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3 changed files with 161 additions and 143 deletions

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@ -35,49 +35,6 @@ fn is_direction(value: &str) -> bool {
DIRECTIONS.contains(&value.to_lowercase().as_ref())
}
/// If LLM generates something odd, reject it.
fn is_weird_exit_name(value: &str) -> bool {
value.to_lowercase().contains("connected scene")
|| value.to_lowercase() == root_scene_id().as_ref()
}
fn is_duplicate_recorded(failures: &[CoherenceFailure], exit: &Exit) -> bool {
for failure in failures {
match failure {
CoherenceFailure::DuplicateExits(exits) => {
if exits.iter().find(|e| e.name == exit.name).is_some() {
return true;
}
}
_ => (),
}
}
false
}
pub(super) fn check_scene_coherence<'a>(scene: &'a Scene) -> Vec<CoherenceFailure<'a>> {
let mut failures: Vec<CoherenceFailure> = vec![];
for exit in scene.exits.as_slice() {
// Exit names cannot be directions, "weird", or the name of
// the current scene itself.
if is_direction(&exit.name) || is_weird_exit_name(&exit.name) || exit.name == scene.name {
failures.push(CoherenceFailure::InvalidExitName(exit));
}
// Also need to detect duplicate exits by direction. Stub
// creation can have two exits that lead the same way.
let duplicate_exits: Vec<_> = scene.exits.iter().filter(|e| e.name == exit.name).collect();
if duplicate_exits.len() > 1 && !is_duplicate_recorded(&failures, exit) {
failures.push(CoherenceFailure::DuplicateExits(duplicate_exits));
}
}
failures
}
pub fn reverse_direction(direction: &str) -> String {
match direction.to_lowercase().as_ref() {
// compass directions
@ -101,100 +58,156 @@ pub fn reverse_direction(direction: &str) -> String {
}
}
/// Attempt to reconnect back to the connected scene. The model is not
/// always good at this. Here, we correct it by attempting to find the
/// exit and making sure the direction is coherently reversed. A
/// linkback exit is created from scratch if one cannot be found.
pub fn make_scene_from_stub_coherent(content: &mut ContentContainer, connected_scene: &Scene) {
let new_scene = content.owner.as_scene_mut();
let connected_key = connected_scene._key.as_deref().unwrap();
let connected_id = connected_scene._id.as_deref().unwrap();
let direction_from = connected_scene
.exits
.iter()
.find(|exit| &exit.scene_key == new_scene._key.as_ref().unwrap())
.map(|exit| exit.direction.as_ref())
.unwrap_or("from");
let reversed_direction = reverse_direction(direction_from);
// 1. Delete any exit that is from the reversed direction, or
// has the name/ID/key of the connected scene.
let mut stubs_to_delete = vec![];
let keep_exit = |exit: &Exit| {
!(exit.direction == reversed_direction
|| Some(exit.scene_key.as_ref()) == connected_scene._key.as_deref()
|| exit.scene_id.as_deref() == connected_scene._id.as_deref()
|| exit.name.to_lowercase() == connected_scene.name.to_lowercase()
|| exit.name == connected_key
|| exit.name == connected_id)
};
new_scene.exits.retain_mut(|exit| {
let keep = keep_exit(exit);
if !keep {
stubs_to_delete.push(mem::take(&mut exit.scene_key));
}
keep
});
// 2. Delete corresponding scene stubs
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => match stub._key.as_ref() {
Some(key) => !stubs_to_delete.contains(key),
_ => true,
},
_ => true,
});
// 3. Add new linkback exit
let exit = Exit::from_connected_scene(connected_scene, &reversed_direction);
new_scene.exits.push(exit);
/// If LLM generates something odd, reject it.
fn is_weird_exit_name(value: &str) -> bool {
value.to_lowercase().contains("connected scene")
|| value.to_lowercase() == root_scene_id().as_ref()
}
pub async fn make_scene_coherent(
generator: &mut AiClient,
content: &mut ContentContainer,
) -> Result<()> {
let scene = content.owner.as_scene_mut();
let failures = check_scene_coherence(&scene);
let fixes = generator.fix_scene(&scene, failures).await?;
let mut deletes = vec![]; // Needed for call to Vec::retain after the fact
for fix in fixes {
match fix {
SceneFix::FixedExit {
index,
new: fixed_exit,
} => {
let old_exit_key = scene.exits[index].scene_key.as_str();
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => stub._key.as_deref() != Some(old_exit_key),
_ => true,
});
scene.exits[index] = fixed_exit.into();
let fixed_exit = &scene.exits[index];
content
.contained
.push(ContentRelation::scene_stub(SceneStub::from(fixed_exit)));
fn is_duplicate_recorded(failures: &[CoherenceFailure], exit: &Exit) -> bool {
for failure in failures {
match failure {
CoherenceFailure::DuplicateExits(exits) => {
if exits.iter().find(|e| e.name == exit.name).is_some() {
return true;
}
}
SceneFix::DeleteExit(index) => {
deletes.push(index);
}
};
_ => (),
}
}
// Deletes
let mut index: usize = 0;
scene.exits.retain(|_| {
let keep_it = !deletes.contains(&index);
index += 1;
keep_it
});
Ok(())
false
}
pub(super) struct AiCoherence {
generator: Rc<AiClient>,
}
impl AiCoherence {
pub fn new(generator: Rc<AiClient>) -> AiCoherence {
AiCoherence { generator }
}
fn check_scene_coherence<'a>(&self, scene: &'a Scene) -> Vec<CoherenceFailure<'a>> {
let mut failures: Vec<CoherenceFailure> = vec![];
for exit in scene.exits.as_slice() {
// Exit names cannot be directions, "weird", or the name of
// the current scene itself.
if is_direction(&exit.name) || is_weird_exit_name(&exit.name) || exit.name == scene.name
{
failures.push(CoherenceFailure::InvalidExitName(exit));
}
// Also need to detect duplicate exits by direction. Stub
// creation can have two exits that lead the same way.
let duplicate_exits: Vec<_> =
scene.exits.iter().filter(|e| e.name == exit.name).collect();
if duplicate_exits.len() > 1 && !is_duplicate_recorded(&failures, exit) {
failures.push(CoherenceFailure::DuplicateExits(duplicate_exits));
}
}
failures
}
/// Attempt to reconnect back to the connected scene. The model is not
/// always good at this. Here, we correct it by attempting to find the
/// exit and making sure the direction is coherently reversed. A
/// linkback exit is created from scratch if one cannot be found.
pub fn make_scene_from_stub_coherent(
&self,
content: &mut ContentContainer,
connected_scene: &Scene,
) {
let new_scene = content.owner.as_scene_mut();
let connected_key = connected_scene._key.as_deref().unwrap();
let connected_id = connected_scene._id.as_deref().unwrap();
let direction_from = connected_scene
.exits
.iter()
.find(|exit| &exit.scene_key == new_scene._key.as_ref().unwrap())
.map(|exit| exit.direction.as_ref())
.unwrap_or("from");
let reversed_direction = reverse_direction(direction_from);
// 1. Delete any exit that is from the reversed direction, or
// has the name/ID/key of the connected scene.
let mut stubs_to_delete = vec![];
let keep_exit = |exit: &Exit| {
!(exit.direction == reversed_direction
|| Some(exit.scene_key.as_ref()) == connected_scene._key.as_deref()
|| exit.scene_id.as_deref() == connected_scene._id.as_deref()
|| exit.name.to_lowercase() == connected_scene.name.to_lowercase()
|| exit.name == connected_key
|| exit.name == connected_id)
};
new_scene.exits.retain_mut(|exit| {
let keep = keep_exit(exit);
if !keep {
stubs_to_delete.push(mem::take(&mut exit.scene_key));
}
keep
});
// 2. Delete corresponding scene stubs
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => match stub._key.as_ref() {
Some(key) => !stubs_to_delete.contains(key),
_ => true,
},
_ => true,
});
// 3. Add new linkback exit
let exit = Exit::from_connected_scene(connected_scene, &reversed_direction);
new_scene.exits.push(exit);
}
pub async fn make_scene_coherent(&self, content: &mut ContentContainer) -> Result<()> {
let scene = content.owner.as_scene_mut();
let failures = self.check_scene_coherence(&scene);
let fixes = self.generator.fix_scene(&scene, failures).await?;
let mut deletes = vec![]; // Needed for call to Vec::retain after the fact
for fix in fixes {
match fix {
SceneFix::FixedExit {
index,
new: fixed_exit,
} => {
let old_exit_key = scene.exits[index].scene_key.as_str();
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => stub._key.as_deref() != Some(old_exit_key),
_ => true,
});
scene.exits[index] = fixed_exit.into();
let fixed_exit = &scene.exits[index];
content
.contained
.push(ContentRelation::scene_stub(SceneStub::from(fixed_exit)));
}
SceneFix::DeleteExit(index) => {
deletes.push(index);
}
};
}
// Deletes
let mut index: usize = 0;
scene.exits.retain(|_| {
let keep_it = !deletes.contains(&index);
index += 1;
keep_it
});
Ok(())
}
}

View File

@ -163,7 +163,6 @@ impl AiConversation {
prompt_so_far.push_str(&prompt.prompt);
// Will fail ?
let input = create_input(
self.gen_key.clone(),
&prompt_so_far,

View File

@ -20,20 +20,27 @@ pub mod prompts;
use convo::AiPrompt;
use generator::AiClient;
use self::coherence::AiCoherence;
/// Highest-level AI/LLM construct, which returns fully converted game
/// objects to us. Basically, call the mid-level `client` to create
/// seed objects, then call the mid level client again to detail the
/// entities from their seeds. Then, stick a DB ID on them and put
/// them in the database(?).
pub struct AiLogic {
generator: AiClient,
generator: Rc<AiClient>,
coherence: AiCoherence,
db: Rc<Database>,
}
impl AiLogic {
pub fn new(api_client: Rc<KoboldClient>, db: &Rc<Database>) -> AiLogic {
let generator = Rc::new(AiClient::new(api_client));
let coherence = AiCoherence::new(generator.clone());
AiLogic {
generator: AiClient::new(api_client),
generator,
coherence,
db: db.clone(),
}
}
@ -170,8 +177,9 @@ impl AiLogic {
// directions and stuff, while the second is the normal scene
// coherence (that can invoke the LLM).
let mut content = self.fill_in_scene_from_stub(seed, stub).await?;
coherence::make_scene_from_stub_coherent(&mut content, connected_scene);
coherence::make_scene_coherent(&mut self.generator, &mut content).await?;
self.coherence
.make_scene_from_stub_coherent(&mut content, connected_scene);
self.coherence.make_scene_coherent(&mut content).await?;
self.generator.reset_world_creation();
@ -191,7 +199,7 @@ impl AiLogic {
.await?;
let mut content = self.fill_in_scene(scene_seed).await?;
coherence::make_scene_coherent(&mut self.generator, &mut content).await?;
self.coherence.make_scene_coherent(&mut content).await?;
self.generator.reset_world_creation();
Ok(content)
@ -237,9 +245,7 @@ impl AiLogic {
let mut stubs: Vec<_> = exits
.iter()
.map(|exit| {
ContentRelation::scene_stub(SceneStub::from(exit))
})
.map(|exit| ContentRelation::scene_stub(SceneStub::from(exit)))
.collect();
let mut scene = Scene {