Example #1
0
def test_going_through_door():
    P = Variable("P", "P")
    room = Variable("room", "r")
    kitchen = Variable("kitchen", "r")
    state = State(KnowledgeBase.default().logic)
    state.add_facts([
        Proposition("at", [P, room]),
        Proposition("north_of", [kitchen, room]),
        Proposition("free", [kitchen, room]),
        Proposition("free", [room, kitchen]),
        Proposition("south_of", [room, kitchen])
    ])

    options = ChainingOptions()
    options.backward = True
    options.max_depth = 3
    options.max_length = 3
    options.subquests = True
    options.create_variables = True
    options.rules_per_depth = [
        [KnowledgeBase.default().rules["take/c"], KnowledgeBase.default().rules["take/s"]],
        KnowledgeBase.default().rules.get_matching("go.*"),
        [KnowledgeBase.default().rules["open/d"]],
    ]

    chains = list(get_chains(state, options))
    assert len(chains) == 18
Example #2
0
def test_going_through_door():
    P = Variable("P", "P")
    room = Variable("room", "r")
    kitchen = Variable("kitchen", "r")
    state = State()
    state.add_facts([
        Proposition("at", [P, room]),
        Proposition("north_of", [kitchen, room]),
        Proposition("free", [kitchen, room]),
        Proposition("free", [room, kitchen]),
        Proposition("south_of", [room, kitchen])
    ])

    # Sample quests.
    chains = []
    rules_per_depth = {
        0: [data.get_rules()["take/c"],
            data.get_rules()["take/s"]],
        1: data.get_rules().get_matching("go.*"),
        2: [data.get_rules()["open/d"]]
    }
    tree_of_possible = chaining.get_chains(state,
                                           max_depth=3,
                                           allow_partial_match=True,
                                           exceptions=[],
                                           rules_per_depth=rules_per_depth,
                                           backward=True)
    chains = list(tree_of_possible.traverse_preorder(subquests=True))
    # chaining.print_chains(chains)
    # 1. take/c(P, room, c_0, o_0, I)
    # 2. take/c(P, room, c_0, o_0, I) -> go/north(P, r_0, room)
    # 3. take/c(P, room, c_0, o_0, I) -> go/north(P, r_0, room) -> open/d(P, r_0, d_0, room)
    # 4. take/c(P, room, c_0, o_0, I) -> go/south(P, kitchen, room)
    # 5. take/c(P, room, c_0, o_0, I) -> go/south(P, kitchen, room) -> open/d(P, kitchen, d_0, room)
    # 6. take/c(P, room, c_0, o_0, I) -> go/east(P, r_0, room)
    # 7. take/c(P, room, c_0, o_0, I) -> go/east(P, r_0, room) -> open/d(P, r_0, d_0, room)
    # 8. take/c(P, room, c_0, o_0, I) -> go/west(P, r_0, room)
    # 9. take/c(P, room, c_0, o_0, I) -> go/west(P, r_0, room) -> open/d(P, r_0, d_0, room)
    # 10. take/s(P, room, s_0, o_0, I)
    # 11. take/s(P, room, s_0, o_0, I) -> go/north(P, r_0, room)
    # 12. take/s(P, room, s_0, o_0, I) -> go/north(P, r_0, room) -> open/d(P, r_0, d_0, room)
    # 13. take/s(P, room, s_0, o_0, I) -> go/south(P, kitchen, room)
    # 14. take/s(P, room, s_0, o_0, I) -> go/south(P, kitchen, room) -> open/d(P, kitchen, d_0, room)
    # 15. take/s(P, room, s_0, o_0, I) -> go/east(P, r_0, room)
    # 16. take/s(P, room, s_0, o_0, I) -> go/east(P, r_0, room) -> open/d(P, r_0, d_0, room)
    # 17. take/s(P, room, s_0, o_0, I) -> go/west(P, r_0, room)
    # 18. take/s(P, room, s_0, o_0, I) -> go/west(P, r_0, room) -> open/d(P, r_0, d_0, room)
    assert len(chains) == 18
Example #3
0
class World:
    def __init__(self, kb: Optional[KnowledgeBase] = None) -> None:
        self.kb = kb or KnowledgeBase.default()
        self._state = State(self.kb.logic)
        self._entities = OrderedDict()
        self._rooms = []
        self._objects = []
        self._update()
        self._player_room = None

    @classmethod
    def from_facts(cls,
                   facts: List[Proposition],
                   kb: Optional[KnowledgeBase] = None) -> "World":
        world = cls(kb=kb)
        world.add_facts(facts)
        return world

    @classmethod
    def deserialize(cls,
                    serialized_facts: List,
                    kb: Optional[KnowledgeBase] = None) -> "World":
        return cls.from_facts(
            [Proposition.deserialize(f) for f in serialized_facts], kb=kb)

    def serialize(self) -> List:
        return [f.serialize() for f in self.facts]

    @classmethod
    def from_map(cls,
                 map: networkx.Graph,
                 kb: Optional[KnowledgeBase] = None) -> "World":
        """
        Args:
            map: Graph defining the structure of the world.
        """
        world = cls(kb=kb)
        names = [
            d.get("name", "r_{}".format(i))
            for i, (n, d) in enumerate(map.nodes.items())
        ]
        rooms = OrderedDict(
            (n, Variable(names[i], "r")) for i, n in enumerate(map.nodes()))
        world.add_facts(graph2state(map, rooms))
        return world

    @property
    def player_room(self) -> WorldRoom:
        return self._player_room

    @property
    def rooms(self) -> List[WorldRoom]:
        return self._rooms

    @property
    def objects(self) -> List[WorldObject]:
        return self._objects

    @property
    def entities(self) -> ValuesView[WorldEntity]:
        return self._entities.values()

    @property
    def state(self) -> State:
        return self._state

    @state.setter
    def state(self, state: State) -> None:
        self._state = State(self.kb.logic)
        self.add_facts(state.facts)

    @property
    def facts(self) -> List[Proposition]:
        # Sort the facts for deterministic world generation
        return sorted(self._state.facts)

    def add_fact(self, fact: Proposition) -> None:
        self.add_facts([fact])

    def add_facts(self, facts: List[Proposition]) -> None:
        self._state.add_facts(facts)
        self._update()  # Update the internal representation of the world.

    def _get_entity(self, var: Variable) -> WorldEntity:
        if var.name not in self._entities:
            self._entities[var.name] = WorldEntity.create(var)

        return self._entities[var.name]

    def _get_room(self, var: Variable) -> WorldRoom:
        entity = self._get_entity(var)
        assert isinstance(entity, WorldRoom)
        return entity

    def _get_object(self, var: Variable) -> WorldObject:
        entity = self._get_entity(var)
        assert isinstance(entity, WorldObject)
        return entity

    def _update(self) -> None:
        """ Update the internal representation of the world.

        This method will create new entities based on facts. It should be called whenever
        backing facts are changed.
        """
        self._entities = OrderedDict()  # Clear entities.
        self.player = self._get_entity(Variable("P"))
        self.inventory = self._get_entity(Variable("I"))
        self._player_room = None
        self._process_rooms()
        self._process_objects()
        self._rooms = [
            entity for entity in self._entities.values()
            if isinstance(entity, WorldRoom)
        ]
        self._objects = [
            entity for entity in self._entities.values()
            if isinstance(entity, WorldObject)
        ]

        self._entities_per_type = defaultdict(list)
        for entity in self._entities.values():
            self._entities_per_type[entity.type].append(entity)

    def _process_rooms(self) -> None:
        for fact in self.facts:
            if not self.kb.types.is_descendant_of(fact.arguments[0].type, 'r'):
                continue  # Skip non room facts.

            room = self._get_room(fact.arguments[0])
            room.add_related_fact(fact)

            if fact.name.endswith("_of"):
                # Handle room positioning facts.
                exit = reverse_direction(fact.name.split("_of")[0])
                dest = self._get_room(fact.arguments[1])
                dest.add_related_fact(fact)
                assert exit not in room.exits
                room.exits[exit] = dest

        # Handle door link facts.
        for fact in self.facts:
            if fact.name != "link":
                continue

            src = self._get_room(fact.arguments[0])
            door = self._get_object(fact.arguments[1])
            dest = self._get_room(fact.arguments[2])
            door.add_related_fact(fact)
            src.content.append(door)

            exit_found = False
            for exit, room in src.exits.items():
                if dest == room:
                    src.doors[exit] = door
                    exit_found = True
                    break

            if not exit_found:
                # Need to position both rooms w.r.t. each other.
                src_free_exits = [
                    exit for exit in DIRECTIONS if exit not in src.exits
                ]
                for exit in src_free_exits:
                    r_exit = reverse_direction(exit)
                    if r_exit not in dest.exits:
                        src.exits[exit] = dest
                        dest.exits[r_exit] = src
                        src.doors[exit] = door
                        exit_found = True
                        break

            # Relax the Cartesian grid constraint.
            if not exit_found:
                # Need to position both rooms w.r.t. each other.
                src_free_exits = [
                    exit for exit in DIRECTIONS if exit not in src.exits
                ]
                dest_free_exits = [
                    exit for exit in DIRECTIONS if exit not in dest.exits
                ]
                if len(src_free_exits) > 0 and len(dest_free_exits) > 0:
                    exit = src_free_exits[0]
                    r_exit = dest_free_exits[0]
                    src.exits[exit] = dest
                    dest.exits[r_exit] = src
                    src.doors[exit] = door
                    exit_found = True

            if not exit_found:  # If there is still no exit found.
                raise NoFreeExitError("Cannot connect {} and {}.".format(
                    src, dest))

    def _process_objects(self) -> None:
        for fact in self.facts:
            if self.kb.types.is_descendant_of(fact.arguments[0].type, 'r'):
                continue  # Skip room facts.

            obj = self._get_entity(fact.arguments[0])
            obj.add_related_fact(fact)

            if fact.name == "match":
                other_obj = self._get_entity(fact.arguments[1])
                obj.matching_entity_id = fact.arguments[1].name
                other_obj.matching_entity_id = fact.arguments[0].name

            if fact.name in ["in", "on", "at"]:
                holder = self._get_entity(fact.arguments[1])
                holder.content.append(obj)

                if fact.arguments[0].type == "P":
                    self._player_room = holder

    def get_facts_in_scope(self) -> List[Proposition]:
        facts = []
        facts += [
            fact for exit in self.player_room.exits.values()
            for fact in exit.related_facts
        ]
        facts += [
            fact for door in self.player_room.doors.values()
            for fact in door.related_facts
        ]
        facts += [
            fact for obj in self.get_visible_objects_in(self.player_room)
            for fact in obj.related_facts
        ]
        facts += [
            fact for obj in self.get_objects_in_inventory()
            for fact in obj.related_facts
        ]

        return uniquify(facts)

    def get_visible_objects_in(self, obj: WorldObject) -> List[WorldObject]:
        if "locked" in obj.properties or "closed" in obj.properties:
            return []

        objects = list(obj.content)
        for obj in obj.content:
            objects += self.get_visible_objects_in(obj)

        return objects

    def get_all_objects_in(self, obj: WorldObject) -> List[WorldObject]:
        objects = list(obj.content)
        for obj in obj.content:
            objects += self.get_all_objects_in(obj)

        return objects

    def get_objects_in_inventory(self) -> List[WorldObject]:
        return self.inventory.content

    def get_entities_per_type(self, type: str) -> List[WorldEntity]:
        """ Get all entities of a certain type. """
        return self._entities_per_type.get(type, [])

    def find_object_by_id(self, id: str) -> Optional[WorldObject]:
        return self._entities.get(id)

    def find_room_by_id(self, id: str) -> Optional[WorldRoom]:
        return self._entities.get(id)

    def set_player_room(
            self,
            start_room: Union[None, WorldRoom, str] = None) -> Proposition:
        if start_room is None:
            if len(self.rooms) == 0:
                start_room = WorldRoom("r_0", "r")
            else:
                start_room = self.rooms[0]

        elif start_room in self._entities:
            start_room = self._entities[start_room]
        elif isinstance(start_room,
                        Variable) and start_room.name in self._entities:
            start_room = self._entities[start_room.name]
        else:
            raise ValueError("Unknown room: {}".format(start_room))

        fact = Proposition("at", [self.player, start_room])
        self.add_fact(fact)
        return fact

    def populate_room(
        self,
        nb_objects: int,
        room: Variable,
        rng: Optional[RandomState] = None,
        object_types_probs: Optional[Dict[str, float]] = None
    ) -> List[Proposition]:
        rng = g_rng.next() if rng is None else rng
        state = []
        types_counts = self.kb.types.count(self.state)

        inventory = Variable("I", "I")
        objects_holder = [inventory, room]

        locked_or_closed_objects = []
        lockable_objects = []
        for s in self.facts:
            # Look for containers and supporters to put stuff in/on them.
            if s.name == "at" and s.arguments[0].type in [
                    "c", "s"
            ] and s.arguments[1].name == room.name:
                objects_holder.append(s.arguments[0])

            # Look for containers and doors without a matching key.
            if s.name == "at" and s.arguments[0].type in [
                    "c", "d"
            ] and s.arguments[1].name == room.name:
                obj_propositions = [
                    p.name for p in self.facts
                    if s.arguments[0].name in p.names
                ]
                if "match" not in obj_propositions and s.arguments[
                        0] not in lockable_objects:
                    lockable_objects.append(s.arguments[0])

                    if "locked" in obj_propositions or "closed" in obj_propositions:
                        locked_or_closed_objects.append(s.arguments[0])

        object_id = 0
        while object_id < nb_objects:
            if len(locked_or_closed_objects) > 0:
                # Prioritize adding key if there are locked or closed things in the room.
                obj_type = "k"
            else:
                obj_type = self.kb.types.sample(parent_type='t',
                                                rng=rng,
                                                exceptions=["d", "r"],
                                                include_parent=False,
                                                probs=object_types_probs)

            if self.kb.types.is_descendant_of(obj_type, "o"):
                obj_name = get_new(obj_type, types_counts)
                obj = Variable(obj_name, obj_type)
                allowed_objects_holder = list(objects_holder)

                if obj_type == "k":
                    if len(locked_or_closed_objects) > 0:
                        # Look for a *locked* container or a door.
                        rng.shuffle(locked_or_closed_objects)
                        locked_or_closed_obj = locked_or_closed_objects.pop()
                        state.append(
                            Proposition("match", [obj, locked_or_closed_obj]))
                        lockable_objects.remove(locked_or_closed_obj)

                        # Do not place the key in its own matching container.
                        if locked_or_closed_obj in allowed_objects_holder:
                            allowed_objects_holder.remove(locked_or_closed_obj)

                    elif len(lockable_objects) > 0:
                        # Look for a container or a door.
                        rng.shuffle(lockable_objects)
                        lockable_obj = lockable_objects.pop()
                        state.append(Proposition("match", [obj, lockable_obj]))
                    else:
                        continue  # Unuseful key is not allowed.

                elif obj_type == "f":
                    # HACK: manually add the edible property to food items.
                    state.append(Proposition("edible", [obj]))

                # Place the object somewhere.
                obj_holder = rng.choice(allowed_objects_holder)
                if self.kb.types.is_descendant_of(obj_holder.type, "s"):
                    state.append(Proposition("on", [obj, obj_holder]))
                elif self.kb.types.is_descendant_of(obj_holder.type, "c"):
                    state.append(Proposition("in", [obj, obj_holder]))
                elif self.kb.types.is_descendant_of(obj_holder.type, "I"):
                    state.append(Proposition("in", [obj, obj_holder]))
                elif self.kb.types.is_descendant_of(obj_holder.type, "r"):
                    state.append(Proposition("at", [obj, obj_holder]))
                else:
                    raise ValueError(
                        "Unknown type for object holder: {}".format(
                            obj_holder))

            elif self.kb.types.is_descendant_of(obj_type, "s"):
                supporter_name = get_new(obj_type, types_counts)
                supporter = Variable(supporter_name, obj_type)
                state.append(Proposition("at", [supporter, room]))
                objects_holder.append(supporter)

            elif self.kb.types.is_descendant_of(obj_type, "c"):
                container_name = get_new(obj_type, types_counts)
                container = Variable(container_name, obj_type)
                state.append(Proposition("at", [container, room]))
                objects_holder.append(container)

                container_state = rng.choice(["open", "closed", "locked"])
                state.append(Proposition(container_state, [container]))

                lockable_objects.append(container)
                if container_state in ["locked", "closed"]:
                    locked_or_closed_objects.append(container)

            else:
                raise ValueError("Unknown object type: {}".format(obj_type))

            object_id += 1

        self.add_facts(state)
        return state

    def populate(
        self,
        nb_objects: int,
        rng: Optional[RandomState] = None,
        object_types_probs: Optional[Dict[str, float]] = None
    ) -> List[Proposition]:
        rng = g_rng.next() if rng is None else rng
        room_names = [room.id for room in self.rooms]
        nb_objects_per_room = {room_name: 0 for room_name in room_names}
        indices = np.arange(len(room_names))
        for _ in range(nb_objects):
            idx = rng.choice(indices)
            nb_objects_per_room[room_names[idx]] += 1

        state = []
        for room in self.rooms:
            state += self.populate_room(nb_objects_per_room[room.id], room,
                                        rng, object_types_probs)

        return state

    def populate_room_with(
            self,
            objects: WorldObject,
            room: WorldRoom,
            rng: Optional[RandomState] = None) -> List[Proposition]:
        rng = g_rng.next() if rng is None else rng
        state = []

        objects_holder = [room]

        locked_or_closed_objects = []
        lockable_objects = []
        for s in self.facts:
            # Look for containers and supporters to put stuff in/on them.
            if s.name == "at" and s.arguments[0].type in [
                    "c", "s"
            ] and s.arguments[1].name == room.name:
                objects_holder.append(s.arguments[0])

            # Look for containers and doors without a matching key.
            if s.name == "at" and s.arguments[0].type in [
                    "c", "d"
            ] and s.arguments[1].name == room.name:
                obj_propositions = [
                    p.name for p in self.facts
                    if s.arguments[0].name in p.names
                ]
                if "match" not in obj_propositions and s.arguments[
                        0] not in lockable_objects:
                    lockable_objects.append(s.arguments[0])

                    if "locked" in obj_propositions or "closed" in obj_propositions:
                        locked_or_closed_objects.append(s.arguments[0])

        remaining_objects_id = list(range(len(objects)))
        rng.shuffle(remaining_objects_id)
        for idx in remaining_objects_id:
            obj = objects[idx]
            obj_type = obj.type

            if self.kb.types.is_descendant_of(obj_type, "o"):
                allowed_objects_holder = list(objects_holder)

                # Place the object somewhere.
                obj_holder = rng.choice(allowed_objects_holder)
                if self.kb.types.is_descendant_of(obj_holder.type, "s"):
                    state.append(Proposition("on", [obj, obj_holder]))
                elif self.kb.types.is_descendant_of(obj_holder.type, "c"):
                    state.append(Proposition("in", [obj, obj_holder]))
                elif self.kb.types.is_descendant_of(obj_holder.type, "r"):
                    state.append(Proposition("at", [obj, obj_holder]))
                else:
                    raise ValueError(
                        "Unknown type for object holder: {}".format(
                            obj_holder))

            elif self.kb.types.is_descendant_of(obj_type, "s"):
                supporter = obj
                state.append(Proposition("at", [supporter, room]))
                objects_holder.append(supporter)

            elif self.kb.types.is_descendant_of(obj_type, "c"):
                container = obj
                state.append(Proposition("at", [container, room]))
                objects_holder.append(container)

                container_state = rng.choice(["open", "closed", "locked"])
                state.append(Proposition(container_state, [container]))

                lockable_objects.append(container)
                if container_state in ["locked", "closed"]:
                    locked_or_closed_objects.append(container)

            else:
                raise ValueError("Unknown object type: {}".format(obj_type))

        self.add_facts(state)
        return state

    def populate_with(self,
                      objects: List[WorldObject],
                      rng: Optional[RandomState] = None) -> List[Proposition]:
        rng = g_rng.next() if rng is None else rng
        room_names = [room.id for room in self.rooms]
        nb_objects_per_room = {room_name: 0 for room_name in room_names}
        indices = np.arange(len(room_names))
        for _ in range(len(objects)):
            idx = rng.choice(indices)
            nb_objects_per_room[room_names[idx]] += 1

        state = []
        for room in self.rooms:
            state += self.populate_room_with(
                objects[:nb_objects_per_room[room.id]], room, rng)
            objects = objects[nb_objects_per_room[room.id]:]

        self.add_facts(state)
        return state

    def __eq__(self, other: Any) -> bool:
        return (isinstance(other, World) and self.state == other.state)

    def __hash__(self) -> int:
        return hash(frozenset(self.facts))