diff --git a/examples/create_a_game/README.md b/examples/create_a_game/README.md new file mode 100644 index 0000000..c22986a --- /dev/null +++ b/examples/create_a_game/README.md @@ -0,0 +1,64 @@ + +# Perceive and Act Example + +This guide walks you through running a practical example of a multi-agent system using Wise Agents. In this example, four agents (a web interface agent, a sequential agent coordinator, and two intelligent agents) are started, allowing you to experiment with agent communication and interaction in a simulated environment, with a sequential coordination. + + +## Example Overview + +The example consists of four agents: + +1. **PerceivingAgent**: This is an agent that can perceive file changes. In case of changes it send a message with the list of books contained in books_read.txt to the SequentialCoordinator. This agent code is not part of wise-agents framework, but it's defined for this example use only in `custom_agent.py` present in the example directory. +2. **Literate Agent**: Handles requests and provides intelligent responses. Its system message says: +*"You are an english literature expert. The user will provide you with a list of books they have read. Suggest the next 3 books they should read."* +3. **ActionAgent**: This agent will write what received (the books suggested) in a file (books_suggested.txt). It will override the file each time. This agent code is not part of wise-agents framework, but it's defined for this example use only in `custom_agent.py` present in the example directory. +4. **SequentialCoordinator**: Take care of coordinating the request handling from the user delagating the work to other agents in a predetermined order. + +These agents are defined in YAML configuration files located in the `examples/perceive_and_act` directory. + +## Prerequisite For Running the Example +1. Clone the repository +2. Configure and start redis +3. Start artemis +4. Start Ollama + +For detailed instructions on how to satisfy those prerequisite please refer to [prerequisites.md](../prerequisites.md) + + +### Step 1: Start the Intelligent Agent + +In a console, run the intelligent agents and coordinator agent. Having custom creted agents in the directory of example you need to run the script from there after setting PYTHONPATH env variable. Here you have all the commands needed pretending you are in the project main directory: + +```bash +cd examples/perceive_and_act +export PYTHONPATH="." +python ../../src/wiseagents/cli/wise_agent_cli.py ./intelligent-agents.yaml +``` + +This will initialize the intelligent agents and coordinator agent, which will be ready to watch `books_read.txt` for changes. + + +### Step 2: Interaction + +Once all agents are up and running, you can edit `books_read.txt` file and `PerceivingAgent` will start sending requests to the coordinator agent. The coordinator agent will take care to interact to the `LiterateAgent` passing its response to the `ActionAgent` which will write the results to `books_suggested.txt. You will be able to see the interaction between the agents through the logs in both consoles. + + +### Step 3: Experiment + +You can experiment with different agent configurations or modify the agent behaviors by editing the YAML files located in the `examples/perceive_and_act` directory. These configuration files define the agents' properties, including memory, communication methods, and response patterns. You can do that without restarting everything, just edit the yaml file(s) and use CLI's /reload command (see our documentation for more details on how to use CLI) + +## Understanding the YAML Configuration + +- **intelligent-agents.yaml**: Defines all the agents discussed in this document and needed to run the example + +These YAML files include the specific `WiseAgent` classes and configuration needed to run the agents. Feel free to explore and modify these files to customize the agents' behavior. + +## Additional Resources + +For more information about the architecture and advanced configurations of wise-agents, refer to the [Wise Agents Architecture Document](wise_agents_architecture.md), which provides insights into how the system can be scaled and deployed in distributed environments. + +## Conclusion + +By following these steps, you have successfully run a simple sequential coordinated multi-agent chatbot using Wise Agents. You can now explore further by modifying agent behaviors, adding new agents, or experimenting with different message flows. + +For any further assistance, feel free to refer to the official Wise Agents documentation or reach out to the repository maintainers. \ No newline at end of file diff --git a/examples/create_a_game/books_read.txt b/examples/create_a_game/books_read.txt new file mode 100644 index 0000000..e69de29 diff --git a/examples/create_a_game/custom_agents.py b/examples/create_a_game/custom_agents.py new file mode 100644 index 0000000..1e10b0f --- /dev/null +++ b/examples/create_a_game/custom_agents.py @@ -0,0 +1,114 @@ +import os +import threading +import time +import uuid +from openai.types.chat import ChatCompletionToolParam, ChatCompletionMessageParam +from typing import List, Optional +from wiseagents import WiseAgent, WiseAgentEvent, WiseAgentMessage, WiseAgentMetaData, WiseAgentTransport +from wiseagents.core import WiseAgentRegistry +from wiseagents.yaml import WiseAgentsLoader + +class PerceivingAgent(WiseAgent): + yaml_tag = u'!custom_agents.PerceivingAgent' + yaml_loader = WiseAgentsLoader + + stop_event = threading.Event() + + def __init__(self, name: str, metadata: WiseAgentMetaData, transport: WiseAgentTransport, file_path: str, check_interval: float, destination_agent_name: str): + self._file_path = file_path + self._check_interval = check_interval + self._destination_agent_name = destination_agent_name + super().__init__(name=name, metadata=metadata, transport=transport) + + def start_agent(self): + super().start_agent() + self.stop_event.clear() + self.perceive(self._file_path, self.on_file_change, self._check_interval) + self.context_name = self.name + str(uuid.uuid4()) + WiseAgentRegistry.create_context(context_name=self.context_name) + + def stop_agent(self): + self.stop_event.set() + super().stop_agent() + WiseAgentRegistry.remove_context(context_name=self.context_name) + + def process_request(self, request: WiseAgentMessage, + conversation_history: List[ChatCompletionMessageParam]) -> Optional[str]: + pass + + def process_response(self, response: WiseAgentMessage): + pass + + def process_event(self, event: WiseAgentEvent): + pass + + def process_error(self, error: WiseAgentMessage): + pass + + def perceive(self, file_path, callback, check_interval=1.0): + """ + Monitors a file for any changes and invokes a callback with the file's content upon modification. + + + Args: + file_path (str): The path to the file to monitor. + callback (callable): A function to call with the file's content when it changes. + check_interval (float, optional): Time in seconds between checks. Defaults to 1.0. + """ + def watch(): + try: + last_mtime = os.path.getmtime(file_path) + except FileNotFoundError: + last_mtime = None + + while not self.stop_event.is_set(): + try: + print(f"Checking file {file_path}") + current_mtime = os.path.getmtime(file_path) + if last_mtime is None: + last_mtime = current_mtime + elif current_mtime != last_mtime: + print(f"File {file_path} has changed") + last_mtime = current_mtime + with open(file_path, 'r') as f: + content = f.read() + callback(content) + except FileNotFoundError: + if last_mtime is not None: + last_mtime = None + except Exception as e: + print(f"Error monitoring file: {e}") + time.sleep(check_interval) + + thread = threading.Thread(target=watch, daemon=True) + thread.start() + + def on_file_change(self, content): + print(f"sending message: {content}, {self.name}, {self._destination_agent_name}") + self.send_request(WiseAgentMessage(message = content, sender=self.name, context_name=self.context_name), self._destination_agent_name) + +class ActionAgent(WiseAgent): + yaml_tag = u'!custom_agents.ActionAgent' + yaml_loader = WiseAgentsLoader + + def __init__(self, name: str, metadata: WiseAgentMetaData, transport: WiseAgentTransport, destination_file_path: str): + self._destination_file_path = destination_file_path + super().__init__(name=name, metadata=metadata, transport=transport) + + def start_agent(self): + super().start_agent() + + def process_request(self, request: WiseAgentMessage, conversation_history: List[ChatCompletionMessageParam]) -> str | None: + with open(self._destination_file_path, 'w') as f: + f.write(request.message) + self.send_response(WiseAgentMessage(message="File updated", sender=self.name, context_name=request.context_name), request.sender) + + + def process_response(self, response: WiseAgentMessage): + pass + + def process_event(self, event: WiseAgentEvent): + pass + + def process_error(self, error: WiseAgentMessage): + pass \ No newline at end of file diff --git a/examples/create_a_game/game.txt b/examples/create_a_game/game.txt new file mode 100644 index 0000000..b4df71f --- /dev/null +++ b/examples/create_a_game/game.txt @@ -0,0 +1 @@ +one or zero diff --git a/examples/create_a_game/intelligent-agents.yaml b/examples/create_a_game/intelligent-agents.yaml new file mode 100644 index 0000000..6d08a13 --- /dev/null +++ b/examples/create_a_game/intelligent-agents.yaml @@ -0,0 +1,99 @@ +--- +!wiseagents.agents.LLMOnlyWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can describe a game in full details +llm: !wiseagents.llm.OpenaiAPIWiseAgentLLM + model_name: granite3-moe:latest + remote_address: http://localhost:11434/v1 + system_message: "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. + The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " +name: SpecificationAgent +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: SpecificationAgent +--- +!wiseagents.agents.LLMOnlyWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can write code to implement the game +llm: !wiseagents.llm.OpenaiAPIWiseAgentLLM + model_name: llama3.1 + remote_address: http://localhost:11434/v1 + system_message: You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user. +name: CoderAgent +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: CoderAgent +--- +!wiseagents.agents.LLMOnlyWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can write code to test the game +llm: !wiseagents.llm.OpenaiAPIWiseAgentLLM + model_name: llama3.1 + remote_address: http://localhost:11434/v1 + system_message: You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user. +name: QEAgent +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: QEAgent +--- +!wiseagents.agents.LLMOnlyWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can write documentation for the game +llm: !wiseagents.llm.OpenaiAPIWiseAgentLLM + model_name: granite3-moe:latest + remote_address: http://localhost:11434/v1 + system_message: "You are an expert content writer, understanding python code, and very good on writing usage manual of games. Considering the detailed description of a game in the conversation history, the code implementing it and the code testing it + you are able to write a detailed manual explaining how to use the program and play the game. Write the documentation in english, and provide it to the user." +name: DocAgent +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: DocAgent +--- +!wiseagents.agents.LLMOnlyWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can write transalte text from english to italian +llm: !wiseagents.llm.OpenaiAPIWiseAgentLLM + model_name: granite3-moe:latest + remote_address: http://localhost:11434/v1 + system_message: "You are an expert language translator. Please translate the documentation provided in english to italian. The documentation is about a game, so you need to be able to understand the context and translate it properly." +name: TranslatorAgent +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: TranslatorAgent +--- +!custom_agents.PerceivingAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can perceive file changes +name: PerceivingAgent +file_path: ./game.txt +check_interval: 5 +destination_agent_name: SequentialCoordinator +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: PerceivingAgent +--- +!custom_agents.ActionAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is an agent that can write a file +name: ActionAgent +destination_file_path: ./books_suggested.txt +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: ActionAgent +--- +!wiseagents.agents.SequentialMemoryCoordinatorWiseAgent +metadata: !wiseagents.WiseAgentMetaData + description: This is a coordinator agent +name: SequentialCoordinator +agents: ["SpecificationAgent", "CoderAgent", "QEAgent", "DocAgent", "TranslatorAgent"] +transport: !wiseagents.transports.StompWiseAgentTransport + host: localhost + port: 61616 + agent_name: SequentialCoordinator diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/CoderAgent.json b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/CoderAgent.json new file mode 100644 index 0000000..8d68a3a --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/CoderAgent.json @@ -0,0 +1,26 @@ +[ + { + "role": "system", + "content": "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " + }, + { + "role": "user", + "content": "one or zero\n" + }, + { + "role": "assistant", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user." + }, + { + "role": "user", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "assistant", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + } +] \ No newline at end of file diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/DocAgent.json b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/DocAgent.json new file mode 100644 index 0000000..ffaf585 --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/DocAgent.json @@ -0,0 +1,50 @@ +[ + { + "role": "system", + "content": "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " + }, + { + "role": "user", + "content": "one or zero\n" + }, + { + "role": "assistant", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user." + }, + { + "role": "user", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "assistant", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user." + }, + { + "role": "user", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "assistant", + "content": "I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate:\n\n1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots.\n2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left.\n\nHere's the corrected code:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y + 1) % self.grid_size])\n ]\n if any(((dot color, surrounding_dot.color) == (\"white\", \"black\") or (dot.color, surrounding_dot.color) == (\"black\", \"white\")) \n for surrounding_dot in surrounding_dots if surrounding_dot.has_dot):\n return False\n return True\n\n def place_dot(self, dot):\n self.gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0\n for row in self.gray_dots)\n return no_valid_moves\n\n def play_game(self):\n running = True\n last_player_turned = False\n while running and not self.is_game_over():\n print(\"\\nCurrent State:\")\n print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots))\n player_number = \"Player 1\" if self.player_turn == 1 else \"Player 2\"\n print(f\"\\nIt's {player_number}'s turn.\")\n pygame.event.get()\n valid_move_made = False\n while not valid_move_made:\n try:\n x = int(input(\"Enter the 'x' coordinate of your move: \"))\n y = int(input(\"Enter the 'y' coordinate of your move: \"))\n dot = self.gray_dots[x][y]\n if self.is_valid_move(dot):\n print(\"\\nMove is valid.\")\n print('\"' + str(self.player_turn) + '\"')\n self.place_dot(dot)\n last_player_turned = True\n self.change_player()\n valid_move_made = True\n except (ValueError, TypeError): # If player inputs something not like x or y value.\n print(\"\\nInvalid move. Try a position within the grid.\")\n running = False\n\n print(\"\\nGame Over.\")\n return not self.is_game_over()\n\ngame = Game(10) \ngame.play_game()\n```\n\nAs you can see, I modified your game loop to handle user input and display the current grid state at each turn.\n\nNote: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots." + }, + { + "role": "system", + "content": "You are an expert content writer, understanding python code, and very good on writing usage manual of games. Considering the detailed description of a game in the conversation history, the code implementing it and the code testing it you are able to write a detailed manual explaining how to use the program and play the game. Write the documentation in english, and provide it to the user." + }, + { + "role": "user", + "content": "I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate:\n\n1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots.\n2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left.\n\nHere's the corrected code:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y + 1) % self.grid_size])\n ]\n if any(((dot color, surrounding_dot.color) == (\"white\", \"black\") or (dot.color, surrounding_dot.color) == (\"black\", \"white\")) \n for surrounding_dot in surrounding_dots if surrounding_dot.has_dot):\n return False\n return True\n\n def place_dot(self, dot):\n self.gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0\n for row in self.gray_dots)\n return no_valid_moves\n\n def play_game(self):\n running = True\n last_player_turned = False\n while running and not self.is_game_over():\n print(\"\\nCurrent State:\")\n print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots))\n player_number = \"Player 1\" if self.player_turn == 1 else \"Player 2\"\n print(f\"\\nIt's {player_number}'s turn.\")\n pygame.event.get()\n valid_move_made = False\n while not valid_move_made:\n try:\n x = int(input(\"Enter the 'x' coordinate of your move: \"))\n y = int(input(\"Enter the 'y' coordinate of your move: \"))\n dot = self.gray_dots[x][y]\n if self.is_valid_move(dot):\n print(\"\\nMove is valid.\")\n print('\"' + str(self.player_turn) + '\"')\n self.place_dot(dot)\n last_player_turned = True\n self.change_player()\n valid_move_made = True\n except (ValueError, TypeError): # If player inputs something not like x or y value.\n print(\"\\nInvalid move. Try a position within the grid.\")\n running = False\n\n print(\"\\nGame Over.\")\n return not self.is_game_over()\n\ngame = Game(10) \ngame.play_game()\n```\n\nAs you can see, I modified your game loop to handle user input and display the current grid state at each turn.\n\nNote: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots." + }, + { + "role": "assistant", + "content": "Here's the corrected code for the `is_valid_move` method:\n```python\ndef is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y +" + } +] \ No newline at end of file diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/QEAgent.json b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/QEAgent.json new file mode 100644 index 0000000..2426c12 --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/QEAgent.json @@ -0,0 +1,38 @@ +[ + { + "role": "system", + "content": "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " + }, + { + "role": "user", + "content": "one or zero\n" + }, + { + "role": "assistant", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user." + }, + { + "role": "user", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "assistant", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user." + }, + { + "role": "user", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "assistant", + "content": "I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate:\n\n1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots.\n2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left.\n\nHere's the corrected code:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y + 1) % self.grid_size])\n ]\n if any(((dot color, surrounding_dot.color) == (\"white\", \"black\") or (dot.color, surrounding_dot.color) == (\"black\", \"white\")) \n for surrounding_dot in surrounding_dots if surrounding_dot.has_dot):\n return False\n return True\n\n def place_dot(self, dot):\n self.gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0\n for row in self.gray_dots)\n return no_valid_moves\n\n def play_game(self):\n running = True\n last_player_turned = False\n while running and not self.is_game_over():\n print(\"\\nCurrent State:\")\n print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots))\n player_number = \"Player 1\" if self.player_turn == 1 else \"Player 2\"\n print(f\"\\nIt's {player_number}'s turn.\")\n pygame.event.get()\n valid_move_made = False\n while not valid_move_made:\n try:\n x = int(input(\"Enter the 'x' coordinate of your move: \"))\n y = int(input(\"Enter the 'y' coordinate of your move: \"))\n dot = self.gray_dots[x][y]\n if self.is_valid_move(dot):\n print(\"\\nMove is valid.\")\n print('\"' + str(self.player_turn) + '\"')\n self.place_dot(dot)\n last_player_turned = True\n self.change_player()\n valid_move_made = True\n except (ValueError, TypeError): # If player inputs something not like x or y value.\n print(\"\\nInvalid move. Try a position within the grid.\")\n running = False\n\n print(\"\\nGame Over.\")\n return not self.is_game_over()\n\ngame = Game(10) \ngame.play_game()\n```\n\nAs you can see, I modified your game loop to handle user input and display the current grid state at each turn.\n\nNote: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots." + } +] \ No newline at end of file diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/SpecificationAgent.json b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/SpecificationAgent.json new file mode 100644 index 0000000..15fda8f --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/SpecificationAgent.json @@ -0,0 +1,14 @@ +[ + { + "role": "system", + "content": "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " + }, + { + "role": "user", + "content": "one or zero\n" + }, + { + "role": "assistant", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + } +] \ No newline at end of file diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/TranslatorAgent.json b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/TranslatorAgent.json new file mode 100644 index 0000000..cd7535f --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/json/TranslatorAgent.json @@ -0,0 +1,62 @@ +[ + { + "role": "system", + "content": "You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. " + }, + { + "role": "user", + "content": "one or zero\n" + }, + { + "role": "assistant", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user." + }, + { + "role": "user", + "content": "\"One or Zero\" is a two-player game where players take turns placing white or black \"dots\" on a grid of gray \"dots\". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left.\n\nIn terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black \"dots\" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left.\n\nThe objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins." + }, + { + "role": "assistant", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "system", + "content": "You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user." + }, + { + "role": "user", + "content": "It looks like you've already described the game \"One or Zero\" quite accurately.\n\nTo summarize:\n\n* The game is played on a square grid of gray dots.\n* Two players take turns placing white or black dots on unoccupied gray dots.\n* A player can only place one dot at a time.\n* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them).\n* The game ends when one player has no legal moves left.\n\nNow, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n for dx in [-1, 0, 1]:\n for dy in [-1, 0, 1]:\n if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot:\n return False\n return True\n\n def place_dot(self, dot):\n self gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n for row in self.gray_dots:\n # Check rows and columns\n score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)}\n if max(score.values()) > grid_size // 2:\n return True\n\n # Check diagonals\n scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)]\n if max(scores) > grid_size // 2:\n return True\n\n # If no one has won, check for draws\n draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot)\n if draw_count >= grid_size ** 2 // 2:\n print(\"It's a tie!\")\n return True\n\n return False\n\n def play_game(self):\n running = True\n while running and not self.is_game_over():\n # Handle events (draw dots, etc.)\n pygame.event.get()\n if self.is_valid_move(0): # Assume player can place dot at position 0 for now\n self.place_dot(GrayDot(0, 0))\n self.change_player()\n\n return not self.is_game_over()\n```\nNote that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.).\n\nTo run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size:\n```python\ngame = Game(4) # Play on a 4x4 grid\ngame.play_game()\n```\nKeep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.)." + }, + { + "role": "assistant", + "content": "I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate:\n\n1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots.\n2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left.\n\nHere's the corrected code:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y + 1) % self.grid_size])\n ]\n if any(((dot color, surrounding_dot.color) == (\"white\", \"black\") or (dot.color, surrounding_dot.color) == (\"black\", \"white\")) \n for surrounding_dot in surrounding_dots if surrounding_dot.has_dot):\n return False\n return True\n\n def place_dot(self, dot):\n self.gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0\n for row in self.gray_dots)\n return no_valid_moves\n\n def play_game(self):\n running = True\n last_player_turned = False\n while running and not self.is_game_over():\n print(\"\\nCurrent State:\")\n print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots))\n player_number = \"Player 1\" if self.player_turn == 1 else \"Player 2\"\n print(f\"\\nIt's {player_number}'s turn.\")\n pygame.event.get()\n valid_move_made = False\n while not valid_move_made:\n try:\n x = int(input(\"Enter the 'x' coordinate of your move: \"))\n y = int(input(\"Enter the 'y' coordinate of your move: \"))\n dot = self.gray_dots[x][y]\n if self.is_valid_move(dot):\n print(\"\\nMove is valid.\")\n print('\"' + str(self.player_turn) + '\"')\n self.place_dot(dot)\n last_player_turned = True\n self.change_player()\n valid_move_made = True\n except (ValueError, TypeError): # If player inputs something not like x or y value.\n print(\"\\nInvalid move. Try a position within the grid.\")\n running = False\n\n print(\"\\nGame Over.\")\n return not self.is_game_over()\n\ngame = Game(10) \ngame.play_game()\n```\n\nAs you can see, I modified your game loop to handle user input and display the current grid state at each turn.\n\nNote: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots." + }, + { + "role": "system", + "content": "You are an expert content writer, understanding python code, and very good on writing usage manual of games. Considering the detailed description of a game in the conversation history, the code implementing it and the code testing it you are able to write a detailed manual explaining how to use the program and play the game. Write the documentation in english, and provide it to the user." + }, + { + "role": "user", + "content": "I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate:\n\n1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots.\n2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left.\n\nHere's the corrected code:\n```python\nimport pygame\n\nclass GrayDot:\n def __init__(self, x, y):\n self.x = x\n self.y = y\n self.has_dot = False\n\nclass Dot:\n def __init__(self, color):\n self.color = color\n\nclass Game:\n def __init__(self, grid_size):\n self.grid_size = grid_size\n self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)]\n self.player_turn = 1 # Player 1 is white dots\n\n def is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y + 1) % self.grid_size])\n ]\n if any(((dot color, surrounding_dot.color) == (\"white\", \"black\") or (dot.color, surrounding_dot.color) == (\"black\", \"white\")) \n for surrounding_dot in surrounding_dots if surrounding_dot.has_dot):\n return False\n return True\n\n def place_dot(self, dot):\n self.gray_dots[dot.x][dot.y].has_dot = True\n self.gray_dots[dot.x][dot.y].color = self.player_turn\n\n def change_player(self):\n self.player_turn = 2 if self.player_turn == 1 else 1\n\n def is_game_over(self):\n no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0\n for row in self.gray_dots)\n return no_valid_moves\n\n def play_game(self):\n running = True\n last_player_turned = False\n while running and not self.is_game_over():\n print(\"\\nCurrent State:\")\n print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots))\n player_number = \"Player 1\" if self.player_turn == 1 else \"Player 2\"\n print(f\"\\nIt's {player_number}'s turn.\")\n pygame.event.get()\n valid_move_made = False\n while not valid_move_made:\n try:\n x = int(input(\"Enter the 'x' coordinate of your move: \"))\n y = int(input(\"Enter the 'y' coordinate of your move: \"))\n dot = self.gray_dots[x][y]\n if self.is_valid_move(dot):\n print(\"\\nMove is valid.\")\n print('\"' + str(self.player_turn) + '\"')\n self.place_dot(dot)\n last_player_turned = True\n self.change_player()\n valid_move_made = True\n except (ValueError, TypeError): # If player inputs something not like x or y value.\n print(\"\\nInvalid move. Try a position within the grid.\")\n running = False\n\n print(\"\\nGame Over.\")\n return not self.is_game_over()\n\ngame = Game(10) \ngame.play_game()\n```\n\nAs you can see, I modified your game loop to handle user input and display the current grid state at each turn.\n\nNote: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots." + }, + { + "role": "assistant", + "content": "Here's the corrected code for the `is_valid_move` method:\n```python\ndef is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y +" + }, + { + "role": "system", + "content": "You are an expert language translator. Please translate the documentation provided in english to italian. The documentation is about a game, so you need to be able to understand the context and translate it properly." + }, + { + "role": "user", + "content": "Here's the corrected code for the `is_valid_move` method:\n```python\ndef is_valid_move(self, dot):\n if self.gray_dots[dot.x][dot.y].has_dot:\n return False\n surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], \n self.gray_dots[(dot.x + 1) % self.grid_size][dot.y],\n self.gray_dots[dot.x][(dot.y - 1) % self.grid_size],\n self.gray_dots[dot.x][(dot.y +" + }, + { + "role": "assistant", + "content": "Here's the corrected code for the `is_valid_move` method:\n```python\nfunziona(self, dot):\n se il dot \u00e8 gi\u00e0 presente, retorna false\n contando le dotte circostanti, che sono:\n -(sintesi)\n - quando un dottore \u00e8 in una casella vuota, rispediamo i soliti cartelli.\n```" + } +] \ No newline at end of file diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/CoderAgent.md b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/CoderAgent.md new file mode 100644 index 0000000..6ff075c --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/CoderAgent.md @@ -0,0 +1,117 @@ +## system + You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. + + +## user + one or zero + + + +## assistant + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user. + + +## user + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## assistant + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/DocAgent.md b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/DocAgent.md new file mode 100644 index 0000000..9998777 --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/DocAgent.md @@ -0,0 +1,403 @@ +## system + You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. + + +## user + one or zero + + + +## assistant + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user. + + +## user + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## assistant + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user. + + +## user + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## assistant + I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate: + +1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots. +2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left. + +Here's the corrected code: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + 1) % self.grid_size]) + ] + if any(((dot color, surrounding_dot.color) == ("white", "black") or (dot.color, surrounding_dot.color) == ("black", "white")) + for surrounding_dot in surrounding_dots if surrounding_dot.has_dot): + return False + return True + + def place_dot(self, dot): + self.gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0 + for row in self.gray_dots) + return no_valid_moves + + def play_game(self): + running = True + last_player_turned = False + while running and not self.is_game_over(): + print("\nCurrent State:") + print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots)) + player_number = "Player 1" if self.player_turn == 1 else "Player 2" + print(f"\nIt's {player_number}'s turn.") + pygame.event.get() + valid_move_made = False + while not valid_move_made: + try: + x = int(input("Enter the 'x' coordinate of your move: ")) + y = int(input("Enter the 'y' coordinate of your move: ")) + dot = self.gray_dots[x][y] + if self.is_valid_move(dot): + print("\nMove is valid.") + print('"' + str(self.player_turn) + '"') + self.place_dot(dot) + last_player_turned = True + self.change_player() + valid_move_made = True + except (ValueError, TypeError): # If player inputs something not like x or y value. + print("\nInvalid move. Try a position within the grid.") + running = False + + print("\nGame Over.") + return not self.is_game_over() + +game = Game(10) +game.play_game() +``` + +As you can see, I modified your game loop to handle user input and display the current grid state at each turn. + +Note: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots. + + +## system + You are an expert content writer, understanding python code, and very good on writing usage manual of games. Considering the detailed description of a game in the conversation history, the code implementing it and the code testing it you are able to write a detailed manual explaining how to use the program and play the game. Write the documentation in english, and provide it to the user. + + +## user + I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate: + +1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots. +2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left. + +Here's the corrected code: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + 1) % self.grid_size]) + ] + if any(((dot color, surrounding_dot.color) == ("white", "black") or (dot.color, surrounding_dot.color) == ("black", "white")) + for surrounding_dot in surrounding_dots if surrounding_dot.has_dot): + return False + return True + + def place_dot(self, dot): + self.gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0 + for row in self.gray_dots) + return no_valid_moves + + def play_game(self): + running = True + last_player_turned = False + while running and not self.is_game_over(): + print("\nCurrent State:") + print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots)) + player_number = "Player 1" if self.player_turn == 1 else "Player 2" + print(f"\nIt's {player_number}'s turn.") + pygame.event.get() + valid_move_made = False + while not valid_move_made: + try: + x = int(input("Enter the 'x' coordinate of your move: ")) + y = int(input("Enter the 'y' coordinate of your move: ")) + dot = self.gray_dots[x][y] + if self.is_valid_move(dot): + print("\nMove is valid.") + print('"' + str(self.player_turn) + '"') + self.place_dot(dot) + last_player_turned = True + self.change_player() + valid_move_made = True + except (ValueError, TypeError): # If player inputs something not like x or y value. + print("\nInvalid move. Try a position within the grid.") + running = False + + print("\nGame Over.") + return not self.is_game_over() + +game = Game(10) +game.play_game() +``` + +As you can see, I modified your game loop to handle user input and display the current grid state at each turn. + +Note: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots. + + +## assistant + Here's the corrected code for the `is_valid_move` method: +```python +def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + + + diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/QEAgent.md b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/QEAgent.md new file mode 100644 index 0000000..53667d0 --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/QEAgent.md @@ -0,0 +1,298 @@ +## system + You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. + + +## user + one or zero + + + +## assistant + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user. + + +## user + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## assistant + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user. + + +## user + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## assistant + I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate: + +1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots. +2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left. + +Here's the corrected code: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + 1) % self.grid_size]) + ] + if any(((dot color, surrounding_dot.color) == ("white", "black") or (dot.color, surrounding_dot.color) == ("black", "white")) + for surrounding_dot in surrounding_dots if surrounding_dot.has_dot): + return False + return True + + def place_dot(self, dot): + self.gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0 + for row in self.gray_dots) + return no_valid_moves + + def play_game(self): + running = True + last_player_turned = False + while running and not self.is_game_over(): + print("\nCurrent State:") + print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots)) + player_number = "Player 1" if self.player_turn == 1 else "Player 2" + print(f"\nIt's {player_number}'s turn.") + pygame.event.get() + valid_move_made = False + while not valid_move_made: + try: + x = int(input("Enter the 'x' coordinate of your move: ")) + y = int(input("Enter the 'y' coordinate of your move: ")) + dot = self.gray_dots[x][y] + if self.is_valid_move(dot): + print("\nMove is valid.") + print('"' + str(self.player_turn) + '"') + self.place_dot(dot) + last_player_turned = True + self.change_player() + valid_move_made = True + except (ValueError, TypeError): # If player inputs something not like x or y value. + print("\nInvalid move. Try a position within the grid.") + running = False + + print("\nGame Over.") + return not self.is_game_over() + +game = Game(10) +game.play_game() +``` + +As you can see, I modified your game loop to handle user input and display the current grid state at each turn. + +Note: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots. + + diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/SpecificationAgent.md b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/SpecificationAgent.md new file mode 100644 index 0000000..a65a7e0 --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/SpecificationAgent.md @@ -0,0 +1,17 @@ +## system + You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. + + +## user + one or zero + + + +## assistant + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + diff --git a/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/TranslatorAgent.md b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/TranslatorAgent.md new file mode 100644 index 0000000..80e981f --- /dev/null +++ b/examples/create_a_game/log/messages/PerceivingAgentbb5e1ac8-e7cc-4e3f-ba81-bdce4557acb9/SequentialCoordinator.5a2e78fc-337b-43bb-ae6e-2172c9532e8f/md/TranslatorAgent.md @@ -0,0 +1,430 @@ +## system + You are an expert of games. You are able to describe all details of a game and its rule. Your description iaccurate enough to be used as set of specification for a programmer which want to implement it. The user will provide you with a game name and you are describing it. If it's a well known game, please describe it in details. If it's a new game, crate new rules and please describe it in details as well. + + +## user + one or zero + + + +## assistant + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, you are able to write the code to implement it. Write the code in python, object oriented, and provide it to the user. + + +## user + "One or Zero" is a two-player game where players take turns placing white or black "dots" on a grid of gray "dots". The objective is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game ends when one player has no legal moves left. + +In terms of rules, the game is played on a grid of gray dots, which are arranged in a square pattern. Players take turns placing white or black "dots" on one of the unoccupied gray dots. A player can only place a dot if there is an empty space next to it. The game ends when one player has no legal moves left. + +The objective of the game is to have the most dots of your color in a row, column, or diagonal. Players cannot place more than one dot at a time and must always leave a gray dot between their dots and their opponent's dots. The game is played over multiple rounds, with each round consisting of one player placing all of their dots on the grid. After all players have placed all of their dots, the game ends and the player with the most dots in a row, column, or diagonal wins. + + +## assistant + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## system + You are an expert python programmer, considering the detailed description of a game in the conversation history, and the code implementing it you are able to write the code to test it. Write the code in python, and provide it to the user. + + +## user + It looks like you've already described the game "One or Zero" quite accurately. + +To summarize: + +* The game is played on a square grid of gray dots. +* Two players take turns placing white or black dots on unoccupied gray dots. +* A player can only place one dot at a time. +* No dot can be placed adjacent to another dot of the same color (i.e., leave a gray dot between them). +* The game ends when one player has no legal moves left. + +Now, let's talk about implementing this game in Python. Here's a basic implementation using object-oriented programming: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + for dx in [-1, 0, 1]: + for dy in [-1, 0, 1]: + if (dx != 0 or dy != 0) and self.gray_dots[max(0, dot.x + dx)][min(self.grid_size - 1, dot.y + dy)].has_dot: + return False + return True + + def place_dot(self, dot): + self gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + for row in self.gray_dots: + # Check rows and columns + score = {i: sum(1 for dot in row if dot.has_dot) for i in (0, 1)} + if max(score.values()) > grid_size // 2: + return True + + # Check diagonals + scores = [(sum(1 for dot in self.gray_dots[min(max(i - j, 0), grid_size - 1)][i + j] for j in range(grid_size))) for i in range(grid_size)] + if max(scores) > grid_size // 2: + return True + + # If no one has won, check for draws + draw_count = sum(1 for row in self.gray_dots for dot in row if dot.has_dot) + if draw_count >= grid_size ** 2 // 2: + print("It's a tie!") + return True + + return False + + def play_game(self): + running = True + while running and not self.is_game_over(): + # Handle events (draw dots, etc.) + pygame.event.get() + if self.is_valid_move(0): # Assume player can place dot at position 0 for now + self.place_dot(GrayDot(0, 0)) + self.change_player() + + return not self.is_game_over() +``` +Note that this is a simplified implementation and you might want to add more features (like drawing the grid, handling multiple dots at once, etc.). + +To run this code, you'll need to install pygame (`pip install pygame`). Then, create an instance of the Game class with a desired grid size: +```python +game = Game(4) # Play on a 4x4 grid +game.play_game() +``` +Keep in mind that this is a basic implementation and might not cover all possible game states (e.g., draws, multiple wins at once, etc.). + + +## assistant + I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate: + +1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots. +2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left. + +Here's the corrected code: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + 1) % self.grid_size]) + ] + if any(((dot color, surrounding_dot.color) == ("white", "black") or (dot.color, surrounding_dot.color) == ("black", "white")) + for surrounding_dot in surrounding_dots if surrounding_dot.has_dot): + return False + return True + + def place_dot(self, dot): + self.gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0 + for row in self.gray_dots) + return no_valid_moves + + def play_game(self): + running = True + last_player_turned = False + while running and not self.is_game_over(): + print("\nCurrent State:") + print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots)) + player_number = "Player 1" if self.player_turn == 1 else "Player 2" + print(f"\nIt's {player_number}'s turn.") + pygame.event.get() + valid_move_made = False + while not valid_move_made: + try: + x = int(input("Enter the 'x' coordinate of your move: ")) + y = int(input("Enter the 'y' coordinate of your move: ")) + dot = self.gray_dots[x][y] + if self.is_valid_move(dot): + print("\nMove is valid.") + print('"' + str(self.player_turn) + '"') + self.place_dot(dot) + last_player_turned = True + self.change_player() + valid_move_made = True + except (ValueError, TypeError): # If player inputs something not like x or y value. + print("\nInvalid move. Try a position within the grid.") + running = False + + print("\nGame Over.") + return not self.is_game_over() + +game = Game(10) +game.play_game() +``` + +As you can see, I modified your game loop to handle user input and display the current grid state at each turn. + +Note: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots. + + +## system + You are an expert content writer, understanding python code, and very good on writing usage manual of games. Considering the detailed description of a game in the conversation history, the code implementing it and the code testing it you are able to write a detailed manual explaining how to use the program and play the game. Write the documentation in english, and provide it to the user. + + +## user + I noticed that the code I provided earlier has some issues. Here are a few corrections to make it more accurate: + +1. In the `is_valid_move` method, we should check if there's another dot of the same color one space away from the proposed move, instead of checking adjacent dots. +2. We don't need the `scores` and `draw_count` variables in the `is_game_over` method. The game ends when a player has no more valid moves left. + +Here's the corrected code: +```python +import pygame + +class GrayDot: + def __init__(self, x, y): + self.x = x + self.y = y + self.has_dot = False + +class Dot: + def __init__(self, color): + self.color = color + +class Game: + def __init__(self, grid_size): + self.grid_size = grid_size + self.gray_dots = [[GrayDot(x, y) for x in range(grid_size)] for y in range(grid_size)] + self.player_turn = 1 # Player 1 is white dots + + def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + 1) % self.grid_size]) + ] + if any(((dot color, surrounding_dot.color) == ("white", "black") or (dot.color, surrounding_dot.color) == ("black", "white")) + for surrounding_dot in surrounding_dots if surrounding_dot.has_dot): + return False + return True + + def place_dot(self, dot): + self.gray_dots[dot.x][dot.y].has_dot = True + self.gray_dots[dot.x][dot.y].color = self.player_turn + + def change_player(self): + self.player_turn = 2 if self.player_turn == 1 else 1 + + def is_game_over(self): + no_valid_moves = not any(sum(1 for dot in row if not dot.has_dot) > 0 + for row in self.gray_dots) + return no_valid_moves + + def play_game(self): + running = True + last_player_turned = False + while running and not self.is_game_over(): + print("\nCurrent State:") + print(', '.join(sum(1 for dot in row if dot.has_dot) > 0 for row in self.gray_dots)) + player_number = "Player 1" if self.player_turn == 1 else "Player 2" + print(f"\nIt's {player_number}'s turn.") + pygame.event.get() + valid_move_made = False + while not valid_move_made: + try: + x = int(input("Enter the 'x' coordinate of your move: ")) + y = int(input("Enter the 'y' coordinate of your move: ")) + dot = self.gray_dots[x][y] + if self.is_valid_move(dot): + print("\nMove is valid.") + print('"' + str(self.player_turn) + '"') + self.place_dot(dot) + last_player_turned = True + self.change_player() + valid_move_made = True + except (ValueError, TypeError): # If player inputs something not like x or y value. + print("\nInvalid move. Try a position within the grid.") + running = False + + print("\nGame Over.") + return not self.is_game_over() + +game = Game(10) +game.play_game() +``` + +As you can see, I modified your game loop to handle user input and display the current grid state at each turn. + +Note: To implement the drawing of a grid for each step (for visualization), add some pygame code for each move to plot the new dots. + + +## assistant + Here's the corrected code for the `is_valid_move` method: +```python +def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + + + +## system + You are an expert language translator. Please translate the documentation provided in english to italian. The documentation is about a game, so you need to be able to understand the context and translate it properly. + + +## user + Here's the corrected code for the `is_valid_move` method: +```python +def is_valid_move(self, dot): + if self.gray_dots[dot.x][dot.y].has_dot: + return False + surrounding_dots = [(self.gray_dots[(dot.x - 1) % self.grid_size][dot.y], + self.gray_dots[(dot.x + 1) % self.grid_size][dot.y], + self.gray_dots[dot.x][(dot.y - 1) % self.grid_size], + self.gray_dots[dot.x][(dot.y + + + +## assistant + Here's the corrected code for the `is_valid_move` method: +```python +funziona(self, dot): + se il dot è già presente, retorna false + contando le dotte circostanti, che sono: + -(sintesi) + - quando un dottore è in una casella vuota, rispediamo i soliti cartelli. +``` + +