GameConfigIdea / app.py
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Migrate to ZeroGPU attempt
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import gradio as gr
import random
import json
import re
import os
import shutil
from PIL import Image
import spaces
import torch
from transformers import AutoModelForCausalLM, AutoTokenizer, TextIteratorStreamer
from threading import Thread
import time
# Initialize the zero tensor on CUDA
zero = torch.Tensor([0]).cuda()
print(zero.device) # This will print 'cpu' outside the @spaces.GPU decorated function
# Load the model and tokenizer
llmguide_model = AutoModelForCausalLM.from_pretrained(
"Qwen/Qwen2-0.5B-Instruct",
torch_dtype="auto",
device_map="auto"
)
llmguide_tokenizer = AutoTokenizer.from_pretrained("Qwen/Qwen2-0.5B-Instruct")
@spaces.GPU
def llmguide_generate_response(prompt, stream=False):
print(zero.device) # This will print 'cuda:0' inside the @spaces.GPU decorated function
messages = [
{"role": "system", "content": "You are a helpful assistant."},
{"role": "user", "content": prompt}
]
text = llmguide_tokenizer.apply_chat_template(
messages,
tokenize=False,
add_generation_prompt=True
)
model_inputs = llmguide_tokenizer([text], return_tensors="pt").to(zero.device)
start_time = time.time()
total_tokens = 0
if stream:
streamer = TextIteratorStreamer(llmguide_tokenizer, skip_special_tokens=True)
generation_kwargs = dict(
model_inputs,
streamer=streamer,
max_new_tokens=512,
temperature=0.7,
)
thread = Thread(target=llmguide_model.generate, kwargs=generation_kwargs)
thread.start()
generated_text = ""
for new_text in streamer:
generated_text += new_text
total_tokens += 1
current_time = time.time()
tokens_per_second = total_tokens / (current_time - start_time)
yield generated_text, f"{tokens_per_second:.2f}"
else:
generated_ids = llmguide_model.generate(
model_inputs.input_ids,
max_new_tokens=512
)
generated_ids = [
output_ids[len(input_ids):] for input_ids, output_ids in zip(model_inputs.input_ids, generated_ids)
]
response = llmguide_tokenizer.batch_decode(generated_ids, skip_special_tokens=True)[0]
total_tokens = len(generated_ids[0])
end_time = time.time()
tokens_per_second = total_tokens / (end_time - start_time)
yield response, f"{tokens_per_second:.2f}"
#--------------------------------------------------------------------------------------------------------------------------------
# Default configuration template
default_config = {
'background': '/AutoGameBackgrounds/1stGameLoc123.png',
'inventory': [],
'skills': [],
'objectives': [],
'targets': [],
'story': [],
'actions': {}
}
# Helper functions to dynamically add items
def add_inventory_item(inventory_items, type, name, description):
new_item = {"type": type, "name": name, "description": description}
inventory_items.append(new_item)
return inventory_items
def add_skill(skills_items, branch, name, learned):
new_skill = {"branch": branch, "name": name, "learned": learned == 'True'}
skills_items.append(new_skill)
return skills_items
def add_objective(objectives_items, id, name, complete):
new_objective = {"id": id, "name": name, "complete": complete == 'True'}
objectives_items.append(new_objective)
return objectives_items
def add_target(targets_items, name, x, y, collisionType, collisiontext):
new_target = {"name": name, "x": int(x), "y": int(y), "collisionType": collisionType, "collisiontext": collisiontext}
targets_items.append(new_target)
return targets_items
#-----------------------------------------------------------------------------------------------------------------------------------
# List of player engagement UI elements
player_engagement_items = [
"Health Bar", "Mana/Energy Bar", "Experience Bar", "Mini-Map", "Quest Tracker",
"Inventory Quick Access Slots", "Skill Cooldown Indicators", "Currency Display",
"Compass", "Timer/Clock", "Action Prompts", "Reticle/Crosshair", "Enemy Health Bars",
"Score Display", "Inventory Grid", "Item Tooltip", "Item Categories/Tabs",
"Equip/Unequip Buttons", "Item Sorting Options", "Character Stats Panel",
"Character Model Viewer", "Quick Equip Slots", "Dialogue Box", "Dialogue Choices",
"Character Portraits", "Character Name Display", "Subtitle Text", "World Map",
"Local Map", "Fast Travel Points", "Map Markers", "Map Legend", "Crafting Recipe List",
"Ingredient Slots", "Craft Button", "Crafting Progress Bar", "Skill Nodes",
"Skill Descriptions", "Skill Point Counter", "Unlock Button", "Skill Path Highlight",
"Quest List", "Quest Details Panel", "Quest Objectives", "Quest Rewards",
"Quest Status Indicators", "Chat Box", "Player List", "Voice Chat Indicators",
"Ping/Latency Indicator", "Party/Team UI", "Scoreboard", "Matchmaking Screen",
"Pop-up Notifications", "Achievement Unlocks", "System Messages",
"On-screen Key Prompts", "Environmental Interaction Icons", "Save/Auto-Save Indicators",
"Credits Screen"
]
# List of character-based story events
story_events = [
'exploreLocation', 'discoverClue', 'meetCharacter', 'solveRiddle', 'findItem',
'faceChallenge', 'makeDecision', 'engageBattle', 'unlockAbility', 'learnSecret',
'completeMission', 'experienceSetback', 'earnReward', 'uncoverMystery', 'formAlliance',
'faceBetrayal', 'confrontNemesis', 'makeDiscovery', 'overcomeLoss', 'achieveVictory'
]
def pick_random_items(items, n):
return random.sample(items, n)
def generate_timeline(events, label):
timeline = []
for event in events:
timeline.append((random.randint(1, 100), label, event))
return timeline
def create_story(timeline):
story = []
for entry in timeline:
if entry[1] == "Story":
story.append(f"The hero {entry[2].replace('engageBattle', 'engaged in a fierce battle').replace('solveRiddle', 'solved a complex riddle').replace('exploreLocation', 'explored a mysterious location')}.")
else:
story.append(f"The player interacted with {entry[2]}.")
return " ".join(story)
def generate_story_and_timeline(no_ui_timeline_points=10, no_media_timeline_points=5, include_media=True):
# Pick 10 random UI items
random_ui_items = pick_random_items(player_engagement_items, no_ui_timeline_points)
# Generate UI and story timelines
ui_timeline = generate_timeline(random_ui_items, "UI")
story_timeline = generate_timeline(story_events, "Story")
# Initialize merged timeline with UI and story timelines
merged_timeline = ui_timeline + story_timeline
no_media_merged_timeline = ui_timeline + story_timeline
#print(merged_timeline)
#print(no_media_merged_timeline)
# Include media-related items if specified
if include_media:
media_files = generate_media_file_list(no_media_timeline_points)
#rendered_media = render_media_with_dropdowns(media_files)
media_timeline = generate_timeline(media_files, "Media")
merged_timeline += media_timeline
print(merged_timeline)
# Sort the merged timeline based on the random numbers
merged_timeline.sort(key=lambda x: x[0])
no_media_merged_timeline.sort(key=lambda x: x[0])
# Create the story
story = create_story(merged_timeline)
# Format the timeline for display
formatted_timeline = "\n".join([f"{entry[0]}: {entry[1]} - {entry[2]}" for entry in merged_timeline])
no_media_formatted_timeline = "\n".join([f"{entry[0]}: {entry[1]} - {entry[2]}" for entry in no_media_merged_timeline])
game_structure_with_media, game_structure_without_media = generate_game_structures(formatted_timeline, no_media_formatted_timeline)
return formatted_timeline, no_media_formatted_timeline, story, json.dumps(game_structure_with_media, indent=2), json.dumps(game_structure_without_media, indent=2) #, game_structure_with_media
media_file_types = ["image", "video", "audio"]
def generate_media_file_list(n):
return [random.choice(media_file_types) for _ in range(n)]
def show_elements(text):
# Parse the input text
pattern = r'(\d+): (UI|Story|Media) - (.+)'
blocks = re.findall(pattern, text)
# Sort blocks by their timestamp
blocks.sort(key=lambda x: int(x[0]))
outputs = []
for timestamp, block_type, content in blocks:
if block_type == 'UI':
# Create HTML for UI elements
ui_html = f'<div class="ui-element">{content}</div>'
outputs.append(gr.HTML(ui_html))
elif block_type == 'Story':
# Display story elements as Markdown
outputs.append(gr.Markdown(f"**{content}**"))
elif block_type == 'Media':
if content.lower() == 'audio':
# Placeholder for audio element
outputs.append(gr.Audio(label=f"Audio at {timestamp} in the order"))
elif content.lower() == 'video':
# Placeholder for video element
outputs.append(gr.Video(label=f"Video at {timestamp} in the order"))
elif content.lower() == 'image':
# Placeholder for image element
outputs.append(gr.Image(label=f"Image at {timestamp} in the order"))
return outputs
def show_elements_json_input(json_input):
data = json.loads(json_input)
masterlocation1 = data['masterlocation1']
outputs = []
for location, details in masterlocation1.items():
if location == 'end':
continue
with gr.Accordion(f"Location: {location} - Previous description {details['description']}", open=False):
description = gr.Textbox(label="Description", value=details['description'], interactive=True)
outputs.append(description)
events = gr.Textbox(label="Events", value=json.dumps(details['events']), interactive=True)
outputs.append(events)
choices = gr.Textbox(label="Choices", value=json.dumps(details['choices']), interactive=True)
outputs.append(choices)
transitions = gr.Textbox(label="Transitions", value=json.dumps(details['transitions']), interactive=True)
outputs.append(transitions)
# New media field
media = gr.Textbox(label="Media", value=json.dumps(details.get('media', [])), interactive=True)
outputs.append(media)
def update_json(*current_values):
updated_data = {"masterlocation1": {}}
locations = [loc for loc in masterlocation1.keys() if loc != 'end']
for i, location in enumerate(locations):
updated_data["masterlocation1"][location] = {
"description": current_values[i*5],
"events": json.loads(current_values[i*5 + 1]),
"choices": json.loads(current_values[i*5 + 2]),
"transitions": json.loads(current_values[i*5 + 3]),
"media": json.loads(current_values[i*5 + 4]) # New media field
}
updated_data["masterlocation1"]["end"] = masterlocation1["end"]
return json.dumps(updated_data, indent=2)
update_button = gr.Button("Update JSON")
json_output = gr.Textbox(label="Updated JSON", lines=10)
update_button.click(update_json, inputs=outputs, outputs=json_output)
return outputs + [update_button, json_output]
def create_media_component(file_path):
print(file_path)
_, extension = os.path.splitext(file_path)
extension = extension.lower()[1:] # Remove the dot and convert to lowercase
if extension in ['jpg', 'jpeg', 'png', 'gif', 'webp']:
return gr.Image(value=file_path, label="Image Input")
elif extension in ['mp4', 'avi', 'mov']:
return gr.Video(value=file_path, label="Video Input")
elif extension in ['mp3', 'wav', 'ogg']:
return gr.Audio(value=file_path, label="Audio Input")
else:
return gr.Textbox(value=file_path, label=f"File: {os.path.basename(file_path)}")
def convert_timeline_to_game_structure(timeline):
lines = timeline.split('\n')
game_structure = {}
current_location = 0
sub_location = 0
for i, line in enumerate(lines):
if line.strip() == "":
continue
if line[0].isdigit(): # New location starts
current_location += 1
sub_location = 0
location_key = f"location{current_location}"
game_structure[location_key] = {
"description": "",
"events": [],
"choices": ["continue"],
"transitions": {}
}
else: # Continue with sub-locations or media entries
sub_location += 1
location_key = f"location{current_location}_{sub_location}"
# Extract the event description
parts = line.split(': ', 1)
if len(parts) == 2:
prefix, rest = parts
event_parts = rest.split(' - ', 1)
if len(event_parts) == 2:
event_type, event_description = event_parts
else:
event_type, event_description = "Unknown", rest
else:
event_type, event_description = "Unknown", line
description = rest.strip() if event_type in ["Media", "UI"] else f"{event_type}: {event_description}"
if sub_location == 0:
game_structure[f"location{current_location}"]["description"] = description
else:
game_structure[f"location{current_location}"]["events"].append({
"description": description,
"type": event_type
})
# Set the transition to the next location or to the end
if i < len(lines) - 1:
next_line = lines[i + 1].strip()
if next_line and next_line[0].isdigit(): # New location starts
game_structure[f"location{current_location}"]["transitions"]["continue"] = f"masterlocation1_location{current_location + 1}"
else:
#game_structure[f"location{current_location}"]["transitions"]["continue"] = f"location_{current_location}_{sub_location + 1}"
game_structure[f"location{current_location}"]["transitions"]["continue"] = "end"
else:
game_structure[f"location{current_location}"]["transitions"]["continue"] = "end"
# Add an end location
game_structure["end"] = {
"description": "The adventure ends here.",
# "choices": [],
# "transitions": {}
"choices": ["restart"],
"transitions": {"restart": "location1"} # Assuming location_1 is the start
}
# Wrap the game structure in master_location1
wrapped_structure = {"masterlocation1": game_structure}
return wrapped_structure
def generate_game_structures(timeline_with_media, timeline_without_media):
game_structure_with_media = convert_timeline_to_game_structure(timeline_with_media)
game_structure_without_media = convert_timeline_to_game_structure(timeline_without_media)
return game_structure_with_media, game_structure_without_media
#-----------------------------------------------------------------------------------------------------------------------------------
class Player:
def __init__(self):
self.inventory = []
self.money = 20
self.knowledge = {}
def add_item(self, item):
self.inventory.append(item)
def has_item(self, item):
return item in self.inventory
def update_knowledge(self, topic):
self.knowledge[topic] = True
# Define the states
all_states = {
'village': {
'start': {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
'rumor': {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
'supplies': {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
},
'forest': {
'forest': {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
'ruins': {
'ruins': {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
'explore': {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
'hiddenPassage': {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
'treasureRoom': {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
'village_return': {
'village_return': {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
'end': {
'end': {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}
def validate_transitions(all_states):
errors = []
for location, states in all_states.items():
for state_key, state in states.items():
for transition_key, transition_state in state['transitions'].items():
# Check if the transition is to another location
if transition_state in all_states:
trans_location, trans_state = transition_state, 'start' # Assuming 'start' state for new locations
elif '_' in transition_state:
trans_location, trans_state = transition_state.split('_')
else:
trans_location, trans_state = location, transition_state
# Validate the transition state
if trans_location not in all_states or trans_state not in all_states[trans_location]:
errors.append(f"Invalid transition from {location}.{state_key} to {trans_location}.{trans_state}")
return errors
path_errors = validate_transitions(all_states)
if path_errors:
for error in path_errors:
print(error)
else:
print("All transitions are valid.")
class GameSession:
def __init__(self, starting_location='village', starting_state='start'):
self.player = Player()
self.current_location = starting_location
self.current_state = starting_state
self.game_log = []
def make_choice(self, choice_index):
state = all_states[self.current_location][self.current_state]
if 0 <= choice_index < len(state['choices']):
choice = state['choices'][choice_index]
next_state = state['transitions'][choice]
self.game_log.append(f"You chose: {choice}")
self.game_log.append(state['description'])
if 'consequences' in state and choice in state['consequences']:
if state['consequences'][choice]:
state['consequences'][choice](self.player)
else:
# Handle empty consequence, e.g., log a message or provide a default action
print(f"No consequence for choice: {choice}")
# You can add any default action here if needed
if '_' in next_state:
self.current_location, self.current_state = next_state.split('_')
else:
self.current_state = next_state
return self.get_current_state_info()
else:
return "Invalid choice. Please try again."
def get_current_state_info(self):
state = all_states[self.current_location][self.current_state]
choices = [f"{idx + 1}. {choice}" for idx, choice in enumerate(state['choices'])]
return state['description'], choices, "\n".join(self.game_log)
def get_current_state_media(self):
media = all_states[self.current_location][self.current_state]['media']
return media
def start_game(starting_location='village', starting_state='start'):
game_session = GameSession(starting_location, starting_state)
description, choices, game_log = game_session.get_current_state_info()
return description, choices, game_log, game_session
def make_choice(choice, game_session, with_media=False): #Calls the nested make choice function in the game session class
if not choice:
description, choices, game_log = game_session.get_current_state_info()
return description, choices, "Please select a choice before proceeding.", game_session
choice_index = int(choice.split('.')[0]) - 1
result = game_session.make_choice(choice_index)
if with_media:
media = game_session.get_current_state_media()
return result[0], gr.update(choices=result[1]), result[2], game_session, media
else:
return result[0], gr.update(choices=result[1]), result[2], game_session
def load_game(custom_config=None, with_media=False):
global all_states
if not custom_config:
return gr.update(value="No custom configuration provided."), None, None, None, None, None, None
try:
new_config = json.loads(custom_config)
all_states = new_config
# Determine the starting location and state
starting_location = next(iter(all_states.keys()))
starting_state = next(iter(all_states[starting_location].keys()))
print(f"Starting location: {starting_location}, Starting state: {starting_state}")
game_session = GameSession(starting_location, starting_state)
description, choices, game_log = game_session.get_current_state_info()
new_path_errors = validate_transitions(all_states)
output_media = []
if with_media:
media_list = all_states[starting_location][starting_state].get('media', [])
print(f"Media list: {media_list}")
if media_list:
for media_path in media_list:
#media_component = create_media_component(media_path)
output_media.append(media_path)
print(f"Created {len(output_media)} media components")
success_message = f"Custom configuration loaded successfully!\n{new_path_errors}"
return (
gr.update(value=success_message),
game_log,
description,
gr.update(choices=choices),
gr.update(value=custom_config),
game_session,
output_media if with_media else None
)
except json.JSONDecodeError as e:
error_message = format_json_error(custom_config, e)
return gr.update(value=error_message), None, None, None, None, gr.update(value=custom_config), None
except Exception as e:
error_message = f"Error loading custom configuration: {str(e)}"
return gr.update(value=error_message), None, None, None, None, gr.update(value=custom_config), None
def format_json_error(config, error):
lineno, colno = error.lineno, error.colno
lines = config.split('\n')
error_line = lines[lineno - 1] if lineno <= len(lines) else ""
pointer = ' ' * (colno - 1) + '^'
return f"""Invalid JSON format in custom configuration:
Error at line {lineno}, column {colno}:
{error_line}
{pointer}
Error details: {str(error)}"""
def display_website(link):
html = f"<iframe src='{link}' width='100%' height='1000px'></iframe>"
gr.Info("If 404 then the space/page has probably been disabled - normally due to a better alternative")
return html
initgameinfo = start_game()
#-----------------------------------------------------------------------------------------------------------------------------------
# Set the directory where files will be saved
SAVE_DIR = os.path.abspath("saved_media")
# Ensure the save directory exists
os.makedirs(SAVE_DIR, exist_ok=True)
# Define supported file extensions
SUPPORTED_EXTENSIONS = {
"image": [".jpg", ".jpeg", ".png", ".gif", ".bmp", ".webp"],
"audio": [".mp3", ".wav", ".ogg"],
"video": [".mp4", ".avi", ".mov", ".webm"]
}
def save_file(file):
if file is None:
return "No file uploaded.", gr.update()
try:
# Get the original filename and extension
original_filename = os.path.basename(file.name)
_, extension = os.path.splitext(original_filename)
# Check if the file extension is supported
if not any(extension.lower() in exts for exts in SUPPORTED_EXTENSIONS.values()):
return f"Unsupported file type: {extension}", gr.update()
# Create a unique filename to avoid overwriting
base_name = os.path.splitext(original_filename)[0]
counter = 1
new_filename = f"{base_name}{extension}"
while os.path.exists(os.path.join(SAVE_DIR, new_filename)):
new_filename = f"{base_name}_{counter}{extension}"
counter += 1
# Copy the file from the temporary location to our save directory
dest_path = os.path.join(SAVE_DIR, new_filename)
shutil.copy2(file.name, dest_path)
# Return success message and updated FileExplorer
return f"File saved as {new_filename} in {SAVE_DIR}", gr.update(value=SAVE_DIR), gr.update(value=None)
except Exception as e:
return f"Error saving file: {str(e)}", gr.update(value=SAVE_DIR), gr.update()
def view_file(file_path):
if not file_path:
return None, None, None, "No file selected."
try:
full_path = os.path.join(SAVE_DIR, file_path)
_, extension = os.path.splitext(full_path)
extension = extension.lower()
if extension in SUPPORTED_EXTENSIONS["image"]:
return Image.open(full_path), None, None, None
elif extension in SUPPORTED_EXTENSIONS["audio"]:
return None, full_path, None, None
elif extension in SUPPORTED_EXTENSIONS["video"]:
return None, None, full_path, None
else:
return None, None, None, f"Unsupported file type: {extension}"
except Exception as e:
return None, None, None, f"Error viewing file: {str(e)}"
def refresh_file_explorer():
return gr.update()
#-----------------------------------------------------------------------------------------------------------------------------------
with gr.Blocks() as demo:
gr.HTML("""<div style="width: 100%; text-align: center">Main ideas for this space is (June 2024) (Custom component planning?):</div>
<div style="display: flex; justify-content: center; margin-bottom: 20px; align-items: center;">
<div style="width: 20%; text-align: center">We can generate almost any media data and more </div>
<div style="width: 20%; text-align: center">A program exist around data </div>
<div style="width: 20%; text-align: center">Time moves in a straight so all considerations are flattend by the nature of time </div>
<div style="width: 20%; text-align: center">llms good at short questions </div>
<div style="width: 20%; text-align: center">HF + Gradio allows for api use so this my prototype tool for tool use test</div>
</div>""")
with gr.Accordion("Qwen 0.5B as Space Guide Tests", open=False):
gr.HTML("Placeholder for FAQ type - front end as prompt engineering for the first message to force direction of conversion")
gr.HTML("Placeholder for weak RAG Type - Explanations through an opensource embeddings engine")
gr.Markdown("# Qwen-0.5B-Instruct Language Model")
gr.Markdown("This demo uses the Qwen-0.5B-Instruct model to generate responses based on your input.")
with gr.Row():
with gr.Column():
llmguide_prompt = gr.Textbox(lines=2, placeholder="Enter your prompt here...")
llmguide_stream_checkbox = gr.Checkbox(label="Enable streaming")
llmguide_submit_button = gr.Button("Generate")
with gr.Column():
llmguide_output = gr.Textbox(lines=10, label="Generated Response")
llmguide_tokens_per_second = gr.Textbox(label="Tokens per Second")
llmguide_submit_button.click(
llmguide_generate_response,
inputs=[llmguide_prompt, llmguide_stream_checkbox],
outputs=[llmguide_output, llmguide_tokens_per_second],
)
with gr.Accordion("Temporary Asset Management Assist - click to open", open=False):
gr.HTML("Make Files and Text ideas for the field and paste <br>When Space is restarted it will clear - zip export and import will be added later")
with gr.Accordion("Upload Files for config"):
gr.Markdown("# Media Saver and Explorer (refresh file list to be resolved - for now upload all files and reload the space - they persist as long as the space creator doesnt reset/update the space - will add manual clear options later)")
with gr.Tab("Upload Files"):
file_input = gr.File(label="Choose File to Upload")
save_output = gr.Textbox(label="Upload Status")
with gr.Tab("File Explorer"):
file_explorer = gr.FileExplorer(
root_dir=SAVE_DIR,
glob="*.*",
file_count="single",
height=300,
label="Select a file to view"
)
with gr.Row():
refresh_button = gr.Button("Refresh", scale=1)
view_button = gr.Button("View File")
image_output = gr.Image(label="Image Output", type="pil")
audio_output = gr.Audio(label="Audio Output")
video_output = gr.Video(label="Video Output")
error_output = gr.Textbox(label="Error")
file_input.upload(
save_file,
inputs=file_input,
outputs=[save_output, file_explorer, file_input]
)
view_button.click(
view_file,
inputs=file_explorer,
outputs=[image_output, audio_output, video_output, error_output]
)
refresh_button.click(
refresh_file_explorer,
outputs=file_explorer
)
gr.HTML("Placeholder for clearing uploaded assets (public space and temporary persistence = sharing and space problems)")
with gr.Accordion("Config Crafting Progression - click to open", open=False):
with gr.Tab("Main areas of considerations"):
with gr.Tab("Mermaid Graphs and Nesting"):
gr.HTML("<iframe src='https://claude.site/artifacts/265e9242-2093-46e1-9011-ed6ad938be90?fullscreen=false' width='100%' height='1000px'></iframe>")
gr.HTML("")
with gr.Tab(""):
gr.HTML("")
with gr.Tab("Structural Inspirations"):
gr.HTML("GTA Heists - Replayability and stakes, Tekken - 2/3 mistakes = lost round ")
gr.HTML("Sports Scores, ")
with gr.Tab("Themes"):
gr.HTML("")
originalconfigatbeinningofthisspace = """{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
"celebrate": {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
"village_return": {
"village_return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}"""
#Analyzing Game Configuration Metrics - was the thread name of where the
claude3_5_06072024configtips = """Example Config Development Tab - Claude 3.5 Sonnet as the LLM Assitant
This config is for a basic text based game engine I made with help many llms including you.
Thanks to all the help it loads which presented another problem, I dont have any structural metrics to assess the quality of the config.
What JSON things can we look at to see if it may be too bland for a person testing the game
Text-Based Game Configuration Analysis
1. State Variety
Total number of states: 13
Number of unique locations: 5 (village, forest, ruins, village_return, end)
2. Choice Diversity
Average choices per state: 1.92
States with no choices: 1 (end state)
States with most choices: 3 (village_start with 3 choices)
Unique choices across all states: 17
3. Transition Complexity
Total number of transitions: 25
Average transitions per state: 1.92
States with most transitions: 3 (village_start with 3 transitions)
4. Consequence Implementation
States with consequences: 3
Total number of consequences: 3
Types of consequences: Adding items, Updating knowledge
5. Description Length
Average description length: 13.15 words
Longest description: 24 words (village_return)
Shortest description: 4 words (village_supplies)
6. Cyclic Paths
Presence of loops: Yes (e.g., village_start -> village_supplies -> village_start)
7. Dead Ends
Number of dead ends: 1 (end state)
8. Media Integration
States with media: 0
Total media elements: 0
9. Narrative Progression
Clear beginning (village_start) and end (end) states
Multiple paths to reach the end
10. Player Agency
Choices affect game progression
Some choices have consequences (3 instances)
11. Game Length
Minimum steps to complete: 6 (village_start -> village_supplies -> forest_forest -> ruins_ruins -> ruins_explore -> ruins_hiddenPassage -> ruins_treasureRoom -> ruins_celebrate -> village_return -> end)
Maximum steps (including loops): Potentially infinite due to cycles
12. Replayability
Multiple paths through the game
Some variability in outcomes based on choices
#=============================================
To assess the quality and potential blandness of your game configuration, we can analyze several structural metrics within the JSON. Here are some aspects we can examine:
Text-Based Game Configuration AnalysisClick to open document
Based on this analysis, here are some observations about the potential blandness of the game:
Limited state variety: With only 13 states across 5 locations, the game might feel short and lacking in diversity. Consider adding more locations or states within existing locations.
Low average choices: An average of 1.92 choices per state might make the game feel linear. Increasing the number of choices in more states could improve player engagement.
Limited consequences: Only 3 states have consequences, which might make player choices feel less impactful. Adding more consequences could increase the sense of agency.
Short descriptions: The average description length of 13.15 words might not provide enough detail to immerse players. Consider expanding descriptions to create a richer narrative.
Lack of media: No states currently use media elements, which could make the game feel less engaging. Adding images, sound effects, or other media could enhance the player experience.
Limited narrative branching: While there are some loops and choices, the overall structure is relatively linear. Adding more branching paths could increase replayability and player interest.
To make the game less bland, consider:
Adding more states and locations
Increasing the number of choices in each state
Implementing more consequences for player actions
Expanding descriptions to create a richer narrative
Incorporating media elements
Creating more diverse paths through the game
#===============================================
# Text-Based Game Improvement Suggestions
## 1. Expand State Variety
- Add a new location: "Mountain Pass"
- Include states like "steep_climb", "avalanche_risk", "hidden_cave"
- Expand the "forest" location:
- Add states like "dense_thicket", "mysterious_clearing", "ancient_tree"
## 2. Increase Choice Diversity
- Add more choices to existing states. For example, in "village_start":
- "talk to elder"
- "visit market"
- "investigate strange noises"
- Ensure most states have at least 3 choices
## 3. Enhance Transition Complexity
- Create more interconnected states. For example:
- Allow travel between "forest" and "mountain_pass"
- Add shortcuts or secret passages between non-adjacent locations
## 4. Implement More Consequences
- Add consequences to more choices. For example:
- In "forest_forest":
- "forage for food" -> `lambda player: player.add_item('wild berries')`
- "take shortcut" -> `lambda player: player.update_status('lost')`
## 5. Enrich Descriptions
- Expand existing descriptions with more vivid details
- Example for "village_start":
```python
"description": "You wake up in a small village nestled between rolling hills. The air is filled with the scent of freshly baked bread and the sound of a distant waterfall. Villagers bustle about, whispering excitedly about a rumor of lost treasure."
```
## 6. Introduce Cyclic Content with Variations
- Add time-based changes to revisited locations
- Example:
```python
'village_start': {
"description": lambda player: f"You return to the village square. It's now {player.time_of_day()}. " +
("The market is bustling with activity." if player.time_of_day() == "day" else
"The streets are quiet, lit by flickering torches.")
}
```
## 7. Create Meaningful Dead Ends
- Add optional quests or side adventures
- Example: "help_lost_child" state in the village that doesn't progress main story but provides rewards
## 8. Integrate Media Elements
- Add placeholder media to enhance immersion:
```python
"media": [
{"type": "image", "url": "/api/placeholder/400/300", "alt": "A picturesque village at dawn"},
{"type": "sound", "url": "village_ambience.mp3"}
]
```
## 9. Enhance Narrative Progression
- Add a main quest storyline with multiple stages
- Introduce side quests for additional depth
## 10. Increase Player Agency
- Add more impactful choices that significantly alter the game's direction
- Implement a simple inventory or skill system that affects available choices
## 11. Extend Game Length
- Add more locations and states to create a longer, more involved adventure
- Implement quest chains that span multiple locations
## 12. Improve Replayability
- Add random events that can occur in each location
- Implement multiple endings based on player choices and achievements
#===============================================
# Updated Text-Based Game Configuration with Side Quest
## New State: help_lost_child
Add this new state to the 'village' section of your `all_states` dictionary:
```python
'village': {
# ... existing states ...
'help_lost_child': {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
'child_quest': {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
'child_reunion': {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
'child_reward': {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
}
```
## Updated Transitions
To incorporate this side quest into the existing game flow, we need to update some transitions in the 'village_start' state:
```python
'village': {
'start': {
"description": "You're in the village square. The usual bustle of village life surrounds you.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'], # Added 'look around'
"transitions": {
'explore village': 'village_rumor',
'gather supplies': 'village_supplies',
'rest': 'village_start',
'look around': 'village_help_lost_child' # New transition
},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
# ... other states ...
}
```
## Explanation of Changes
1. New States:
- `help_lost_child`: Introduces the side quest
- `child_quest`: Represents the process of helping the child
- `child_reunion`: Concludes the quest if you don't ask for a reward
- `child_reward`: Offers a choice to accept or decline a reward
2. Updated `village_start`:
- Added a new choice: 'look around'
- Added a new transition to `village_help_lost_child`
3. Consequences:
- Added status updates: 'helping_child', 'local_hero', 'selfless_hero'
- Added item reward: 'coin pouch'
These changes create a meaningful dead end by:
1. Providing an optional quest that doesn't directly progress the main treasure hunt story
2. Offering multiple choices within the side quest, allowing for different outcomes
3. Implementing consequences that affect the player's status or inventory, providing rewards for engagement
4. Allowing the player to return to the main story flow after completing (or ignoring) the side quest
This side quest adds depth to the village location, gives the player more to do, and provides character-building opportunities without derailing the main narrative. It also demonstrates how you can implement similar side quests or meaningful dead ends in other locations of your game.
#================================================================================
Certainly! Let's implement the "help_lost_child" side quest as a meaningful dead end in the village. This will add depth to the game without necessarily progressing the main story. Here's how we can incorporate this into your current configuration:
Updated Text-Based Game Configuration with Side QuestClick to open document
To further improve this side quest and make it even more engaging, you could consider:
Time sensitivity: Make the quest available only at certain times or for a limited number of turns.
Skill checks: If your game has a skill system, you could add checks for persuasion or perception that affect the outcome.
Long-term consequences: The status changes (like 'local_hero') could affect how NPCs interact with the player later in the game.
Branching outcomes: You could add more complex branches, such as the child being in actual danger, leading to a mini-adventure.
Would you like me to elaborate on any of these ideas or show how to implement them in your configuration?
"""
tipsupdatedconfigatbeinningofthisspace = """{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start', 'look around': 'village_help_lost_child'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
"help_lost_child": {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
"child_quest": {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
"child_reunion": {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
"child_reward": {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
"village_return": {
"village_return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}"""
with gr.Tab("Improvement of the default config"):
gr.HTML("Example of how to advance a game config with LLM - end goal is to have automatic worflow that takes these considerations into account <br> Things missing from the game engine - Economics and Basic Politics (NPC affiliation)")
gr.HTML("Suggestions from claude 3.5 on how to change config")
display_originalconfigatbeinningofthisspace = originalconfigatbeinningofthisspace.replace(' ', '&nbsp;').replace('\n', '<br>')
display_claude3_5_06072024configtips = claude3_5_06072024configtips.replace(' ', '&nbsp;').replace('\n', '<br>')
display_tipsupdatedconfigatbeinningofthisspace = tipsupdatedconfigatbeinningofthisspace.replace(' ', '&nbsp;').replace('\n', '<br>')
gr.HTML("""<div style="display: flex; justify-content: space-between; height: 900px; overflow: auto; ">
<div style="flex: 1; margin: 0 10px; padding: 20px;">
""" + display_originalconfigatbeinningofthisspace + """
</div>
<div style="flex: 1; margin: 0 10px; padding: 20px; width: 50%">
""" + display_claude3_5_06072024configtips + """
</div>
<div style="flex: 1; margin: 0 10px; padding: 20px;">
""" + display_tipsupdatedconfigatbeinningofthisspace + """
</div>
</div>""")
with gr.Tab("Test and Edit Config"):
gr.HTML("The main issue is frequent changes add more chances for bugs in how - manual and auto refer mainly to ensuring correct JSON format ")
with gr.Tab("Full Manual - Test Example State Machine"):
with gr.Tab("Config Without Assets"):
with gr.Row():
with gr.Column(scale=2):
gr.Markdown("# Text-based Adventure Game")
description = gr.Textbox(label="Current Situation", lines=4, value=initgameinfo[0])
choices = gr.Radio(label="Your Choices", choices=initgameinfo[1])
submit_btn = gr.Button("Make Choice")
game_log = gr.Textbox(label="Game Log", lines=20, value=initgameinfo[2])
game_session = gr.State(value=initgameinfo[3])
submit_btn.click(
make_choice,
inputs=[choices, game_session],
outputs=[description, choices, game_log, game_session]
)
with gr.Column(scale=1):
gr.Markdown("# Debugging")
error_box = gr.Textbox(label="Path Errors", lines=4, value=path_errors)
with gr.Accordion("Config (Game Spoiler and Example for llm to remix)", open=False):
custom_config = gr.Textbox(label="Custom Configuration (JSON)", value=json.dumps(all_states, default=lambda o: o.__dict__, indent=2), lines=8)
custom_configbtn = gr.Button("Load Custom Config")
custom_configbtn.click(
load_game,
inputs=[custom_config],
outputs=[error_box, game_log, description, choices, game_session, custom_config]
)
with gr.Tab("Config With Assets"):
gr.HTML("Placeholder as not complete yet (still only text, current issue is how to switch gradio output, maybe output is gr.Group and we constantly add the appropriate gr for each file type? What about multi file types on one state?)")
with gr.Row():
with gr.Column(scale=2):
gr.Markdown("# Text-based Adventure Game")
wadescription = gr.Textbox(label="Current Situation", lines=4, value=initgameinfo[0])
wamediabool = gr.State(value=True)
wamedia = gr.State(["testmedia/Stable Audio - Raindrops, output.wav"])
@gr.render(inputs=wamedia)
def dynamic_with_media(media_items):
print(media_items)
with gr.Group() as wamediagrouping:
gr.HTML("Placeholder to load all media tests - still need to test clearing media on ")
if media_items == []:
gr.Markdown("No media items to display.")
else:
for item in media_items:
render = create_media_component(item)
return wamediagrouping
wachoices = gr.Radio(label="Your Choices", choices=initgameinfo[1])
wasubmit_btn = gr.Button("Make Choice")
wagame_log = gr.Textbox(label="Game Log", lines=20, value=initgameinfo[2])
wagame_session = gr.State(value=initgameinfo[3])
wasubmit_btn.click(
make_choice,
inputs=[wachoices, wagame_session, wamediabool],
outputs=[wadescription, wachoices, wagame_log, wagame_session, wamedia]
)
with gr.Column(scale=1):
gr.Markdown("# Debugging")
waerror_box = gr.Textbox(label="Path Errors", lines=4, value=path_errors)
with gr.Accordion("Config (Game Spoiler and Example for llm to remix)", open=False):
wacustom_config = gr.Textbox(label="Custom Configuration (JSON)", value=json.dumps(all_states, default=lambda o: o.__dict__, indent=2), lines=8)
wacustom_configbtn = gr.Button("Load Custom Config")
wacustom_configbtn.click(
load_game,
inputs=[wacustom_config, wamediabool],
outputs=[waerror_box, wagame_log, wadescription, wachoices, wacustom_config, wagame_session, wamedia]
)
with gr.Tab("Config With Minimal 3D considered"):
gr.HTML("Placeholder for Config with 3D assets")
with gr.Tab("Semi-Auto - Edit config while playing game"):
gr.HTML("-- Incomplete -- Issue here is updating all variables <br> Current problem is passing values from rendered items to the config box <br>Generate Timline also makes config without mmedia key <br>Need a way have dropdowns for the filelist and transitions eg. changing transitions must auto update choices <br>Config to components has hardcoded variables based on the auto gen so changes break it")
with gr.Row():
with gr.Column(scale=1):
with gr.Group():
gr.Markdown("# Text-based Adventure Game")
ewpwadescription = gr.Textbox(label="Current Situation", lines=4, value=initgameinfo[0])
ewpwamediabool = gr.State(value=True)
ewpwamedia = gr.State(["testmedia/Stable Audio - Raindrops, output.wav"])
@gr.render(inputs=ewpwamedia)
def dynamic_with_media(media_items):
print(media_items)
with gr.Group() as ewpwamediagrouping:
gr.HTML("Placeholder to load all media tests - still need to test clearing media on ")
if media_items == []:
gr.Markdown("No media items to display.")
else:
for item in media_items:
render = create_media_component(item)
return ewpwamediagrouping
ewpwachoices = gr.Radio(label="Your Choices", choices=initgameinfo[1])
ewpwasubmit_btn = gr.Button("Make Choice")
ewpwagame_log = gr.Textbox(label="Game Log", lines=20, value=initgameinfo[2])
ewpwagame_session = gr.State(value=initgameinfo[3])
ewpwasubmit_btn.click(
make_choice,
inputs=[ewpwachoices, ewpwagame_session, ewpwamediabool],
outputs=[ewpwadescription, ewpwachoices, ewpwagame_log, ewpwagame_session, ewpwamedia]
)
with gr.Column(scale=1):
gr.Markdown("# Debugging")
ewpwaerror_box = gr.Textbox(label="Path Errors", lines=4, value=path_errors)
ewpwacustom_config = gr.Textbox(label="Custom Configuration (JSON)", value=json.dumps(all_states, default=lambda o: o.__dict__, indent=2), lines=8)
ewpwacustom_configbtn = gr.Button("Load Custom Config")
ewpwacustom_configbtn.click(
load_game,
inputs=[ewpwacustom_config, ewpwamediabool],
outputs=[ewpwaerror_box, ewpwagame_log, ewpwadescription, ewpwachoices, ewpwacustom_config, ewpwagame_session, ewpwamedia]
)
with gr.Accordion("Can copy in the Test Example State Machine tab - only linear path for now", open=False):
gr.Markdown("# Story and Timeline Generator")
gr.Markdown("Click the button to generate a random timeline and story based on UI elements and story events. <br>Ask an LLM to use this to write a story around")
with gr.Row():
ewpgame_structure_output_text_with_media = gr.Code(language="json")
ewpgame_structure_output_text = gr.Code(language="json")
with gr.Row():
ewptimeline_output_with_assets = gr.Textbox(label="Timeline with Assets Considered", lines=20)
ewptimeline_output = gr.Textbox(label="Timeline (Order might be different for now)", lines=20)
ewpstory_output = gr.Textbox(label="Generated Story (Order might be different for now)", lines=20)
with gr.Row():
ewpgenerate_no_ui_timeline_points = gr.Slider(minimum=1, value=10, step=1, maximum=30, label="Choose the amount of ui timeline points")
ewpgenerate_no_media_timeline_points = gr.Slider(minimum=1, value=5, step=1, maximum=30, label="Choose the amount of media timeline points")
ewpgenerate_with_media_check = gr.Checkbox(label="Generate with media", value=True)
ewpgenerate_button = gr.Button("Generate Story and Timeline")
@gr.render(inputs=ewpwacustom_config) #ewpgame_structure_output_text_with_media
def update(ewpwacustom_config):
return show_elements_json_input(ewpwacustom_config)
ewpgenerate_button.click(generate_story_and_timeline, inputs=[ewpgenerate_no_ui_timeline_points, ewpgenerate_no_media_timeline_points, ewpgenerate_with_media_check], outputs=[ewptimeline_output_with_assets, ewptimeline_output, ewpstory_output, ewpwacustom_config, ewpgame_structure_output_text]) #ewpgame_structure_output_text_with_media, ewpgame_structure_output_text])
with gr.Tab("Some Workflow Helpers (Removed as built into Semi-Auto)"):
gr.HTML("Song / Random Scenario to 'full game' manual or auto is end goal ")
gr.HTML("Main Priority is to make rails for the story to work on as a simplified view of a game is a linear path with loops (gameplay mechanics) <br> Below = Manual Edit (At bottom you can save the changes and copy it to test) <br>For LLM edit copy either the Timeline")
gr.HTML("The problem is the assets generation isnt free and using spaces as api also clogs them (no way to know when ZeroGPUs are at lowest usage) so using iFrame is better for now <br> So worklfow -- Make Skeleton -- Use Iframe to get media -- then ask for details / story / gameplay loop ideas and add back to config")
with gr.Tab("Schema First"):
gr.HTML("Some Kinds of game skeletons ideas - Timelines, Graph as State machine paths, Economy ecosystem")
gr.HTML("One prompt to be used to test models - <br>Please make 10 python lists for the types of media files and their purposes in a game and then use those lists to random generate a timeline of 20 items when the function is called <br>Great next suggest ways to improve this function to create better timelines")
with gr.Accordion("Test for config to gradio components order - ignore for now", open=False ):
gr.Markdown("Asset Generation")
gr.HTML("Splits by new line - The idea here was to allow for saving the file ")
input_text = gr.Textbox(label="Input Text", lines=10)
output_group = gr.Group()
@gr.render(inputs=input_text)
def update(text):
return show_elements(text)
with gr.Accordion("Proto Config Assist"):
with gr.Accordion("Can copy in the Test Example State Machine tab - only linear path for now", open=False):
gr.Markdown("# Story and Timeline Generator")
gr.Markdown("Click the button to generate a random timeline and story based on UI elements and story events. <br>Ask an LLM to use this to write a story around")
with gr.Row():
game_structure_output_text_with_media = gr.Code(language="json")
game_structure_output_text = gr.Code(language="json")
with gr.Accordion("JSON with no edits"):
with gr.Row():
timeline_output_with_assets = gr.Textbox(label="Timeline with Assets Considered", lines=20)
timeline_output = gr.Textbox(label="Timeline (Order might be different for now)", lines=20)
story_output = gr.Textbox(label="Generated Story (Order might be different for now)", lines=20)
with gr.Row():
generate_no_ui_timeline_points = gr.Slider(minimum=1, value=10, step=1, maximum=30, label="Choose the amount of ui timeline points")
generate_no_media_timeline_points = gr.Slider(minimum=1, value=5, step=1, maximum=30, label="Choose the amount of media timeline points")
generate_with_media_check = gr.Checkbox(label="Generate with media", value=True)
generate_button = gr.Button("Generate Story and Timeline")
@gr.render(inputs=game_structure_output_text_with_media)
def update(game_structure_output_text_with_media):
return show_elements_json_input(game_structure_output_text_with_media)
generate_button.click(generate_story_and_timeline, inputs=[generate_no_ui_timeline_points, generate_no_media_timeline_points, generate_with_media_check], outputs=[timeline_output_with_assets, timeline_output, story_output, game_structure_output_text_with_media, game_structure_output_text])
with gr.Tab("Asset First"):
gr.HTML("Make Asset and make the transitions using LLM")
with gr.Tab("Export Options"):
gr.HTML("Placeholder - My Custom JS, Playcanvas, Unreal Engine")
with gr.Tab("Config Writing Considerations"):
gr.HTML("Player Stats, Inventory and NPCS not implemented yet, so traversal type games best aka graph like structures <br> Game is like a universal translator so any concept can be covered")
with gr.Tab("Timeline Guide for Config Generation or evelution"):
with gr.Accordion("Empty Config shape for explaining to LLM", open=False):
gr.HTML(f"placeholder for current empty JSON config shape")
gr.HTML("Structural indicators of quality of config")
with gr.Tabs("Config Specific"):
gr.HTML("Timeline for making Timelines?")
gr.HTML("Componets (outside Code Support for Config): Decisions (and context explanation), Nested Sections, Media (Especially to affect decisions), Replayability (GTA and Tekken type mechanics in text form), Theme integration (Modified Varibles that affect UI or config order)")
gr.HTML("From Nothing <br>")
gr.HTML("From Existing <br>")
with gr.Tabs("Existing Game Analysis"):
gr.HTML("Existing Games eg. GTA Heists - Same Map with overlapping branching narratives, Battlefront - Elites amongst Commoners, Tekken Casino (one mistake = 1/2 or 1/3 of your Resources) and Turn based: 'Tactics' type nintendo games, Chess (and any other tile based game) ")
gr.HTML("Existing Game Rules for text - Cyberpunk RED, ")
with gr.Tabs("Multiplayer options"):
gr.HTML("Community playthrough = Tally of players choices, Random item placed in a random location - first person to get it wins, Survival by location or characters met")
with gr.Tab("Asset Generation Considerations"):
gr.HTML("With some asset category ideas from gemini-1.5-flash-api-0514 and reka-flash-preview-20240611 <br><br>Licenses for the spaces still to be evaluated - June 2024")
with gr.Accordion("LLM HF Spaces/Sites (Click Here to Open) - Ask for a story and suggestions based on the autoconfig", open=False):
with gr.Row():
linktochat = gr.Dropdown(choices=["https://labs.perplexity.ai/", "https://chat.lmsys.org", "https://sdk.vercel.ai/docs", "https://qwen-qwen-max-0428.hf.space", "https://cohereforai-c4ai-command-r-plus.hf.space", "https://huggingface.co/spaces/eswardivi/Phi-3-mini-128k-instruct", "https://eswardivi-phi-3-mini-4k-instruct.hf.space", "https://cyzgab-catch-me-if-you-can.hf.space", "https://snowflake-snowflake-arctic-st-demo.hf.space", "https://qwen-qwen1-5-110b-chat-demo.hf.space", "https://ysharma-chat-with-meta-llama3-8b.hf.space", "https://databricks-dbrx-instruct.hf.space", "https://qwen-qwen1-5-moe-a2-7b-chat-demo.hf.space", "https://cohereforai-c4ai-command-r-v01.hf.space", "https://ehristoforu-mixtral-46-7b-chat.hf.space", "https://stabilityai-stablelm-2-1-6b-zephyr.hf.space", "https://qwen-qwen1-5-72b-chat.hf.space", "https://deepseek-ai-deepseek-coder-7b-instruct.hf.space", "https://01-ai-yi-34b-chat.hf.space", "https://ysharma-zephyr-playground.hf.space", "https://huggingfaceh4-zephyr-chat.hf.space", "https://osanseviero-mistral-super-fast.hf.space", "https://artificialguybr-qwen-14b-chat-demo.hf.space", "https://huggingface-projects-llama-2-7b-chat.hf.space", "https://ysharma-explore-llamav2-with-tgi.hf.space", "https://mosaicml-mpt-30b-chat.hf.space", "https://huggingfaceh4-falcon-chat.hf.space", "https://uwnlp-guanaco-playground-tgi.hf.space", "https://stabilityai-stablelm-tuned-alpha-chat.hf.space", "https://mosaicml-mpt-7b-storywriter.hf.space", "https://huggingfaceh4-starchat-playground.hf.space", "https://bigcode-bigcode-playground.hf.space", "https://mosaicml-mpt-7b-chat.hf.space", "https://huggingchat-chat-ui.hf.space", "https://togethercomputer-openchatkit.hf.space"], label="Choose/Cancel type any .hf.space link here (can also type a link)'", allow_custom_value=True)
chatspacebtn = gr.Button("Use the chosen URL to load interface with a chat model. For sdk.vercel click the chat button on the top left. For lymsys / chat arena copy the link and use a new tab")
chatspace = gr.HTML("Chat Space Chosen will load here")
chatspacebtn.click(display_website, inputs=linktochat, outputs=chatspace)
with gr.Tab("Save files"):
gr.HTML("For Dynamic events overnight or when player is not active what can LLMS edit? <br><br>eg. Waiting for a letter from a random npc can be decided by the llm <br>eg. Improved Stats on certain days (eg. bitrthday) <br>Privacy <br>User Directed DLC eg. Rockstar Editor with local llm guide")
gr.HTML("Some ideas - In game websites eg. GTA esp stock markets, news; ")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/nvidia/Nemotron-4-340B-Instruct (Purpose is supposed to be synthetic data generation), https://huggingface.co/spaces/gokaygokay/Gemma-2-llamacpp ")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist (9b and under) <br>initial floor for testing can be https://huggingface.co/spaces/Qwen/Qwen2-0.5B-Instruct, https://huggingface.co/spaces/Qwen/Qwen2-1.5b-instruct-demo, https://huggingface.co/spaces/stabilityai/stablelm-2-1_6b-zephyr, https://huggingface.co/spaces/IndexTeam/Index-1.9B, https://huggingface.co/microsoft/Phi-3-mini-4k-instruct")
with gr.Tab("Diagrams"):
gr.HTML("Claude 3.5 sonnet is very good with mermaid graphs - can used for maps, situational explanations")
with gr.Tab("Maths"):
gr.HTML("https://huggingface.co/spaces/AI-MO/math-olympiad-solver")
with gr.Tab("Images"):
with gr.Accordion("Image Gen or Animation HF Spaces/Sites (Click Here to Open) - Have to download and upload at the the top", open=False):
# with gr.Tabs("General"):
with gr.Row():
linktoimagegen = gr.Dropdown(choices=["General", "https://prodia-sdxl-stable-diffusion-xl.hf.space", "https://prodia-fast-stable-diffusion.hf.space", "https://bytedance-hyper-sdxl-1step-t2i.hf.space", "https://multimodalart-cosxl.hf.space", "https://cagliostrolab-animagine-xl-3-1.hf.space",
"Speed", "https://radames-real-time-text-to-image-sdxl-lightning.hf.space", "https://ap123-sdxl-lightning.hf.space",
"LORA Support", "https://artificialguybr-artificialguybr-demo-lora.hf.space", "https://ehristoforu-dalle-3-xl-lora-v2.hf.space",
"Image to Image", "https://lllyasviel-ic-light.hf.space", "https://gparmar-img2img-turbo-sketch.hf.space",
"Control of Pose", "https://instantx-instantid.hf.space",
"Control of Shapes", "https://linoyts-scribble-sdxl-flash.hf.space", "https://modelscope-transferanything.hf.space", "https://visionmaze-magic-me.hf.space", "https://wangfuyun-animatelcm.hf.space", "https://guoyww-animatediff.hf.space", "https://segmind-segmind-stable-diffusion.hf.space", "https://simianluo-latent-consistency-model.hf.space", "https://artificialguybr-studio-ghibli-lora-sdxl.hf.space", "https://artificialguybr-pixel-art-generator.hf.space", "https://fffiloni-sdxl-control-loras.hf.space"], label="Choose/Cancel type any .hf.space link here (can also type a link)'", allow_custom_value=True)
imagegenspacebtn = gr.Button("Use the chosen URL to load interface with a image generation model")
imagegenspace = gr.HTML("Chat Space Chosen will load here")
imagegenspacebtn.click(display_website, inputs=linktoimagegen, outputs=imagegenspace)
linkstobecollectednoembed = "https://artgan-diffusion-api.hf.space", "https://multimodalart-stable-cascade.hf.space", "https://google-sdxl.hf.space",
gr.HTML("Concept Art, UI elements, Static/3D Characters, Environments and Objects")
gr.HTML("Image Caption = https://huggingface.co/spaces/microsoft/Promptist, https://huggingface.co/spaces/gokaygokay/SD3-Long-Captioner, https://huggingface.co/spaces/gokaygokay/Florence-2, ")
gr.HTML("Images Generation Portraits = https://huggingface.co/spaces/okaris/omni-zero")
gr.HTML("Images Generation General = https://huggingface.co/spaces/stabilityai/stable-diffusion-3-medium, https://huggingface.co/spaces/PixArt-alpha/PixArt-Sigma, https://huggingface.co/spaces/stabilityai/stable-diffusion, https://www.craiyon.com/, https://huggingface.co/spaces/prodia/sdxl-stable-diffusion-xl")
gr.HTML("Images Generation Posters with text - https://huggingface.co/spaces/GlyphByT5/Glyph-SDXL-v2")
gr.HTML("Images Generation Very Specific position and shape - https://huggingface.co/spaces/linoyts/scribble-sdxl-flash, https://huggingface.co/spaces/InstantX/InstantID (more of a scpaceoooo)")
gr.HTML("Images Generation Non-english prompt support = Chinese - https://huggingface.co/spaces/gokaygokay/Kolors")
gr.HTML("Images Generation - Change pose of the image but keep face https://huggingface.co/spaces/InstantX/InstantID")
gr.HTML("SVG Generation = Coding models / SOTA LLM ")
gr.HTML("Images Generation - Upscaling - https://huggingface.co/spaces/gokaygokay/Tile-Upscaler")
gr.HTML("Vision Models for descriptions <br> https://huggingface.co/spaces/gokaygokay/Florence-2 <br>https://huggingface.co/spaces/vilarin/VL-Chatbox - glm 4v 9b <br>")
gr.HTML("Upscalers (save data transfer costs? highly detailed characters?) - https://huggingface.co/spaces/gokaygokay/AuraSR")
gr.HTML("Placeholder for huggingface spaces that can assist ")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Video"):
linkstobecollectednoembed2 = "https://kadirnar-open-sora.hf.space", "https://wangfuyun-animatelcm-svd.hf.space", "https://bytedance-animatediff-lightning.hf.space",
gr.HTML("Cutscenes, Tutorials, Trailers")
gr.HTML("Portrait Video eg. Solo Taking NPC - https://huggingface.co/spaces/fffiloni/tts-hallo-talking-portrait (Image + Audio and combination) https://huggingface.co/spaces/KwaiVGI/LivePortrait (Non verbal communication eg. in a library, when running from a pursuer)")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/spaces/KingNish/Instant-Video, https://huggingface.co/spaces/multimodalart/stable-video-diffusion, https://huggingface.co/spaces/multimodalart/stable-video-diffusion")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
gr.HTML("3rd Party / Closed Source - https://runwayml.com/ <br>")
with gr.Tab("Audio"):
gr.HTML("Music - Background, Interactive, Cutscene, Menu <br>Sound Effects - Environment, character, action (environmental triggered by user eg. gun), UI <br>Speech - Dialouge, narration, voiceover <br>The new render function means the Config can be made and iframe/api functions can be ordered as neccessary based on the part of the config that needs it to streamline workflows based on current state of config ")
gr.HTML("Placeholder for huggingface spaces that can assist")
gr.HTML("Audio Sound Effects - https://huggingface.co/spaces/artificialguybr/Stable-Audio-Open-Zero")
gr.HTML("Voices - Voice clone eg. actors part of your project - https://huggingface.co/spaces/tonyassi/voice-clone")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
gr.HTML("3rd Party / Closed Source - https://suno.com/ <br>https://www.udio.com/")
with gr.Tab("3D"):
with gr.Accordion("3D Model Spaces/Sites (Click Here to Open) - Image to Blender?", open=False):
with gr.Row():
linktoThreedModel = gr.Dropdown(choices=["https://tencentarc-instantmesh.hf.space", "https://ashawkey-lgm.hf.space", "https://dylanebert-lgm-mini.hf.space", "https://dylanebert-splat-to-mesh.hf.space", "https://dylanebert-multi-view-diffusion.hf.space"], label="Choose/Cancel type any .hf.space link here (can also type a link)'", allow_custom_value=True)
ThreedModelspacebtn = gr.Button("Use the chosen URL to load interface with a 3D model")
ThreedModelspace = gr.HTML("3D Space Chosen will load here")
ThreedModelspacebtn.click(display_website, inputs=linktoThreedModel, outputs=ThreedModelspace)
gr.HTML("Characters, Environments, Objects")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/spaces/dylanebert/3d-arena, https://huggingface.co/spaces/Wuvin/Unique3D, https://huggingface.co/spaces/stabilityai/TripoSR, https://huggingface.co/spaces/hysts/Shap-E")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Animations (for lower resource use)"):
gr.HTML("Characters, Environments, Objects")
gr.HTML("Placeholder for huggingface spaces that can assist - image as 3d object in video https://huggingface.co/spaces/ashawkey/LGM")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Fonts"):
gr.HTML("Style of whole game, or locations, or characters")
gr.HTML("Placeholder for huggingface spaces that can assist - there was a space that could make letter into pictures based on the prompt but I cant find it now")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Shaders and related"):
gr.HTML("Any output that is not understood by the common person can be used as special effects eg. depth map filters on images etc.")
gr.HTML("Post-processing Effects, material effects, Particle systems, visual feedback")
gr.HTML("Visual Effects - eg. explosion can turn all items white for a moment, losing conciousness blurs whole screen")
gr.HTML("Placeholder for huggingface spaces that can assist - https://huggingface.co/spaces/EPFL-VILAB/4M, https://huggingface.co/spaces/EPFL-VILAB/MultiMAE ")
gr.HTML("Placeholder for models small enough to run on cpu here in this space that can assist")
with gr.Tab("Demos on Social Media for inspiration"):
gr.HTML("Social media that shows possiblities")
gr.HTML("https://x.com/blizaine")
with gr.Tab("Basic Game Engine Mechanics"):
gr.HTML("Placeholder for explanations")
with gr.Tab("LLM play testing"):
gr.HTML("LLM can read the contents in full and give critiques but they can also play the game if you make a api interface - gradio allows this in the form of gradio client but you can also reroute the user inputs to function calling")
with gr.Tab("Custom JS Config Creator"):
gr.HTML("-- Incomplete -- Companion Space for zerogpu / client api workflow planning for a way to send a zip to the Basic Game Engine at the bottom of https://huggingface.co/spaces/KwabsHug/TestSvelteStatic (Also to test how much can be done majority on cpu)")
with gr.Tab("Simple Config Creator"):
inventory_items = gr.State([])
skills_items = gr.State([])
objectives_items = gr.State([])
targets_items = gr.State([])
with gr.Tabs():
with gr.TabItem("Inventory"):
inventory_type = gr.Textbox(label="Type")
inventory_name = gr.Textbox(label="Name")
inventory_description = gr.Textbox(label="Description")
add_inventory = gr.Button("Add Inventory Item")
inventory_textbox = gr.JSON(label="Inventory Items", value=[])
with gr.TabItem("Skills"):
skills_branch = gr.Textbox(label="Branch")
skills_name = gr.Textbox(label="Name")
skills_learned = gr.Dropdown(choices=["True", "False"], label="Learned")
add_skill_button = gr.Button("Add Skill")
skills_textbox = gr.JSON(label="Skills", value=[])
with gr.TabItem("Objectives"):
objectives_id = gr.Textbox(label="ID")
objectives_name = gr.Textbox(label="Name")
objectives_complete = gr.Dropdown(choices=["True", "False"], label="Complete")
add_objective_button = gr.Button("Add Objective")
objectives_textbox = gr.JSON(label="Objectives", value=[])
with gr.TabItem("Targets"):
targets_name = gr.Textbox(label="Name")
targets_x = gr.Textbox(label="X Coordinate")
targets_y = gr.Textbox(label="Y Coordinate")
targets_collisionType = gr.Textbox(label="Collision Type")
targets_collisiontext = gr.Textbox(label="Collision Text")
add_target_button = gr.Button("Add Target")
targets_textbox = gr.JSON(label="Targets", value=[])
with gr.TabItem("Placeholders for Modal Target"):
gr.HTML("Placeholder")
with gr.TabItem("Placeholders for State Machine Modal Target"):
gr.HTML("Placeholder")
with gr.TabItem("Placeholders for Background"):
gr.HTML("Placeholder")
config_output = gr.JSON(label="Updated Configuration")
@gr.render(inputs=[inventory_items, skills_items, objectives_items, targets_items]) #, outputs=config_output)
def aggregate_config(inventory, skills, objectives, targets):
config = default_config.copy()
config['inventory'] = inventory
config['skills'] = skills
config['objectives'] = objectives
config['targets'] = targets
return config
add_inventory.click(add_inventory_item, inputs=[inventory_items, inventory_type, inventory_name, inventory_description], outputs=inventory_textbox)
add_inventory.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_skill_button.click(add_skill, inputs=[skills_items, skills_branch, skills_name, skills_learned], outputs=skills_textbox)
add_skill_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_objective_button.click(add_objective, inputs=[objectives_items, objectives_id, objectives_name, objectives_complete], outputs=objectives_textbox)
add_objective_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
add_target_button.click(add_target, inputs=[targets_items, targets_name, targets_x, targets_y, targets_collisionType, targets_collisiontext], outputs=targets_textbox)
add_target_button.click(aggregate_config, inputs=[inventory_items, skills_items, objectives_items, targets_items], outputs=config_output)
with gr.Tab("Advanced Config Creator"):
gr.HTML("Config with More than text and images")
with gr.Tab("LLM/Robotics as custom controllers Considerations"):
gr.HTML("Controls changed the scope of the game eg. mouse vs keyboard vs console controller vs remote vs touch screen <br>LLM can be vision/surveilance based controler (eg. MGS/GTA camera gauged by an actual camera in real life) or it can be a companion (offline/off console game progrssion ideas)")
gr.HTML("Robotics - https://github.com/OpenTeleVision/TeleVision https://www.stereolabs.com/")
with gr.Tab("Other Considerations"):
with gr.Tab("General"):
gr.HTML("Experiment for https://huggingface.co/spaces/ysharma/open-interpreter/blob/main/app.py inplementation with gradio client api")
gr.HTML("Some conderations for future integration: https://huggingface.co/spaces/dylanebert/3d-arena, https://github.com/fudan-generative-vision/hallo")
gr.HTML("Useful Spaces and links: https://huggingface.co/spaces/artificialguybr/Stable-Audio-Open-Zero https://huggingface.co/spaces/stabilityai/TripoSR https://huggingface.co/spaces/wangfuyun/AnimateLCM-SVD https://huggingface.co/spaces/multimodalart/face-to-all https://huggingface.co/spaces/facebook/MusicGen https://huggingface.co/spaces/Doubiiu/tooncrafter")
gr.HTML("langchain docs as awareness for alot of the integration use cases and providers that are possible - https://python.langchain.com/v0.2/docs/integrations/tools/")
gr.HTML("https://huggingface.co/spaces/linoyts/scribble-sdxl-flash as map planner")
gr.HTML("---------------------------------------Gameplay Ideas-------------------------------")
gr.HTML("https://huggingface.co/spaces/Lin-Chen/ShareCaptioner-Video - game use example police questions a event with multiple eye witnesses needs to give as close to the caption description to win")
with gr.Tab("State management through huggingface?"):
gr.HTML("Huggingface as the login provider? - https://huggingface.co/docs/hub/en/spaces-oauth https://huggingface.co/docs/hub/en/oauth, persistent storage - https://huggingface.co/docs/hub/en/spaces-storage")
with gr.Tab("Finetuning options"):
gr.HTML("Price - https://openpipe.ai/pricing")
with gr.Tab("Backend and/or Hosting?"):
gr.HTML("Prototyping and freemium <br>free api <br>HF Pro subscription")
gr.HTML("GPU (Data privacy) = No Rate limits? - https://replicate.com/pricing, https://lambdalabs.com/service/gpu-cloud https://huggingface.co/pricing#endpoints https://tensordock.com/cloud-gpus")
gr.HTML("Speed - Groq, SambaNova, https://www.etched.com/announcing-etched ")
gr.HTML("Price - Coding - https://aider.chat/docs/leaderboards/ - https://www.deepseek.com/ 0.3 per million - is this per token or chinese character as that means converting code to chinese if possible can save api cost?")
with gr.Tab("Asset loading test"):
gr.HTML("SDXL (linoyts/scribble-sdxl-flash), SVD and Stable Audio used for the test assets (For commercial use need a licence)")
with gr.Row():
gr.Image(value="testmedia/Flash scribble SDXL - random squiggles as roads.webp")
gr.Video(value="testmedia/SVD - random squiggles as roads video 004484.mp4")
gr.Audio(value="testmedia/Stable Audio - Raindrops, output.wav")
gr.HTML("""
<div>
<p>This is a placeholder to test use as an all-media loader for ease of prototyping. Seems gradio HTML doesnt support loading local assets or my file path is wrong</p>
</div>
<div style="display: flex; justify-content: space-between; margin-bottom: 20px;">
<div style="width: 30%;">
<img src="testmedia/Flash scribble SDXL - random squiggles as roads.webp" alt="Random squiggles as roads" style="width: 100%; height: auto;">
</div>
<div style="width: 30%;">
<video width="100%" height="auto" controls>
<source src="testmedia/SVD - random squiggles as roads video 004484.mp4" type="video/mp4">
Your browser does not support the video tag.
</video>
</div>
<div style="width: 30%;">
<audio controls style="width: 100%;">
<source src="testmedia/Stable Audio - Raindrops, output.wav" type="audio/wav">
Your browser does not support the audio element.
</audio>
</div>
</div>
""")
demo.queue().launch()