Exemple #1
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def make(settings: Mapping[str, Any], options: Optional[GameOptions] = None) -> textworld.Game:
    """ Make a Coin Collector game of the desired difficulty settings.

    Arguments:
        settings: Difficulty settings (see notes).
        options:
            For customizing the game generation (see
            :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>`
            for the list of available options).

            .. warning:: This challenge enforces `options.grammar.allowed_variables_numbering` to be `True`.

    Returns:
        Generated game.

    Notes:
        Difficulty levels are defined as follows:

        * Level   1 to 100: Nb. rooms = 1 * quest length.
        * Level 101 to 200: Nb. rooms = 2 * quest length with
          distractors rooms added along the chain.
        * Level 201 to 300: Nb. rooms = 3 * quest length with
          distractors rooms *randomly* added along the chain.
        * ...

        and where the quest length is set according to ((level - 1) % 100 + 1).
    """
    options = options or GameOptions()

    # Load knowledge base specific to this challenge.
    options.kb = KnowledgeBase.load(KB_PATH)

    # Needed for games with a lot of rooms.
    options.grammar.allowed_variables_numbering = True

    level = settings["level"]
    if level < 1 or level > 300:
        raise ValueError("Expected level to be within [1-300].")

    n_distractors = (level - 1) // 100
    options.quest_length = (level - 1) % 100 + 1
    options.nb_rooms = (n_distractors + 1) * options.quest_length
    distractor_mode = "random" if n_distractors > 2 else "simple"
    return make_game(distractor_mode, options)
Exemple #2
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    def kb(self) -> KnowledgeBase:
        if self._kb is None:
            self.kb = KnowledgeBase.load()

        return self._kb
Exemple #3
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def make(settings: Mapping[str, str],
         options: Optional[GameOptions] = None) -> textworld.Game:
    """ Make a simple game.

    Arguments:
        settings: Difficulty settings (see notes).
        options:
            For customizing the game generation (see
            :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>`
            for the list of available options).

    Returns:
        Generated game.

    Notes:
        The settings that can be provided are:

        * rewards : The reward frequency: dense, balanced, or sparse.
        * goal : The description of the game's objective shown at the
          beginning of the game: detailed, bried, or none.
        * test : Whether this game should be drawn from the test
          distributions of games.
    """
    # Load knowledge base specific to this challenge.
    options.kb = KnowledgeBase.load(KB_PATH)

    metadata = {}  # Collect infos for reproducibility.
    metadata["desc"] = "Simple game"
    metadata["seeds"] = options.seeds
    metadata["world_size"] = 6
    metadata["quest_length"] = None  # TBD

    rngs = options.rngs
    rng_quest = rngs['quest']

    # Make the generation process reproducible.
    textworld.g_rng.set_seed(2018)

    M = textworld.GameMaker(options)

    # Start by building the layout of the world.
    bedroom = M.new_room("bedroom")
    kitchen = M.new_room("kitchen")
    livingroom = M.new_room("living room")
    bathroom = M.new_room("bathroom")
    backyard = M.new_room("backyard")
    garden = M.new_room("garden")

    # Connect rooms together.
    bedroom_kitchen = M.connect(bedroom.east, kitchen.west)
    M.connect(kitchen.north, bathroom.south)
    M.connect(kitchen.south, livingroom.north)
    kitchen_backyard = M.connect(kitchen.east, backyard.west)
    M.connect(backyard.south, garden.north)

    # Add doors.
    bedroom_kitchen.door = M.new(type='d', name='wooden door')
    kitchen_backyard.door = M.new(type='d', name='screen door')

    kitchen_backyard.door.add_property("closed")

    # Design the bedroom.
    drawer = M.new(type='c', name='chest drawer')
    trunk = M.new(type='c', name='antique trunk')
    bed = M.new(type='s', name='king-size bed')
    bedroom.add(drawer, trunk, bed)

    # Close the trunk and drawer.
    trunk.add_property("closed")
    drawer.add_property("closed")

    # - The bedroom's door is locked
    bedroom_kitchen.door.add_property("locked")

    # Design the kitchen.
    counter = M.new(type='s', name='counter')
    stove = M.new(type='s', name='stove')
    kitchen_island = M.new(type='s', name='kitchen island')
    refrigerator = M.new(type='c', name='refrigerator')
    kitchen.add(counter, stove, kitchen_island, refrigerator)

    # - Add some food in the refrigerator.
    apple = M.new(type='f', name='apple')
    milk = M.new(type='f', name='milk')
    refrigerator.add(apple, milk)

    # Design the bathroom.
    toilet = M.new(type='c', name='toilet')
    sink = M.new(type='s', name='sink')
    bath = M.new(type='c', name='bath')
    bathroom.add(toilet, sink, bath)

    toothbrush = M.new(type='o', name='toothbrush')
    sink.add(toothbrush)
    soap_bar = M.new(type='o', name='soap bar')
    bath.add(soap_bar)

    # Design the living room.
    couch = M.new(type='s', name='couch')
    low_table = M.new(type='s', name='low table')
    tv = M.new(type='s', name='tv')
    livingroom.add(couch, low_table, tv)

    remote = M.new(type='o', name='remote')
    low_table.add(remote)
    bag_of_chips = M.new(type='f', name='half of a bag of chips')
    couch.add(bag_of_chips)

    # Design backyard.
    bbq = M.new(type='s', name='bbq')
    patio_table = M.new(type='s', name='patio table')
    chairs = M.new(type='s', name='set of chairs')
    backyard.add(bbq, patio_table, chairs)

    # Design garden.
    shovel = M.new(type='o', name='shovel')
    tomato = M.new(type='f', name='tomato plant')
    pepper = M.new(type='f', name='bell pepper')
    lettuce = M.new(type='f', name='lettuce')
    garden.add(shovel, tomato, pepper, lettuce)

    # Close all containers
    for container in M.findall(type='c'):
        container.add_property("closed")

    # Set uncooked property for to all food items.
    foods = M.findall(type='f')
    for food in foods:
        food.add_property("edible")

    food_names = [food.name for food in foods]

    # Shuffle the position of the food items.
    rng_quest.shuffle(food_names)

    for food, name in zip(foods, food_names):
        food.orig_name = food.name
        food.infos.name = name

    # The player starts in the bedroom.
    M.set_player(bedroom)

    # Quest
    walkthrough = []

    # Part I - Escaping the room.
    # Generate the key that unlocks the bedroom door.
    bedroom_key = M.new(type='k', name='old key')
    M.add_fact("match", bedroom_key, bedroom_kitchen.door)

    # Decide where to hide the key.
    if rng_quest.rand() > 0.5:
        drawer.add(bedroom_key)
        walkthrough.append("open chest drawer")
        walkthrough.append("take old key from chest drawer")
        bedroom_key_holder = drawer
    else:
        trunk.add(bedroom_key)
        walkthrough.append("open antique trunk")
        walkthrough.append("take old key from antique trunk")
        bedroom_key_holder = trunk

    # Unlock the door, open it and leave the room.
    walkthrough.append("unlock wooden door with old key")
    walkthrough.append("open wooden door")
    walkthrough.append("go east")

    # Part II - Find food item.
    # 1. Randomly pick a food item to cook.
    food = rng_quest.choice(foods)

    if settings["test"]:
        TEST_FOODS = ["garlic", "kiwi", "carrot"]
        food.infos.name = rng_quest.choice(TEST_FOODS)

    # Retrieve the food item and get back in the kitchen.
    # HACK: handcrafting the walkthrough.
    if food.orig_name in ["apple", "milk"]:
        rooms_to_visit = []
        doors_to_open = []
        walkthrough.append("open refrigerator")
        walkthrough.append("take {} from refrigerator".format(food.name))
    elif food.orig_name == "half of a bag of chips":
        rooms_to_visit = [livingroom]
        doors_to_open = []
        walkthrough.append("go south")
        walkthrough.append("take {} from couch".format(food.name))
        walkthrough.append("go north")
    elif food.orig_name in ["bell pepper", "lettuce", "tomato plant"]:
        rooms_to_visit = [backyard, garden]
        doors_to_open = [kitchen_backyard.door]
        walkthrough.append("open screen door")
        walkthrough.append("go east")
        walkthrough.append("go south")
        walkthrough.append("take {}".format(food.name))
        walkthrough.append("go north")
        walkthrough.append("go west")

    # Part II - Cooking the food item.
    walkthrough.append("put {} on stove".format(food.name))
    # walkthrough.append("cook {}".format(food.name))
    # walkthrough.append("eat {}".format(food.name))

    # 2. Determine the winning condition(s) of the subgoals.
    quests = []
    bedroom_key_holder

    if settings["rewards"] == "dense":
        # Finding the bedroom key and opening the bedroom door.
        # 1. Opening the container.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("open", bedroom_key_holder)})
            ]))

        # 2. Getting the key.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("in", bedroom_key, M.inventory)})
            ]))

        # 3. Unlocking the bedroom door.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("closed", bedroom_kitchen.door)})
            ]))

        # 4. Opening the bedroom door.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("open", bedroom_kitchen.door)})
            ]))

    if settings["rewards"] in ["dense", "balanced"]:
        # Escaping out of the bedroom.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("at", M.player, kitchen)})
            ]))

    if settings["rewards"] in ["dense", "balanced"]:
        # Opening doors.
        for door in doors_to_open:
            quests.append(
                Quest(
                    win_events=[Event(conditions={M.new_fact("open", door)})]))

    if settings["rewards"] == "dense":
        # Moving through places.
        for room in rooms_to_visit:
            quests.append(
                Quest(win_events=[
                    Event(conditions={M.new_fact("at", M.player, room)})
                ]))

    if settings["rewards"] in ["dense", "balanced"]:
        # Retrieving the food item.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("in", food, M.inventory)})
            ]))

    if settings["rewards"] in ["dense", "balanced", "sparse"]:
        # Putting the food on the stove.
        quests.append(
            Quest(
                win_events=[Event(
                    conditions={M.new_fact("on", food, stove)})]))

    # 3. Determine the losing condition(s) of the game.
    quests.append(
        Quest(fail_events=[Event(conditions={M.new_fact("eaten", food)})]))

    # Set the subquest(s).
    M.quests = quests

    # - Add a hint of what needs to be done in this game.
    objective = "The dinner is almost ready! It's only missing a grilled {}."
    objective = objective.format(food.name)
    note = M.new(type='o', name='note', desc=objective)
    kitchen_island.add(note)

    M.set_walkthrough(walkthrough)
    game = M.build()

    if settings["goal"] == "detailed":
        # Use the detailed version of the objective.
        pass
    elif settings["goal"] == "brief":
        # Use a very high-level description of the objective.
        game.objective = objective
    elif settings["goal"] == "none":
        # No description of the objective.
        game.objective = ""

    game.metadata.update(metadata)
    uuid = "tw-simple-r{rewards}+g{goal}+{dataset}-{flags}-{seeds}"
    uuid = uuid.format(rewards=str.title(settings["rewards"]),
                       goal=str.title(settings["goal"]),
                       dataset="test" if settings["test"] else "train",
                       flags=options.grammar.uuid,
                       seeds=encode_seeds(
                           [options.seeds[k] for k in sorted(options.seeds)]))
    game.metadata["uuid"] = uuid
    game.metadata["walkthrough"] = walkthrough
    return game
Exemple #4
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def make(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game:
    """ Make a Cooking game.

    Arguments:
        settings: Difficulty settings (see notes).
        options:
            For customizing the game generation (see
            :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>`
            for the list of available options).

    Returns:
        Generated game.

    Notes:
        The settings that can be provided are:

        * recipe : Number of ingredients in the recipe.
        * take : Number of ingredients to fetch. It must be less
          or equal to the value of the `recipe` skill.
        * open : Whether containers/doors need to be opened.
        * cook : Whether some ingredients need to be cooked.
        * cut : Whether some ingredients need to be cut.
        * drop : Whether the player's inventory has limited capacity.
        * go : Number of locations in the game (1, 6, 9, or 12).
    """
    options = options or GameOptions()

    # Load knowledge base specific to this challenge.
    options.kb = KnowledgeBase.load(KB_PATH)

    rngs = options.rngs
    rng_map = rngs['map']
    rng_objects = rngs['objects']
    rng_grammar = rngs['grammar']
    rng_quest = rngs['quest']
    rng_recipe = np.random.RandomState(settings["recipe_seed"])

    allowed_foods = list(FOODS)
    allowed_food_preparations = get_food_preparations(list(FOODS))
    if settings["split"] == "train":
        allowed_foods = list(FOODS_SPLITS['train'])
        allowed_food_preparations = dict(FOOD_PREPARATIONS_SPLITS['train'])
    elif settings["split"] == "valid":
        allowed_foods = list(FOODS_SPLITS['valid'])
        allowed_food_preparations = get_food_preparations(FOODS_SPLITS['valid'])
        # Also add food from the training set but with different preparations.
        allowed_foods += [f for f in FOODS if f in FOODS_SPLITS['train']]
        allowed_food_preparations.update(dict(FOOD_PREPARATIONS_SPLITS['valid']))
    elif settings["split"] == "test":
        allowed_foods = list(FOODS_SPLITS['test'])
        allowed_food_preparations = get_food_preparations(FOODS_SPLITS['test'])
        # Also add food from the training set but with different preparations.
        allowed_foods += [f for f in FOODS if f in FOODS_SPLITS['train']]
        allowed_food_preparations.update(dict(FOOD_PREPARATIONS_SPLITS['test']))

    if settings.get("cut"):
        # If "cut" skill is specified, remove all "uncut" preparations.
        for food, preparations in allowed_food_preparations.items():
            allowed_food_preparations[food] = [preparation for preparation in preparations if "uncut" not in preparation]

    if settings.get("cook"):
        # If "cook" skill is specified, remove all "raw" preparations.
        for food, preparations in list(allowed_food_preparations.items()):
            allowed_food_preparations[food] = [preparation for preparation in preparations if "raw" not in preparation]
            if len(allowed_food_preparations[food]) == 0:
                del allowed_food_preparations[food]
                allowed_foods.remove(food)

    M = textworld.GameMaker(options)

    recipe = M.new(type='RECIPE', name='')
    meal = M.new(type='meal', name='meal')
    M.add_fact("out", meal, recipe)
    meal.add_property("edible")
    M.nowhere.append(recipe)  # Out of play object.
    M.nowhere.append(meal)  # Out of play object.

    options.nb_rooms = settings.get("go", 1)
    if options.nb_rooms == 1:
        rooms_to_place = ROOMS[:1]
    elif options.nb_rooms == 6:
        rooms_to_place = ROOMS[:2]
    elif options.nb_rooms == 9:
        rooms_to_place = ROOMS[:3]
    elif options.nb_rooms == 12:
        rooms_to_place = ROOMS[:4]
    else:
        raise ValueError("Cooking games can only have {1, 6, 9, 12} rooms.")

    G = make_graph_world(rng_map, rooms_to_place, NEIGHBORS, size=(5, 5))
    rooms = M.import_graph(G)

    # Add doors
    for infos in DOORS:
        room1 = M.find_by_name(infos["path"][0])
        room2 = M.find_by_name(infos["path"][1])
        if room1 is None or room2 is None:
            continue  # This door doesn't exist in this world.

        path = M.find_path(room1, room2)
        if path:
            assert path.door is None
            name = pick_name(M, infos["names"], rng_objects)
            door = M.new_door(path, name)
            door.add_property("closed")

    # Find kitchen.
    kitchen = M.find_by_name("kitchen")

    # The following predicates will be used to force the "prepare meal"
    # command to happen in the kitchen.
    M.add_fact("cooking_location", kitchen, recipe)

    # Place some default furnitures.
    place_entities(M, ["table", "stove", "oven", "counter", "fridge", "BBQ", "shelf", "showcase"], rng_objects)

    # Place some random furnitures.
    nb_furnitures = rng_objects.randint(len(rooms), len(ENTITIES) + 1)
    place_random_furnitures(M, nb_furnitures, rng_objects)

    # Place the cookbook and knife somewhere.
    cookbook = place_entity(M, "cookbook", rng_objects)
    cookbook.infos.synonyms = ["recipe"]
    if rng_objects.rand() > 0.5 or settings.get("cut"):
        knife = place_entity(M, "knife", rng_objects)

    start_room = rng_map.choice(M.rooms)
    M.set_player(start_room)

    M.grammar = textworld.generator.make_grammar(options.grammar, rng=rng_grammar)

    # Remove every food preparation with grilled, if there is no BBQ.
    if M.find_by_name("BBQ") is None:
        for name, food_preparations in allowed_food_preparations.items():
            allowed_food_preparations[name] = [food_preparation for food_preparation in food_preparations
                                               if "grilled" not in food_preparation]

        # Disallow food with an empty preparation list.
        allowed_foods = [name for name in allowed_foods if allowed_food_preparations[name]]

    # Decide which ingredients are needed.
    nb_ingredients = settings.get("recipe", 1)
    assert nb_ingredients > 0 and nb_ingredients <= 5, "recipe must have {1,2,3,4,5} ingredients."
    ingredient_foods = place_random_foods(M, nb_ingredients, rng_quest, allowed_foods)

    # Sort by name (to help differentiate unique recipes).
    ingredient_foods = sorted(ingredient_foods, key=lambda f: f.name)

    # Decide on how the ingredients should be processed.
    ingredients = []
    for i, food in enumerate(ingredient_foods):
        food_preparations = allowed_food_preparations[food.name]
        idx = rng_quest.randint(0, len(food_preparations))
        type_of_cooking, type_of_cutting = food_preparations[idx]
        ingredients.append((food, type_of_cooking, type_of_cutting))

        # ingredient = M.new(type="ingredient", name="")
        # food.add_property("ingredient_{}".format(i + 1))
        # M.add_fact("base", food, ingredient)
        # M.add_fact(type_of_cutting, ingredient)
        # M.add_fact(type_of_cooking, ingredient)
        # M.add_fact("in", ingredient, recipe)
        # M.nowhere.append(ingredient)

    # Move ingredients in the player's inventory according to the `take` skill.
    nb_ingredients_already_in_inventory = nb_ingredients - settings.get("take", 0)
    shuffled_ingredients = list(ingredient_foods)
    rng_quest.shuffle(shuffled_ingredients)
    for ingredient in shuffled_ingredients[:nb_ingredients_already_in_inventory]:
        M.move(ingredient, M.inventory)

    # Compute inventory capacity.
    inventory_limit = 10  # More than enough.
    if settings.get("drop"):
        inventory_limit = nb_ingredients
        if nb_ingredients == 1 and settings.get("cut"):
            inventory_limit += 1  # So we can hold the knife along with the ingredient.

    # Add distractors for each ingredient.
    def _place_one_distractor(candidates, ingredient):
        rng_objects.shuffle(candidates)
        for food_name in candidates:
            distractor = M.find_by_name(food_name)
            if distractor:
                if distractor.parent == ingredient.parent:
                    break  # That object already exists and is considered as a distractor.

                continue  # That object already exists. Can't used it as distractor.

            # Place the distractor in the same "container" as the ingredient.
            distractor = place_food(M, food_name, rng_objects, place_it=False)
            ingredient.parent.add(distractor)
            break

    for ingredient in ingredient_foods:
        if ingredient.parent == M.inventory and nb_ingredients_already_in_inventory >= inventory_limit:
            # If ingredient is in the inventory but inventory is full, do not add distractors.
            continue

        splits = ingredient.name.split()
        if len(splits) == 1:
            continue  # No distractors.

        prefix, suffix = splits[0], splits[-1]
        same_prefix_list = [f for f in allowed_foods if f.startswith(prefix) if f != ingredient.name]
        same_suffix_list = [f for f in allowed_foods if f.endswith(suffix) if f != ingredient.name]

        if same_prefix_list:
            _place_one_distractor(same_prefix_list, ingredient)

        if same_suffix_list:
            _place_one_distractor(same_suffix_list, ingredient)

    # Add distractors foods. The amount is drawn from N(nb_ingredients, 3).
    nb_distractors = abs(int(rng_objects.randn(1) * 3 + nb_ingredients))
    distractors = place_random_foods(M, nb_distractors, rng_objects, allowed_foods)

    # If recipe_seed is positive, a new recipe is sampled.
    if settings["recipe_seed"] > 0:
        assert settings.get("take", 0), "Shuffle recipe requires the 'take' skill."
        potential_ingredients = ingredient_foods + distractors
        rng_recipe.shuffle(potential_ingredients)
        ingredient_foods = potential_ingredients[:nb_ingredients]

        # Decide on how the ingredients of the new recipe should be processed.
        ingredients = []
        for i, food in enumerate(ingredient_foods):
            food_preparations = allowed_food_preparations[food.name]
            idx = rng_recipe.randint(0, len(food_preparations))
            type_of_cooking, type_of_cutting = food_preparations[idx]
            ingredients.append((food, type_of_cooking, type_of_cutting))

    # Add necessary facts about the recipe.
    for food, type_of_cooking, type_of_cutting in ingredients:
        ingredient = M.new(type="ingredient", name="")
        food.add_property("ingredient_{}".format(i + 1))
        M.add_fact("base", food, ingredient)
        M.add_fact(type_of_cutting, ingredient)
        M.add_fact(type_of_cooking, ingredient)
        M.add_fact("in", ingredient, recipe)
        M.nowhere.append(ingredient)

    # Depending on the skills and how the ingredient should be processed
    # we change the predicates of the food objects accordingly.
    for food, type_of_cooking, type_of_cutting in ingredients:
        if not settings.get("cook"):  # Food should already be cooked accordingly.
            food.add_property(type_of_cooking)
            food.add_property("cooked")
            if food.has_property("inedible"):
                food.add_property("edible")
                food.remove_property("inedible")
            if food.has_property("raw"):
                food.remove_property("raw")
            if food.has_property("needs_cooking"):
                food.remove_property("needs_cooking")

        if not settings.get("cut"):  # Food should already be cut accordingly.
            food.add_property(type_of_cutting)
            food.remove_property("uncut")

    if not settings.get("open"):
        for entity in M._entities.values():
            if entity.has_property("closed"):
                entity.remove_property("closed")
                entity.add_property("open")

    walkthrough = []
    # Build TextWorld quests.
    quests = []
    consumed_ingredient_events = []
    for i, ingredient in enumerate(ingredients):
        ingredient_consumed = Event(conditions={M.new_fact("consumed", ingredient[0])})
        consumed_ingredient_events.append(ingredient_consumed)
        ingredient_burned = Event(conditions={M.new_fact("burned", ingredient[0])})
        quests.append(Quest(win_events=[], fail_events=[ingredient_burned]))

        if ingredient[0] not in M.inventory:
            holding_ingredient = Event(conditions={M.new_fact("in", ingredient[0], M.inventory)})
            quests.append(Quest(win_events=[holding_ingredient]))

        win_events = []
        if ingredient[1] != TYPES_OF_COOKING[0] and not ingredient[0].has_property(ingredient[1]):
            win_events += [Event(conditions={M.new_fact(ingredient[1], ingredient[0])})]

        fail_events = [Event(conditions={M.new_fact(t, ingredient[0])})
                       for t in set(TYPES_OF_COOKING[1:]) - {ingredient[1]}]  # Wrong cooking.

        quests.append(Quest(win_events=win_events, fail_events=[ingredient_consumed] + fail_events))

        win_events = []
        if ingredient[2] != TYPES_OF_CUTTING[0] and not ingredient[0].has_property(ingredient[2]):
            win_events += [Event(conditions={M.new_fact(ingredient[2], ingredient[0])})]

        fail_events = [Event(conditions={M.new_fact(t, ingredient[0])})
                       for t in set(TYPES_OF_CUTTING[1:]) - {ingredient[2]}]  # Wrong cutting.

        quests.append(Quest(win_events=win_events, fail_events=[ingredient_consumed] + fail_events))

    holding_meal = Event(conditions={M.new_fact("in", meal, M.inventory)})
    quests.append(Quest(win_events=[holding_meal], fail_events=consumed_ingredient_events))

    meal_burned = Event(conditions={M.new_fact("burned", meal)})
    meal_consumed = Event(conditions={M.new_fact("consumed", meal)})
    quests.append(Quest(win_events=[meal_consumed], fail_events=[meal_burned]))

    M.quests = quests

    G = compute_graph(M)  # Needed by the move(...) function called below.

    # Build walkthrough.
    current_room = start_room
    walkthrough = []

    # Start by checking the inventory.
    walkthrough.append("inventory")

    # 0. Find the kitchen and read the cookbook.
    walkthrough += move(M, G, current_room, kitchen)
    current_room = kitchen
    walkthrough.append("examine cookbook")

    # 1. Drop unneeded objects.
    for entity in M.inventory.content:
        if entity not in ingredient_foods:
            walkthrough.append("drop {}".format(entity.name))

    # 2. Collect the ingredients.
    for food, type_of_cooking, type_of_cutting in ingredients:
        if food.parent == M.inventory:
            continue

        food_room = food.parent.parent if food.parent.parent else food.parent
        walkthrough += move(M, G, current_room, food_room)

        if food.parent.has_property("closed"):
            walkthrough.append("open {}".format(food.parent.name))

        if food.parent == food_room:
            walkthrough.append("take {}".format(food.name))
        else:
            walkthrough.append("take {} from {}".format(food.name, food.parent.name))

        current_room = food_room

    # 3. Go back to the kitchen.
    walkthrough += move(M, G, current_room, kitchen)

    # 4. Process ingredients (cook).
    if settings.get("cook"):
        for food, type_of_cooking, _ in ingredients:
            if type_of_cooking == "fried":
                stove = M.find_by_name("stove")
                walkthrough.append("cook {} with {}".format(food.name, stove.name))
            elif type_of_cooking == "roasted":
                oven = M.find_by_name("oven")
                walkthrough.append("cook {} with {}".format(food.name, oven.name))
            elif type_of_cooking == "grilled":
                toaster = M.find_by_name("BBQ")
                # 3.a move to the backyard.
                walkthrough += move(M, G, kitchen, toaster.parent)
                # 3.b grill the food.
                walkthrough.append("cook {} with {}".format(food.name, toaster.name))
                # 3.c move back to the kitchen.
                walkthrough += move(M, G, toaster.parent, kitchen)

    # 5. Process ingredients (cut).
    if settings.get("cut"):
        free_up_space = settings.get("drop") and not len(ingredients) == 1
        knife = M.find_by_name("knife")
        if knife:
            knife_location = knife.parent.name
            knife_on_the_floor = knife_location == "kitchen"
            for i, (food, _, type_of_cutting) in enumerate(ingredients):
                if type_of_cutting == "uncut":
                    continue

                if free_up_space:
                    ingredient_to_drop = ingredients[(i + 1) % len(ingredients)][0]
                    walkthrough.append("drop {}".format(ingredient_to_drop.name))

                # Assume knife is reachable.
                if knife_on_the_floor:
                    walkthrough.append("take {}".format(knife.name))
                else:
                    walkthrough.append("take {} from {}".format(knife.name, knife_location))

                if type_of_cutting == "chopped":
                    walkthrough.append("chop {} with {}".format(food.name, knife.name))
                elif type_of_cutting == "sliced":
                    walkthrough.append("slice {} with {}".format(food.name, knife.name))
                elif type_of_cutting == "diced":
                    walkthrough.append("dice {} with {}".format(food.name, knife.name))

                walkthrough.append("drop {}".format(knife.name))
                knife_on_the_floor = True
                if free_up_space:
                    walkthrough.append("take {}".format(ingredient_to_drop.name))

    # 6. Prepare and eat meal.
    walkthrough.append("prepare meal")
    walkthrough.append("eat meal")

    cookbook_desc = "You open the copy of 'Cooking: A Modern Approach (3rd Ed.)' and start reading:\n"
    recipe = textwrap.dedent(
        """
        Recipe #1
        ---------
        Gather all following ingredients and follow the directions to prepare this tasty meal.

        Ingredients:
        {ingredients}

        Directions:
        {directions}
        """
    )
    recipe_ingredients = "\n  ".join(ingredient[0].name for ingredient in ingredients)

    recipe_directions = []
    for ingredient in ingredients:
        cutting_verb = TYPES_OF_CUTTING_VERBS.get(ingredient[2])
        if cutting_verb:
            recipe_directions.append(cutting_verb + " the " + ingredient[0].name)

        cooking_verb = TYPES_OF_COOKING_VERBS.get(ingredient[1])
        if cooking_verb:
            recipe_directions.append(cooking_verb + " the " + ingredient[0].name)

    recipe_directions.append("prepare meal")
    recipe_directions = "\n  ".join(recipe_directions)
    recipe = recipe.format(ingredients=recipe_ingredients, directions=recipe_directions)
    cookbook.infos.desc = cookbook_desc + recipe

    # Limit capacity of the inventory.
    for i in range(inventory_limit):
        slot = M.new(type="slot", name="")
        if i < len(M.inventory.content):
            slot.add_property("used")
        else:
            slot.add_property("free")

        M.nowhere.append(slot)

    # Sanity checks:
    for entity in M._entities.values():
        if entity.type in ["c", "d"]:
            if not (entity.has_property("closed")
                    or entity.has_property("open")
                    or entity.has_property("locked")):
                raise ValueError("Forgot to add closed/locked/open property for '{}'.".format(entity.name))

    # M.set_walkthrough(walkthrough)  # BUG: having several "slots" causes issues with dependency tree.
    game = M.build()

    # Collect infos about this game.
    metadata = {
        "seeds": options.seeds,
        "goal": cookbook.infos.desc,
        "recipe": recipe,
        "ingredients": [(food.name, cooking, cutting) for food, cooking, cutting in ingredients],
        "settings": settings,
        "entities": [e.name for e in M._entities.values() if e.name],
        "nb_distractors": nb_distractors,
        "walkthrough": walkthrough,
        "max_score": sum(quest.reward for quest in game.quests),
    }

    objective = ("You are hungry! Let's cook a delicious meal. Check the cookbook"
                 " in the kitchen for the recipe. Once done, enjoy your meal!")
    game.objective = objective

    game.metadata = metadata
    skills_uuid = "+".join("{}{}".format(k, "" if settings[k] is True else settings[k])
                           for k in SKILLS if k in settings and settings[k])
    uuid = "tw-cooking{split}-{specs}-{seeds}"
    uuid = uuid.format(split="-{}".format(settings["split"]) if settings.get("split") else "",
                       specs=skills_uuid,
                       seeds=encode_seeds([options.seeds[k] for k in sorted(options.seeds)]))
    game.metadata["uuid"] = uuid
    return game
def make(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game:
    """ Make a Treasure Hunter game of the desired difficulty settings.

    Arguments:
        settings: Difficulty level (see notes). Expected pattern: level[1-30].
        options:
            For customizing the game generation (see
            :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>`
            for the list of available options).

    Returns:
        game: Generated game.

    Notes:
        Difficulty levels are defined as follows:

        * Level  1 to 10: mode easy, nb. rooms =  5, quest length ranging
          from 1 to  5 as the difficulty increases;
        * Level 11 to 20: mode medium, nb. rooms = 10, quest length ranging
          from 2 to 10 as the difficulty increases;
        * Level 21 to 30: mode hard,   nb. rooms = 20, quest length ranging
          from 3 to 20 as the difficulty increases;

        where the different modes correspond to:

        * Easy: rooms are all empty except where the two objects are
          placed. Also, connections between rooms have no door.
        * Medium: adding closed doors and containers that might need to
          be open in order to find the object.
        * Hard: adding locked doors and containers (necessary keys will in
          the inventory) that might need to be unlocked (and open) in order
          to find the object.

        NB: A game may contain cycles in the map, in which case, there can be
            multiple solutions to solve the game.
    """
    options = options or GameOptions()

    # Load knowledge base specific to this challenge.
    options.kb = KnowledgeBase.load(KB_PATH)

    level = settings["level"]
    if level < 1 or level > 30:
        raise ValueError("Expected level to be within [1-30].")

    if level >= 21:
        mode = "hard"
        options.nb_rooms = 20
        quest_lengths = np.round(np.linspace(3, 20, 10))
        options.quest_length = int(quest_lengths[level - 21])
    elif level >= 11:
        mode = "medium"
        options.nb_rooms = 10
        quest_lengths = np.round(np.linspace(2, 10, 10))
        options.quest_length = int(quest_lengths[level - 11])
    elif level >= 1:
        mode = "easy"
        options.nb_rooms = 5
        quest_lengths = np.round(np.linspace(1, 5, 10))
        options.quest_length = int(quest_lengths[level - 1])

    return make_game(mode, options)