HexCitySaga / app.py
awacke1's picture
Create app.py
af906b3 verified
raw
history blame
18.7 kB
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 = ["๐ŸŒฑ", "๐ŸŒฒ", "๐ŸŒณ", "๐ŸŒด", "๐ŸŒต"]
LOOT_EMOJIS = ["โš”๏ธ", "๐Ÿ›ก๏ธ", "๐Ÿ’ฐ", "๐Ÿ”‘"]
TRAPS = ["โšก", "๐Ÿ•ณ๏ธ"]
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("๐Ÿ—ก๏ธ 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("๐Ÿ† 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': '๐Ÿงฑ', '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': '๐Ÿงฑ', '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' ? '๐Ÿฆ–' : '๐Ÿค–', 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('๐Ÿšช', 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('๐Ÿ‘‘', 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 === 'โš”๏ธ') hero.atk += 2;
if (item === '๐Ÿ›ก๏ธ') hero.def += 2;
if (item === '๐Ÿ’ฐ') hero.xp += 10;
if (item === '๐Ÿ”‘') hero.gear.push('๐Ÿ”‘');
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('๐Ÿ”‘')) {
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:**
Lifeโ€™s essential attribute is the capacity for self-modification. This demonstration illustrates:
- **Episodic Memory (E):** Short-term, introspective attention (โ‰ˆ5โ€“10 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 entitiesโ€”analogous 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 ๐Ÿง " -> "Episodic Memory (E) โฑ๏ธ" [label="short-term"];
"Cortical Column ๐Ÿง " -> "Semantic Memory (K) ๐Ÿ“š" [label="knowledge"];
"Episodic Memory (E) โฑ๏ธ" -> "Introspective Attention ๐Ÿ”" [label="focus"];
"Semantic Memory (K) ๐Ÿ“š" -> "Free Energy โšก" [label="agency"];
"Free Energy โšก" -> "Love โค๏ธ" [label="bond"];
"Love โค๏ธ" -> "Humanity ๐ŸŒ" [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 (๐Ÿšช) with the key (๐Ÿ”‘) or defeat the Overlord (๐Ÿ‘‘).")
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()