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State Optimizer - Compact Game State Representation
Converts verbose game state to a compact, LLM-optimized format.
This significantly reduces token usage while maintaining all essential information.
Format:
- H (Hexes): Array indexed by hex ID containing resource type + number
- N (Nodes): Array indexed by node ID with neighbors, adjacent hexes, and port info
- state: Buildings and roads with owner info
- players: Compact player data with resources, dev cards, and stats
- meta: Game metadata (current player, phase, robber position, dice)
NOTE: This is the same code as in play_and_capture.py - kept in sync for consistency.
"""
from typing import Dict, Any, List, Optional
def game_state_to_dict(game_state) -> Dict[str, Any]:
"""
Convert GameState object to captured_game.json format.
This replicates WebVisualization._convert_game_state logic
to produce the format that optimize_state_for_ai expects.
Args:
game_state: GameState object from GameManager
Returns:
Dictionary in captured_game.json format
"""
from pycatan.config.board_definition import board_definition
# If already a dict, return as-is
if isinstance(game_state, dict):
return game_state
# Resource type mapping (internal -> web)
TILE_TYPE_MAP = {
'forest': 'wood',
'hills': 'brick',
'pasture': 'sheep',
'fields': 'wheat',
'mountains': 'ore',
'desert': 'desert'
}
result = {
'hexes': [],
'settlements': [],
'cities': [],
'roads': [],
'harbors': [],
'players': [],
'points': [],
'current_player': getattr(game_state, 'current_player', 0),
'current_phase': game_state.game_phase.name if hasattr(game_state.game_phase, 'name') else str(game_state.game_phase),
'dice_result': getattr(game_state, 'dice_rolled', None),
'victory_points_to_win': getattr(game_state, 'victory_points_to_win', 5),
'custom_game_context': getattr(game_state, 'custom_game_context', ''),
}
# Convert board data
if hasattr(game_state, 'board_state') and game_state.board_state:
board = game_state.board_state
# Convert hexes/tiles
if hasattr(board, 'tiles') and board.tiles:
for tile in board.tiles:
if isinstance(tile, dict):
tile_type = tile.get('type', 'desert')
# Map internal type names to standard names
mapped_type = TILE_TYPE_MAP.get(tile_type, tile_type)
result['hexes'].append({
'id': tile.get('id', 0),
'type': mapped_type,
'number': tile.get('token'),
'has_robber': tile.get('has_robber', False)
})
# Convert harbors
if hasattr(board, 'harbors') and board.harbors:
for i, harbor in enumerate(board.harbors):
if isinstance(harbor, dict):
result['harbors'].append({
'id': i + 1,
'type': harbor.get('resource', 'any'),
'ratio': harbor.get('ratio', 3),
'point_one': harbor.get('point_one', 0),
'point_two': harbor.get('point_two', 0)
})
# Convert buildings
if hasattr(board, 'buildings') and board.buildings:
for point_id, info in board.buildings.items():
if isinstance(info, dict):
b_type = info.get('type', 'settlement')
owner = info.get('owner', 0)
entry = {
'id': f"b_{point_id}",
'vertex': point_id,
'player': owner + 1 # Convert to 1-based
}
if b_type == 'settlement':
result['settlements'].append(entry)
elif b_type == 'city':
result['cities'].append(entry)
# Convert roads
if hasattr(board, 'roads') and board.roads:
for road in board.roads:
if isinstance(road, dict):
result['roads'].append({
'from': road.get('start_point_id', 0),
'to': road.get('end_point_id', 0),
'player': road.get('owner', 0) + 1
})
# Convert players
if hasattr(game_state, 'players_state') and game_state.players_state:
for p in game_state.players_state:
# Get cards list (handle enums)
cards_list = []
if hasattr(p, 'cards'):
for card in p.cards:
if isinstance(card, str):
cards_list.append(card)
else:
card_name = card.name if hasattr(card, 'name') else str(card)
if "." in card_name:
card_name = card_name.split(".")[-1]
cards_list.append(card_name.lower())
# Get dev cards list
dev_cards_list = []
if hasattr(p, 'dev_cards'):
for card in p.dev_cards:
if isinstance(card, str):
dev_cards_list.append(card)
else:
card_name = card.name if hasattr(card, 'name') else str(card)
if "." in card_name:
card_name = card_name.split(".")[-1]
dev_cards_list.append(card_name)
result['players'].append({
'id': p.player_id,
'name': p.name,
'victory_points': p.victory_points,
'cards_list': cards_list,
'dev_cards_list': dev_cards_list,
'has_longest_road': p.has_longest_road,
'has_largest_army': p.has_largest_army,
'knights_played': p.knights_played
})
# Get points from board_definition (static structure - always correct!)
for point_id in board_definition.get_all_point_ids():
point_def = board_definition.points.get(point_id)
if point_def:
result['points'].append({
'point_id': point_id,
'adjacent_points': point_def.adjacent_points,
'adjacent_hexes': point_def.adjacent_hexes
})
return result
def optimize_state_for_ai(input_data: Dict[str, Any]) -> Dict[str, Any]:
"""
ממיר את מצב המשחק למבנה אופטימלי עבור AI.
מדחס את המידע ומסיר דופליקציות.
This function expects game state in the format produced by web_visualization
or captured_game.json (with hexes, points, harbors, players, etc.)
"""
# טיפול בעטיפה אם קיימת
data = input_data['state'] if 'state' in input_data else input_data
# מילוני קיצור
RES_MAP = {"wood": "W", "brick": "B", "sheep": "S", "wheat": "Wh", "ore": "O", "desert": "D"}
TYPE_MAP = {"settlement": "S", "city": "C"}
# 1. יצירת מערך הקסים (H)
hexes = data.get('hexes', [])
if hexes:
max_hex_id = max([h['id'] for h in hexes], default=0)
hex_array = [""] * (max_hex_id + 1)
robber_hex = None
for h in hexes:
if h.get('has_robber'):
robber_hex = h['id']
t = RES_MAP.get(h['type'], "?")
# אם יש מספר מוסיפים אותו, אחרת (מדבר) רק את הסוג
num = h.get('number') or h.get('token') # Support both 'number' and 'token'
val = f"{t}{num}" if num else t
hex_array[h['id']] = val
else:
hex_array = []
robber_hex = None
# 2. מיפוי נמלים
port_map = {}
for p in data.get('harbors', []):
harbor_type = p.get('type') or p.get('resource', 'any') # Support both formats
t = RES_MAP.get(harbor_type, "Any") if harbor_type != "any" else "?"
code = f"{t}{p['ratio']}"
port_map[p['point_one']] = code
port_map[p['point_two']] = code
# 3. יצירת מערך צמתים (N)
points = data.get('points', [])
if points:
max_point_id = max([p['point_id'] for p in points], default=0)
nodes_array = [None] * (max_point_id + 1)
for p in points:
# המבנה: [ [שכנים], [הקסים], נמל? ]
val = [p['adjacent_points'], p['adjacent_hexes']]
if p['point_id'] in port_map:
val.append(port_map[p['point_id']])
nodes_array[p['point_id']] = val
else:
nodes_array = []
# 4. עיבוד שחקנים
players = {}
pid_to_name = {}
for pl in data.get('players', []):
name = pl['name']
pid_to_name[pl['id']] = name
# ספירת משאבים
res_list = pl.get('cards_list', [])
res_compact = {}
if res_list:
for r in set(res_list):
r_key = RES_MAP.get(r.lower(), r)
res_compact[r_key] = res_list.count(r)
p_obj = {"vp": pl['victory_points'], "res": res_compact}
# קלפי פיתוח
knights = pl.get('knights_played', 0)
hidden = pl.get('dev_cards_list', [])
if knights > 0 or hidden:
p_obj["dev"] = {}
if hidden:
p_obj["dev"]["h"] = hidden
if knights:
p_obj["dev"]["r"] = ["K"] * knights
# דגלים מיוחדים (LR / LA)
flags = []
if pl.get('has_longest_road'):
flags.append("LR") # Longest Road
if pl.get('has_largest_army'):
flags.append("LA") # Largest Army
if flags:
p_obj["stat"] = flags
players[name] = p_obj
# 5. מצב הלוח (בניינים ודרכים)
bld = []
for b in data.get('settlements', []):
owner_id = b.get('player', 1) - 1 # המרה מ-1-based ל-0-based
owner = pid_to_name.get(owner_id, "?")
bld.append([b['vertex'], owner, "S"])
for b in data.get('cities', []):
owner_id = b.get('player', 1) - 1 # המרה מ-1-based ל-0-based
owner = pid_to_name.get(owner_id, "?")
bld.append([b['vertex'], owner, "C"])
rds = []
for r in data.get('roads', []):
owner_id = r.get('player', 1) - 1 # המרה מ-1-based ל-0-based
owner = pid_to_name.get(owner_id, "?")
rds.append([[r['from'], r['to']], owner])
# המרת ID של השחקן הנוכחי לשם
curr_id = data.get('current_player')
curr_name = pid_to_name.get(curr_id, str(curr_id) if curr_id is not None else None)
# החזרת המילון המעובד
dice_result = data.get('dice_result')
dice_total = None
if isinstance(dice_result, (list, tuple)) and len(dice_result) >= 2:
try:
dice_total = sum(int(die) for die in dice_result)
except (TypeError, ValueError):
dice_total = None
meta = {
"curr": curr_name,
"phase": data.get('current_phase'),
"robber": robber_hex,
"dice": dice_result,
"vp_to_win": data.get('victory_points_to_win', 5)
}
if data.get('custom_game_context'):
meta["custom_game_context"] = data['custom_game_context']
if dice_total is not None:
meta["dice_total"] = dice_total
return {
"meta": meta,
"H": hex_array,
"N": nodes_array,
"state": {"bld": bld, "rds": rds},
"players": players
}
def format_with_legend(optimized_state: Dict[str, Any]) -> str:
"""
Format optimized state with explanatory legend for LLM.
Args:
optimized_state: Output from optimize_state_for_ai
Returns:
Formatted string with legend + JSON
"""
import json
legend = """1. LOOKUP TABLES:
• "H" (Hexes): Array where Index = HexID. Value = Resource+Num.
Example: H[1]="W12" -> Hex 1 is Wood 12.
• "N" (Nodes): Array where Index = NodeID.
Format: [ [Neighbors], [HexIDs], Port? ]
Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].
2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.
?3=Any 3:1 port, X2=Specific Resource 2:1 port.
3. STATE: "bld"=[NodeID, Owner, Type], "rds"=[[From,To], Owner].
4. PLAYERS: "res"={Resource:Count}, "dev"={"h":[Hidden Cards], "r":[Revealed] (K=Knight)},
"stat"=["LR" (Longest Road), "LA" (Largest Army)].
5. ROBBER: Located at HexID specified in "meta.robber". H[id] is blocked.
JSON:
"""
sections = [
f'"meta":{json.dumps(optimized_state["meta"], separators=(",", ":"))}',
f'"H":{json.dumps(optimized_state["H"], separators=(",", ":"))}',
f'"N":{json.dumps(optimized_state["N"], separators=(",", ":"))}',
f'"state":{json.dumps(optimized_state["state"], separators=(",", ":"))}',
f'"players":{json.dumps(optimized_state["players"], separators=(",", ":"))}'
]
json_content = "{\n " + ",\n ".join(sections) + "\n}"
return legend + json_content
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