HexCitySaga / app.py
awacke1's picture
Update app.py
9ed88d8 verified
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
from streamlit_autorefresh import st_autorefresh
# -----------------------------------------------------------------------------
# Page Configuration & Auto-Refresh (every 5 seconds)
# -----------------------------------------------------------------------------
st.set_page_config(page_title="NeuroDungeon: Cortical Column Game", layout="wide")
st_autorefresh(interval=5000, limit=1000, key="game_refresh")
# -----------------------------------------------------------------------------
# Shared Game State Initialization (simulate shared memory)
# -----------------------------------------------------------------------------
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': [],
'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()
# -----------------------------------------------------------------------------
# Emoji Paintbrush Mode State (shared via hidden DOM elements)
# -----------------------------------------------------------------------------
if 'painting_mode' not in st.session_state:
st.session_state.painting_mode = False
if 'selected_emoji' not in st.session_state:
st.session_state.selected_emoji = ""
# -----------------------------------------------------------------------------
# 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"}
# A palette of ~60 emojis representing various world objects:
emoji_palette = [
"๐Ÿ ", "๐Ÿข", "๐Ÿฌ", "๐Ÿญ", "๐Ÿฐ", "๐Ÿฏ", "๐ŸŸ๏ธ", "๐Ÿก",
"๐Ÿš—", "๐Ÿš•", "๐Ÿš™", "๐ŸšŒ", "๐ŸšŽ", "๐Ÿš“", "๐Ÿš‘", "๐Ÿš’",
"๐Ÿš", "๐Ÿšš", "๐Ÿš›", "๐Ÿšœ", "๐Ÿ›ต", "๐Ÿšฒ", "๐Ÿ›ด", "๐Ÿš€",
"โœˆ๏ธ", "โ›ต", "๐Ÿšค", "๐Ÿ›ณ๏ธ", "๐Ÿš‚", "๐Ÿš†", "๐ŸšŠ", "๐Ÿš‰",
"๐Ÿ‘จโ€๐Ÿ’ผ", "๐Ÿ‘ฉโ€๐Ÿ’ผ", "๐Ÿ‘จโ€๐Ÿ”ง", "๐Ÿ‘ฉโ€๐Ÿ”ง", "๐Ÿ‘จโ€โš•๏ธ", "๐Ÿ‘ฉโ€โš•๏ธ",
"๐Ÿ‘ฎโ€โ™‚๏ธ", "๐Ÿ‘ฎโ€โ™€๏ธ", "๐Ÿ‘ทโ€โ™‚๏ธ", "๐Ÿ‘ทโ€โ™€๏ธ", "๐Ÿ’‚โ€โ™‚๏ธ", "๐Ÿ’‚โ€โ™€๏ธ",
"๐Ÿถ", "๐Ÿฑ", "๐Ÿญ", "๐Ÿน", "๐Ÿฐ", "๐ŸฆŠ", "๐Ÿป", "๐Ÿผ",
"๐Ÿจ", "๐Ÿฏ", "๐Ÿฆ", "๐Ÿฎ", "๐Ÿท", "๐Ÿธ", "๐Ÿต", "๐Ÿ”",
"๐Ÿง", "๐Ÿฆ", "๐ŸŒณ", "๐ŸŒด", "๐ŸŒต", "๐ŸŽ", "๐ŸŒ", "๐Ÿ‰",
"๐Ÿ‡", "๐Ÿ“", "๐Ÿ”", "๐Ÿ•"
]
# -----------------------------------------------------------------------------
# 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}")
# -----------------------------------------------------------------------------
# Emoji Paintbrush Sidebar Palette
# -----------------------------------------------------------------------------
st.sidebar.subheader("๐ŸŽจ Emoji Paintbrush")
cols = st.sidebar.columns(10)
# Display the palette in a grid (10 per row)
for idx, emoji in enumerate(emoji_palette):
col = cols[idx % 10]
if col.button(emoji, key=f"emoji_{idx}"):
st.session_state.painting_mode = True
st.session_state.selected_emoji = emoji
st.sidebar.info(f"Painting Mode: {emoji}")
# Break out if you want one-click activation per emoji.
# Every 10 emojis, refresh the row columns
if (idx + 1) % 10 == 0 and idx + 1 < len(emoji_palette):
cols = st.sidebar.columns(10)
if st.sidebar.button("Cancel Paint Mode"):
st.session_state.painting_mode = False
st.session_state.selected_emoji = ""
st.sidebar.info("Painting Mode Disabled")
# -----------------------------------------------------------------------------
# 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 Rendering the Game (with Recenter & Painting Mode)
# -----------------------------------------------------------------------------
p5js_code = f"""
const HEX_SIZE = {HEX_SIZE};
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);
push();
// Recenter the board so the hero is at canvas center
let hero = heroes[playerId];
if (hero) {{
let centerX = width / 2;
let centerY = height / 2;
let heroX = hero.x * HEX_SIZE * 1.5;
let heroY = hero.y * HEX_SIZE * SQRT_3 + (hero.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
let offsetX = centerX - heroX;
let offsetY = centerY - heroY;
translate(offsetX, offsetY);
}}
drawHexGrid();
drawLoot();
drawHeroes();
drawMonsters();
drawExit();
drawOverlord();
pop();
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() {{
// Check if we're in painting mode (shared via hidden div)
let paintingMode = document.getElementById('painting_mode').innerHTML;
if (paintingMode === "true") {{
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 selectedEmoji = document.getElementById('selected_emoji').innerHTML;
hexGrid[i][j].emoji = selectedEmoji;
hexGrid[i][j].type = 'organism';
hexGrid[i][j].alive = true;
updateState();
}}
}} else {{
// Default behavior: move hero if adjacent cell is empty
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 = {{"drawn": st.session_state.game_state['drawn_cards']}}.drawn % 52;
let card = deck[cardIndex];
let suit = card[0];
let sentence = `A ${{SUIT_PROPERTIES[suit]}} event: ${{type.toLowerCase()}} ${{word}}`;
story.push(sentence);
// In a full implementation, update the drawn_cards counter server-side.
}}
function updateState() {{
// Send the updated state back to Streamlit.
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 & 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 or click on a hex (if in painting mode) to add a new organism.")
# The following hidden divs provide shared state info to p5.js:
hidden_divs = f"""
<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>
<div id="painting_mode" style="display:none">{str(st.session_state.painting_mode).lower()}</div>
<div id="selected_emoji" style="display:none">{st.session_state.selected_emoji}</div>
"""
game_html = f"""
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
{hidden_divs}
<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}"
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()