Spaces:
Runtime error
Runtime error
File size: 13,652 Bytes
a6a92b9 1a91c20 a6a92b9 673d037 a6a92b9 ad88758 a6a92b9 1a91c20 a6a92b9 1a91c20 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 | ---
title: StoryWeaver
emoji: 📖
colorFrom: red
colorTo: purple
sdk: gradio
sdk_version: 4.43.0
app_file: app.py
python_version: "3.10"
pinned: false
license: mit
short_description: Interactive NLP story engine with evaluation and logging
---
# StoryWeaver
StoryWeaver is an interactive text-adventure system built for our NLP course project. The repo is structured as an engineering project first and a demo second: it contains the playable app, the state-management core, evaluation scripts, and logging utilities needed for report writing and team collaboration.
This README is written for teammates who need to:
- understand how the system is organized
- run the app locally
- know where to change prompts, rules, or UI
- collect evaluation results for the report
- debug a bad interaction without reading the whole codebase first
## What This Repository Contains
At a high level, the project has five responsibilities:
1. parse player input into structured intent
2. keep the world state consistent across turns
3. generate the next story response and options
4. expose the system through a Gradio UI
5. export logs and run reproducible evaluation
This means the repo is not only a "game demo". It is also the evidence pipeline for the course deliverables.
## Quick Start
### 1. Install dependencies
```bash
pip install -r requirements.txt
```
### 2. Create `.env`
Create a `.env` file in the project root:
```env
QWEN_API_KEY=your_api_key_here
```
Optional:
```env
STORYWEAVER_LOG_DIR=logs/interactions
```
### 3. Run the app
```bash
python app.py
```
Default local URL:
- `http://localhost:7860`
### 4. Run evaluation
```bash
python evaluation/run_evaluations.py --task all --repeats 3
```
Useful variants:
```bash
python evaluation/run_evaluations.py --task intent
python evaluation/run_evaluations.py --task consistency
python evaluation/run_evaluations.py --task latency --repeats 5
python evaluation/run_evaluations.py --task branch
```
## Recommended Reading Order
If you are new to the repo, read files in this order:
1. [state_manager.py](./state_manager.py)
Why: this is the single source of truth for player state, world state, quests, items, consistency checks, and state updates.
2. [nlu_engine.py](./nlu_engine.py)
Why: this shows how raw player text becomes structured intent.
3. [story_engine.py](./story_engine.py)
Why: this is the main generation pipeline and fallback logic.
4. [app.py](./app.py)
Why: this connects the UI with the engines and now also writes interaction logs.
5. [evaluation/run_evaluations.py](./evaluation/run_evaluations.py)
Why: this shows how we measure the system for the report.
If you only have 10 minutes, start with:
- `GameState.pre_validate_action`
- `GameState.check_consistency`
- `GameState.apply_changes`
- `NLUEngine.parse_intent`
- `StoryEngine.generate_story_stream`
- `process_user_input` in [app.py](./app.py)
## Repository Map
```text
StoryWeaver/
|-- app.py
|-- nlu_engine.py
|-- story_engine.py
|-- state_manager.py
|-- telemetry.py
|-- utils.py
|-- requirements.txt
|-- evaluation/
| |-- run_evaluations.py
| |-- datasets/
| `-- results/
`-- logs/
`-- interactions/
```
Core responsibilities by file:
- [app.py](./app.py)
Gradio app, session lifecycle, UI callbacks, per-turn logging.
- [state_manager.py](./state_manager.py)
Player/world models, item registry, NPC registry, quest registry, state validation, consistency checks, change application.
- [nlu_engine.py](./nlu_engine.py)
Intent parsing. Uses LLM parsing when available and keyword fallback when not.
- [story_engine.py](./story_engine.py)
Opening generation, main story generation, option generation, stream handling, fallback handling, telemetry tags.
- [telemetry.py](./telemetry.py)
Session metadata and JSONL interaction log export.
- [utils.py](./utils.py)
API client setup, Qwen calls, JSON extraction, retry helpers.
- [evaluation/run_evaluations.py](./evaluation/run_evaluations.py)
Reproducible experiment runner for the report.
## System Architecture
The main runtime path is:
`Player Input -> NLU -> Validation -> Story Generation -> State Update -> UI Output -> Interaction Log`
There are two ideas that matter most in this codebase:
### 1. `GameState` is the source of truth
Almost everything meaningful lives in [state_manager.py](./state_manager.py):
- player stats
- location
- time and weather
- inventory and equipment
- quests
- NPC states
- event history
When changing gameplay, try to keep state logic here instead of scattering it across prompts and UI code.
### 2. The app is a coordinator, not the game logic
[app.py](./app.py) should mostly:
- receive user input
- call NLU
- call the story engine
- update the chat UI
- write telemetry logs
If a new feature changes game rules, it probably belongs in [state_manager.py](./state_manager.py) or [story_engine.py](./story_engine.py), not in the UI layer.
## Runtime Flow
### Text input flow
For normal text input, the path is:
1. `process_user_input` receives raw text from the UI
2. `NLUEngine.parse_intent` converts it into a structured intent dict
3. `GameState.pre_validate_action` blocks clearly invalid actions early
4. `StoryEngine.generate_story_stream` runs the main narrative pipeline
5. `GameState.check_consistency` and `apply_changes` update state
6. UI is refreshed with story text, options, and status panel
7. `_record_interaction_log` writes a JSONL record to disk
### Option click flow
Button clicks do not go through full free-text parsing. Instead:
1. the selected option is converted to an intent-like dict
2. the story engine processes it the same way as text input
3. the result is rendered and logged
This is useful because option interactions and free-text interactions now share the same evaluation and observability format.
## Main Modules in More Detail
### `state_manager.py`
This file defines:
- `PlayerState`
- `WorldState`
- `GameEvent`
- `GameState`
Important methods:
- `pre_validate_action`
Rejects obviously invalid actions before calling the model.
- `check_consistency`
Detects contradictions in proposed state changes.
- `apply_changes`
Applies state changes and returns a readable change log.
- `validate`
Makes sure the resulting state is legal.
- `to_prompt`
Serializes the current game state into prompt-ready text.
When to edit this file:
- adding new items, NPCs, quests, or locations
- adding deterministic rules
- improving consistency checks
- changing state serialization for prompts
### `nlu_engine.py`
This file is responsible for intent recognition.
Current behavior:
- try LLM parsing first
- fall back to keyword rules if parsing fails
- return a normalized intent dict with `parser_source`
Current intent labels include:
- `ATTACK`
- `TALK`
- `MOVE`
- `EXPLORE`
- `USE_ITEM`
- `TRADE`
- `EQUIP`
- `REST`
- `QUEST`
- `SKILL`
- `PICKUP`
- `FLEE`
- `CUSTOM`
When to edit this file:
- adding a new intent type
- improving keyword fallback
- adding target extraction logic
- improving low-confidence handling
### `story_engine.py`
This is the main generation module.
It currently handles:
- opening generation
- story generation for each turn
- streaming and non-streaming paths
- default/fallback outputs
- consistency-aware regeneration
- response telemetry such as fallback reason and engine mode
Important methods:
- `generate_opening_stream`
- `generate_story`
- `generate_story_stream`
- `process_option_selection_stream`
- `_fallback_response`
When to edit this file:
- changing prompts
- changing multi-stage generation logic
- changing fallback behavior
- adding generation-side telemetry
### `app.py`
This file is the UI entry point and interaction orchestrator.
Important responsibilities:
- create a new game session
- start and restart the app session
- process text input
- process option clicks
- update Gradio components
- write structured interaction logs
When to edit this file:
- changing UI flow
- adding debug panels
- changing how logs are written
- changing how outputs are displayed
### `telemetry.py`
This file handles structured log export.
It is intentionally simple and file-based:
- one session gets one JSONL file
- one turn becomes one JSON object line
This is useful for:
- report case studies
- measuring fallback rate
- debugging weird turns
- collecting examples for later evaluation
## Logging and Observability
Interaction logs are written under:
- [logs/interactions](./logs/interactions)
Each turn record includes at least:
- input source
- user input
- NLU result
- latency
- fallback metadata
- state changes
- consistency issues
- final output text
- post-turn state snapshot
Example shape:
```json
{
"timestamp": "2026-03-14T18:55:00",
"session_id": "sw-20260314-185500-ab12cd34",
"turn_index": 3,
"input_source": "text_input",
"user_input": "和村长老伯谈谈最近森林里的怪事",
"nlu_result": {
"intent": "TALK",
"target": "村长老伯",
"parser_source": "llm"
},
"latency_ms": 842.13,
"used_fallback": false,
"state_changes": {},
"output_text": "...",
"post_turn_snapshot": {
"location": "村庄广场"
}
}
```
If you need to debug a bad interaction, the fastest path is:
1. check the log file
2. inspect `nlu_result`
3. inspect `telemetry.used_fallback`
4. inspect `state_changes`
5. inspect the post-turn snapshot
## Evaluation Pipeline
Evaluation entry point:
- [evaluation/run_evaluations.py](./evaluation/run_evaluations.py)
Datasets:
- [evaluation/datasets/intent_accuracy.json](./evaluation/datasets/intent_accuracy.json)
- [evaluation/datasets/consistency.json](./evaluation/datasets/consistency.json)
- [evaluation/datasets/latency.json](./evaluation/datasets/latency.json)
- [evaluation/datasets/branch_divergence.json](./evaluation/datasets/branch_divergence.json)
Results:
- [evaluation/results](./evaluation/results)
### What each task measures
#### Intent
- labeled input -> predicted intent
- optional target matching
- parser source breakdown
- per-example latency
#### Consistency
- action guard correctness via `pre_validate_action`
- contradiction detection via `check_consistency`
#### Latency
- NLU latency
- generation latency
- total latency
- fallback rate
#### Branch divergence
- same start state, different choices
- compare resulting story text
- compare option differences
- compare state snapshot differences
## Common Development Tasks
### Add a new intent
You will usually need to touch:
- [nlu_engine.py](./nlu_engine.py)
- [state_manager.py](./state_manager.py)
- [story_engine.py](./story_engine.py)
- [evaluation/datasets/intent_accuracy.json](./evaluation/datasets/intent_accuracy.json)
Suggested checklist:
1. add the label to the NLU logic
2. decide whether it needs pre-validation
3. make sure story prompts know how to handle it
4. add at least a few evaluation examples
### Add a new location, NPC, quest, or item
Most of the time you only need:
- [state_manager.py](./state_manager.py)
That file contains the initial world setup and registry-style data.
### Add more evaluation cases
Edit files under:
- [evaluation/datasets](./evaluation/datasets)
This is the easiest way to improve the report without changing runtime logic.
### Investigate a strange game turn
Check in this order:
1. interaction log under `logs/interactions`
2. `parser_source` in the NLU result
3. `telemetry` in the final story result
4. whether `pre_validate_action` rejected or allowed the turn
5. whether `check_consistency` flagged anything
### Change UI behavior without touching gameplay
Edit:
- [app.py](./app.py)
Try not to put game rules in the UI layer.
## Environment Notes
### If `QWEN_API_KEY` is missing
- warning logs will appear
- some paths will still run through fallback logic
- evaluation can still execute, but model-quality conclusions are not meaningful
### If `openai` is not installed
- the repo can still import in some cases because the client is lazily initialized
- full Qwen generation will not work
- evaluation scripts will mostly reflect fallback behavior
### If `gradio` is not installed
- the app cannot launch
- offline evaluation scripts can still be useful
## Current Known Limitations
These are the main gaps we still know about:
- some item and equipment effects are stored as metadata but not fully executed as deterministic rules
- combat and trade are still more prompt-driven than rule-driven
- branch divergence is much more meaningful with a real model than in fallback-only mode
- evaluation quality depends on whether the real model environment is available
## Suggested Team Workflow
If multiple teammates are working in parallel, this split is usually clean:
- gameplay/state teammate
Focus on [state_manager.py](./state_manager.py)
- prompt/generation teammate
Focus on [story_engine.py](./story_engine.py)
- NLU/evaluation teammate
Focus on [nlu_engine.py](./nlu_engine.py) and [evaluation](./evaluation)
- UI/demo teammate
Focus on [app.py](./app.py)
- report teammate
Focus on `evaluation/results`, `logs/interactions`, and case-study collection
## What To Use in the Final Report
For the course report, the most useful artifacts from this repo are:
- evaluation JSON outputs under `evaluation/results`
- interaction logs under `logs/interactions`
- dataset files under `evaluation/datasets`
- readable state transitions from `change_log`
- fallback metadata from `telemetry`
These can directly support:
- experiment setup
- metric definition
- result tables
- success cases
- failure case analysis
## License
MIT
|