This commit is contained in:
Ayush Maniar 2025-03-21 02:18:29 -07:00
commit 62cdef823f
9 changed files with 170 additions and 4598470 deletions

7
.gitignore vendored
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@ -19,5 +19,10 @@ experiments/
andy_*.json
jill_*.json
src/models/logs/*
server_data*
server_data/*
results/*
tasks/construction_tasks/test_multiagent_construction_tasks.json
tasks/construction_tasks/train_multiagent_construction_tasks.json
tasks/construction_tasks/test/**
tasks/construction_tasks/train/**
server_data*

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@ -34,7 +34,9 @@ export default
"language": "en", // translate to/from this language. Supports these language names: https://cloud.google.com/translate/docs/languages
"show_bot_views": false, // show bot's view in browser at localhost:3000, 3001...
"allow_insecure_coding": process.env.INSECURE_CODING || false, // allows newAction command and model can write/run code on your computer. enable at own risk
"blocked_actions" : process.env.BLOCKED_ACTIONS || [] , // commands to disable and remove from docs. Ex: ["!setMode"]
"blocked_actions" : process.env.BLOCKED_ACTIONS || ["!checkBlueprint", "!checkBlueprintLevel", "!getBlueprint", "!getBlueprintLevel"] , // commands to disable and remove from docs. Ex: ["!setMode"]
"code_timeout_mins": -1, // minutes code is allowed to run. -1 for no timeout
"relevant_docs_count": 5, // Parameter: -1 = all, 0 = no references, 5 = five references. If exceeding the maximum, all reference documents are returned.

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@ -18,7 +18,7 @@ export class ConstructionTaskValidator {
}
let total_blocks = result.mismatches.length + result.matches.length;
score = (result.matches.length / total_blocks) * 100;
// console.log(`Task is ${score}% complete`);
console.log(`Task is ${score}% complete`);
return {
"valid": valid,
"score": score
@ -346,7 +346,7 @@ export function proceduralGeneration(m = 20,
)
);
// set materials
// todo: extrapolate into another param? then have set materials be dynamic?
let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
if (complexity < roomMaterials.length) {
@ -441,7 +441,7 @@ export function proceduralGeneration(m = 20,
newZ >= 0 && newZ + newDepth <= p &&
isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
) {
console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
// console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
@ -485,10 +485,15 @@ export function proceduralGeneration(m = 20,
matrix[z][x][y] = material;
// Place the lower half of the door
matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
// matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
matrix[z + 1][x][y] = 'dark_oak_door';
// Place the upper half of the door
matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
// matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
matrix[z + 2][x][y] = 'dark_oak_door';
}
@ -627,51 +632,46 @@ export function proceduralGeneration(m = 20,
}
// out of commission
function addStairs(matrix, x, y, z, direction) {
let dz = 0; // Change in Z direction
let dx = 0; // Change in X direction
let facing = '';
// Determine direction and facing
switch (direction) {
case 'north':
dz = -1;
facing = 'oak_stairs[facing=north]';
break;
case 'south':
dz = 1;
facing = 'oak_stairs[facing=south]';
break;
case 'east':
dx = 1;
facing = 'oak_stairs[facing=east]';
break;
case 'west':
dx = -1;
facing = 'oak_stairs[facing=west]';
break;
default:
console.error('Invalid stair direction');
return;
}
// Bore stair pattern downwards until we hit a floor or the matrix edge
//still a little buggy
function addStairs(matrix, x, y, z, length, width, material) {
let currentZ = z;
while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
// Place stone as foundation
matrix[currentZ - 1][x][y] = 'stone';
let currentX = x + 1;
let currentY = y + 1;
let direction = 0;
let stepCount = 0;
const maxSteps = length * width; // Safety limit
// Place stair above the stone
matrix[currentZ][x][y] = facing;
while (currentZ >= 0 && currentX < x + length - 1 && currentY < y + width - 1 && stepCount < maxSteps) {
// Place stair block
matrix[currentZ][currentX][currentY] = material || 'stone';
// Move down diagonally
x += dx;
y += dz;
currentZ--;
// Clear 3 blocks above for headroom
for (let i = 1; i <= 3; i++) {
if (currentZ + i < matrix.length) {
matrix[currentZ + i][currentX][currentY] = 'air';
}
}
// Check if we've hit the edge
if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
// Move to next position based on direction
if (direction === 0) {
currentX++;
if (currentX >= x + length - 1) {
currentX = x + length - 2;
direction = 1;
} else {
currentZ--;
}
} else {
currentY++;
if (currentY >= y + width - 1) {
currentY = y + width - 2;
direction = 0;
} else {
currentZ--;
}
}
stepCount++;
}
}
@ -707,19 +707,23 @@ export function proceduralGeneration(m = 20,
// Build the first 3 ladder segments from floor level downwards
for (let i = 0; i < 3; i++) {
// Place stone block behind ladder
matrix[currentZ][x - 1][y] = 'stone';
// Place ladder
matrix[currentZ][x][y] = 'ladder[facing=north]';
currentZ -= 1
currentZ -= 1;
}
// Continue building ladder downwards until a floor is hit or we reach the bottom
while (currentZ >= 0 && matrix[currentZ][x][y] === 'air') {
// Place stone block behind ladder
matrix[currentZ][x - 1][y] = 'stone';
// Place ladder
matrix[currentZ][x][y] = 'ladder[facing=north]';
// Move down
currentZ--;
}
}
@ -806,9 +810,11 @@ export function proceduralGeneration(m = 20,
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + Math.floor(lastRoom.width / 2),
newZ); // Adding the ladder
// addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
// lastRoom.y + Math.floor(lastRoom.width / 2),
// newZ); // Adding the ladder
addStairs(matrix, newX, newY, newZ, newLength, newWidth, material)
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
@ -987,3 +993,24 @@ function matrixToBlueprint(matrix, startCoord) {
};
}
// testing code
// let blueprint = proceduralGeneration(10,10,20)
// const b = new Blueprint(blueprint)
// const result = b.autoBuild();
// const commands = result.commands;
// const nearbyPosition = result.nearbyPosition;
//
// import {initBot} from "../../utils/mcdata.js";
// let bot = initBot("andy");
//
//
// bot.on('spawn', async () => {
// console.log("nearby position", nearbyPosition);
// bot.chat(`/tp @andy ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`);
// for (const command of commands) {
// bot.chat(command);
// }
// });

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@ -419,7 +419,6 @@ export class Task {
//Ensures construction is cleaned out first. -> relies on cheats which are turned off?
if (this.blueprint){
const result = this.blueprint.autoDelete();
// const result = clearHouse(blueprint)
const commands = result.commands;
const nearbyPosition = result.nearbyPosition;
console.log("nearby position", nearbyPosition);

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@ -1,32 +1,24 @@
import fs from 'fs';
import path from 'path';
import {proceduralGeneration} from "../../src/agent/task_types/construction_tasks.js";
//note 'main' (script to run generation of tasks) is at bottom of page
/**
* Helper function to initalize agent inventories
* @param blueprint
* @param agents
* @param evenlySplit - When true, splits materials evenly across inventories
* @returns {{}}
*/
function createInitialInventory(blueprint, agents) {
/*
params:
- blueprint object
- number of agents (for inventory initialization)
logic of the function:
- loop matrix
- every time a new material is hit, put it in a different agents inventory
-
*/
function createInitialInventory(blueprint, agents, evenlySplit = true) {
const inventories = {};
const materialCounts = {};
let currentAgent = 0;
// Initialize inventories
for (let i = 0; i < agents; i++) {
inventories[i] = {'diamond_pickaxe':1};
inventories[i] = {'diamond_pickaxe': 1};
}
// Count materials in blueprint and replace ladder variants with "ladder"
@ -53,13 +45,29 @@ function createInitialInventory(blueprint, agents) {
}
}
if (evenlySplit) {
// Distribute materials evenly among agents
for (const [material, count] of Object.entries(materialCounts)) {
const baseAmount = Math.floor(count / agents);
const remainder = count % agents;
// Distribute materials among agents
for (const [material, count] of Object.entries(materialCounts)) {
inventories[currentAgent][material] = count;
currentAgent = (currentAgent + 1) % agents;
// Give each agent the base amount
for (let i = 0; i < agents; i++) {
inventories[i][material] = baseAmount;
}
// Distribute remainder one by one to agents
for (let i = 0; i < remainder; i++) {
inventories[i][material]++;
}
}
} else {
// Original distribution - one material type to one agent
for (const [material, count] of Object.entries(materialCounts)) {
inventories[currentAgent][material] = count;
currentAgent = (currentAgent + 1) % agents;
}
}
return inventories;
}
@ -78,17 +86,16 @@ function calculateSpaceNeeded(rooms) {
/**
* MAIN GENERATION FUNCTION
*
* Varies materials, room count, windows and carpets to create different complexities of construction tasks.
* Varies agents, materials, room count, windows and carpets to create different complexities of construction tasks.
* @param variants is the number of variants within each complexity level you want.
* @returns The tasks as nested JSON {{}}
*/
function generateConstructionTasks(variants) {
function generateConstructionTasks(variants, agents) {
const materialLevels = 5;
const agentCount = 2
const roomCounts = [4, 6, 8];
const windowStyles = [0, 1, 2];
const carpetStyles = [0, 1, 2];
const timeout = 600 // 10 min base
const timeout = 600; // 10 min base
const tasks = {};
@ -96,38 +103,40 @@ function generateConstructionTasks(variants) {
for (let r = 0; r < roomCounts.length; r++) {
for (let w = 0; w < windowStyles.length; w++) {
for (let c = 0; c < carpetStyles.length; c++) {
for (let variant = 0; variant < variants; variant++) {
const rooms = roomCounts[r];
const spaceSize = calculateSpaceNeeded(rooms);
for (let variant = 0; variant < variants; variant++) {
const blueprint = proceduralGeneration(
spaceSize,
spaceSize,
spaceSize,
rooms,
4,
4,
4,
5,
"air",
carpetStyles[c],
windowStyles[w],
m + 1
);
const rooms = roomCounts[r];
const spaceSize = calculateSpaceNeeded(rooms);
const taskName = `materials_${m}_rooms_${r}_window_${w}_carpet_${c}_variant_${variant}`;
const blueprint = proceduralGeneration(
spaceSize,
spaceSize,
spaceSize,
rooms,
5,
5,
4,
5,
"air",
carpetStyles[c],
windowStyles[w],
m + 1
);
tasks[taskName] = {
type: "construction",
goal: "Make a house with the blueprint",
conversation: "Let's share materials and make a house with the blueprint",
agent_count: agentCount,
initial_inventory: createInitialInventory(blueprint, agentCount),
timeout: timeout+(300*r), // 5 minute per additional level of complexity
blueprint: blueprint,
const taskName = `materials_${m}_rooms_${r}_window_${w}_carpet_${c}_variant_${variant}`;
tasks[taskName] = {
type: "construction",
goal: "Make a house with the blueprint",
conversation: "Let's share materials and make a house with the blueprint",
agent_count: agents,
initial_inventory: createInitialInventory(blueprint, agents),
timeout: timeout + (300 * r), // 5 minute per additional level of complexity
blueprint: blueprint,
};
}
};
}
}
}
}
@ -137,15 +146,29 @@ function generateConstructionTasks(variants) {
}
// const fs = require('fs');
// const path = require('path');
//Main: writes the generated tasks to a file.
const tasks = generateConstructionTasks(5);
// Clear existing file content
fs.writeFileSync('./train_multiagent_construction_tasks.json', '');
// re-add
fs.writeFileSync(
'./train_multiagent_construction_tasks.json',
JSON.stringify(tasks, null, 2)
);
// Function to create directories and generate tasks
function setupTaskFiles(baseDirs, agentCounts, variants) {
baseDirs.forEach(base => {
if (!fs.existsSync(base)) {
fs.mkdirSync(base, { recursive: true });
}
agentCounts.forEach(count => {
const tasks = generateConstructionTasks(variants, count);
const filePath = path.join(base, `${count}agents.json`);
fs.writeFileSync(filePath, JSON.stringify(tasks, null, 2));
console.log(`Generated tasks saved to ${filePath}`);
});
});
}
const baseDirs = ['./train', './test'];
const agentCounts = [2, 3, 4, 5];
const variants = 5;
setupTaskFiles(baseDirs, agentCounts, variants);
console.log("Generated tasks saved to test_multiagent_construction_tasks.json");

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