Spaces:
Sleeping
Sleeping
File size: 35,676 Bytes
83466a6 ad995e5 83466a6 419e766 41ab4e6 419e766 41ab4e6 419e766 41ab4e6 5de0d62 41ab4e6 5de0d62 419e766 41ab4e6 419e766 83466a6 2f24fe8 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 41ab4e6 83466a6 ad995e5 4e98a92 83466a6 2f24fe8 83466a6 2f24fe8 83466a6 2f24fe8 83466a6 2f24fe8 4e98a92 83466a6 2f24fe8 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 41ab4e6 83466a6 419e766 41ab4e6 419e766 83466a6 419e766 83466a6 5de0d62 83466a6 419e766 83466a6 5de0d62 419e766 83466a6 419e766 83466a6 419e766 5de0d62 419e766 83466a6 419e766 5de0d62 419e766 83466a6 419e766 83466a6 5de0d62 419e766 5de0d62 419e766 83466a6 5de0d62 83466a6 5de0d62 419e766 5de0d62 419e766 83466a6 419e766 5de0d62 419e766 5de0d62 419e766 83466a6 419e766 6451f90 83466a6 419e766 83466a6 419e766 83466a6 419e766 83466a6 419e766 5de0d62 83466a6 419e766 83466a6 419e766 83466a6 | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 | """Tiny Hanabi: Play Hanabi with a trained AI model."""
import json
import random
import re
from dataclasses import dataclass
import gradio as gr
import torch
from transformers import AutoModelForCausalLM, AutoTokenizer
# Game Configuration
COLORS = ("R", "G")
RANKS = (1, 2, 3)
HAND_SIZE = 2
MAX_INFO_TOKENS = 8
MAX_LIFE_TOKENS = 3
MODEL_ID = "nph4rd/Qwen3-1.7B-Tiny-Hanabi-XML-RL-12-2"
COLOR_NAMES = {"R": "Red", "G": "Green"}
COLOR_HEX = {"R": "#e63946", "G": "#2a9d8f"}
COLOR_HEX_DARK = {"R": "#9d2933", "G": "#1d6e64"}
# Hanabi-themed CSS
CUSTOM_CSS = """
.gradio-container {
background: linear-gradient(135deg, #1a1a2e 0%, #16213e 50%, #0f0f23 100%) !important;
min-height: 100vh;
}
.main-title {
text-align: center;
color: #ffd700 !important;
text-shadow: 0 0 20px #ffd700, 0 0 40px #ff6b6b;
font-size: 2.5em !important;
margin-bottom: 0.2em !important;
}
.subtitle {
text-align: center;
color: #a0a0a0 !important;
font-size: 1.1em !important;
}
.game-panel {
background: rgba(255, 255, 255, 0.05) !important;
border: 1px solid rgba(255, 215, 0, 0.3) !important;
border-radius: 12px !important;
padding: 20px !important;
}
.firework-display {
background: linear-gradient(180deg, #1a1a2e 0%, #0d0d1a 100%) !important;
border: 2px solid #ffd700 !important;
border-radius: 12px !important;
padding: 15px !important;
text-align: center;
}
.card-red {
background: linear-gradient(135deg, #e63946 0%, #9d2933 100%) !important;
color: white !important;
padding: 8px 16px !important;
border-radius: 8px !important;
font-weight: bold !important;
display: inline-block !important;
margin: 4px !important;
min-width: 50px !important;
text-align: center !important;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3) !important;
}
.card-green {
background: linear-gradient(135deg, #2a9d8f 0%, #1d6e64 100%) !important;
color: white !important;
padding: 8px 16px !important;
border-radius: 8px !important;
font-weight: bold !important;
display: inline-block !important;
margin: 4px !important;
min-width: 50px !important;
text-align: center !important;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3) !important;
}
.card-unknown {
background: linear-gradient(135deg, #4a4a6a 0%, #2d2d4a 100%) !important;
color: #ffd700 !important;
padding: 8px 16px !important;
border-radius: 8px !important;
font-weight: bold !important;
display: inline-block !important;
margin: 4px !important;
min-width: 50px !important;
text-align: center !important;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3) !important;
border: 2px dashed #ffd700 !important;
}
.card-empty {
background: rgba(50, 50, 70, 0.5) !important;
color: #666 !important;
padding: 8px 16px !important;
border-radius: 8px !important;
display: inline-block !important;
margin: 4px !important;
min-width: 50px !important;
text-align: center !important;
border: 1px dashed #444 !important;
}
.token-info {
color: #4dabf7 !important;
font-size: 1.3em !important;
}
.token-life {
color: #e63946 !important;
font-size: 1.3em !important;
}
.score-display {
color: #ffd700 !important;
font-size: 1.5em !important;
font-weight: bold !important;
}
.history-panel {
background: rgba(0, 0, 0, 0.4) !important;
border: 1px solid rgba(255, 255, 255, 0.1) !important;
border-radius: 8px !important;
padding: 15px !important;
max-height: 200px !important;
overflow-y: auto !important;
color: #ffffff !important;
}
.history-panel p {
color: #ffffff !important;
}
.action-btn {
background: linear-gradient(135deg, #ffd700 0%, #ffaa00 100%) !important;
color: #1a1a2e !important;
font-weight: bold !important;
border: none !important;
padding: 10px 20px !important;
border-radius: 8px !important;
}
.action-btn:hover {
background: linear-gradient(135deg, #ffaa00 0%, #ff8800 100%) !important;
}
.new-game-btn {
background: linear-gradient(135deg, #2a9d8f 0%, #1d6e64 100%) !important;
color: white !important;
font-weight: bold !important;
}
.status-text {
color: #ffffff !important;
font-size: 1.1em !important;
line-height: 1.6 !important;
padding: 10px !important;
background: rgba(0, 0, 0, 0.4) !important;
border-radius: 8px !important;
margin-top: 10px !important;
}
.status-text p {
color: #ffffff !important;
}
.game-over-text {
color: #ffd700 !important;
font-size: 1.2em !important;
font-weight: bold !important;
text-align: center !important;
}
"""
@dataclass
class GameConfig:
colors: tuple = COLORS
ranks: tuple = RANKS
hand_size: int = HAND_SIZE
max_info_tokens: int = MAX_INFO_TOKENS
max_life_tokens: int = MAX_LIFE_TOKENS
@property
def num_colors(self) -> int:
return len(self.colors)
@property
def max_rank(self) -> int:
return max(self.ranks)
@property
def max_score(self) -> int:
return self.num_colors * self.max_rank
def card_distribution(self) -> list[int]:
"""Standard Hanabi distribution: 3 copies of lowest, 2 of middle, 1 of highest."""
dist = []
for i, rank in enumerate(self.ranks):
if i == 0:
dist.extend([rank, rank, rank])
elif i == len(self.ranks) - 1:
dist.append(rank)
else:
dist.extend([rank, rank])
return dist
CONFIG = GameConfig()
def generate_system_prompt(player_id: int) -> str:
"""Generate the system prompt for a player."""
config = CONFIG
colors_formatted = ", ".join(f"{c} ({COLOR_NAMES[c]})" for c in config.colors)
max_rank = config.max_rank
min_rank = min(config.ranks)
max_score = config.max_score
hand_size = config.hand_size
last_pos = hand_size - 1
positions = ", ".join(str(i) for i in range(hand_size))
dist = config.card_distribution()
cards_per_color = len(dist)
total_cards = config.num_colors * cards_per_color
return f"""You are playing Hanabi, a cooperative card game where players work together to build fireworks.
## OBJECTIVE
Build {config.num_colors} fireworks (one per color) by playing cards in sequence from {min_rank} to {max_rank}.
- Colors: {colors_formatted}
- Score: sum of fireworks' highest cards
- Perfect score: {max_score} points (all fireworks at {max_rank})
- Game ends when: all fireworks reach {max_rank}, you lose all {config.max_life_tokens} lives, or final round completes
## FINAL ROUND
When the deck runs out, each player (including the one who drew the last card) gets one final turn. The game ends after the player before the one who drew the last card takes their turn.
## CRITICAL RULE
You CANNOT see your own cards! You can only see other players' hands. You must use hints and deduce what you're holding.
## CARD DISTRIBUTION
The deck has {total_cards} cards total ({cards_per_color} per color):
- Rank 1: 3 copies per color ({3 * config.num_colors} total) - safest to discard duplicates
- Rank 2: 2 copies per color ({2 * config.num_colors} total)
- Rank 3: 1 copy per color ({1 * config.num_colors} total) - NEVER discard, irreplaceable!
## CRITICAL CARDS
- Rank 3s: Only ONE copy of each - if discarded, that color can never reach 3!
- Last copies: Before discarding, check if both copies of a rank 2 are already gone
- Next playable: Cards that are exactly +1 of current firework level are high priority
## STRATEGY PRIORITIES
1. SAFE PLAYS: Play cards you KNOW are playable (confirmed color AND rank match next firework)
2. CRITICAL HINTS: Give hints that enable immediate plays or save critical cards (3s, last copies)
3. SAFE DISCARDS: Discard cards confirmed as unneeded (already played ranks, or known duplicates)
4. RISKY PLAYS: Only when necessary and probability is favorable
## CARD FORMAT
Cards are represented as ColorRank (single letter + number). Examples: R1 (for Red 1), G3 (for Green 3), etc. To represent empty slots (no card), we use --
## YOUR HAND
Your hand has positions {positions} (left to right). You don't know what cards you have unless you've received hints.
What you know about your hand from previous hints is shown as an array, using the following format:
- ?? = unknown color, unknown rank
- C? = known color, unknown rank
- ?R = unknown color, known rank
- CR = known color and known rank
You have full knowledge over other players' hands (e.g., ["R1", "G3"]).
When you play or discard a card, the remaining cards shift left to fill the gap, and the new card is drawn into the rightmost position (position {last_pos}). Hint information shifts with the cards.
## HINT DEDUCTION
When you receive a hint, use it to deduce BOTH positive and negative information:
- Positive: Cards identified by the hint have that color/rank
- Negative: Cards NOT identified by the hint do NOT have that color/rank
## MESSAGE FORMAT
Each turn you'll receive a message with two parts:
1. **Previously** (what happened since your last turn):
- Player 0: <action result>
- Player 1: <action result>
- ...
2. **Current game state** (JSON):
- info_tokens: Available hint tokens (max {config.max_info_tokens}, gain 1 by discarding)
- life_tokens: Remaining lives (game over at 0)
- deck_count: Number of cards remaining in deck
- fireworks: Object mapping each color to its current level
- score: Current score (0-{max_score})
- discards: Array of discarded cards
- hands: Object with each player's hand (your hand shows hints, others show actual cards)
## AVAILABLE ACTIONS
1. P + position: Play a card from your hand
- Example: <action>P0</action> (plays card at position 0)
- If valid (next in sequence), it's added to the firework
- If invalid, you lose a life and discard the card
2. D + position: Discard a card to gain a hint token
- Example: <action>D0</action> (discards card at position 0)
- Gain 1 info token (up to max of {config.max_info_tokens})
3. player + H + color/rank: Give a hint to another player
- Example: <action>0HR</action> (tells Player 0 which cards are Red)
- Example: <action>0H2</action> (tells Player 0 which cards are 2s)
- Costs 1 info token
- Cannot hint yourself
You are player {player_id}.
Respond with EXACTLY ONE action wrapped in <action></action> tags.
"""
def card_to_str(card: tuple[int, int] | None) -> str:
"""Convert card tuple to string like 'R1' or '--' for empty."""
if card is None:
return "--"
color_idx, rank_idx = card
return f"{CONFIG.colors[color_idx]}{CONFIG.ranks[rank_idx]}"
class TinyHanabiGame:
"""Manages game state for a Tiny Hanabi game."""
def __init__(self, seed: int | None = None):
self.config = CONFIG
self.seed = seed if seed is not None else random.randint(0, 10000)
self.reset()
def reset(self):
"""Reset the game to initial state."""
random.seed(self.seed)
# Build and shuffle deck
dist = self.config.card_distribution()
self.deck: list[tuple[int, int] | None] = [
(c, self.config.ranks.index(r))
for c in range(self.config.num_colors)
for r in dist
]
random.shuffle(self.deck)
# Deal hands (2 players)
self.hands: list[list[tuple[int, int] | None]] = []
for _ in range(2):
hand = [self.deck.pop() for _ in range(self.config.hand_size)]
self.hands.append(hand)
# Game state
self.fireworks = {color: 0 for color in self.config.colors}
self.info_tokens = self.config.max_info_tokens
self.life_tokens = self.config.max_life_tokens
self.discard_pile: list[tuple[int, int]] = []
self.colors_revealed = [[None] * self.config.hand_size for _ in range(2)]
self.ranks_revealed = [[None] * self.config.hand_size for _ in range(2)]
self.current_player = 0
self.score = 0
self.final_round_turns: int | None = None
self.game_over = False
self.game_over_reason: str | None = None
self.turn_history: list[dict] = []
# AI conversation history for multi-turn context
self.ai_messages: list[dict] = [
{"role": "system", "content": generate_system_prompt(player_id=1)}
]
def get_observation(self, player_id: int) -> str:
"""Generate observation JSON for a player."""
# Own hand (hints only)
hand_hints = []
for idx in range(len(self.hands[player_id])):
color_hint = self.colors_revealed[player_id][idx]
rank_hint = self.ranks_revealed[player_id][idx]
color_str = color_hint if color_hint else "?"
rank_str = str(rank_hint) if rank_hint else "?"
hand_hints.append(f"{color_str}{rank_str}")
# Build hands dict
hands = {f"player_{player_id}": hand_hints}
for pid in range(2):
if pid != player_id:
cards = [card_to_str(card) for card in self.hands[pid]]
hands[f"player_{pid}"] = cards
game_state = {
"info_tokens": self.info_tokens,
"life_tokens": self.life_tokens,
"deck_count": len(self.deck),
"fireworks": self.fireworks,
"score": self.score,
"discards": [card_to_str(card) for card in self.discard_pile],
"hands": hands,
}
if self.game_over:
game_state["game_over"] = True
if self.game_over_reason:
game_state["game_over_reason"] = self.game_over_reason
# Build output with history
parts = []
if self.turn_history:
parts.append("Previously:")
for fb in self.turn_history:
pid = fb["player"]
msg = fb["feedback"]
msg_lower = msg[0].lower() + msg[1:] if msg else msg
parts.append(f"- Player {pid} {msg_lower}")
parts.append("")
parts.append("Current game state:")
parts.append(json.dumps(game_state, indent=2))
return "\n".join(parts)
def get_valid_actions(self, player_idx: int) -> list[tuple[str, str]]:
"""Get list of valid actions as (action_code, description) tuples."""
actions = []
hand = self.hands[player_idx]
# Play actions - always valid if card exists
for pos, card in enumerate(hand):
if card is not None:
actions.append((f"P{pos}", f"Play card at position {pos}"))
# Discard actions - only if below max info tokens
if self.info_tokens < self.config.max_info_tokens:
for pos, card in enumerate(hand):
if card is not None:
actions.append((f"D{pos}", f"Discard card at position {pos}"))
# Hint actions - only if have info tokens
if self.info_tokens > 0:
target = 1 - player_idx # The other player
target_hand = self.hands[target]
# Find which colors exist in target's hand
colors_in_hand = set()
ranks_in_hand = set()
for card in target_hand:
if card is not None:
color_idx, rank_idx = card
colors_in_hand.add(self.config.colors[color_idx])
ranks_in_hand.add(self.config.ranks[rank_idx])
# Add valid color hints
for color in colors_in_hand:
color_name = COLOR_NAMES[color]
actions.append((f"{target}H{color}", f"Tell AI about {color_name} cards"))
# Add valid rank hints
for rank in sorted(ranks_in_hand):
actions.append((f"{target}H{rank}", f"Tell AI about {rank}s"))
return actions
def execute_action(self, player_idx: int, action: str | None) -> str:
"""Execute an action and return feedback."""
if not action:
return self._penalize("No action provided.")
action = action.strip().upper()
# Play action: P0, P1
if action.startswith("P") and len(action) >= 2:
try:
position = int(action[1])
return self._play_card(player_idx, position)
except (ValueError, IndexError):
return self._penalize(f"Invalid play action '{action}'.")
# Discard action: D0, D1
elif action.startswith("D") and len(action) >= 2:
try:
position = int(action[1])
return self._discard_card(player_idx, position)
except (ValueError, IndexError):
return self._penalize(f"Invalid discard action '{action}'.")
# Hint action: 0HR, 1H2, etc.
elif len(action) >= 3 and action[1] == "H":
try:
target = int(action[0])
hint_value = action[2]
return self._give_hint(player_idx, target, hint_value)
except (ValueError, IndexError):
return self._penalize(f"Invalid hint action '{action}'.")
else:
return self._penalize(f"Unknown action '{action}'.")
def _penalize(self, feedback: str) -> str:
"""Deduct a life for invalid action."""
self.life_tokens -= 1
if self.life_tokens <= 0:
self.game_over = True
self.game_over_reason = "Lost all lives"
return f"{feedback} Lost 1 life. Game Over!"
return f"{feedback} Lost 1 life."
def _play_card(self, player_idx: int, position: int) -> str:
"""Execute play action."""
hand = self.hands[player_idx]
hand_size = len(hand)
if position < 0 or position >= hand_size:
return self._penalize(f"Invalid position {position}.")
card = hand[position]
if card is None:
return self._penalize(f"No card at position {position}.")
color_idx, rank_idx = card
color = self.config.colors[color_idx]
rank = self.config.ranks[rank_idx]
current_level = self.fireworks[color]
if current_level + 1 == rank:
# Success
self.fireworks[color] = rank
self.score += 1
feedback = f"Successfully played {card_to_str(card)}!"
if rank == self.config.max_rank and self.info_tokens < self.config.max_info_tokens:
self.info_tokens += 1
feedback += f" +1 info token for completing {COLOR_NAMES[color]}!"
if self.score == self.config.max_score:
self.game_over = True
self.game_over_reason = "Perfect score!"
feedback += " PERFECT GAME!"
else:
# Failure
self.life_tokens -= 1
self.discard_pile.append(card)
expected = current_level + 1
feedback = f"Played {card_to_str(card)}, but {COLOR_NAMES[color]} needs {expected}. Lost 1 life."
if self.life_tokens <= 0:
self.game_over = True
self.game_over_reason = "Lost all lives"
return f"{feedback} Game Over!"
# Shift hand and draw
self._shift_and_draw(player_idx, position)
return feedback
def _discard_card(self, player_idx: int, position: int) -> str:
"""Execute discard action."""
hand = self.hands[player_idx]
hand_size = len(hand)
if position < 0 or position >= hand_size:
return self._penalize(f"Invalid position {position}.")
if self.info_tokens >= self.config.max_info_tokens:
return self._penalize(f"Already at max info tokens ({self.config.max_info_tokens}).")
card = hand[position]
if card is None:
return self._penalize(f"No card at position {position}.")
self.discard_pile.append(card)
self.info_tokens += 1
feedback = f"Discarded {card_to_str(card)}. +1 info token."
self._shift_and_draw(player_idx, position)
return feedback
def _give_hint(self, player_idx: int, target: int, hint_value: str) -> str:
"""Execute hint action."""
if self.info_tokens <= 0:
return self._penalize("No info tokens available.")
if target < 0 or target >= 2:
return self._penalize(f"Invalid target player {target}.")
if target == player_idx:
return self._penalize("Cannot hint yourself.")
target_hand = self.hands[target]
matching = []
if hint_value in self.config.colors:
color_idx = self.config.colors.index(hint_value)
for idx, card in enumerate(target_hand):
if card is not None and card[0] == color_idx:
matching.append(idx)
self.colors_revealed[target][idx] = hint_value
hint_type = COLOR_NAMES[hint_value]
else:
try:
hint_num = int(hint_value)
if hint_num not in self.config.ranks:
return self._penalize(f"Invalid rank {hint_num}.")
rank_idx = self.config.ranks.index(hint_num)
for idx, card in enumerate(target_hand):
if card is not None and card[1] == rank_idx:
matching.append(idx)
self.ranks_revealed[target][idx] = hint_num
hint_type = f"{hint_num}s"
except ValueError:
return self._penalize(f"Invalid hint value '{hint_value}'.")
if not matching:
return self._penalize(f"Player {target} has no {hint_type} cards.")
self.info_tokens -= 1
positions_str = ", ".join(str(p) for p in matching)
target_name = "AI" if target == 1 else "you"
return f"Hinted {target_name}: {hint_type} at position(s) [{positions_str}]"
def _shift_and_draw(self, player_idx: int, position: int):
"""Shift cards left and draw new card."""
hand = self.hands[player_idx]
hand_size = len(hand)
for i in range(position, hand_size - 1):
hand[i] = hand[i + 1]
self.colors_revealed[player_idx][i] = self.colors_revealed[player_idx][i + 1]
self.ranks_revealed[player_idx][i] = self.ranks_revealed[player_idx][i + 1]
if self.deck:
hand[hand_size - 1] = self.deck.pop()
if self.final_round_turns is None and len(self.deck) == 0:
self.final_round_turns = 2 # 2 players
else:
hand[hand_size - 1] = None
self.colors_revealed[player_idx][hand_size - 1] = None
self.ranks_revealed[player_idx][hand_size - 1] = None
def advance_turn(self, feedback: str):
"""Record feedback and advance to next player."""
self.turn_history.append({
"player": self.current_player,
"feedback": feedback,
})
# Check final round
if self.final_round_turns is not None:
self.final_round_turns -= 1
if self.final_round_turns <= 0:
self.game_over = True
self.game_over_reason = "Final round complete"
self.current_player = 1 - self.current_player
# Global model and tokenizer (loaded once)
model = None
tokenizer = None
def load_model():
"""Load the model and tokenizer."""
global model, tokenizer
if model is None:
tokenizer = AutoTokenizer.from_pretrained(MODEL_ID)
model = AutoModelForCausalLM.from_pretrained(
MODEL_ID,
torch_dtype=torch.float32,
device_map="auto",
)
model.eval()
return model, tokenizer
def get_ai_action(game: TinyHanabiGame) -> str:
"""Get action from the AI model with full conversation history."""
model, tokenizer = load_model()
# Get current observation and add to AI's conversation history
observation = game.get_observation(player_id=1)
game.ai_messages.append({"role": "user", "content": observation})
# Generate using full conversation history
text = tokenizer.apply_chat_template(game.ai_messages, tokenize=False, add_generation_prompt=True)
inputs = tokenizer(text, return_tensors="pt").to(model.device)
with torch.no_grad():
outputs = model.generate(
**inputs,
max_new_tokens=64,
do_sample=False,
pad_token_id=tokenizer.eos_token_id,
)
response = tokenizer.decode(outputs[0][inputs["input_ids"].shape[1]:], skip_special_tokens=True)
# Store AI's response in conversation history
game.ai_messages.append({"role": "assistant", "content": response})
# Parse action from <action>...</action>
match = re.search(r"<action>(.*?)</action>", response, re.IGNORECASE | re.DOTALL)
if match:
return match.group(1).strip()
return ""
def format_card_html(card_str: str, is_unknown: bool = False) -> str:
"""Format a card as HTML with appropriate styling."""
if card_str == "--":
return '<span class="card-empty">--</span>'
if is_unknown or "?" in card_str:
return f'<span class="card-unknown">{card_str}</span>'
color = card_str[0] if card_str else ""
if color == "R":
return f'<span class="card-red">{card_str}</span>'
elif color == "G":
return f'<span class="card-green">{card_str}</span>'
else:
return f'<span class="card-unknown">{card_str}</span>'
def format_fireworks_html(game: TinyHanabiGame) -> str:
"""Format fireworks display as HTML."""
parts = []
for color in CONFIG.colors:
level = game.fireworks[color]
color_name = COLOR_NAMES[color]
color_class = "card-red" if color == "R" else "card-green"
# Show completed cards
cards_html = ""
for rank in range(1, level + 1):
cards_html += f'<span class="{color_class}" style="margin: 2px;">{color}{rank}</span>'
# Show remaining slots
for rank in range(level + 1, CONFIG.max_rank + 1):
cards_html += f'<span class="card-empty" style="margin: 2px;">{rank}</span>'
parts.append(f'<div style="margin: 10px 0;"><strong style="color: {COLOR_HEX[color]};">{color_name}:</strong> {cards_html}</div>')
return "".join(parts)
def format_game_display(game: TinyHanabiGame) -> str:
"""Format the main game display as HTML."""
if game is None:
return "<p style='text-align: center; color: #888;'>Start a new game to begin!</p>"
html = []
# Score and tokens
html.append(f'''
<div style="text-align: center; margin-bottom: 20px;">
<span class="score-display">Score: {game.score} / {CONFIG.max_score}</span>
</div>
''')
# Tokens
info_dots = "🔵 " * game.info_tokens + "⚫ " * (CONFIG.max_info_tokens - game.info_tokens)
life_dots = "❤️ " * game.life_tokens + "🖤 " * (CONFIG.max_life_tokens - game.life_tokens)
html.append(f'''
<div style="display: flex; justify-content: space-around; margin-bottom: 20px;">
<div><span class="token-info">Info: {info_dots}</span></div>
<div><span class="token-life">Lives: {life_dots}</span></div>
<div style="color: #888;">Deck: {len(game.deck)} cards</div>
</div>
''')
# Fireworks
html.append('<div class="firework-display">')
html.append('<h3 style="color: #ffd700; margin-top: 0;">Fireworks</h3>')
html.append(format_fireworks_html(game))
html.append('</div>')
# Hands
html.append('<div style="margin-top: 20px;">')
# Your hand (with hints)
html.append('<div style="margin-bottom: 15px;">')
html.append('<strong style="color: #ffd700;">Your Hand (Player 0):</strong> ')
for idx in range(CONFIG.hand_size):
card = game.hands[0][idx]
color_hint = game.colors_revealed[0][idx]
rank_hint = game.ranks_revealed[0][idx]
if card is None:
card_str = "--"
else:
color_str = color_hint if color_hint else "?"
rank_str = str(rank_hint) if rank_hint else "?"
card_str = f"{color_str}{rank_str}"
html.append(f'<span style="margin-right: 5px;">[{idx}]</span>')
html.append(format_card_html(card_str, is_unknown=True))
html.append('</div>')
# AI hand (fully visible)
html.append('<div style="margin-bottom: 15px;">')
html.append('<strong style="color: #4dabf7;">AI Hand (Player 1):</strong> ')
for idx, card in enumerate(game.hands[1]):
card_str = card_to_str(card)
html.append(f'<span style="margin-right: 5px;">[{idx}]</span>')
html.append(format_card_html(card_str))
html.append('</div>')
html.append('</div>')
# Discards
if game.discard_pile:
html.append('<div style="margin-top: 15px; padding: 10px; background: rgba(0,0,0,0.2); border-radius: 8px;">')
html.append('<strong style="color: #888;">Discards:</strong> ')
for card in game.discard_pile:
html.append(format_card_html(card_to_str(card)))
html.append('</div>')
return "".join(html)
def format_history(game: TinyHanabiGame) -> str:
"""Format turn history."""
if game is None or not game.turn_history:
return "<p style='color: #aaa; font-style: italic;'>No actions yet</p>"
lines = []
for entry in game.turn_history:
player = "You" if entry["player"] == 0 else "AI"
color = "#ffd700" if entry["player"] == 0 else "#4dabf7"
lines.append(f'<p style="margin: 5px 0; color: #fff;"><strong style="color: {color};">{player}:</strong> {entry["feedback"]}</p>')
return "".join(lines)
def new_game(seed_input: str):
"""Start a new game."""
try:
seed = int(seed_input) if seed_input.strip() else None
except ValueError:
seed = None
game = TinyHanabiGame(seed=seed)
valid_actions = game.get_valid_actions(0)
action_choices = [f"{code}: {desc}" for code, desc in valid_actions]
status = f'<p style="color: #2a9d8f;">Game started! Seed: {game.seed}</p>'
status += '<p style="color: #ffd700; font-weight: bold;">Your turn!</p>'
return (
game,
format_game_display(game),
format_history(game),
status,
gr.update(choices=action_choices, value=action_choices[0] if action_choices else None, interactive=True),
gr.update(interactive=True),
)
def play_action(game: TinyHanabiGame, action_choice: str):
"""Process human action and AI response."""
if game is None:
return (
None,
format_game_display(None),
"",
'<p style="color: #e63946;">Please start a new game first.</p>',
gr.update(choices=[], interactive=False),
gr.update(interactive=False),
)
if game.game_over:
return (
game,
format_game_display(game),
format_history(game),
f'<p style="color: #ffd700; font-weight: bold;">Game over! {game.game_over_reason}. Final score: {game.score}/{CONFIG.max_score}</p>',
gr.update(choices=[], interactive=False),
gr.update(interactive=False),
)
# Extract action code from choice string
action = action_choice.split(":")[0].strip() if action_choice else ""
# Execute human action
feedback = game.execute_action(0, action)
game.advance_turn(feedback)
if game.game_over:
status = f'<p><strong style="color: #ffd700;">You:</strong> {feedback}</p>'
status += f'<p style="color: #ffd700; font-weight: bold; margin-top: 10px;">Game over! {game.game_over_reason}. Final score: {game.score}/{CONFIG.max_score}</p>'
return (
game,
format_game_display(game),
format_history(game),
status,
gr.update(choices=[], interactive=False),
gr.update(interactive=False),
)
# AI turn
ai_action = get_ai_action(game)
ai_feedback = game.execute_action(1, ai_action)
game.advance_turn(ai_feedback)
status = f'<p><strong style="color: #ffd700;">You:</strong> {feedback}</p>'
status += f'<p><strong style="color: #4dabf7;">AI ({ai_action}):</strong> {ai_feedback}</p>'
if game.game_over:
status += f'<p style="color: #ffd700; font-weight: bold; margin-top: 10px;">Game over! {game.game_over_reason}. Final score: {game.score}/{CONFIG.max_score}</p>'
return (
game,
format_game_display(game),
format_history(game),
status,
gr.update(choices=[], interactive=False),
gr.update(interactive=False),
)
# Update valid actions for next turn
valid_actions = game.get_valid_actions(0)
action_choices = [f"{code}: {desc}" for code, desc in valid_actions]
status += '<p style="color: #2a9d8f; margin-top: 10px;">Your turn!</p>'
return (
game,
format_game_display(game),
format_history(game),
status,
gr.update(choices=action_choices, value=action_choices[0] if action_choices else None, interactive=True),
gr.update(interactive=True),
)
# Build UI
with gr.Blocks(title="Tiny Hanabi", css=CUSTOM_CSS, theme=gr.themes.Base()) as demo:
gr.HTML('<h1 class="main-title">Tiny Hanabi</h1>')
gr.HTML('<p class="subtitle">Like Hanabi, but tiny: 2 colors, 3 ranks, 2-card hands.</p>')
gr.HTML('<p class="subtitle" style="font-size: 0.95em; color: #888;">Card distribution per color: 1s (×3), 2s (×2), 3s (×1) — 12 cards total</p>')
game_state = gr.State(None)
with gr.Row():
with gr.Column(scale=2):
game_display = gr.HTML(
"<p style='text-align: center; color: #888;'>Start a new game to begin!</p>",
elem_classes=["game-panel"]
)
gr.HTML('<h3 style="color: #ffd700; margin-top: 20px;">History</h3>')
history_display = gr.HTML("", elem_classes=["history-panel"])
with gr.Column(scale=1):
gr.HTML('<h3 style="color: #ffd700;">New Game</h3>')
with gr.Row():
seed_input = gr.Textbox(
label="Seed (optional)",
placeholder="Random",
scale=2
)
new_game_btn = gr.Button(
"New Game",
variant="primary",
elem_classes=["new-game-btn"],
scale=1
)
gr.HTML('<h3 style="color: #ffd700; margin-top: 20px;">Your Action</h3>')
action_dropdown = gr.Dropdown(
label="Choose Action",
choices=[],
interactive=False,
allow_custom_value=False
)
play_btn = gr.Button(
"Submit Action",
variant="primary",
interactive=False,
elem_classes=["action-btn"]
)
status_display = gr.HTML("", elem_classes=["status-text"])
# Events
new_game_btn.click(
new_game,
inputs=[seed_input],
outputs=[game_state, game_display, history_display, status_display, action_dropdown, play_btn],
)
play_btn.click(
play_action,
inputs=[game_state, action_dropdown],
outputs=[game_state, game_display, history_display, status_display, action_dropdown, play_btn],
)
if __name__ == "__main__":
demo.launch()
|