"""The rules of the game: reading what the model wrote, and deciding how much of it to believe.""" import re import unicodedata MAX_INPUT = 300 ANNOUNCE = {"money", "gold", "health"} AMOUNTS = {"money", "gold", "coins", "health"} CHANGE = re.compile(r"^\s*(.+?)\s*<\|(add|set)\|>\s*(-?\s*\d+)\s*$") SPELLED_MARKER = re.compile(r"?", re.I) STRAY_MARKER = re.compile(r"<\|[a-z_]+\|>") META_CHOICE = re.compile( r"leave (a )?comments?|rate (this|the) (story|game)|end (the )?game|give (me )?(a )?rating|" r"back to (the )?(menu|site|story list|main menu)|return to (the )?main menu|main menu|" r"play again|^\W*(restart|start over|start again|comments?)\W*$|(reset|refresh) (the )?game|" r"previous page|^\W*go back to the (beginning|start)\W*$|" r"^\W*(the )?end\W*(\[[^\]]*\]|\([^)]*\))?\W*$|^\W*the end of (the|this|your) " r"(tale|story|game|adventure|line)\W*$|this is the end of (your|the) (adventure|story|game)", re.I) MONEY_WORDS = ( r"\b(money|coins?|gold|silver|copper|cash|dollars?|bucks|credits?|price|pay|paid|" r"buy|bought|sell|sold|cost|steal|stole|stolen|rob|robbed|reward|bribe|purse|wallet|" r"payment|fee|tip|earn|earned|spend|spent|wage|loot|treasure)\b|\$" ) HEALTH_WORDS = ( r"\b(health|hurt|wound|wounded|injur\w*|bleed\w*|blood|pain|heal\w*|damage\w*|hit|" r"stab\w*|cut|bite|bitten|burn\w*|poison\w*|potion|bandage\w*|recover\w*|weak\w*)\b" ) EVIDENCE = { "money": re.compile(MONEY_WORDS, re.I), "gold": re.compile(MONEY_WORDS, re.I), "health": re.compile(HEALTH_WORDS, re.I), } def is_story_choice(choice): return not META_CHOICE.search(choice) def is_backed_by(name, narration): rule = EVIDENCE.get(name) return rule is None or bool(rule.search(narration)) def is_possible(name, old, new): if name not in AMOUNTS or old is None: return True return 0 <= new <= max(1000, 10 * old) def clean_input(text): text = "".join(c for c in text if c == " " or unicodedata.category(c)[0] != "C") text = text.replace("<|", "<").replace("|>", ">") return re.sub(r"\s+", " ", text).strip()[:MAX_INPUT] def state_text(state): return "<|sep|>".join(f"{name}\n{value}" for name, value in state.items()) def narration_so_far(raw): visible = re.split(r"<\||\|", raw, maxsplit=1)[0] return visible[:-1] if visible.endswith("<") else visible def without_repeats(choices): seen, kept = set(), [] for choice in choices: key = re.sub(r"\W+", " ", choice.lower()).strip() if key not in seen: seen.add(key) kept.append(choice) return kept def parse_changes(text): changes, unreadable = [], [] for item in filter(None, text.split("<|sep|>")): match = CHANGE.match(item) if match: name = re.sub(r"\s+", " ", match[1]).strip().lower() changes.append((name, match[2], int(match[3].replace(" ", "")))) else: unreadable.append(item) return changes, unreadable def parse_turn(raw): problems = [] fixed = SPELLED_MARKER.sub(lambda m: f"<|{m[1].lower()}|>", raw) if fixed != raw: problems.append("a marker written as text") raw = fixed narration, _, choice_text = raw.partition("<|choices|>") narration, _, change_text = narration.partition("<|vars|>") changes, unreadable = parse_changes(change_text) problems += [f"unreadable change {item!r}" for item in unreadable] choices = [c.strip() for c in choice_text.split("<|sep|>") if c.strip()] choices = without_repeats([c for c in choices if is_story_choice(c)]) stray = STRAY_MARKER.findall(narration) if stray: problems.append(f"stray markers in the narration: {stray}") narration = STRAY_MARKER.sub(" ", narration) return narration.strip(), changes, choices, problems def apply_changes(state, changes, narration): for name, op, value in changes: old = state.get(name) new = value if op == "set" else (old or 0) + value if not is_backed_by(name, narration): continue if name in ANNOUNCE and op == "set" and value != 0: continue if is_possible(name, old, new): state[name] = new