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import streamlit as st
import numpy as np
import random
import json
import math
import time
import pandas as pd
import graphviz
from scipy.sparse import csr_matrix
# -----------------------------------------------------------------------------
# Page Configuration
# -----------------------------------------------------------------------------
st.set_page_config(page_title="NeuroDungeon: Cortical Column Game", layout="wide")
# -----------------------------------------------------------------------------
# Initialize Game & Memory State
# -----------------------------------------------------------------------------
if 'game_state' not in st.session_state:
st.session_state.game_state = {
'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
'heroes': {}, # {player_id: {x, y, hp, atk, def, xp, level, gear}}
'monsters': [],
'loot': [],
'exit': {'x': 15, 'y': 11},
'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
'players': {},
'story': [], # Memory events (episodic/semantic)
'drawn_cards': 0,
'turn': 0
}
# -----------------------------------------------------------------------------
# Card Deck for Narrative Events (Episodic Memory)
# -----------------------------------------------------------------------------
if 'deck' not in st.session_state:
def create_deck():
suits = ["Hearts", "Diamonds", "Clubs", "Spades"]
ranks = list(range(1, 14))
deck = [(suit, rank) for suit in suits for rank in ranks]
random.shuffle(deck)
return deck
st.session_state.deck = create_deck()
# -----------------------------------------------------------------------------
# Constants and UI Elements for Both Systems
# -----------------------------------------------------------------------------
HEX_SIZE = 40
PLAYER_NAMES = ["SkyWalker", "ForestRanger", "CityBuilder", "MonsterTamer", "RailMaster"]
PLANTS = ["π±", "π²", "π³", "π΄", "π΅"]
LOOT_EMOJIS = ["βοΈ", "π‘οΈ", "π°", "π"]
TRAPS = ["β‘", "π³οΈ"]
SUIT_PROPERTIES = {"Hearts": "heroic", "Diamonds": "treacherous", "Clubs": "fierce", "Spades": "enigmatic"}
# -----------------------------------------------------------------------------
# Initialize Hero if Not Already Set
# -----------------------------------------------------------------------------
if 'player_id' not in st.session_state:
st.session_state.player_id = random.choice(PLAYER_NAMES)
st.session_state.game_state['heroes'][st.session_state.player_id] = {
'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []
}
player_id = st.sidebar.selectbox("Choose Hero", PLAYER_NAMES, index=PLAYER_NAMES.index(st.session_state.player_id))
st.session_state.player_id = player_id
hero = st.session_state.game_state['heroes'].get(player_id, {'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []})
st.sidebar.subheader("π‘οΈ Hero Stats")
st.sidebar.write(f"HP: {hero.get('hp', 20)} | ATK: {hero.get('atk', 3)} | DEF: {hero.get('def', 1)}")
st.sidebar.write(f"Level: {hero.get('level', 1)} | XP: {hero.get('xp', 0)}")
st.sidebar.write(f"Gear: {', '.join(hero.get('gear', [])) or 'None'}")
st.sidebar.subheader("π Scores")
for p, s in st.session_state.game_state['players'].items():
st.sidebar.write(f"{p}: {s}")
# -----------------------------------------------------------------------------
# Utility Functions for Game Dynamics & Neural Decay
# -----------------------------------------------------------------------------
def apply_game_of_life(grid):
new_grid = [[cell.copy() for cell in row] for row in grid]
for i in range(len(grid)):
for j in range(len(grid[0])):
neighbors = count_neighbors(grid, i, j)
if grid[i][j]['type'] in ['plant', 'trap'] and grid[i][j]['alive']:
if neighbors < 2 or neighbors > 3:
new_grid[i][j]['alive'] = False
new_grid[i][j]['type'] = 'empty'
new_grid[i][j]['emoji'] = ''
elif grid[i][j]['type'] == 'empty' and neighbors == 3:
new_grid[i][j]['type'] = 'plant'
new_grid[i][j]['emoji'] = random.choice(PLANTS)
new_grid[i][j]['alive'] = True
return new_grid
def count_neighbors(grid, x, y):
count = 0
for di in [-1, 0, 1]:
for dj in [-1, 0, 1]:
if di == 0 and dj == 0:
continue
ni, nj = x + di, y + dj
if 0 <= ni < len(grid) and 0 <= nj < len(grid[0]) and grid[ni][nj]['alive']:
count += 1
return count
def reset_game():
st.session_state.game_state = {
'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
'heroes': {player_id: {'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []}},
'monsters': [],
'loot': [],
'exit': {'x': 15, 'y': 11},
'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
'players': {},
'story': [],
'drawn_cards': 0,
'turn': 0
}
for i in range(16):
for j in range(12):
if random.random() < 0.1:
st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': 'π§±', 'alive': False}
# Place random walls in the dungeon initially
for i in range(16):
for j in range(12):
if random.random() < 0.1:
st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': 'π§±', 'alive': False}
# -----------------------------------------------------------------------------
# p5.js Code for the HexCitySaga Game Rendering (with Narrative Integration)
# -----------------------------------------------------------------------------
p5js_code = """
const HEX_SIZE = 40;
const SQRT_3 = Math.sqrt(3);
let hexGrid = [];
let heroes = {};
let monsters = [];
let loot = [];
let exit = {};
let overlord = {};
let playerId;
let story = [];
function setup() {
createCanvas(640, 480);
updateFromState();
}
function updateFromState() {
hexGrid = JSON.parse(document.getElementById('hex_grid').innerHTML);
heroes = JSON.parse(document.getElementById('heroes').innerHTML);
monsters = JSON.parse(document.getElementById('monsters').innerHTML);
loot = JSON.parse(document.getElementById('loot').innerHTML);
exit = JSON.parse(document.getElementById('exit').innerHTML);
overlord = JSON.parse(document.getElementById('overlord').innerHTML);
playerId = document.getElementById('player_id').innerHTML;
story = JSON.parse(document.getElementById('story').innerHTML);
}
function draw() {
background(169, 169, 169);
drawHexGrid();
drawLoot();
drawHeroes();
drawMonsters();
drawExit();
drawOverlord();
drawStory();
}
function drawHexGrid() {
for (let i = 0; i < hexGrid.length; i++) {
for (let j = 0; j < hexGrid[i].length; j++) {
let x = i * HEX_SIZE * 1.5;
let y = j * HEX_SIZE * SQRT_3 + (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(hexGrid[i][j].type === 'wall' ? '#555' : hexGrid[i][j].alive ? '#90EE90' : '#A9A9A9');
stroke(0);
drawHex(x, y);
if (hexGrid[i][j].emoji) {
textSize(20);
text(hexGrid[i][j].emoji, x - 10, y + 5);
}
}
}
}
function drawHex(x, y) {
beginShape();
for (let a = 0; a < 6; a++) {
let angle = TWO_PI / 6 * a;
vertex(x + HEX_SIZE * cos(angle), y + HEX_SIZE * sin(angle));
}
endShape(CLOSE);
}
function drawHeroes() {
Object.keys(heroes).forEach(h => {
let hero = heroes[h];
let x = hero.x * HEX_SIZE * 1.5;
let y = hero.y * HEX_SIZE * SQRT_3 + (hero.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(0, 255, 0);
ellipse(x, y, HEX_SIZE * 0.8);
textSize(14);
text(h.slice(0,2), x - 10, y + 5);
});
}
function drawMonsters() {
monsters.forEach(m => {
let x = m.x * HEX_SIZE * 1.5;
let y = m.y * HEX_SIZE * SQRT_3 + (m.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(255, 0, 0);
ellipse(x, y, HEX_SIZE * 0.8);
textSize(20);
text(m.type === 'Godzilla' ? 'π¦' : 'π€', x - 10, y + 5);
});
}
function drawLoot() {
loot.forEach(l => {
let x = l.x * HEX_SIZE * 1.5;
let y = l.y * HEX_SIZE * SQRT_3 + (l.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(255, 215, 0);
ellipse(x, y, HEX_SIZE * 0.6);
textSize(20);
text(l.type, x - 10, y + 5);
});
}
function drawExit() {
let x = exit.x * HEX_SIZE * 1.5;
let y = exit.y * HEX_SIZE * SQRT_3 + (exit.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(0, 191, 255);
ellipse(x, y, HEX_SIZE * 0.8);
textSize(20);
text('πͺ', x - 10, y + 5);
}
function drawOverlord() {
if (overlord.alive) {
let x = overlord.x * HEX_SIZE * 1.5;
let y = overlord.y * HEX_SIZE * SQRT_3 + (overlord.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(139, 0, 139);
ellipse(x, y, HEX_SIZE * 1.2);
textSize(20);
text('π', x - 10, y + 5);
}
}
function drawStory() {
fill(0);
textSize(14);
for (let i = 0; i < Math.min(story.length, 5); i++) {
text(story[story.length - 1 - i], 10, 20 + i * 20);
}
}
function mousePressed() {
let i = Math.floor(mouseX / (HEX_SIZE * 1.5));
let j = Math.floor((mouseY - (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0)) / (HEX_SIZE * SQRT_3));
if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length) {
let hero = heroes[playerId];
if (hexGrid[i][j].type === 'empty' && Math.abs(hero.x - i) <= 1 && Math.abs(hero.y - j) <= 1) {
moveHero(i, j);
}
}
}
function keyPressed() {
let hero = heroes[playerId];
if (key === 'w' || key === 'W') moveHero(hero.x, hero.y - 1);
if (key === 's' || key === 'S') moveHero(hero.x, hero.y + 1);
if (key === 'a' || key === 'A') moveHero(hero.x - 1, hero.y);
if (key === 'd' || key === 'D') moveHero(hero.x + 1, hero.y);
if (key === 'q' || key === 'Q') moveHero(hero.x - 1, hero.y - 1);
if (key === 'e' || key === 'E') moveHero(hero.x + 1, hero.y - 1);
}
function moveHero(newX, newY) {
if (newX < 0 || newX >= hexGrid.length || newY < 0 || newY >= hexGrid[0].length) return;
let hero = heroes[playerId];
let cell = hexGrid[newX][newY];
if (cell.type === 'empty' || cell.type === 'plant') {
hero.x = newX;
hero.y = newY;
handleInteractions();
updateState();
}
}
function handleInteractions() {
let hero = heroes[playerId];
// Loot Interaction
let lootIdx = loot.findIndex(l => l.x === hero.x && l.y === hero.y);
if (lootIdx !== -1) {
let item = loot[lootIdx].type;
if (item === 'βοΈ') hero.atk += 2;
if (item === 'π‘οΈ') hero.def += 2;
if (item === 'π°') hero.xp += 10;
if (item === 'π') hero.gear.push('π');
loot.splice(lootIdx, 1);
addStory('Loot', item);
}
// Trap Interaction
if (hexGrid[hero.x][hero.y].type === 'trap') {
hero.hp -= Math.floor(random(1, 5));
addStory('Trap', hexGrid[hero.x][hero.y].emoji);
}
// Monster Combat
let monsterIdx = monsters.findIndex(m => m.x === hero.x && m.y === hero.y);
if (monsterIdx !== -1) {
let monster = monsters[monsterIdx];
let damage = Math.max(0, hero.atk - 1);
monster.hp -= damage;
hero.hp -= Math.max(0, monster.atk - hero.def);
if (monster.hp <= 0) {
monsters.splice(monsterIdx, 1);
hero.xp += 10;
addStory('Monster', monster.type + ' slain');
}
}
// Overlord Combat
if (overlord.alive && hero.x === overlord.x && hero.y === overlord.y) {
let damage = Math.max(0, hero.atk - 2);
overlord.hp -= damage;
hero.hp -= Math.max(0, overlord.atk - hero.def);
if (overlord.hp <= 0) {
overlord.alive = false;
hero.xp += 50;
addStory('Monster', 'Overlord defeated');
}
}
// Exit Check
if (hero.x === exit.x && hero.y === exit.y && hero.gear.includes('π')) {
alert('Victory! You escaped the Hex Dungeon!');
resetGame();
}
// Level Up
if (hero.xp >= hero.level * 20) {
hero.level += 1;
hero.hp += 5;
hero.atk += 1;
hero.def += 1;
addStory('Hero', 'leveled up');
}
}
function addStory(type, word) {
let deck = JSON.parse(document.getElementById('deck').innerHTML);
let cardIndex = st.session_state.drawn_cards % 52;
let card = deck[cardIndex];
let suit = card[0];
let sentence = `A ${SUIT_PROPERTIES[suit]} event: ${type.toLowerCase()} ${word}`;
story.push(sentence);
st.session_state.drawn_cards += 1;
}
function updateState() {
fetch('/update_state', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
hex_grid: hexGrid,
heroes: heroes,
monsters: monsters,
loot: loot,
exit: exit,
overlord: overlord,
story: story,
player_id: playerId
})
});
}
"""
# -----------------------------------------------------------------------------
# Multi-Tab UI: Cross Breeding Cortical Theory and Dungeon Crawl
# -----------------------------------------------------------------------------
tabs = st.tabs(["Cortical Theory", "HexCitySaga", "Memory Integration", "Self Reward NPS", "Extra UI"])
# --- Tab 1: Cortical Column Theory Demonstration ---
with tabs[0]:
st.header("Cortical Column Theory: Self-Modifying Memory Systems")
st.markdown("""
**Theory Overview:**
Lifeβs essential attribute is the capacity for self-modification. This demonstration illustrates:
- **Episodic Memory (E):** Short-term, introspective attention (β5β10 seconds).
- **Semantic Memory (K):** Accumulated knowledge formed by experiences.
- **Neural Connectivity:** Modeled via sparse matrices and graph structures representing voting neurons.
- **Free Energy & Bonding:** The drive that connects entitiesβanalogous to love and maximal energy states.
""")
st.subheader("Neural Connectivity Sparse Matrix")
size = 10
density = 0.2
random_matrix = np.random.binomial(1, density, size=(size, size))
sparse_matrix = csr_matrix(random_matrix)
st.write("Sparse Matrix Representation:")
st.write(sparse_matrix)
st.write("Dense Matrix Representation:")
st.write(random_matrix)
st.subheader("Concept Graph Visualization")
graph_source = """
digraph G {
"Cortical Column π§ " -> "Episodic Memory (E) β±οΈ" [label="short-term"];
"Cortical Column π§ " -> "Semantic Memory (K) π" [label="knowledge"];
"Episodic Memory (E) β±οΈ" -> "Introspective Attention π" [label="focus"];
"Semantic Memory (K) π" -> "Free Energy β‘" [label="agency"];
"Free Energy β‘" -> "Love β€οΈ" [label="bond"];
"Love β€οΈ" -> "Humanity π" [label="connection"];
}
"""
st.graphviz_chart(graph_source)
# --- Tab 2: HexCitySaga: Dungeon Crawl Game ---
with tabs[1]:
st.header("HexCitySaga: Dungeon Crawl")
st.write(f"Hero: **{player_id}**. Use WASD/QE to move. Goal: escape (πͺ) with the key (π) or defeat the Overlord (π).")
game_html = f"""
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
<div id="hex_grid" style="display:none">{json.dumps(st.session_state.game_state['hex_grid'])}</div>
<div id="heroes" style="display:none">{json.dumps(st.session_state.game_state['heroes'])}</div>
<div id="monsters" style="display:none">{json.dumps(st.session_state.game_state['monsters'])}</div>
<div id="loot" style="display:none">{json.dumps(st.session_state.game_state['loot'])}</div>
<div id="exit" style="display:none">{json.dumps(st.session_state.game_state['exit'])}</div>
<div id="overlord" style="display:none">{json.dumps(st.session_state.game_state['overlord'])}</div>
<div id="player_id" style="display:none">{player_id}</div>
<div id="story" style="display:none">{json.dumps(st.session_state.game_state['story'])}</div>
<div id="deck" style="display:none">{json.dumps(st.session_state.deck)}</div>
<script>{p5js_code}</script>
"""
st.components.v1.html(game_html, height=500)
# --- Tab 3: Memory Integration ---
with tabs[2]:
st.header("Memory Integration")
st.write("Mapping game events as nodes in an episodic/semantic memory network:")
if st.session_state.game_state['story']:
nodes = []
edges = []
for idx, event in enumerate(st.session_state.game_state['story']):
node_label = f"Event {idx+1}"
# Shorten the event text for node labels if needed
safe_event = event.replace('"', '\'')
nodes.append(f'"{node_label}" [label="{safe_event}"];')
if idx > 0:
edges.append(f'"Event {idx}" -> "Event {idx+1}";')
graph_def = "digraph MemoryGraph {\n" + "\n".join(nodes + edges) + "\n}"
st.graphviz_chart(graph_def)
else:
st.write("No memory events recorded yet. Engage in the dungeon to generate memories!")
# --- Tab 4: Self Reward Learning NPS ---
with tabs[3]:
st.header("Self Reward Learning NPS Score")
nps_score = st.slider("Rate Self Reward Learning (0-10):", 0, 10, 5)
if nps_score <= 6:
nps_comment = "Needs Improvement - Refine self-modification algorithms."
elif nps_score <= 8:
nps_comment = "Good, but can be better - Fine-tuning required."
else:
nps_comment = "Excellent! The system demonstrates robust self-reward learning."
st.write(f"**NPS Score:** {nps_score} - {nps_comment}")
# --- Tab 5: Extra UI Components ---
with tabs[4]:
st.header("Extra UI Components")
with st.expander("More Details"):
st.write("Additional interactive widgets and data visualizations can be added here.")
col1, col2 = st.columns(2)
with col1:
st.write("**Column 1:** Neural Signal Simulation (Line Chart)")
st.line_chart(np.random.randn(20, 1))
with col2:
st.write("**Column 2:** Energy Consumption (Bar Chart)")
st.bar_chart(np.random.randn(20, 1))
st.subheader("Data Table")
df = pd.DataFrame({
"Component": ["Neuron", "Synapse", "Dendrite", "Axon"],
"Status": ["Active", "Active", "Inactive", "Active"]
})
st.dataframe(df)
st.subheader("JSON Configuration")
sample_json = {
"Episodic": {"Duration": "5-10 sec", "Type": "Conscious"},
"Semantic": {"Label": "Cortical Column Theory"}
}
st.json(sample_json)
# -----------------------------------------------------------------------------
# Sidebar: Reset Game Button
# -----------------------------------------------------------------------------
if st.sidebar.button("Reset Game"):
reset_game()
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