
tx = int(ox + cos_a * depth)
|
| 280 |
+
ty = int(oy + sin_a * depth)
|
| 281 |
+
if not in_bounds(tx, ty):
|
| 282 |
+
break
|
| 283 |
+
|
| 284 |
+
tile = state.grid[ty][tx]
|
| 285 |
+
if tile == WALL:
|
| 286 |
+
# side shading based on ray direction
|
| 287 |
+
# crude: if abs(cos)>abs(sin) consider "vertical" else "horizontal"
|
| 288 |
+
hit_side = 1 if abs(cos_a) > abs(sin_a) else 0
|
| 289 |
+
break
|
| 290 |
+
if tile == DOOR:
|
| 291 |
+
# door is semi-visible in world; render thinner by treating as a hit but less dark
|
| 292 |
+
hit_side = 2
|
| 293 |
+
break
|
| 294 |
+
|
| 295 |
+
# project wall slice
|
| 296 |
+
if depth >= MAX_DEPTH:
|
| 297 |
+
continue
|
| 298 |
+
# fish-eye correction
|
| 299 |
+
depth *= math.cos(ray_ang - math.radians(ORI_DEG[observer.ori]))
|
| 300 |
+
depth = max(depth, 0.001)
|
| 301 |
+
|
| 302 |
+
proj_h = int((VIEW_H * 0.9) / depth)
|
| 303 |
+
y0 = max(0, VIEW_H // 2 - proj_h // 2)
|
| 304 |
+
y1 = min(VIEW_H - 1, VIEW_H // 2 + proj_h // 2)
|
| 305 |
+
|
| 306 |
+
if hit_side == 0:
|
| 307 |
+
col = WALL_BASE.copy()
|
| 308 |
+
elif hit_side == 1:
|
| 309 |
+
col = WALL_SIDE.copy()
|
| 310 |
+
else:
|
| 311 |
+
# door slice
|
| 312 |
+
col = np.array([180, 210, 255], dtype=np.uint8)
|
| 313 |
+
|
| 314 |
+
# slight depth dim
|
| 315 |
+
dim = max(0.25, 1.0 - (depth / MAX_DEPTH))
|
| 316 |
+
col = (col * dim).astype(np.uint8)
|
| 317 |
+
|
| 318 |
+
# draw slice (scaled to full VIEW_W)
|
| 319 |
+
x0 = int(rx * (VIEW_W / RAY_W))
|
| 320 |
+
x1 = int((rx + 1) * (VIEW_W / RAY_W))
|
| 321 |
+
img[y0:y1, x0:x1] = col
|
| 322 |
+
|
| 323 |
+
# overlay: draw "billboards" for visible agents
|
| 324 |
+
for other_name, other in state.agents.items():
|
| 325 |
+
if other_name == observer.name:
|
| 326 |
+
continue
|
| 327 |
+
if visible(observer, other, state.grid):
|
| 328 |
+
# place billboard at its relative angle
|
| 329 |
+
dx = other.x - observer.x
|
| 330 |
+
dy = other.y - observer.y
|
| 331 |
+
ang = (math.degrees(math.atan2(dy, dx)) % 360)
|
| 332 |
+
facing = ORI_DEG[observer.ori]
|
| 333 |
+
diff = (ang - facing + 540) % 360 - 180
|
| 334 |
+
# map diff to screen x
|
| 335 |
+
sx = int((diff / (FOV_DEG / 2)) * (VIEW_W / 2) + (VIEW_W / 2))
|
| 336 |
+
dist = math.sqrt(dx * dx + dy * dy)
|
| 337 |
+
h = int((VIEW_H * 0.65) / max(dist, 0.75))
|
| 338 |
+
w = max(10, h // 3)
|
| 339 |
+
y_mid = VIEW_H // 2
|
| 340 |
+
y0 = max(0, y_mid - h // 2)
|
| 341 |
+
y1 = min(VIEW_H - 1, y_mid + h // 2)
|
| 342 |
+
x0 = max(0, sx - w // 2)
|
| 343 |
+
x1 = min(VIEW_W - 1, sx + w // 2)
|
| 344 |
+
col = AGENT_COLORS.get(other_name, (255, 200, 120))
|
| 345 |
+
img[y0:y1, x0:x1] = np.array(col, dtype=np.uint8)
|
| 346 |
+
|
| 347 |
+
if state.overlay:
|
| 348 |
+
# reticle
|
| 349 |
+
cx, cy = VIEW_W // 2, VIEW_H // 2
|
| 350 |
+
img[cy - 1:cy + 2, cx - 10:cx + 10] = np.array([120, 190, 255], dtype=np.uint8)
|
| 351 |
+
img[cy - 10:cy + 10, cx - 1:cx + 2] = np.array([120, 190, 255], dtype=np.uint8)
|
| 352 |
+
|
| 353 |
+
return img
|
| 354 |
+
|
| 355 |
+
# -----------------------------
|
| 356 |
+
# Top-down map render (truth or belief)
|
| 357 |
+
# -----------------------------
|
| 358 |
+
def render_topdown(grid: np.ndarray, agents: Dict[str, Agent], title: str, show_agents: bool = True) -> Image.Image:
|
| 359 |
+
w = grid.shape[1] * TILE
|
| 360 |
+
h = grid.shape[0] * TILE
|
| 361 |
+
im = Image.new("RGB", (w, h + 28), (10, 12, 18))
|
| 362 |
+
draw = ImageDraw.Draw(im)
|
| 363 |
+
|
| 364 |
+
# tiles
|
| 365 |
+
for y in range(grid.shape[0]):
|
| 366 |
+
for x in range(grid.shape[1]):
|
| 367 |
+
t = int(grid[y, x])
|
| 368 |
+
if t == -1:
|
| 369 |
+
col = (18, 20, 32) # unknown
|
| 370 |
+
elif t == EMPTY:
|
| 371 |
+
col = (26, 30, 44)
|
| 372 |
+
elif t == WALL:
|
| 373 |
+
col = (190, 190, 210)
|
| 374 |
+
elif t == FOOD:
|
| 375 |
+
col = (255, 210, 120)
|
| 376 |
+
elif t == NOISE:
|
| 377 |
+
col = (255, 120, 220)
|
| 378 |
+
elif t == DOOR:
|
| 379 |
+
col = (140, 210, 255)
|
| 380 |
+
elif t == TELE:
|
| 381 |
+
col = (120, 190, 255)
|
| 382 |
+
else:
|
| 383 |
+
col = (80, 80, 90)
|
| 384 |
+
|
| 385 |
+
x0, y0 = x * TILE, y * TILE + 28
|
| 386 |
+
draw.rectangle([x0, y0, x0 + TILE - 1, y0 + TILE - 1], fill=col)
|
| 387 |
+
|
| 388 |
+
# grid lines
|
| 389 |
+
for x in range(grid.shape[1] + 1):
|
| 390 |
+
xx = x * TILE
|
| 391 |
+
draw.line([xx, 28, xx, h + 28], fill=(12, 14, 22))
|
| 392 |
+
for y in range(grid.shape[0] + 1):
|
| 393 |
+
yy = y * TILE + 28
|
| 394 |
+
draw.line([0, yy, w, yy], fill=(12, 14, 22))
|
| 395 |
+
|
| 396 |
+
# agents
|
| 397 |
+
if show_agents:
|
| 398 |
+
for name, a in agents.items():
|
| 399 |
+
cx = a.x * TILE + TILE // 2
|
| 400 |
+
cy = a.y * TILE + 28 + TILE // 2
|
| 401 |
+
col = AGENT_COLORS.get(name, (220, 220, 220))
|
| 402 |
+
r = TILE // 3
|
| 403 |
+
draw.ellipse([cx - r, cy - r, cx + r, cy + r], fill=col)
|
| 404 |
+
# heading tick
|
| 405 |
+
dx, dy = DIRS[a.ori]
|
| 406 |
+
draw.line([cx, cy, cx + dx * r, cy + dy * r], fill=(10, 10, 10), width=3)
|
| 407 |
+
|
| 408 |
+
# title bar
|
| 409 |
+
draw.rectangle([0, 0, w, 28], fill=(14, 16, 26))
|
| 410 |
+
draw.text((8, 6), title, fill=(230, 230, 240))
|
| 411 |
+
|
| 412 |
+
return im
|
| 413 |
+
|
| 414 |
+
# -----------------------------
|
| 415 |
+
# Autonomy policies (explicit rules)
|
| 416 |
+
# -----------------------------
|
| 417 |
+
def predator_policy(state: WorldState, step: int) -> str:
|
| 418 |
+
pred = state.agents["Predator"]
|
| 419 |
+
prey = state.agents["Prey"]
|
| 420 |
+
# If prey visible, chase: turn toward prey then forward
|
| 421 |
+
if visible(pred, prey, state.grid):
|
| 422 |
+
dx = prey.x - pred.x
|
| 423 |
+
dy = prey.y - pred.y
|
| 424 |
+
ang = (math.degrees(math.atan2(dy, dx)) % 360)
|
| 425 |
+
facing = ORI_DEG[pred.ori]
|
| 426 |
+
diff = (ang - facing + 540) % 360 - 180
|
| 427 |
+
if diff < -10:
|
| 428 |
+
return "L"
|
| 429 |
+
if diff > 10:
|
| 430 |
+
return "R"
|
| 431 |
+
return "F"
|
| 432 |
+
# else wander deterministically
|
| 433 |
+
r = rng_for(state.seed, step, stream=1)
|
| 434 |
+
return r.choice(["F", "L", "R", "F", "F"])
|
| 435 |
+
|
| 436 |
+
def prey_policy(state: WorldState, step: int) -> str:
|
| 437 |
+
prey = state.agents["Prey"]
|
| 438 |
+
pred = state.agents["Predator"]
|
| 439 |
+
# If predator visible, flee: turn away then forward
|
| 440 |
+
if visible(prey, pred, state.grid):
|
| 441 |
+
dx = pred.x - prey.x
|
| 442 |
+
dy = pred.y - prey.y
|
| 443 |
+
ang = (math.degrees(math.atan2(dy, dx)) % 360)
|
| 444 |
+
facing = ORI_DEG[prey.ori]
|
| 445 |
+
diff = (ang - facing + 540) % 360 - 180
|
| 446 |
+
# want to face opposite direction: add 180
|
| 447 |
+
diff_away = ((diff + 180) + 540) % 360 - 180
|
| 448 |
+
if diff_away < -10:
|
| 449 |
+
return "L"
|
| 450 |
+
if diff_away > 10:
|
| 451 |
+
return "R"
|
| 452 |
+
return "F"
|
| 453 |
+
# else seek food if adjacent, else wander
|
| 454 |
+
for turn in [0, -1, 1, 2]:
|
| 455 |
+
ori = (prey.ori + turn) % 4
|
| 456 |
+
dx, dy = DIRS[ori]
|
| 457 |
+
nx, ny = prey.x + dx, prey.y + dy
|
| 458 |
+
if in_bounds(nx, ny) and state.grid[ny][nx] == FOOD:
|
| 459 |
+
if turn == 0:
|
| 460 |
+
return "F"
|
| 461 |
+
if turn == -1:
|
| 462 |
+
return "L"
|
| 463 |
+
if turn == 1:
|
| 464 |
+
return "R"
|
| 465 |
+
return "R" # 180 via two rights across ticks; keep simple
|
| 466 |
+
r = rng_for(state.seed, step, stream=2)
|
| 467 |
+
return r.choice(["F", "L", "R", "F"])
|
| 468 |
+
|
| 469 |
+
def scout_policy(state: WorldState, step: int) -> str:
|
| 470 |
+
# Scout tries to keep line-of-sight on predator without colliding
|
| 471 |
+
scout = state.agents["Scout"]
|
| 472 |
+
pred = state.agents["Predator"]
|
| 473 |
+
if los_clear(state.grid, scout.x, scout.y, pred.x, pred.y):
|
| 474 |
+
# orbit-ish: if too close, turn away; else meander
|
| 475 |
+
dist = abs(scout.x - pred.x) + abs(scout.y - pred.y)
|
| 476 |
+
if dist <= 3:
|
| 477 |
+
return "R"
|
| 478 |
+
r = rng_for(state.seed, step, stream=3)
|
| 479 |
+
return r.choice(["F", "L", "R", "F"])
|
| 480 |
+
else:
|
| 481 |
+
# seek predator direction
|
| 482 |
+
dx = pred.x - scout.x
|
| 483 |
+
dy = pred.y - scout.y
|
| 484 |
+
ang = (math.degrees(math.atan2(dy, dx)) % 360)
|
| 485 |
+
facing = ORI_DEG[scout.ori]
|
| 486 |
+
diff = (ang - facing + 540) % 360 - 180
|
| 487 |
+
if diff < -10:
|
| 488 |
+
return "L"
|
| 489 |
+
if diff > 10:
|
| 490 |
+
return "R"
|
| 491 |
+
return "F"
|
| 492 |
+
|
| 493 |
+
# -----------------------------
|
| 494 |
+
# Step simulation
|
| 495 |
+
# -----------------------------
|
| 496 |
+
def apply_action(state: WorldState, agent_name: str, action: str) -> None:
|
| 497 |
+
a = state.agents[agent_name]
|
| 498 |
+
if action == "L":
|
| 499 |
+
turn_left(a)
|
| 500 |
+
elif action == "R":
|
| 501 |
+
turn_right(a)
|
| 502 |
+
elif action == "F":
|
| 503 |
+
move_forward(state, a)
|
| 504 |
+
|
| 505 |
+
def consume_tiles(state: WorldState) -> None:
|
| 506 |
+
prey = state.agents["Prey"]
|
| 507 |
+
tile = state.grid[prey.y][prey.x]
|
| 508 |
+
if tile == FOOD:
|
| 509 |
+
prey.energy = min(200, prey.energy + 35)
|
| 510 |
+
state.grid[prey.y][prey.x] = EMPTY
|
| 511 |
+
state.event_log.append(f"t={state.step}: Prey ate food (+energy).")
|
| 512 |
+
|
| 513 |
+
def check_catch(state: WorldState) -> None:
|
| 514 |
+
pred = state.agents["Predator"]
|
| 515 |
+
prey = state.agents["Prey"]
|
| 516 |
+
if pred.x == prey.x and pred.y == prey.y:
|
| 517 |
+
state.caught = True
|
| 518 |
+
state.event_log.append(f"t={state.step}: CAUGHT.")
|
| 519 |
+
|
| 520 |
+
def tick(state: WorldState, manual_action: Optional[str] = None) -> None:
|
| 521 |
+
if state.caught:
|
| 522 |
+
return
|
| 523 |
+
|
| 524 |
+
# Manual action applies to controlled agent first (if provided)
|
| 525 |
+
if manual_action:
|
| 526 |
+
apply_action(state, state.controlled, manual_action)
|
| 527 |
+
|
| 528 |
+
# Autonomy for the others (and for controlled if autorun)
|
| 529 |
+
step = state.step
|
| 530 |
+
# Controlled agent: if autorun and no manual action this tick, autopilot it
|
| 531 |
+
if state.autorun and not manual_action:
|
| 532 |
+
if state.controlled == "Predator":
|
| 533 |
+
act = predator_policy(state, step)
|
| 534 |
+
elif state.controlled == "Prey":
|
| 535 |
+
act = prey_policy(state, step)
|
| 536 |
+
else:
|
| 537 |
+
act = scout_policy(state, step)
|
| 538 |
+
apply_action(state, state.controlled, act)
|
| 539 |
+
|
| 540 |
+
# Non-controlled always run their policy each tick
|
| 541 |
+
for name in ["Predator", "Prey", "Scout"]:
|
| 542 |
+
if name == state.controlled:
|
| 543 |
+
continue
|
| 544 |
+
if name == "Predator":
|
| 545 |
+
act = predator_policy(state, step)
|
| 546 |
+
elif name == "Prey":
|
| 547 |
+
act = prey_policy(state, step)
|
| 548 |
+
else:
|
| 549 |
+
act = scout_policy(state, step)
|
| 550 |
+
apply_action(state, name, act)
|
| 551 |
+
|
| 552 |
+
consume_tiles(state)
|
| 553 |
+
check_catch(state)
|
| 554 |
+
state.step += 1
|
| 555 |
+
|
| 556 |
+
# -----------------------------
|
| 557 |
+
# History + branching
|
| 558 |
+
# -----------------------------
|
| 559 |
+
MAX_HISTORY = 3000 # keeps rewind practical on Spaces
|
| 560 |
+
|
| 561 |
+
def snapshot_of(state: WorldState) -> Snapshot:
|
| 562 |
+
return Snapshot(
|
| 563 |
+
step=state.step,
|
| 564 |
+
agents={k: asdict(v) for k, v in state.agents.items()},
|
| 565 |
+
grid=[row[:] for row in state.grid],
|
| 566 |
+
event_log_tail=state.event_log[-12:],
|
| 567 |
+
caught=state.caught,
|
| 568 |
+
)
|
| 569 |
+
|
| 570 |
+
def restore_into(state: WorldState, snap: Snapshot) -> None:
|
| 571 |
+
state.step = snap.step
|
| 572 |
+
state.grid = [row[:] for row in snap.grid]
|
| 573 |
+
for k, d in snap.agents.items():
|
| 574 |
+
state.agents[k] = Agent(**d)
|
| 575 |
+
state.caught = snap.caught
|
| 576 |
+
# preserve full log, but annotate jump
|
| 577 |
+
state.event_log.append(f"Jumped to t={snap.step} (rewind).")
|
| 578 |
+
|
| 579 |
+
# -----------------------------
|
| 580 |
+
# Belief updates
|
| 581 |
+
# -----------------------------
|
| 582 |
+
def update_belief_for_agent(state: WorldState, belief: np.ndarray, agent: Agent) -> None:
|
| 583 |
+
# Reveal tiles in a cone up to MAX_DEPTH using simple ray sampling
|
| 584 |
+
# plus always reveal own tile
|
| 585 |
+
belief[agent.y, agent.x] = state.grid[agent.y][agent.x]
|
| 586 |
+
|
| 587 |
+
base = math.radians(ORI_DEG[agent.ori])
|
| 588 |
+
half = math.radians(FOV_DEG / 2)
|
| 589 |
+
rays = 33 if agent.name != "Scout" else 45
|
| 590 |
+
|
| 591 |
+
for i in range(rays):
|
| 592 |
+
t = i / (rays - 1)
|
| 593 |
+
ang = base + (t * 2 - 1) * half
|
| 594 |
+
sin_a, cos_a = math.sin(ang), math.cos(ang)
|
| 595 |
+
ox, oy = agent.x + 0.5, agent.y + 0.5
|
| 596 |
+
depth = 0.0
|
| 597 |
+
while depth < MAX_DEPTH:
|
| 598 |
+
depth += 0.2
|
| 599 |
+
tx = int(ox + cos_a * depth)
|
| 600 |
+
ty = int(oy + sin_a * depth)
|
| 601 |
+
if not in_bounds(tx, ty):
|
| 602 |
+
break
|
| 603 |
+
belief[ty, tx] = state.grid[ty][tx]
|
| 604 |
+
if state.grid[ty][tx] == WALL:
|
| 605 |
+
break
|
| 606 |
+
|
| 607 |
+
# -----------------------------
|
| 608 |
+
# UI orchestration
|
| 609 |
+
# -----------------------------
|
| 610 |
+
def build_views(state: WorldState, beliefs: Dict[str, np.ndarray]) -> Tuple[np.ndarray, Image.Image, Image.Image, Image.Image, str, str]:
|
| 611 |
+
pov_agent = state.agents[state.pov]
|
| 612 |
+
|
| 613 |
+
# Update beliefs each frame (deterministic, based on current truth)
|
| 614 |
+
for name, a in state.agents.items():
|
| 615 |
+
update_belief_for_agent(state, beliefs[name], a)
|
| 616 |
+
|
| 617 |
+
# POV raycast
|
| 618 |
+
pov_img = raycast_view(state, pov_agent)
|
| 619 |
+
|
| 620 |
+
# Truth map
|
| 621 |
+
truth_np = np.array(state.grid, dtype=np.int16)
|
| 622 |
+
truth_img = render_topdown(truth_np, state.agents, f"Truth Map — t={state.step} seed={state.seed}", show_agents=True)
|
| 623 |
+
|
| 624 |
+
# Belief maps (two most interesting: controlled + other)
|
| 625 |
+
ctrl = state.controlled
|
| 626 |
+
other = "Prey" if ctrl == "Predator" else "Predator"
|
| 627 |
+
ctrl_img = render_topdown(beliefs[ctrl], state.agents, f"{ctrl} Belief (Fog-of-War)", show_agents=True)
|
| 628 |
+
other_img = render_topdown(beliefs[other], state.agents, f"{other} Belief (Fog-of-War)", show_agents=True)
|
| 629 |
+
|
| 630 |
+
# Status + log
|
| 631 |
+
pred = state.agents["Predator"]
|
| 632 |
+
prey = state.agents["Prey"]
|
| 633 |
+
scout = state.agents["Scout"]
|
| 634 |
+
|
| 635 |
+
status = (
|
| 636 |
+
f"Controlled: {state.controlled} | POV: {state.pov} | "
|
| 637 |
+
f"AutoRun: {state.autorun} @ {state.speed_hz:.2f} Hz | "
|
| 638 |
+
f"Caught: {state.caught}\n"
|
| 639 |
+
f"Pred({pred.x},{pred.y}) ori={pred.ori} | "
|
| 640 |
+
f"Prey({prey.x},{prey.y}) ori={prey.ori} energy={prey.energy} | "
|
| 641 |
+
f"Scout({scout.x},{scout.y}) ori={scout.ori}"
|
| 642 |
+
)
|
| 643 |
+
log = "\n".join(state.event_log[-14:])
|
| 644 |
+
return pov_img, truth_img, ctrl_img, other_img, status, log
|
| 645 |
+
|
| 646 |
+
def grid_click_to_tile(evt: gr.SelectData, selected_tile: int, state: WorldState) -> WorldState:
|
| 647 |
+
# evt.index is pixel coords (x,y) on truth image; our truth image has 28px title bar
|
| 648 |
+
x_px, y_px = evt.index
|
| 649 |
+
y_px = y_px - 28
|
| 650 |
+
if y_px < 0:
|
| 651 |
+
return state
|
| 652 |
+
gx = int(x_px // TILE)
|
| 653 |
+
gy = int(y_px // TILE)
|
| 654 |
+
if not in_bounds(gx, gy):
|
| 655 |
+
return state
|
| 656 |
+
|
| 657 |
+
# Protect borders from accidental deletion (optional)
|
| 658 |
+
if gx == 0 or gy == 0 or gx == GRID_W - 1 or gy == GRID_H - 1:
|
| 659 |
+
return state
|
| 660 |
+
|
| 661 |
+
state.grid[gy][gx] = selected_tile
|
| 662 |
+
state.event_log.append(f"t={state.step}: Edited tile ({gx},{gy}) -> {TILE_NAMES.get(selected_tile, selected_tile)}.")
|
| 663 |
+
return state
|
| 664 |
+
|
| 665 |
+
def export_run(state: WorldState, history: List[Snapshot]) -> str:
|
| 666 |
+
payload = {
|
| 667 |
+
"seed": state.seed,
|
| 668 |
+
"current_step": state.step,
|
| 669 |
+
"controlled": state.controlled,
|
| 670 |
+
"pov": state.pov,
|
| 671 |
+
"autorun": state.autorun,
|
| 672 |
+
"speed_hz": state.speed_hz,
|
| 673 |
+
"overlay": state.overlay,
|
| 674 |
+
"branches": state.branches,
|
| 675 |
+
"history": [asdict(s) for s in history],
|
| 676 |
+
}
|
| 677 |
+
return json.dumps(payload, indent=2)
|
| 678 |
+
|
| 679 |
+
def import_run(txt: str) -> Tuple[WorldState, List[Snapshot], Dict[str, np.ndarray], int]:
|
| 680 |
+
data = json.loads(txt)
|
| 681 |
+
st = init_state(int(data["seed"]))
|
| 682 |
+
st.controlled = data.get("controlled", "Predator")
|
| 683 |
+
st.pov = data.get("pov", st.controlled)
|
| 684 |
+
st.autorun = bool(data.get("autorun", False))
|
| 685 |
+
st.speed_hz = float(data.get("speed_hz", 8.0))
|
| 686 |
+
st.overlay = bool(data.get("overlay", False))
|
| 687 |
+
st.branches = dict(data.get("branches", {"main": 0}))
|
| 688 |
+
|
| 689 |
+
history = []
|
| 690 |
+
for s in data.get("history", []):
|
| 691 |
+
history.append(Snapshot(**s))
|
| 692 |
+
|
| 693 |
+
beliefs = init_belief()
|
| 694 |
+
rewind_idx = min(len(history) - 1, len(history) - 1 if history else 0)
|
| 695 |
+
|
| 696 |
+
if history:
|
| 697 |
+
restore_into(st, history[-1])
|
| 698 |
+
|
| 699 |
+
st.event_log.append("Imported run.")
|
| 700 |
+
return st, history, beliefs, rewind_idx
|
| 701 |
+
|
| 702 |
+
# -----------------------------
|
| 703 |
+
# Gradio app
|
| 704 |
+
# -----------------------------
|
| 705 |
+
with gr.Blocks(title="ChronoSandbox — Agent Timeline Lab") as demo:
|
| 706 |
+
gr.Markdown(
|
| 707 |
+
"## ChronoSandbox — Agent Timeline Lab\n"
|
| 708 |
+
"Deterministic multi-agent POV sandbox with **time dilation, rewind, and branching timelines**.\n"
|
| 709 |
+
"Everything is explicit: no hidden weights, no magic state."
|
| 710 |
+
)
|
| 711 |
+
|
| 712 |
+
# Persistent state
|
| 713 |
+
st = gr.State(init_state(seed=1337))
|
| 714 |
+
history = gr.State([snapshot_of(init_state(seed=1337))]) # start with step 0
|
| 715 |
+
beliefs = gr.State(init_belief())
|
| 716 |
+
rewind_index = gr.State(0)
|
| 717 |
+
|
| 718 |
+
with gr.Row():
|
| 719 |
+
pov_img = gr.Image(label="First-Person POV (Pseudo-3D)", type="numpy", width=VIEW_W, height=VIEW_H)
|
| 720 |
+
with gr.Column():
|
| 721 |
+
status = gr.Textbox(label="Status", lines=3)
|
| 722 |
+
log = gr.Textbox(label="Event Log", lines=14)
|
| 723 |
+
|
| 724 |
+
with gr.Row():
|
| 725 |
+
truth = gr.Image(label="Truth Map (click to edit tiles)", type="pil")
|
| 726 |
+
belief_a = gr.Image(label="Belief A", type="pil")
|
| 727 |
+
belief_b = gr.Image(label="Belief B", type="pil")
|
| 728 |
+
|
| 729 |
+
with gr.Row():
|
| 730 |
+
with gr.Column(scale=2):
|
| 731 |
+
gr.Markdown("### Controls")
|
| 732 |
+
with gr.Row():
|
| 733 |
+
btn_L = gr.Button("Turn Left (L)")
|
| 734 |
+
btn_F = gr.Button("Forward (F)")
|
| 735 |
+
btn_R = gr.Button("Turn Right (R)")
|
| 736 |
+
with gr.Row():
|
| 737 |
+
toggle_control = gr.Button("Toggle Controlled Agent")
|
| 738 |
+
toggle_pov = gr.Button("Toggle POV Camera")
|
| 739 |
+
btn_step = gr.Button("Tick (Single Step)")
|
| 740 |
+
with gr.Row():
|
| 741 |
+
autorun = gr.Checkbox(False, label="AutoRun")
|
| 742 |
+
overlay = gr.Checkbox(False, label="Overlay (reticle)")
|
| 743 |
+
speed = gr.Slider(0.25, 32.0, value=8.0, step=0.25, label="Speed (Hz) — time dilation")
|
| 744 |
+
tile_pick = gr.Radio(
|
| 745 |
+
choices=[(TILE_NAMES[k], k) for k in [EMPTY, WALL, FOOD, NOISE, DOOR, TELE]],
|
| 746 |
+
value=WALL,
|
| 747 |
+
label="Click-edit tile type"
|
| 748 |
+
)
|
| 749 |
+
with gr.Column(scale=2):
|
| 750 |
+
gr.Markdown("### Time Travel")
|
| 751 |
+
rewind = gr.Slider(0, 0, value=0, step=1, label="Rewind Scrubber (history index)")
|
| 752 |
+
btn_jump = gr.Button("Jump to Rewind Index")
|
| 753 |
+
btn_branch = gr.Button("Branch From Current (fork timeline)")
|
| 754 |
+
branch_name = gr.Textbox(value="branch_1", label="Branch name")
|
| 755 |
+
gr.Markdown("### Import / Export")
|
| 756 |
+
export_box = gr.Textbox(label="Export JSON", lines=10)
|
| 757 |
+
btn_export = gr.Button("Export Run")
|
| 758 |
+
import_box = gr.Textbox(label="Import JSON", lines=10)
|
| 759 |
+
btn_import = gr.Button("Import Run")
|
| 760 |
+
|
| 761 |
+
timer = gr.Timer(0.12) # base UI refresh; actual tick rate controlled by speed_hz + autorun gating
|
| 762 |
+
|
| 763 |
+
def refresh(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int):
|
| 764 |
+
# clamp rewind slider max
|
| 765 |
+
r_max = max(0, len(hist) - 1)
|
| 766 |
+
r_idx = max(0, min(r_idx, r_max))
|
| 767 |
+
pov_np, truth_im, a_im, b_im, stxt, ltxt = build_views(state, bel)
|
| 768 |
+
return (
|
| 769 |
+
pov_np,
|
| 770 |
+
truth_im,
|
| 771 |
+
a_im,
|
| 772 |
+
b_im,
|
| 773 |
+
stxt,
|
| 774 |
+
ltxt,
|
| 775 |
+
gr.update(maximum=r_max, value=r_idx),
|
| 776 |
+
r_idx
|
| 777 |
+
)
|
| 778 |
+
|
| 779 |
+
def do_action(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int, act: str):
|
| 780 |
+
tick(state, manual_action=act)
|
| 781 |
+
hist.append(snapshot_of(state))
|
| 782 |
+
if len(hist) > MAX_HISTORY:
|
| 783 |
+
hist.pop(0)
|
| 784 |
+
r_idx = len(hist) - 1
|
| 785 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 786 |
+
|
| 787 |
+
def do_tick(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int):
|
| 788 |
+
tick(state, manual_action=None)
|
| 789 |
+
hist.append(snapshot_of(state))
|
| 790 |
+
if len(hist) > MAX_HISTORY:
|
| 791 |
+
hist.pop(0)
|
| 792 |
+
r_idx = len(hist) - 1
|
| 793 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 794 |
+
|
| 795 |
+
def set_toggles(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int, ar: bool, sp: float, ov: bool):
|
| 796 |
+
state.autorun = bool(ar)
|
| 797 |
+
state.speed_hz = float(sp)
|
| 798 |
+
state.overlay = bool(ov)
|
| 799 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 800 |
+
|
| 801 |
+
def toggle_control_fn(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int):
|
| 802 |
+
order = ["Predator", "Prey", "Scout"]
|
| 803 |
+
i = order.index(state.controlled)
|
| 804 |
+
state.controlled = order[(i + 1) % len(order)]
|
| 805 |
+
state.event_log.append(f"t={state.step}: Controlled -> {state.controlled}.")
|
| 806 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 807 |
+
|
| 808 |
+
def toggle_pov_fn(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int):
|
| 809 |
+
order = ["Predator", "Prey", "Scout"]
|
| 810 |
+
i = order.index(state.pov)
|
| 811 |
+
state.pov = order[(i + 1) % len(order)]
|
| 812 |
+
state.event_log.append(f"t={state.step}: POV -> {state.pov}.")
|
| 813 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 814 |
+
|
| 815 |
+
def jump_fn(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int, idx: int):
|
| 816 |
+
if not hist:
|
| 817 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 818 |
+
idx = int(idx)
|
| 819 |
+
idx = max(0, min(idx, len(hist) - 1))
|
| 820 |
+
restore_into(state, hist[idx])
|
| 821 |
+
r_idx = idx
|
| 822 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 823 |
+
|
| 824 |
+
def branch_fn(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int, name: str):
|
| 825 |
+
nm = (name or "").strip() or f"branch_{len(state.branches)+1}"
|
| 826 |
+
state.branches[nm] = r_idx
|
| 827 |
+
state.event_log.append(f"t={state.step}: Branched timeline '{nm}' at history idx={r_idx}.")
|
| 828 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 829 |
+
|
| 830 |
+
def truth_click(evt: gr.SelectData, tile: int, state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int):
|
| 831 |
+
# apply edit, snapshot after edit
|
| 832 |
+
state = grid_click_to_tile(evt, int(tile), state)
|
| 833 |
+
hist.append(snapshot_of(state))
|
| 834 |
+
if len(hist) > MAX_HISTORY:
|
| 835 |
+
hist.pop(0)
|
| 836 |
+
r_idx = len(hist) - 1
|
| 837 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 838 |
+
|
| 839 |
+
def export_fn(state: WorldState, hist: List[Snapshot]):
|
| 840 |
+
return export_run(state, hist)
|
| 841 |
+
|
| 842 |
+
def import_fn(txt: str):
|
| 843 |
+
state, hist, bel, r_idx = import_run(txt)
|
| 844 |
+
# refresh outputs + return states
|
| 845 |
+
pov_np, truth_im, a_im, b_im, stxt, ltxt = build_views(state, bel)
|
| 846 |
+
r_max = max(0, len(hist) - 1)
|
| 847 |
+
return (
|
| 848 |
+
pov_np, truth_im, a_im, b_im, stxt, ltxt,
|
| 849 |
+
gr.update(maximum=r_max, value=r_idx),
|
| 850 |
+
state, hist, bel, r_idx
|
| 851 |
+
)
|
| 852 |
+
|
| 853 |
+
# Buttons
|
| 854 |
+
btn_L.click(do_action, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], api_name=False, queue=True, fn_kwargs={"act": "L"})
|
| 855 |
+
btn_F.click(do_action, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], api_name=False, queue=True, fn_kwargs={"act": "F"})
|
| 856 |
+
btn_R.click(do_action, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], api_name=False, queue=True, fn_kwargs={"act": "R"})
|
| 857 |
+
|
| 858 |
+
btn_step.click(do_tick, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 859 |
+
|
| 860 |
+
toggle_control.click(toggle_control_fn, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 861 |
+
toggle_pov.click(toggle_pov_fn, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 862 |
+
|
| 863 |
+
autorun.change(set_toggles, inputs=[st, history, beliefs, rewind_index, autorun, speed, overlay], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 864 |
+
speed.change(set_toggles, inputs=[st, history, beliefs, rewind_index, autorun, speed, overlay], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 865 |
+
overlay.change(set_toggles, inputs=[st, history, beliefs, rewind_index, autorun, speed, overlay], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 866 |
+
|
| 867 |
+
btn_jump.click(jump_fn, inputs=[st, history, beliefs, rewind_index, rewind], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 868 |
+
btn_branch.click(branch_fn, inputs=[st, history, beliefs, rewind_index, branch_name], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 869 |
+
|
| 870 |
+
truth.select(truth_click, inputs=[tile_pick, st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index], queue=True)
|
| 871 |
+
|
| 872 |
+
btn_export.click(export_fn, inputs=[st, history], outputs=[export_box], queue=True)
|
| 873 |
+
btn_import.click(import_fn, inputs=[import_box], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, st, history, beliefs, rewind_index], queue=True)
|
| 874 |
+
|
| 875 |
+
# Timer-driven autorun
|
| 876 |
+
def timer_fn(state: WorldState, hist: List[Snapshot], bel: Dict[str, np.ndarray], r_idx: int, ar: bool, sp: float):
|
| 877 |
+
state.autorun = bool(ar)
|
| 878 |
+
state.speed_hz = float(sp)
|
| 879 |
+
|
| 880 |
+
if not state.autorun or state.caught:
|
| 881 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 882 |
+
|
| 883 |
+
# How many sim ticks per UI frame?
|
| 884 |
+
# timer runs ~8.33 Hz (0.12s). We convert desired Hz to ticks per frame.
|
| 885 |
+
ticks_per_frame = max(1, int(round(state.speed_hz * 0.12)))
|
| 886 |
+
for _ in range(ticks_per_frame):
|
| 887 |
+
tick(state, manual_action=None)
|
| 888 |
+
hist.append(snapshot_of(state))
|
| 889 |
+
if len(hist) > MAX_HISTORY:
|
| 890 |
+
hist.pop(0)
|
| 891 |
+
|
| 892 |
+
r_idx = len(hist) - 1
|
| 893 |
+
return refresh(state, hist, bel, r_idx) + (state, hist, bel, r_idx)
|
| 894 |
+
|
| 895 |
+
timer.tick(
|
| 896 |
+
timer_fn,
|
| 897 |
+
inputs=[st, history, beliefs, rewind_index, autorun, speed],
|
| 898 |
+
outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index, st, history, beliefs, rewind_index],
|
| 899 |
+
queue=True
|
| 900 |
+
)
|
| 901 |
+
|
| 902 |
+
# Initial paint
|
| 903 |
+
demo.load(refresh, inputs=[st, history, beliefs, rewind_index], outputs=[pov_img, truth, belief_a, belief_b, status, log, rewind, rewind_index], queue=True)
|
| 904 |
+
|
| 905 |
+
demo.queue().launch()
|