def add_self_memory_node(self):
     """Adds agent node into its own memory"""
     # how/when to, memory is initialized before physical interfaces...
     try:
         p = self.get_player()
     except:  # this is for test/test_agent
         return
     PlayerNode.create(self.memory, p, memid=self.memory.self_memid)
Esempio n. 2
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 def update_other_players(self, player_list: List):
     # input is a list of player_structs from agent
     for p in player_list:
         mem = self.get_player_by_eid(p.entityId)
         if mem is None:
             memid = PlayerNode.create(self, p)
         else:
             memid = mem.memid
         PlayerNode.update(self, p, memid)
 def test_get_recent_entities(self):
     self.memory = AgentMemory()
     joe_memid = PlayerNode.create(
         self.memory, Player(10, "joe", Pos(1, 0, 1), Look(0, 0)))
     players = self.memory.get_recent_entities(memtype="Player")
     assert len(players) == 1
     jane_memid = PlayerNode.create(
         self.memory, Player(11, "jane", Pos(-1, 0, 1), Look(0, 0)))
     players = self.memory.get_recent_entities(memtype="Player")
     assert len(players) == 2
Esempio n. 4
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 def get_incoming_chats(self):
     all_chats = []
     speaker_name = "dashboard"
     if self.dashboard_chat is not None:
         if not self.memory.get_player_by_name(speaker_name):
             PlayerNode.create(
                 self.memory,
                 to_player_struct((None, None, None), None, None, None, speaker_name),
             )
         all_chats.append(self.dashboard_chat)
         self.dashboard_chat = None
     return all_chats
Esempio n. 5
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 def get_incoming_chats(self):
     c = self.chat_count
     for raw_chatstr in self.world.chat_log[c:]:
         match = re.search("^<([^>]+)> (.*)", raw_chatstr)
         speaker_name = match.group(1)
         if not self.memory.get_player_by_name(speaker_name):
             # FIXME! name used as eid
             PlayerNode.create(
                 self.memory,
                 to_player_struct((None, None, None), None, None,
                                  speaker_name, speaker_name),
             )
     self.chat_count = len(self.world.chat_log)
     return self.world.chat_log[c:].copy()
    def test_triggers(self):
        self.memory = AgentMemory(agent_time=self.time)
        joe_memid = PlayerNode.create(
            self.memory, Player(10, "joe", Pos(1, 0, 1), Look(0, 0)))
        joe_tag_memid = self.memory.tag(joe_memid, "joe")
        jane_memid = PlayerNode.create(
            self.memory, Player(11, "jane", Pos(-1, 0, 1), Look(0, 0)))

        _, joe_mems = self.memory.basic_search(
            "SELECT MEMORY FROM ReferenceObject WHERE name=joe")
        _, jane_mems = self.memory.basic_search(
            "SELECT MEMORY FROM ReferenceObject WHERE name=jane")
        assert len(joe_mems) == 1
        assert len(jane_mems) == 1

        _, joe_mems_from_tag = self.memory.basic_search(
            "SELECT MEMORY FROM ReferenceObject WHERE has_tag=joe")
        _, jane_mems_from_tag = self.memory.basic_search(
            "SELECT MEMORY FROM ReferenceObject WHERE has_tag=jane")

        assert len(joe_mems_from_tag) == 1
        assert len(jane_mems_from_tag) == 0

        self.time.add_tick()
        brother_of_memid = self.memory.add_triple(subj=joe_memid,
                                                  pred_text="brother_of",
                                                  obj=jane_memid)
        sister_of_memid = self.memory.add_triple(subj=jane_memid,
                                                 pred_text="sister_of",
                                                 obj=joe_memid)

        triples = self.memory.get_triples(subj=jane_memid,
                                          pred_text="sister_of")
        assert len(triples) == 1

        self.time.add_tick()
        self.memory.db_write("UPDATE ReferenceObjects SET x=? WHERE uuid=?", 2,
                             joe_memid)
        cmd = "SELECT updated_time FROM Memories WHERE uuid=?"
        joe_t = self.memory._db_read(cmd, joe_memid)[0][0]
        jane_t = self.memory._db_read(cmd, jane_memid)[0][0]
        assert joe_t == 2
        assert jane_t == 0

        self.memory.forget(joe_memid)
        triples = self.memory.get_triples(subj=jane_memid,
                                          pred_text="sister_of")
        assert len(triples) == 0
 def test_get_node_from_memid(self):
     self.memory = AgentMemory()
     joe_memid = PlayerNode.create(
         self.memory, Player(10, "joe", Pos(1, 0, 1), Look(0, 0)))
     assert self.memory.get_node_from_memid(joe_memid) == "Player"
     loc_memid = LocationNode.create(self.memory, (0, 0, 0))
     assert self.memory.get_node_from_memid(loc_memid) == "Location"
Esempio n. 8
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    def get_player_by_id(self, memid) -> "PlayerNode":
        """Given memid, retrieve PlayerNode

        Args:
            memid (string): memory ID
        """
        return PlayerNode(self, memid)
 def test_place_field(self):
     memory = AgentMemory()
     PF = memory.place_field
     joe_x = 1
     joe_z = 2
     joe_loc = (joe_x, 0, joe_z)
     jane_loc = (-1, 0, 1)
     joe_memid = PlayerNode.create(
         memory, Player(10, "joe", Pos(*joe_loc), Look(0, 0)))
     jane_memid = PlayerNode.create(
         memory, Player(11, "jane", Pos(*jane_loc), Look(0, 0)))
     wall_locs = [{"pos": (-i, 0, 4)} for i in range(5)]
     changes = [{
         "pos": joe_loc,
         "memid": joe_memid
     }, {
         "pos": jane_loc,
         "memid": jane_memid
     }]
     changes.extend(wall_locs)
     PF.update_map(changes)
     assert PF.maps[0]["map"].sum() == 7
     jl = PF.memid2locs[joe_memid]
     assert len(jl) == 1
     recovered_pos = tuple(
         int(i) for i in PF.map2real(*PF.idx2ijh(list(jl.keys())[0])))
     assert recovered_pos == (joe_x, joe_z)
     assert len(PF.memid2locs["NULL"]) == 5
     changes = [{"pos": (-1, 0, 4), "is_delete": True}]
     PF.update_map(changes)
     assert len(PF.memid2locs["NULL"]) == 4
     new_jane_x = -5
     new_jane_z = 5
     changes = [{
         "pos": (new_jane_x, 0, new_jane_z),
         "memid": jane_memid,
         "is_move": True
     }]
     PF.update_map(changes)
     jl = PF.memid2locs[jane_memid]
     assert len(jl) == 1
     recovered_pos = tuple(
         int(i) for i in PF.map2real(*PF.idx2ijh(list(jl.keys())[0])))
     assert recovered_pos == (new_jane_x, new_jane_z)
     assert PF.maps[0]["map"].sum() == 6
 def test_linear_extent_search(self):
     self.memory = AgentMemory()
     PlayerNode.create(
         self.memory,
         Player(0, "self", Pos(-1, 0, -1), Look(0, 0)),
         memid=self.memory.self_memid,
     )
     joe_eid = 10
     joe_memid = PlayerNode.create(
         self.memory, Player(joe_eid, "joe", Pos(1, 0, 1), Look(0, 0)))
     jane_memid = PlayerNode.create(
         self.memory, Player(11, "jane", Pos(-10, 0, 3), Look(0, 0)))
     jules_memid = PlayerNode.create(
         self.memory, Player(12, "jules", Pos(-1, 0, 2), Look(0, 0)))
     # FIXME shouldn't need to do this, interpreter should back off to something else
     # if there is no AttentionNode to use in filter_by_sublocation
     AttentionNode.create(self.memory, [1, 0, 1], joe_eid)
     self.interpreter = Interpreter("joe", "NULL", self.memory)
     self.interpreter.subinterpret["attribute"] = AttributeInterpreter()
     self.interpreter.subinterpret[
         "specify_locations"] = dummy_specify_locations
     l = all_test_commands.LINEAR_EXTENTS["distance from joe"]
     l["frame"] = "joe"
     a = interpret_linear_extent(self.interpreter, "joe", l)
     m = MemorySearcher()
     comparator = {
         "input_left": {
             "value_extractor": {
                 "attribute": a
             }
         },
         "input_right": {
             "value_extractor": 5
         },
         "comparison_type": "GREATER_THAN",
     }
     query_dict = {
         "output": "MEMORY",
         "memory_type": "ReferenceObject",
         "where_clause": {
             "AND": [comparator]
         },
     }
     memids, _ = m.search(self.memory, query=query_dict)
    def test_get_entity_by_id(self):
        self.memory = MCAgentMemory()
        mob_memid = MobNode.create(self.memory,
                                   Mob(10, 65, Pos(1, 2, 3), Look(0, 0)))
        player_memid = PlayerNode.create(
            self.memory, Player(20, "xyz", Pos(1, 1, 1), Look(1, 1)))

        # Test get_entity_by_eid with entityId
        assert self.memory.get_entity_by_eid(10).pos == (1.0, 2.0, 3.0)
        assert self.memory.get_entity_by_eid(20).pos == (1.0, 1.0, 1.0)
    def test_player_apis_memory(self):
        self.memory = AgentMemory()
        joe_memid = PlayerNode.create(
            self.memory, Player(10, "joey", Pos(1, 0, 1), Look(0, 0)))
        self.memory.tag(joe_memid, "basketball_player")
        ann_memid = PlayerNode.create(
            self.memory, Player(20, "ann", Pos(1, 0, 4), Look(0, 0)))
        self.memory.tag(ann_memid, "swimmer")

        # Test get_player_by_eid
        assert self.memory.get_player_by_eid(10).name == "joey"

        # Test get_player_by_name
        assert self.memory.get_player_by_name("joey").eid == 10

        # Test get_players_tagged

        # Test get_player_by_id
        assert self.memory.get_player_by_id(ann_memid).name == "ann"
Esempio n. 13
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    def perceive(self):
        bots = self.agent.world.get_bots()
        for bot in bots:
            #            print(f"[Perception INFO]: Perceived bot [{bot.name}] in the world, update in memory]")
            bot_node = self.agent.memory.get_player_by_eid(bot.entityId)
            if bot_node is None:
                memid = PlayerNode.create(self.agent.memory, bot)
                bot_node = PlayerNode(self.agent.memory, memid)
                self.agent.memory.tag(memid, "bot")
            bot_node.update(self.agent.memory, bot, bot_node.memid)
            print(
                f"[Memory INFO]: update bot [{bot.name}] position: ({bot.pos.x}, {bot.pos.y}, {bot.pos.z})"
            )

        bot_memids = self.agent.memory.get_memids_by_tag("bot")
        bots_in_world = [b.entityId for b in bots]
        for memid in bot_memids:
            bot_eid = self.agent.memory.get_mem_by_id(memid).eid
            if bot_eid not in bots_in_world:
                self.agent.memory.forget(memid)
                print(f"[Memory INFO]: delete bot [{bot_eid}] from memory")
Esempio n. 14
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    def get_player_by_eid(self, eid) -> Optional["PlayerNode"]:
        """Given eid, retrieve PlayerNode

        Args:
            eid (int): Entity ID
        """
        r = self._db_read_one("SELECT uuid FROM ReferenceObjects WHERE eid=?",
                              eid)
        if r:
            return PlayerNode(self, r[0])
        else:
            return None
    def test_untag(self):
        self.memory = AgentMemory()
        player_memid = PlayerNode.create(
            self.memory, Player(10, "rachel", Pos(1, 0, 1), Look(0, 0)))

        self.memory.tag(subj_memid=player_memid, tag_text="girl")
        self.memory.tag(subj_memid=player_memid, tag_text="plays_football")
        assert len(self.memory.get_triples(subj=player_memid,
                                           obj_text="girl")) == 1
        self.memory.untag(subj_memid=player_memid, tag_text="girl")
        assert len(self.memory.get_triples(subj=player_memid,
                                           obj_text="girl")) == 0
Esempio n. 16
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    def get_player_by_name(self, name) -> Optional["PlayerNode"]:
        """Given player name, retrieve PlayerNode

        Args:
            name (string): Player name
        """
        r = self._db_read_one(
            'SELECT uuid FROM ReferenceObjects WHERE ref_type="player" AND name=?',
            name)
        #        r = self._db_read_one("SELECT uuid FROM Players WHERE name=?", name)
        if r:
            return PlayerNode(self, r[0])
        else:
            return None
Esempio n. 17
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    def setUp(self):
        super().setUp()
        memory = self.agent.memory
        PlayerNode.create(memory,
                          Player(10, "agent10", Pos(1, 63, 1), Look(0, 0)))
        PlayerNode.create(memory,
                          Player(11, "agent11", Pos(-2, 63, 1), Look(0, 0)))
        PlayerNode.create(memory,
                          Player(12, "agent12", Pos(-4, 63, -3), Look(0, 0)))

        self.set_looking_at([1, 63, 1])
    def test_memids_and_tags(self):
        self.memory = AgentMemory()
        player_memid = PlayerNode.create(
            self.memory, Player(10, "rache", Pos(1, 0, 1), Look(0, 0)))

        self.memory.tag(subj_memid=player_memid, tag_text="girl")
        self.memory.tag(subj_memid=player_memid, tag_text="plays_football")

        # test get_memids_by_tag
        self.memory.get_memids_by_tag(tag="girl")
        assert len(self.memory.get_memids_by_tag(tag="girl")) == 1
        assert self.memory.get_memids_by_tag(tag="girl")[0] == player_memid

        # test_get_tags_by_memid
        assert "girl" in self.memory.get_tags_by_memid(player_memid)

        # test get_triples
        assert len(self.memory.get_triples(subj=player_memid,
                                           obj_text="girl")) == 1
Esempio n. 19
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    def update(self,
               perception_output: namedtuple = None,
               areas_to_perceive: List = []):
        """
        Updates the world with updates from agent's perception module.

        Args:
            perception_output: namedtuple with attributes-
                mob: All mobs in perception range.
                agent_pickable_items: Dict containing - items in agent's perception that can be picked up
                    and all items that can be picked up by the agent.
                agent_attributes: Agent's player attributes including
                other_player_list: List of other in-game players
                changed_block_attributes: marked attributes (interesting, player_placed, agent_placed)
                    of changed blocks
                in_perceive_area : blockobjects, holes and blocks in the area agent will be running perception in
                near_agent: block objects, holes and blocks near the agent
                labeled_blocks: labels and resulting locations from semantic segmentation model

        :return:
        updated_areas_to_perceive: list of (xyz, idm) representing the area agent should perceive
        """
        if not perception_output:
            return areas_to_perceive
        output = {}
        updated_areas_to_perceive = areas_to_perceive
        """Perform update the memory with input from low_level perception module"""
        # 1. Handle all mobs in agent's perception range
        if perception_output.mobs:
            map_changes = []
            for mob in perception_output.mobs:
                mob_memid = self.set_mob_position(mob)
                mp = (mob.pos.x, mob.pos.y, mob.pos.z)
                map_changes.append({
                    "pos": mp,
                    "is_obstacle": False,
                    "memid": mob_memid,
                    "is_move": True
                })
            self.place_field.update_map(map_changes)
        # 2. Handle all items that the agent can pick up in-game
        if perception_output.agent_pickable_items:
            # FIXME PUT IN MEMORY PROPERLY
            # 2.1 Items that are in perception range
            if perception_output.agent_pickable_items["in_perception_items"]:
                for pickable_items in perception_output.agent_pickable_items[
                        "in_perception_items"]:
                    self.set_item_stack_position(pickable_items)
            # 2.2 Update previous pickable_item_stack based on perception
            if perception_output.agent_pickable_items["all_items"]:
                # Note: item stacks are not stored properly in memory right now @Yuxuan to fix this.
                old_item_stacks = self.get_all_item_stacks()
                if old_item_stacks:
                    for old_item_stack in old_item_stacks:
                        memid = old_item_stack[0]
                        eid = old_item_stack[1]
                        # NIT3: return untag set and tag set
                        if eid not in perception_output.agent_pickable_items[
                                "all_items"]:
                            self.untag(memid, "_on_ground")
                        else:
                            self.tag(memid, "_on_ground")

        # 3. Update agent's current position and attributes in memory
        if perception_output.agent_attributes:
            agent_player = perception_output.agent_attributes
            memid = self.get_player_by_eid(agent_player.entityId).memid
            cmd = (
                "UPDATE ReferenceObjects SET eid=?, name=?, x=?,  y=?, z=?, pitch=?, yaw=? WHERE "
            )
            cmd = cmd + "uuid=?"
            self.db_write(
                cmd,
                agent_player.entityId,
                agent_player.name,
                agent_player.pos.x,
                agent_player.pos.y,
                agent_player.pos.z,
                agent_player.look.pitch,
                agent_player.look.yaw,
                memid,
            )
            ap = (agent_player.pos.x, agent_player.pos.y, agent_player.pos.z)
            self.place_field.update_map([{
                "pos": ap,
                "is_obstacle": True,
                "memid": memid,
                "is_move": True
            }])

        # 4. Update other in-game players in agent's memory
        if perception_output.other_player_list:
            player_list = perception_output.other_player_list
            for player, location in player_list:
                mem = self.get_player_by_eid(player.entityId)
                if mem is None:
                    memid = PlayerNode.create(self, player)
                else:
                    memid = mem.memid
                cmd = "UPDATE ReferenceObjects SET eid=?, name=?, x=?,  y=?, z=?, pitch=?, yaw=? WHERE "
                cmd = cmd + "uuid=?"
                self.db_write(
                    cmd,
                    player.entityId,
                    player.name,
                    player.pos.x,
                    player.pos.y,
                    player.pos.z,
                    player.look.pitch,
                    player.look.yaw,
                    memid,
                )
                pp = (player.pos.x, player.pos.y, player.pos.z)
                self.place_field.update_map([{
                    "pos": pp,
                    "is_obstacle": True,
                    "memid": memid,
                    "is_move": True
                }])
                memids = self._db_read_one(
                    'SELECT uuid FROM ReferenceObjects WHERE ref_type="attention" AND type_name=?',
                    player.entityId,
                )
                if memids:
                    self.db_write(
                        "UPDATE ReferenceObjects SET x=?, y=?, z=? WHERE uuid=?",
                        location[0],
                        location[1],
                        location[2],
                        memids[0],
                    )
                else:
                    AttentionNode.create(self,
                                         location,
                                         attender=player.entityId)

        # 5. Update the state of the world when a block is changed.
        if perception_output.changed_block_attributes:
            for (xyz, idm) in perception_output.changed_block_attributes:
                # 5.1 Update old instance segmentation if needed
                self.maybe_remove_inst_seg(xyz)

                # 5.2 Update agent's memory with blocks that have been destroyed.
                updated_areas_to_perceive = self.maybe_remove_block_from_memory(
                    xyz, idm, areas_to_perceive)

                # 5.3 Update blocks in memory when any change in the environment is caused either by agent or player
                (
                    interesting,
                    player_placed,
                    agent_placed,
                ) = perception_output.changed_block_attributes[(xyz, idm)]
                self.maybe_add_block_to_memory(interesting, player_placed,
                                               agent_placed, xyz, idm)
        """Now perform update the memory with input from heuristic perception module"""
        # 1. Process everything in area to attend for perception
        if perception_output.in_perceive_area:
            # 1.1 Add colors of all block objects
            if perception_output.in_perceive_area["block_object_attributes"]:
                for block_object_attr in perception_output.in_perceive_area[
                        "block_object_attributes"]:
                    block_object, color_tags = block_object_attr
                    memid = BlockObjectNode.create(self, block_object)
                    for color_tag in list(set(color_tags)):
                        self.add_triple(subj=memid,
                                        pred_text="has_colour",
                                        obj_text=color_tag)
            # 1.2 Update all holes with their block type in memory
            if perception_output.in_perceive_area["holes"]:
                self.add_holes_to_mem(
                    perception_output.in_perceive_area["holes"])
            # 1.3 Update tags of air-touching blocks
            if "airtouching_blocks" in perception_output.in_perceive_area:
                for c, tags in perception_output.in_perceive_area[
                        "airtouching_blocks"]:
                    InstSegNode.create(self, c, tags=tags)
        # 2. Process everything near agent's current position
        if perception_output.near_agent:
            # 2.1 Add colors of all block objects
            if perception_output.near_agent["block_object_attributes"]:
                for block_object_attr in perception_output.near_agent[
                        "block_object_attributes"]:
                    block_object, color_tags = block_object_attr
                    memid = BlockObjectNode.create(self, block_object)
                    for color_tag in list(set(color_tags)):
                        self.add_triple(subj=memid,
                                        pred_text="has_colour",
                                        obj_text=color_tag)
            # 2.2 Update all holes with their block type in memory
            if perception_output.near_agent["holes"]:
                self.add_holes_to_mem(perception_output.near_agent["holes"])
            # 2.3 Update tags of air-touching blocks
            if "airtouching_blocks" in perception_output.near_agent:
                for c, tags in perception_output.near_agent[
                        "airtouching_blocks"]:
                    InstSegNode.create(self, c, tags=tags)
        """Update the memory with labeled blocks from SubComponent classifier"""
        if perception_output.labeled_blocks:
            for label, locations in perception_output.labeled_blocks.items():
                InstSegNode.create(self, locations, [label])
        """Update the memory with holes"""
        if perception_output.holes:
            hole_memories = self.add_holes_to_mem(perception_output.holes)
            output["holes"] = hole_memories

        output["areas_to_perceive"] = updated_areas_to_perceive
        return output
    def test_sql_form(self):
        self.memory = AgentMemory()
        # FIXME? should this be in memory init?
        # FIXME!! in agents use SelfNode instead of PlayerNode
        self_memid = SelfNode.create(self.memory,
                                     Player(1, "robot", Pos(0, 0, 0),
                                            Look(0, 0)),
                                     memid=self.memory.self_memid)
        rachel_memid = PlayerNode.create(
            self.memory, Player(10, "rachel", Pos(1, 0, 1), Look(0, 0)))

        self.memory.tag(subj_memid=rachel_memid, tag_text="girl")
        self.memory.tag(subj_memid=rachel_memid, tag_text="plays_football")

        robert_memid = PlayerNode.create(
            self.memory, Player(11, "robert", Pos(4, 0, 5), Look(0, 0)))

        self.memory.tag(subj_memid=robert_memid, tag_text="boy")
        self.memory.tag(subj_memid=robert_memid, tag_text="plays_football")

        sam_memid = PlayerNode.create(
            self.memory, Player(12, "sam", Pos(-2, 0, 5), Look(0, 0)))

        self.memory.tag(subj_memid=sam_memid, tag_text="girl")
        self.memory.tag(subj_memid=sam_memid, tag_text="plays_volleyball")

        # test NOT
        m = MemorySearcher()
        query = "SELECT MEMORY FROM ReferenceObject WHERE (NOT has_tag=girl)"
        memids, _ = m.search(self.memory, query=query)
        assert robert_memid in memids
        assert sam_memid not in memids
        assert rachel_memid not in memids

        # test OR
        m = MemorySearcher()
        query = "SELECT MEMORY FROM ReferenceObject WHERE ((has_tag=plays_volleyball) OR (NOT has_tag=girl))"
        memids, _ = m.search(self.memory, query=query)
        assert robert_memid in memids
        assert sam_memid in memids
        assert rachel_memid not in memids

        # test that text form and dict form return same records
        query_dict = {
            "output": "MEMORY",
            "memory_type": "ReferenceObject",
            "where_clause": {
                "OR": [
                    {
                        "pred_text": "has_tag",
                        "obj_text": "plays_volleyball"
                    },
                    {
                        "NOT": [{
                            "pred_text": "has_tag",
                            "obj_text": "girl"
                        }]
                    },
                ]
            },
        }

        memids_d, _ = m.search(self.memory, query=query_dict)
        assert set(memids_d) == set(memids)

        # test table property with tag
        m = MemorySearcher()
        query = "SELECT MEMORY FROM ReferenceObject WHERE ((has_tag=plays_volleyball) AND (x<0))"
        memids, _ = m.search(self.memory, query=query)
        assert robert_memid not in memids
        assert sam_memid in memids
        assert rachel_memid not in memids

        query = "SELECT (x, y) FROM ReferenceObject WHERE ((has_tag=plays_volleyball) AND (x<0))"
        memids, vals = m.search(self.memory, query=query)
        assert abs(vals[0][0] + 2.0) < 0.01
        assert abs(vals[0][1]) < 0.01

        triple_memid = TripleNode.create(self.memory,
                                         subj=sam_memid,
                                         pred_text="mother_of",
                                         obj=robert_memid)
        query = "SELECT MEMORY FROM ReferenceObject WHERE <<#{}, mother_of, ?>>".format(
            sam_memid)
        memids, _ = m.search(self.memory, query=query)
        assert robert_memid in memids
        assert len(memids) == 1

        # test FROM works
        query = "SELECT MEMORY FROM Triple WHERE create_time > -100"
        memids, _ = m.search(self.memory, query=query)
        assert all(
            [type(self.memory.get_mem_by_id(m)) is TripleNode for m in memids])
        assert triple_memid in memids
        assert robert_memid not in memids
 def test_get_mem_by_id(self):
     self.memory = AgentMemory()
     kavya_memid = PlayerNode.create(
         self.memory, Player(10, "kavya", Pos(1, 0, 1), Look(0, 0)))
     assert self.memory.get_mem_by_id(kavya_memid).NODE_TYPE == "Player"