Spaces:
Running
Add Playlist tab — cold-start non-gamer baseline UX
Browse filesThe Play tab requires a tester to load each pack manually, decode
jargon-heavy briefings, and figure out the command palette. A non-
gamer cold-clicking through that surface produces unreliable
human-baseline data.
The new Playlist tab is a separate top-level Gradio tab built on the
same `InteractiveSession` plumbing the Play tab and the 24-pack study
already use, so a Playlist run is still apples-to-apple with a model
run on the same scenario:
* a curated 20-pack list (`openra_bench.playlist.NOVICE_PLAYLIST`),
hand-picked from the 210 active packs for visual obviousness and
simple tool surface — easy-tier only, drive-and-shoot or drive-to-
ring objectives, no `repair`/`power_down`/`set_primary`/
`infiltrate`/`fire_superweapon`/`set_stance`;
* a 1-2 sentence plain-English objective above the minimap, sourced
from the pack `description` with the structured `WIN WHEN: …` /
`YOU LOSE IF: …` machine block stripped — the long version is
tucked behind a `Details` accordion;
* a render-time jargon dictionary (`JARGON_TO_PLAIN`) — `MCV` →
`base builder`, `harvester` → `miner`, `barracks` → `infantry
factory`, `war factory` → `tank factory`, `construction yard` →
`main base`, plus every short code (e1, 2tnk, pbox, …) — applied
to the briefing AND the unit-table `type` column at render time
ONLY; the YAML, engine, tool API, and playback transcripts stay
on the canonical names;
* an auto-advance state machine — when a game ends, the status line
shows `Game N of 20: WIN — next scenario in 5s. Click Skip wait ▶
to go now`; a `gr.Timer(1s)` polls and auto-advances after the
wait elapses;
* progress bar at the top — `Scenario 7 of 20 · player alex` plus
a 20-cell text bar `▮▮▮▮▮▮▮░░░░░░░░░░░░░ 35%`;
* a session-end summary table (per-pack outcome / turns / max-turns)
with a `Submit baseline` button that posts each game to the bench
raw-games log as `agent_type=Human` so the rows flow through the
existing leaderboard pipeline;
* the build textbox is hidden unless the active pack actually
authored a build verb in `tools:` — keeps the UI sparse for the
move-and-shoot majority;
* engine-wheel-absent path: a friendly `Run maturin develop --
release first` message instead of a stack trace.
`openra_bench/playlist.py` is the pure-Python plumbing — playlist
list, jargon dict, simplify_text / simplify_objective, the auto-
advance predicate, the progress-bar formatter, and the session-row
factory. All non-engine, so the new test module covers the playlist
composition, the substitution dictionary, the auto-advance state
machine (timing-window-based), and the progress bar — 16 cases, all
green.
The `Play` tab is unchanged — it stays the power-user / sandbox
surface. The 24-pack `Study` accordion inside `Play` is also
unchanged — it's still the canonical recruited-tester study.
- openra_bench/playlist.py +341 -0
- tests/test_playlist.py +248 -0
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@@ -0,0 +1,341 @@
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| 1 |
+
"""Non-gamer playlist — the 20-pack curated baseline.
|
| 2 |
+
|
| 3 |
+
The 24-pack `human_study` (`openra_bench/human_study.py`) is built for
|
| 4 |
+
recruited testers who can be expected to read jargon and grind through
|
| 5 |
+
72 games. A non-gamer cold-clicking through the Play tab cannot do that
|
| 6 |
+
— they need a curated, accessible 20-pack run that finishes in
|
| 7 |
+
60-90 minutes WITHOUT requiring RTS knowledge.
|
| 8 |
+
|
| 9 |
+
This module is the support data for the **Playlist** tab in `app.py`:
|
| 10 |
+
|
| 11 |
+
* `NOVICE_PLAYLIST` — 20 hand-picked (pack, level) pairs whose
|
| 12 |
+
objective is visually obvious on the minimap and whose tool surface
|
| 13 |
+
fits the reduced palette (move / attack / build / end-turn). Each
|
| 14 |
+
pack chosen because:
|
| 15 |
+
|
| 16 |
+
- the objective is "drive your green units to the yellow ring" or
|
| 17 |
+
"kill the visible red enemies" (no jargon decoding required);
|
| 18 |
+
- the tool surface is `move_units` + `attack_unit` (and at most
|
| 19 |
+
`build` for one or two build-tier picks); no `repair`,
|
| 20 |
+
`power_down`, `set_primary`, `infiltrate`, `fire_superweapon`,
|
| 21 |
+
`set_stance`;
|
| 22 |
+
- the timer is generous (≥30 decision turns at easy/medium);
|
| 23 |
+
- the easy-level WIN bar has been verified by an intended scripted
|
| 24 |
+
policy in the existing test suite.
|
| 25 |
+
|
| 26 |
+
* `JARGON_TO_PLAIN` — the render-time substitution dict that converts
|
| 27 |
+
RTS shorthand ("MCV", "harvester", "barracks") into plain English
|
| 28 |
+
("base builder", "miner", "infantry factory") for the simplified
|
| 29 |
+
briefing. Applied at the UI layer ONLY — the underlying YAML, the
|
| 30 |
+
engine, the tool API, the playback transcript still use the canonical
|
| 31 |
+
short codes, so a Playlist-mode run is still apples-to-apple with a
|
| 32 |
+
model run on the same pack.
|
| 33 |
+
|
| 34 |
+
* `simplify_briefing` / `simplify_objective` — apply
|
| 35 |
+
`JARGON_TO_PLAIN` to a string. Used by the Playlist tab to produce
|
| 36 |
+
the 1-2 sentence plain-English objective shown above the minimap.
|
| 37 |
+
|
| 38 |
+
* `playlist_progress(idx, total)` — turn (i, n) into a 0..1 fraction
|
| 39 |
+
for the progress bar.
|
| 40 |
+
|
| 41 |
+
Auto-advance state-machine:
|
| 42 |
+
* `playlist_should_advance(status, last_done_at, now, wait_seconds)`
|
| 43 |
+
— True if a game is over AND the wait countdown has elapsed.
|
| 44 |
+
|
| 45 |
+
Everything here is pure-Python, no engine handles required, so the
|
| 46 |
+
playlist plumbing tests run even when the Rust wheel is absent.
|
| 47 |
+
"""
|
| 48 |
+
|
| 49 |
+
from __future__ import annotations
|
| 50 |
+
|
| 51 |
+
import re
|
| 52 |
+
from typing import Iterable
|
| 53 |
+
|
| 54 |
+
# ── The curated 20-pack list ────────────────────────────────────────
|
| 55 |
+
# Hand-picked from the 210 active packs for accessibility:
|
| 56 |
+
# - visually obvious objective (yellow ring or visible red enemies)
|
| 57 |
+
# - reduced tool surface (move + attack only, in most cases)
|
| 58 |
+
# - generous timer (≥30 decision turns)
|
| 59 |
+
# - easy tier — never medium/hard for a non-gamer
|
| 60 |
+
#
|
| 61 |
+
# Stratified across 5 capability buckets so the player sees variety:
|
| 62 |
+
# * 8 combat (move tanks, kill visible enemies)
|
| 63 |
+
# * 4 coordination (move multiple groups)
|
| 64 |
+
# * 4 defense (stay near base, kill incoming)
|
| 65 |
+
# * 2 reach-region (drive to yellow ring)
|
| 66 |
+
# * 2 multi-objective (split groups between rings)
|
| 67 |
+
#
|
| 68 |
+
# Why each pack made the cut (one-liner per pack — also doc'd in the
|
| 69 |
+
# tab's preset description):
|
| 70 |
+
NOVICE_PLAYLIST: list[tuple[str, str]] = [
|
| 71 |
+
# ── Combat — kill the visible red enemies ────────────────────
|
| 72 |
+
# 4 tanks vs visible static squad; just drive east and shoot.
|
| 73 |
+
("combat-focus-fire-priority", "easy"),
|
| 74 |
+
# Two groups converge, fight at one point — visible attack target.
|
| 75 |
+
("combat-pincer-coordination", "easy"),
|
| 76 |
+
# 4 tanks, single visible enemy line — straight-line attack.
|
| 77 |
+
("combat-flanking-attack", "easy"),
|
| 78 |
+
# 5 tanks east through fire corridor — push through.
|
| 79 |
+
("combat-formation-tank-wedge", "easy"),
|
| 80 |
+
# 4 tanks vs 2 visible clusters — pick one, then the other.
|
| 81 |
+
("combat-divide-and-conquer", "easy"),
|
| 82 |
+
# Hold a chokepoint vs incoming — defensive but visible.
|
| 83 |
+
("combat-hold-chokepoint", "easy"),
|
| 84 |
+
# Skirmish + back off — one engagement, visible enemy.
|
| 85 |
+
("combat-skirmish-then-disengage", "easy"),
|
| 86 |
+
# 4 tanks retreat and re-engage — visible enemy, simple.
|
| 87 |
+
("combat-retreat-after-engagement", "easy"),
|
| 88 |
+
|
| 89 |
+
# ── Coordination — move multiple groups ──────────────────────
|
| 90 |
+
# 6 tanks west edge → punch east, converge on objective.
|
| 91 |
+
("coord-mutual-support", "easy"),
|
| 92 |
+
# 3 columns from 3 bearings — pick one ring at a time.
|
| 93 |
+
("coord-converge-on-target", "easy"),
|
| 94 |
+
# 2 squads cross fire zone — staggered move.
|
| 95 |
+
("coord-cover-and-move", "easy"),
|
| 96 |
+
# Multi-region: move 2 units into each of 2 yellow rings.
|
| 97 |
+
("action-multiunit-coordination", "easy"),
|
| 98 |
+
|
| 99 |
+
# ── Defense — stay near base, kill incoming ──────────────────
|
| 100 |
+
# Defenders hold base vs probing raiders — wait + shoot.
|
| 101 |
+
("proc-only-defend-no-attack", "easy"),
|
| 102 |
+
# Heavy assault on base — fall back to evac point.
|
| 103 |
+
("def-evacuation", "easy"),
|
| 104 |
+
# Waves from multiple directions — distribute defenders.
|
| 105 |
+
("def-multi-direction", "easy"),
|
| 106 |
+
# Mobile reserve plugs the breach — react to single lane.
|
| 107 |
+
("def-reinforce-the-breach", "easy"),
|
| 108 |
+
|
| 109 |
+
# ── Reach-region — drive to the yellow ring ──────────────────
|
| 110 |
+
# Bait-counter — guard line; pull tigers off the mountain.
|
| 111 |
+
("artofwar-lure-the-tiger", "easy"),
|
| 112 |
+
# 4 tanks face cluster behind fog — drive east, kill.
|
| 113 |
+
("combat-attack-from-behind-fog", "easy"),
|
| 114 |
+
|
| 115 |
+
# ── Multi-objective easier ───────────────────────────────────
|
| 116 |
+
# Visible counter-attack target — bait then kill.
|
| 117 |
+
("combat-bait-counter-attack", "easy"),
|
| 118 |
+
# 3 fast jeeps kite a heavy tank — visible single target.
|
| 119 |
+
("combat-kite-jeep-vs-tank", "easy"),
|
| 120 |
+
]
|
| 121 |
+
|
| 122 |
+
|
| 123 |
+
# ── Render-time jargon substitutions ─────────────────────────────────
|
| 124 |
+
# RTS shorthand → plain English. Applied at the UI rendering layer
|
| 125 |
+
# ONLY (briefings, unit-table type column). The engine, tool API, YAML
|
| 126 |
+
# pack files, playback transcripts, and command translator continue to
|
| 127 |
+
# use the canonical short codes — so the underlying run is still
|
| 128 |
+
# apples-to-apple with a model run on the same scenario.
|
| 129 |
+
#
|
| 130 |
+
# Keys are matched as whole words/phrases (case-insensitive). Longer
|
| 131 |
+
# multi-word keys are applied first so "construction yard" wins over
|
| 132 |
+
# "yard". Short-code keys (mcv, harv) are matched as whole words so
|
| 133 |
+
# "harvester" doesn't double-substitute.
|
| 134 |
+
JARGON_TO_PLAIN: dict[str, str] = {
|
| 135 |
+
# Buildings — full names FIRST so "construction yard" beats "yard".
|
| 136 |
+
"construction yard": "main base",
|
| 137 |
+
"ore refinery": "miner depot",
|
| 138 |
+
"war factory": "tank factory",
|
| 139 |
+
"tank factory": "tank factory", # passthrough; keeps display stable
|
| 140 |
+
"service depot": "repair shop",
|
| 141 |
+
"advanced power plant": "big power plant",
|
| 142 |
+
"barracks": "infantry factory",
|
| 143 |
+
"soviet barracks": "infantry factory",
|
| 144 |
+
"allied barracks": "infantry factory",
|
| 145 |
+
"ore silo": "ore storage",
|
| 146 |
+
"radar dome": "radar",
|
| 147 |
+
# Units — full names.
|
| 148 |
+
"harvester": "miner",
|
| 149 |
+
"rocket soldier": "rocket trooper",
|
| 150 |
+
"rifle infantry": "rifleman",
|
| 151 |
+
"rifle soldier": "rifleman",
|
| 152 |
+
"grenadier": "grenade trooper",
|
| 153 |
+
"engineer": "engineer", # passthrough — already plain
|
| 154 |
+
"medium tank": "medium tank", # passthrough
|
| 155 |
+
"heavy tank": "heavy tank",
|
| 156 |
+
"mammoth tank": "mammoth tank",
|
| 157 |
+
"light tank": "light tank",
|
| 158 |
+
"anti-tank": "anti-tank",
|
| 159 |
+
# Defenses.
|
| 160 |
+
"pillbox": "guard tower",
|
| 161 |
+
"tesla coil": "lightning tower",
|
| 162 |
+
"anti-aircraft": "anti-air",
|
| 163 |
+
"turret": "guard turret",
|
| 164 |
+
# Short codes — whole-word match keeps these from clobbering
|
| 165 |
+
# multi-letter words.
|
| 166 |
+
"mcv": "base builder",
|
| 167 |
+
"harv": "miner",
|
| 168 |
+
"fact": "main base",
|
| 169 |
+
"proc": "miner depot",
|
| 170 |
+
"powr": "power plant",
|
| 171 |
+
"apwr": "big power plant",
|
| 172 |
+
"barr": "infantry factory",
|
| 173 |
+
"tent": "infantry factory",
|
| 174 |
+
"weap": "tank factory",
|
| 175 |
+
"hpad": "helipad",
|
| 176 |
+
"afld": "airfield",
|
| 177 |
+
"fix": "repair shop",
|
| 178 |
+
"dome": "radar",
|
| 179 |
+
"silo": "ore storage",
|
| 180 |
+
"pbox": "guard tower",
|
| 181 |
+
"hbox": "guard tower",
|
| 182 |
+
"tsla": "lightning tower",
|
| 183 |
+
"gun": "guard turret",
|
| 184 |
+
"sam": "anti-air",
|
| 185 |
+
# Unit short codes.
|
| 186 |
+
"1tnk": "light tank",
|
| 187 |
+
"2tnk": "medium tank",
|
| 188 |
+
"3tnk": "heavy tank",
|
| 189 |
+
"4tnk": "mammoth tank",
|
| 190 |
+
"e1": "rifleman",
|
| 191 |
+
"e2": "grenade trooper",
|
| 192 |
+
"e3": "rocket trooper",
|
| 193 |
+
"e6": "engineer",
|
| 194 |
+
"arty": "artillery",
|
| 195 |
+
"apc": "transport",
|
| 196 |
+
"jeep": "jeep",
|
| 197 |
+
"lst": "landing craft",
|
| 198 |
+
"dog": "attack dog",
|
| 199 |
+
}
|
| 200 |
+
|
| 201 |
+
|
| 202 |
+
# Pre-compile a single regex: longest keys first, escaped, word-bounded.
|
| 203 |
+
def _compile_jargon_pattern() -> "re.Pattern[str]":
|
| 204 |
+
keys = sorted(JARGON_TO_PLAIN.keys(), key=len, reverse=True)
|
| 205 |
+
# Use lookarounds so short codes (e1, mcv) only match as whole
|
| 206 |
+
# tokens — but multi-word keys like "ore refinery" still match the
|
| 207 |
+
# full phrase even with internal spaces.
|
| 208 |
+
parts = []
|
| 209 |
+
for k in keys:
|
| 210 |
+
esc = re.escape(k)
|
| 211 |
+
parts.append(rf"(?<![A-Za-z0-9_-]){esc}(?![A-Za-z0-9_-])")
|
| 212 |
+
return re.compile("|".join(parts), flags=re.IGNORECASE)
|
| 213 |
+
|
| 214 |
+
|
| 215 |
+
_JARGON_RE = _compile_jargon_pattern()
|
| 216 |
+
|
| 217 |
+
|
| 218 |
+
def simplify_text(text: str) -> str:
|
| 219 |
+
"""Apply `JARGON_TO_PLAIN` substitutions to a single string. The
|
| 220 |
+
match is case-insensitive, but each replacement is lowercased so
|
| 221 |
+
the briefing reads as plain prose — `MCV` and `mcv` both render
|
| 222 |
+
as `base builder`."""
|
| 223 |
+
if not text:
|
| 224 |
+
return text
|
| 225 |
+
|
| 226 |
+
def _sub(m: "re.Match[str]") -> str:
|
| 227 |
+
return JARGON_TO_PLAIN[m.group(0).lower()]
|
| 228 |
+
|
| 229 |
+
return _JARGON_RE.sub(_sub, text)
|
| 230 |
+
|
| 231 |
+
|
| 232 |
+
def simplify_objective(text: str, max_chars: int = 320) -> str:
|
| 233 |
+
"""One-or-two-sentence plain-English objective for the Playlist
|
| 234 |
+
panel. Strips the structured `WIN WHEN: …` / `YOU LOSE IF: …`
|
| 235 |
+
suffix `objective_brief` appends — those are jargon-heavy and
|
| 236 |
+
we surface them behind the **Details** expand instead."""
|
| 237 |
+
if not text:
|
| 238 |
+
return text
|
| 239 |
+
plain = simplify_text(text)
|
| 240 |
+
# Drop everything from the structured WIN/LOSE machine block onward.
|
| 241 |
+
for marker in ("WIN WHEN:", "YOU LOSE IF:", "You have at most"):
|
| 242 |
+
idx = plain.find(marker)
|
| 243 |
+
if idx >= 0:
|
| 244 |
+
plain = plain[:idx]
|
| 245 |
+
plain = plain.strip()
|
| 246 |
+
# Keep the first 1-2 sentences; cap at max_chars.
|
| 247 |
+
sentences = re.split(r"(?<=[.!?])\s+", plain)
|
| 248 |
+
out = " ".join(sentences[:2]).strip()
|
| 249 |
+
if len(out) > max_chars:
|
| 250 |
+
out = out[: max_chars - 1].rstrip() + "…"
|
| 251 |
+
return out
|
| 252 |
+
|
| 253 |
+
|
| 254 |
+
# ── Reduced command palette — what the Playlist tab exposes ────────
|
| 255 |
+
# A non-gamer never needs `repair`, `power_down`, `set_primary`,
|
| 256 |
+
# `infiltrate`, `fire_superweapon`, `set_stance`. The Playlist tab
|
| 257 |
+
# only exposes:
|
| 258 |
+
# * `move` — click-and-drag on minimap (already wired)
|
| 259 |
+
# * `attack` — click an enemy with units selected
|
| 260 |
+
# * `build` — the textbox already there (only when needed)
|
| 261 |
+
# * `end turn` — the button at the bottom
|
| 262 |
+
PLAYLIST_TOOLS: tuple[str, ...] = (
|
| 263 |
+
"move_units", "attack_unit", "attack_move", "stop", "build",
|
| 264 |
+
)
|
| 265 |
+
|
| 266 |
+
|
| 267 |
+
def needs_build_tool(pack_tools: Iterable[str] | None) -> bool:
|
| 268 |
+
"""True if the pack's authored `tools:` list contains `build`
|
| 269 |
+
(or a build-tier verb like `place_building`). For Playlist mode
|
| 270 |
+
the Build textbox is hidden unless the pack actually requires it
|
| 271 |
+
— keeps the UI sparse for the (majority) move-and-shoot scenarios.
|
| 272 |
+
"""
|
| 273 |
+
if not pack_tools:
|
| 274 |
+
return False
|
| 275 |
+
s = {str(t).lower() for t in pack_tools}
|
| 276 |
+
return bool(s & {"build", "place_building", "cancel_production"})
|
| 277 |
+
|
| 278 |
+
|
| 279 |
+
# ── Auto-advance state machine ───────────────────────────────────────
|
| 280 |
+
# A 5-second countdown shown after game-over, then auto-load next pack.
|
| 281 |
+
|
| 282 |
+
AUTO_ADVANCE_WAIT_SECONDS = 5.0
|
| 283 |
+
|
| 284 |
+
|
| 285 |
+
def playlist_should_advance(
|
| 286 |
+
done: bool,
|
| 287 |
+
done_at: float | None,
|
| 288 |
+
now: float,
|
| 289 |
+
wait_seconds: float = AUTO_ADVANCE_WAIT_SECONDS,
|
| 290 |
+
) -> bool:
|
| 291 |
+
"""True if the current scenario is over AND the post-game wait has
|
| 292 |
+
elapsed — the auto-advance timer should fire NEXT.
|
| 293 |
+
|
| 294 |
+
`done_at` is the wall-clock timestamp at which the session first
|
| 295 |
+
transitioned to `done`. The first poll after game-over passes
|
| 296 |
+
`done_at = now`; subsequent polls compare the elapsed delta. A
|
| 297 |
+
`done=False` always returns False (we never advance mid-game)."""
|
| 298 |
+
if not done or done_at is None:
|
| 299 |
+
return False
|
| 300 |
+
return (now - done_at) >= max(0.0, wait_seconds)
|
| 301 |
+
|
| 302 |
+
|
| 303 |
+
def playlist_progress(idx: int, total: int) -> float:
|
| 304 |
+
"""0..1 fraction for the progress bar — `idx` games completed out
|
| 305 |
+
of `total`. Clamped — over-/under-flow is a UI input bug, not a
|
| 306 |
+
crash."""
|
| 307 |
+
if total <= 0:
|
| 308 |
+
return 0.0
|
| 309 |
+
return max(0.0, min(1.0, float(idx) / float(total)))
|
| 310 |
+
|
| 311 |
+
|
| 312 |
+
def playlist_progress_bar(idx: int, total: int, width: int = 20) -> str:
|
| 313 |
+
"""Plain-text progress bar — '▮▮▮▮▮▮▮▮░░░░░░░░░░░░░ 35%'. Used
|
| 314 |
+
when a Markdown pre-formatted block is preferable to a real
|
| 315 |
+
`gr.Progress` (e.g. inside a Markdown block on tab-load before
|
| 316 |
+
any state has been set)."""
|
| 317 |
+
frac = playlist_progress(idx, total)
|
| 318 |
+
filled = int(round(frac * width))
|
| 319 |
+
bar = "▮" * filled + "░" * (width - filled)
|
| 320 |
+
return f"{bar} {int(round(frac * 100))}%"
|
| 321 |
+
|
| 322 |
+
|
| 323 |
+
def session_summary_row(
|
| 324 |
+
idx: int,
|
| 325 |
+
pack: str,
|
| 326 |
+
level: str,
|
| 327 |
+
outcome: str,
|
| 328 |
+
turns: int,
|
| 329 |
+
max_turns: int,
|
| 330 |
+
) -> dict:
|
| 331 |
+
"""One row of the session-end summary table — same shape across
|
| 332 |
+
Playlist tab and the underlying playback manifest, so the summary
|
| 333 |
+
is sourced from the same place every time."""
|
| 334 |
+
return {
|
| 335 |
+
"Game": idx + 1,
|
| 336 |
+
"Scenario": pack,
|
| 337 |
+
"Level": level,
|
| 338 |
+
"Outcome": (outcome or "draw").upper(),
|
| 339 |
+
"Turns": int(turns or 0),
|
| 340 |
+
"Max Turns": int(max_turns or 0),
|
| 341 |
+
}
|
|
@@ -0,0 +1,248 @@
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|
|
|
|
|
| 1 |
+
"""Tests for the non-gamer **Playlist** mode plumbing.
|
| 2 |
+
|
| 3 |
+
The Playlist tab is the cold-start human-baseline UX (`Playlist`
|
| 4 |
+
gradio tab in `app.py`); these tests cover the pure-Python plumbing
|
| 5 |
+
that backs it — playlist composition, the jargon-substitution
|
| 6 |
+
dictionary, the auto-advance state machine, and the progress bar.
|
| 7 |
+
|
| 8 |
+
Live-engine bits are guarded by the conftest engine-token list (the
|
| 9 |
+
playlist runtime opens an `InteractiveSession` exactly like the
|
| 10 |
+
24-pack `human_study`, so the same skip rule covers it for free)."""
|
| 11 |
+
|
| 12 |
+
from __future__ import annotations
|
| 13 |
+
|
| 14 |
+
from pathlib import Path
|
| 15 |
+
|
| 16 |
+
import pytest
|
| 17 |
+
|
| 18 |
+
from openra_bench.playlist import (
|
| 19 |
+
AUTO_ADVANCE_WAIT_SECONDS,
|
| 20 |
+
JARGON_TO_PLAIN,
|
| 21 |
+
NOVICE_PLAYLIST,
|
| 22 |
+
PLAYLIST_TOOLS,
|
| 23 |
+
needs_build_tool,
|
| 24 |
+
playlist_progress,
|
| 25 |
+
playlist_progress_bar,
|
| 26 |
+
playlist_should_advance,
|
| 27 |
+
session_summary_row,
|
| 28 |
+
simplify_objective,
|
| 29 |
+
simplify_text,
|
| 30 |
+
)
|
| 31 |
+
|
| 32 |
+
PACKS = Path(__file__).parent.parent / "openra_bench" / "scenarios" / "packs"
|
| 33 |
+
|
| 34 |
+
|
| 35 |
+
# ── 20-pack curated list ─────────────────────────────────────────────
|
| 36 |
+
|
| 37 |
+
|
| 38 |
+
def test_curated_playlist_is_exactly_20_easy_packs():
|
| 39 |
+
"""The non-gamer playlist must be EXACTLY 20 (pack, level) pairs —
|
| 40 |
+
a tester completes it in 60-90 minutes; more is fatigue, less
|
| 41 |
+
leaves the human-baseline data underpowered."""
|
| 42 |
+
assert len(NOVICE_PLAYLIST) == 20
|
| 43 |
+
assert len(set(NOVICE_PLAYLIST)) == 20 # no duplicates
|
| 44 |
+
for pack, level in NOVICE_PLAYLIST:
|
| 45 |
+
# Easy tier only — non-gamer accessibility.
|
| 46 |
+
assert level == "easy", (pack, level)
|
| 47 |
+
|
| 48 |
+
|
| 49 |
+
def test_every_curated_pack_exists_on_disk():
|
| 50 |
+
"""A pack id in the playlist must resolve to a real YAML file —
|
| 51 |
+
catches typos at test time, not at gradio-launch time."""
|
| 52 |
+
for pack, _level in NOVICE_PLAYLIST:
|
| 53 |
+
assert (PACKS / f"{pack}.yaml").exists(), pack
|
| 54 |
+
|
| 55 |
+
|
| 56 |
+
def test_curated_playlist_capability_spread():
|
| 57 |
+
"""The 20-pack list is stratified — combat / coordination /
|
| 58 |
+
defense / multi-objective. A monoculture is bad UX (non-gamer
|
| 59 |
+
sees the same scenario type 20 times)."""
|
| 60 |
+
prefixes = {pack.split("-", 1)[0] for pack, _ in NOVICE_PLAYLIST}
|
| 61 |
+
# We expect at least 4 distinct family prefixes (combat, coord,
|
| 62 |
+
# def, action / artofwar / proc). The exact composition can shift
|
| 63 |
+
# if a pack is retired; the spread invariant is what we pin.
|
| 64 |
+
assert len(prefixes) >= 4, sorted(prefixes)
|
| 65 |
+
|
| 66 |
+
|
| 67 |
+
# ── Jargon dictionary ────────────────────────────────────────────────
|
| 68 |
+
|
| 69 |
+
|
| 70 |
+
def test_jargon_dict_covers_required_substitutions():
|
| 71 |
+
"""The CLAUDE.md / task spec calls out specific jargon every UI
|
| 72 |
+
string must replace. Pin the must-have substitutions here so a
|
| 73 |
+
later refactor can't regress them."""
|
| 74 |
+
required = {
|
| 75 |
+
"mcv": "base builder",
|
| 76 |
+
"harvester": "miner",
|
| 77 |
+
"barracks": "infantry factory",
|
| 78 |
+
"war factory": "tank factory",
|
| 79 |
+
"construction yard": "main base",
|
| 80 |
+
}
|
| 81 |
+
for k, v in required.items():
|
| 82 |
+
assert k in JARGON_TO_PLAIN, k
|
| 83 |
+
assert JARGON_TO_PLAIN[k] == v, (k, JARGON_TO_PLAIN[k], v)
|
| 84 |
+
|
| 85 |
+
|
| 86 |
+
def test_simplify_text_replaces_short_codes_and_phrases():
|
| 87 |
+
"""`simplify_text` is the render-time substitution. Both the long
|
| 88 |
+
name ('barracks') and the short code ('barr') resolve, the result
|
| 89 |
+
is lowercased, and case-insensitive matching catches `MCV`."""
|
| 90 |
+
s = "MCV deploys; harvester returns to refinery; build a barracks."
|
| 91 |
+
out = simplify_text(s)
|
| 92 |
+
# MCV → base builder; harvester → miner; refinery → miner depot
|
| 93 |
+
# (via 'ore refinery' is multi-word so partial 'refinery' alone is
|
| 94 |
+
# not in the dict — keep the assertion to the dict's contents).
|
| 95 |
+
assert "MCV" not in out
|
| 96 |
+
assert "base builder" in out
|
| 97 |
+
assert "miner" in out
|
| 98 |
+
assert "infantry factory" in out
|
| 99 |
+
# Short codes match too — pin both axes.
|
| 100 |
+
assert simplify_text("e1") == "rifleman"
|
| 101 |
+
assert simplify_text("2tnk") == "medium tank"
|
| 102 |
+
# Whole-word: 'mcvent' must NOT match `mcv`.
|
| 103 |
+
assert simplify_text("mcvent") == "mcvent"
|
| 104 |
+
|
| 105 |
+
|
| 106 |
+
def test_simplify_objective_strips_machine_block():
|
| 107 |
+
"""The Playlist plain-English objective drops the structured
|
| 108 |
+
`WIN WHEN: …` / `YOU LOSE IF: …` machine block — those go behind
|
| 109 |
+
the 'Details' expand."""
|
| 110 |
+
raw = (
|
| 111 |
+
"Drive your medium tanks east and kill the rocket soldiers.\n"
|
| 112 |
+
"WIN WHEN: units_killed_gte:5 AND within_ticks:2700.\n"
|
| 113 |
+
"YOU LOSE IF: not units_lost_lte:1.\n"
|
| 114 |
+
"You have at most 30 decision turns; acting decisively..."
|
| 115 |
+
)
|
| 116 |
+
out = simplify_objective(raw)
|
| 117 |
+
assert "WIN WHEN" not in out
|
| 118 |
+
assert "YOU LOSE IF" not in out
|
| 119 |
+
assert "decision turns" not in out
|
| 120 |
+
# Plain-English content survives, with substitutions applied.
|
| 121 |
+
assert "tank" in out.lower()
|
| 122 |
+
assert "rocket trooper" in out.lower() or "rocket" in out.lower()
|
| 123 |
+
|
| 124 |
+
|
| 125 |
+
def test_simplify_objective_caps_length():
|
| 126 |
+
"""Non-gamer should see ~1-2 sentences. A wall-of-text briefing
|
| 127 |
+
must be truncated."""
|
| 128 |
+
long_raw = "First sentence. " * 200
|
| 129 |
+
out = simplify_objective(long_raw, max_chars=200)
|
| 130 |
+
assert len(out) <= 200
|
| 131 |
+
|
| 132 |
+
|
| 133 |
+
# ── Reduced command palette ─────────────────────────────────────────
|
| 134 |
+
|
| 135 |
+
|
| 136 |
+
def test_playlist_tools_excludes_advanced_verbs():
|
| 137 |
+
"""A non-gamer must not see `repair`, `power_down`, `set_primary`,
|
| 138 |
+
`infiltrate`, `fire_superweapon`, `set_stance` in playlist mode."""
|
| 139 |
+
forbidden = {
|
| 140 |
+
"repair", "power_down", "set_primary", "infiltrate",
|
| 141 |
+
"fire_superweapon", "set_stance",
|
| 142 |
+
}
|
| 143 |
+
assert not (set(PLAYLIST_TOOLS) & forbidden)
|
| 144 |
+
|
| 145 |
+
|
| 146 |
+
def test_needs_build_tool_only_for_build_packs():
|
| 147 |
+
"""`needs_build_tool` is the gate that hides the build textbox
|
| 148 |
+
unless the pack authored a `build`/`place_building` tool."""
|
| 149 |
+
assert needs_build_tool(["move_units", "attack_unit"]) is False
|
| 150 |
+
assert needs_build_tool(["build", "move_units"]) is True
|
| 151 |
+
assert needs_build_tool(["place_building"]) is True
|
| 152 |
+
assert needs_build_tool(None) is False
|
| 153 |
+
assert needs_build_tool([]) is False
|
| 154 |
+
|
| 155 |
+
|
| 156 |
+
# ── Auto-advance state machine ──────────────────────────────────────
|
| 157 |
+
|
| 158 |
+
|
| 159 |
+
def test_should_advance_only_when_game_done():
|
| 160 |
+
"""Mid-game polls never advance — the only escape is a finished
|
| 161 |
+
game whose 5-second wait window has elapsed."""
|
| 162 |
+
# Mid-game: never advances regardless of wall-clock.
|
| 163 |
+
assert playlist_should_advance(False, None, now=0.0) is False
|
| 164 |
+
assert playlist_should_advance(False, 0.0, now=999.0) is False
|
| 165 |
+
|
| 166 |
+
|
| 167 |
+
def test_should_advance_after_wait_window_elapses():
|
| 168 |
+
"""After game-over, advance fires only once `wait_seconds` have
|
| 169 |
+
passed since the `done_at` timestamp. Pin both edges of the
|
| 170 |
+
window — just-before stays put, just-after advances."""
|
| 171 |
+
done_at = 100.0
|
| 172 |
+
wait = AUTO_ADVANCE_WAIT_SECONDS
|
| 173 |
+
# Just after game ends — wait not yet elapsed.
|
| 174 |
+
assert playlist_should_advance(True, done_at, now=done_at + 0.1) is False
|
| 175 |
+
# Half-way through the wait — still pending.
|
| 176 |
+
assert (
|
| 177 |
+
playlist_should_advance(True, done_at, now=done_at + wait / 2)
|
| 178 |
+
is False
|
| 179 |
+
)
|
| 180 |
+
# Wait fully elapsed — advance.
|
| 181 |
+
assert (
|
| 182 |
+
playlist_should_advance(True, done_at, now=done_at + wait)
|
| 183 |
+
is True
|
| 184 |
+
)
|
| 185 |
+
# Long after — still True (no upper bound).
|
| 186 |
+
assert (
|
| 187 |
+
playlist_should_advance(True, done_at, now=done_at + 999)
|
| 188 |
+
is True
|
| 189 |
+
)
|
| 190 |
+
|
| 191 |
+
|
| 192 |
+
def test_should_advance_handles_none_done_at():
|
| 193 |
+
"""If `done=True` but the timestamp was never recorded
|
| 194 |
+
(defensive — shouldn't happen, but the state machine must not
|
| 195 |
+
crash), we DON'T advance — better to leave the user the manual
|
| 196 |
+
'Skip wait' button than auto-advance from an unknown state."""
|
| 197 |
+
assert playlist_should_advance(True, None, now=0.0) is False
|
| 198 |
+
|
| 199 |
+
|
| 200 |
+
def test_should_advance_custom_wait():
|
| 201 |
+
"""Wait-seconds is a parameter, not a constant — a hypothetical
|
| 202 |
+
test mode could set it to 0 to skip the countdown."""
|
| 203 |
+
assert playlist_should_advance(True, 50.0, now=50.0, wait_seconds=0.0) is True
|
| 204 |
+
|
| 205 |
+
|
| 206 |
+
# ── Progress bar ────────────────────────────────────────────────────
|
| 207 |
+
|
| 208 |
+
|
| 209 |
+
def test_progress_fraction_clamped():
|
| 210 |
+
"""Out-of-range inputs clamp to [0, 1] rather than crashing."""
|
| 211 |
+
assert playlist_progress(0, 20) == pytest.approx(0.0)
|
| 212 |
+
assert playlist_progress(10, 20) == pytest.approx(0.5)
|
| 213 |
+
assert playlist_progress(20, 20) == pytest.approx(1.0)
|
| 214 |
+
assert playlist_progress(-1, 20) == pytest.approx(0.0)
|
| 215 |
+
assert playlist_progress(99, 20) == pytest.approx(1.0)
|
| 216 |
+
# Zero total — defensive default 0, no division-by-zero.
|
| 217 |
+
assert playlist_progress(5, 0) == pytest.approx(0.0)
|
| 218 |
+
|
| 219 |
+
|
| 220 |
+
def test_progress_bar_text_format():
|
| 221 |
+
"""The text bar carries 20 cells + a trailing percent. Empty,
|
| 222 |
+
half, and full are pinned — the cell glyphs are part of the UX
|
| 223 |
+
contract, not arbitrary."""
|
| 224 |
+
assert playlist_progress_bar(0, 20).startswith("░" * 20)
|
| 225 |
+
assert "0%" in playlist_progress_bar(0, 20)
|
| 226 |
+
assert "50%" in playlist_progress_bar(10, 20)
|
| 227 |
+
assert "100%" in playlist_progress_bar(20, 20)
|
| 228 |
+
full = playlist_progress_bar(20, 20)
|
| 229 |
+
assert full.startswith("▮" * 20)
|
| 230 |
+
|
| 231 |
+
|
| 232 |
+
def test_session_summary_row_shape():
|
| 233 |
+
"""The session-end summary uses the same row schema across the
|
| 234 |
+
playlist UI and the playback manifest — pin the column names so
|
| 235 |
+
a downstream consumer (results.csv export) doesn't break silently.
|
| 236 |
+
"""
|
| 237 |
+
row = session_summary_row(
|
| 238 |
+
idx=4, pack="combat-focus-fire-priority", level="easy",
|
| 239 |
+
outcome="win", turns=12, max_turns=30,
|
| 240 |
+
)
|
| 241 |
+
assert row == {
|
| 242 |
+
"Game": 5,
|
| 243 |
+
"Scenario": "combat-focus-fire-priority",
|
| 244 |
+
"Level": "easy",
|
| 245 |
+
"Outcome": "WIN",
|
| 246 |
+
"Turns": 12,
|
| 247 |
+
"Max Turns": 30,
|
| 248 |
+
}
|