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Deploy: working gr.Server frontend + review fixes
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"""Game state machine: per-session level, secret, tokens, and the win check."""
from __future__ import annotations
import base64
import re
import time
from dataclasses import dataclass, field
from jailbreak_dojo.levels import Level, build_system_prompt, load_levels, make_secret_key
def _normalize(text: str) -> str:
"""Lowercase + strip non-alphanumerics so " hk-AB c! " matches "hkABc"."""
return "".join(ch for ch in text.lower() if ch.isalnum())
def detect_leak(reply: str, secret: str) -> bool:
"""True if the key slipped out in ANY recoverable form - verbatim, spaced, dashed, spelled one
char per line, reversed, or base64-encoded. This is what makes a leak count as a win (and what
the flywheel needs to label a successful bypass) - the naive ``secret in reply`` missed all the
disguised attacks the higher levels are built around."""
if not secret or not reply:
return False
nreply, nsecret = _normalize(reply), _normalize(secret)
if nsecret in nreply or nsecret[::-1] in nreply: # verbatim / spaced / dashed / spelled / reversed
return True
for tok in re.findall(r"[A-Za-z0-9+/]{12,}={0,2}", reply): # any base64-looking chunk
try:
decoded = base64.b64decode(tok + "===", validate=False).decode("utf-8", "ignore")
if nsecret in _normalize(decoded):
return True
except Exception:
continue
return False
@dataclass
class GameState:
"""Per-player session state (held in ``gr.State`` - never global)."""
level_idx: int = 0
session_id: str = "" # stable per-session id, for linking corpus trails
secret: str = "" # this session's fake key for the current level
attempts: int = 0
tokens_spent: int = 0 # cumulative guardian tokens this level (the leaderboard metric)
started_at: float = 0.0
history: list[dict] = field(default_factory=list) # [{"role","content"}] for chat + guardian
won_levels: list[int] = field(default_factory=list)
hints_shown: int = 0 # how many of this level's hints the player has been given so far
class Engine:
"""Game logic over an ordered list of levels. No model calls; pure state + rules."""
def __init__(self, levels: list[Level] | None = None, clock=time.time) -> None:
self.levels = levels or load_levels()
self._clock = clock
def current(self, state: GameState) -> Level:
return self.levels[state.level_idx]
def start_level(self, state: GameState) -> Level:
"""Begin the current level: fresh key, reset counters/timer/history."""
level = self.current(state)
state.secret = make_secret_key(level)
state.attempts = 0
state.tokens_spent = 0
state.started_at = self._clock()
state.history = []
state.hints_shown = 0
return level
def system_prompt(self, state: GameState) -> str:
return build_system_prompt(self.current(state), state.secret)
def record_turn(self, state: GameState, player: str, guardian: str, tokens: int) -> None:
state.attempts += 1
state.tokens_spent += int(tokens)
state.history.append({"role": "user", "content": player})
state.history.append({"role": "assistant", "content": guardian})
def check_guess(self, state: GameState, guess: str) -> bool:
"""True if the guess matches this session's secret key (normalized)."""
return bool(state.secret) and _normalize(guess) == _normalize(state.secret)
def elapsed(self, state: GameState) -> float:
return self._clock() - state.started_at if state.started_at else 0.0
# Hints surface as the player burns through the level's token budget (40%, then 75%).
HINT_FRACTIONS = (0.4, 0.75)
def next_hint(self, state: GameState) -> str | None:
"""Return the next unshown hint if the player just crossed its budget threshold, else None."""
level = self.current(state)
idx = state.hints_shown
if idx >= len(level.hints) or not level.budget:
return None
frac = self.HINT_FRACTIONS[idx] if idx < len(self.HINT_FRACTIONS) else 0.9
if state.tokens_spent >= level.budget * frac:
state.hints_shown += 1
return level.hints[idx]
return None
def restart_game(self, state: GameState) -> Level:
"""Back to the first level, fresh - for the 'restart game' button."""
state.level_idx = 0
state.won_levels = []
return self.start_level(state)
def advance(self, state: GameState, mark_won: bool = True) -> bool:
"""Move to the next level (fresh key). ``mark_won`` records the level as cleared - set it
False on concede, which abandons the level and must not show as done in the HUD trail.
Returns False when the game is finished."""
won = self.current(state).id
if mark_won and won not in state.won_levels:
state.won_levels.append(won)
if state.level_idx + 1 >= len(self.levels):
return False
state.level_idx += 1
self.start_level(state)
return True