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ignoring construction task files bc too big. generation now has variable number of agents and splits inventory evenly
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2 changed files with 67 additions and 54 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -26,3 +26,5 @@ server_data_*/*
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server_data*
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results/*
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>>>>>>> d70491e5974a973b96c47f0515c2722b82c9b253
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tasks/construction_tasks/test_multiagent_construction_tasks.json
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tasks/construction_tasks/train_multiagent_construction_tasks.json
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@ -5,28 +5,17 @@ import {proceduralGeneration} from "../../src/agent/task_types/construction_task
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* Helper function to initalize agent inventories
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* @param blueprint
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* @param agents
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* @param evenlySplit - When true, splits materials evenly across inventories
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* @returns {{}}
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*/
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function createInitialInventory(blueprint, agents) {
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/*
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params:
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- blueprint object
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- number of agents (for inventory initialization)
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logic of the function:
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- loop matrix
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- every time a new material is hit, put it in a different agents inventory
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-
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*/
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function createInitialInventory(blueprint, agents, evenlySplit = true) {
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const inventories = {};
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const materialCounts = {};
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let currentAgent = 0;
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// Initialize inventories
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for (let i = 0; i < agents; i++) {
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inventories[i] = {'diamond_pickaxe':1};
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inventories[i] = {'diamond_pickaxe': 1};
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}
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// Count materials in blueprint and replace ladder variants with "ladder"
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@ -53,13 +42,29 @@ function createInitialInventory(blueprint, agents) {
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}
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}
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if (evenlySplit) {
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// Distribute materials evenly among agents
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for (const [material, count] of Object.entries(materialCounts)) {
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const baseAmount = Math.floor(count / agents);
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const remainder = count % agents;
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// Distribute materials among agents
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for (const [material, count] of Object.entries(materialCounts)) {
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inventories[currentAgent][material] = count;
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currentAgent = (currentAgent + 1) % agents;
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// Give each agent the base amount
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for (let i = 0; i < agents; i++) {
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inventories[i][material] = baseAmount;
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}
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// Distribute remainder one by one to agents
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for (let i = 0; i < remainder; i++) {
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inventories[i][material]++;
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}
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}
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} else {
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// Original distribution - one material type to one agent
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for (const [material, count] of Object.entries(materialCounts)) {
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inventories[currentAgent][material] = count;
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currentAgent = (currentAgent + 1) % agents;
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}
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}
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return inventories;
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}
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@ -78,13 +83,13 @@ function calculateSpaceNeeded(rooms) {
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/**
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* MAIN GENERATION FUNCTION
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*
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* Varies materials, room count, windows and carpets to create different complexities of construction tasks.
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* Varies agents, materials, room count, windows and carpets to create different complexities of construction tasks.
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* @param variants is the number of variants within each complexity level you want.
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* @returns The tasks as nested JSON {{}}
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*/
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function generateConstructionTasks(variants) {
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const materialLevels = 5;
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const agentCount = 2
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const agentCount = 5
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const roomCounts = [4, 6, 8];
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const windowStyles = [0, 1, 2];
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const carpetStyles = [0, 1, 2];
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@ -96,37 +101,40 @@ function generateConstructionTasks(variants) {
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for (let r = 0; r < roomCounts.length; r++) {
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for (let w = 0; w < windowStyles.length; w++) {
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for (let c = 0; c < carpetStyles.length; c++) {
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for (let variant = 0; variant < variants; variant++) {
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const rooms = roomCounts[r];
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const spaceSize = calculateSpaceNeeded(rooms);
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for (let agent = 2; agent <= agentCount; agent++) {
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for (let variant = 0; variant < variants; variant++) {
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const blueprint = proceduralGeneration(
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spaceSize,
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spaceSize,
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spaceSize,
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rooms,
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4,
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4,
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4,
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5,
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"air",
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carpetStyles[c],
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windowStyles[w],
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m + 1
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);
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const rooms = roomCounts[r];
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const spaceSize = calculateSpaceNeeded(rooms);
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const taskName = `materials_${m}_rooms_${r}_window_${w}_carpet_${c}_variant_${variant}`;
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const blueprint = proceduralGeneration(
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spaceSize,
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spaceSize,
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spaceSize,
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rooms,
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4,
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4,
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4,
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5,
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"air",
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carpetStyles[c],
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windowStyles[w],
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m + 1
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);
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tasks[taskName] = {
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type: "construction",
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goal: "Make a house with the blueprint",
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conversation: "Let's share materials and make a house with the blueprint",
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agent_count: agentCount,
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initial_inventory: createInitialInventory(blueprint, agentCount),
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timeout: timeout+(300*r), // 5 minute per additional level of complexity
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blueprint: blueprint,
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const taskName = `agents_${agent}_materials_${m}_rooms_${r}_window_${w}_carpet_${c}_variant_${variant}`;
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};
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tasks[taskName] = {
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type: "construction",
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goal: "Make a house with the blueprint",
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conversation: "Let's share materials and make a house with the blueprint",
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agent_count: agent,
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initial_inventory: createInitialInventory(blueprint, agent),
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timeout: timeout + (300 * r), // 5 minute per additional level of complexity
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blueprint: blueprint,
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};
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}
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}
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}
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}
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@ -137,15 +145,18 @@ function generateConstructionTasks(variants) {
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}
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//Main: writes the generated tasks to a file.
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const tasks = generateConstructionTasks(5);
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// VARIABLES TO CHANGE HERE
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const variants = 1
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const file = './test_multiagent_construction_tasks.json'
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const tasks = generateConstructionTasks(variants);
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// Clear existing file content
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fs.writeFileSync('./train_multiagent_construction_tasks.json', '');
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fs.writeFileSync(file, '');
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// re-add
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fs.writeFileSync(
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'./train_multiagent_construction_tasks.json',
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file,
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JSON.stringify(tasks, null, 2)
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);
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console.log("Generated tasks saved to test_multiagent_construction_tasks.json");
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console.log("Generated tasks saved to ",file);
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