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update code
This commit is contained in:
parent
f70ba27d35
commit
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13 changed files with 255 additions and 215 deletions
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@ -2,8 +2,6 @@
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# @Date : 2023/9/23 12:45
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# @Author : stellahong (stellahong@fuzhi.ai)
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# @Desc :
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import copy
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from metagpt.logs import logger
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from metagpt.roles.minecraft.minecraft_base import Minecraft as Base
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from metagpt.schema import Message, HumanMessage, SystemMessage
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@ -40,14 +38,13 @@ class ActionDeveloper(Base):
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# Initialize actions specific to the Action role
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self._init_actions([GenerateActionCode])
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# Set events or actions the ActionAgent should watch or be aware of
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# 需要根据events进行自己chest_observation的更新
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self._watch([RetrieveSkills])
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self.rollout_num_iter = 0
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self.task_max_retries = 4
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self.finish_state = len(self._actions)
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self.critic_reviewer = None # self._rc.env.roles["Task Reviewer"]
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self.critic_reviewer = None # self._rc.env.roles["Task Reviewer"]
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def render_system_message(self, skills=[], *args, **kwargs):
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"""
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@ -208,6 +205,7 @@ class ActionDeveloper(Base):
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async def handle_add_new_skills(
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self, task, program_name, program_code, skills, *args, **kwargs
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):
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skills = self.game_memory.skills
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skill_desp = self.game_memory.skill_desp
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new_skills_info = await AddNewSkills().run(
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task, program_name, program_code, skills, skill_desp
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@ -231,11 +229,9 @@ class ActionDeveloper(Base):
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context = self.game_memory.context
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# 更新生成的代码和对应程序名称
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code, program_name = await GenerateActionCode().run(
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program_code, code, program_name = await GenerateActionCode().run(
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human_msg, system_msg, *args, **kwargs
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)
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# logger.warning(type(code))
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# logger.info(f"Code is Here:{code}")
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if code is not None:
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# fixme:若有独立的mc code执行入口函数,使用独立的函数
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@ -298,6 +294,8 @@ class ActionDeveloper(Base):
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"success": self.game_memory.runtime_status,
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}
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logger.info(f"info is {info}")
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self.perform_game_info_callback(program_code, self.game_memory.update_program_code)
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self.perform_game_info_callback(code, self.game_memory.update_code)
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self.perform_game_info_callback(
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program_name, self.game_memory.update_program_name
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@ -306,11 +304,10 @@ class ActionDeveloper(Base):
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return system_msg, human_msg, 0, done, info
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async def generate_action_code(self, human_msg, system_msg, *args, **kwargs):
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code, program_name = await GenerateActionCode().run(
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program_code, code, program_name = await GenerateActionCode().run(
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human_msg, system_msg, *args, **kwargs
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)
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# logger.warning(type(code))
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# logger.info(f"Code is Here:{code}")
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self.perform_game_info_callback(program_code, self.game_memory.update_program_code)
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self.perform_game_info_callback(code, self.game_memory.update_code)
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self.perform_game_info_callback(
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program_name, self.game_memory.update_program_name
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@ -18,29 +18,29 @@ class CurriculumDesigner(Base):
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"""
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CurriculumDesigner is the automatic curriculum in paper, refer to the code voyager/agents/curriculum.py
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"""
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def __init__(
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self,
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name: str = "David",
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profile: str = "Expertise in minecraft task design and curriculum development.",
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goal: str = " Collect and integrate learner feedback to improve and refine educational content and pathways",
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constraints: str = "Limited budget and resources for the development of educational content and technology tools.",
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self,
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name: str = "David",
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profile: str = "Expertise in minecraft task design and curriculum development.",
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goal: str = " Collect and integrate learner feedback to improve and refine educational content and pathways",
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constraints: str = "Limited budget and resources for the development of educational content and technology tools.",
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) -> None:
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super().__init__(name, profile, goal, constraints)
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# Initialize actions specific to the Action role
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self._init_actions([DesignTask, DesignCurriculum])
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# Set events or actions the ActionAgent should watch or be aware of
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self._watch([PlayerActions, DesignTask])
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logger.info(self._actions)
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self.finish_state = len(self._actions)
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def render_curriculum_observation(self, *, events, chest_observation):
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"""
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Returns: observation for curriculum
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Refer to @ https://github.com/MineDojo/Voyager/blob/main/voyager/agents/curriculum.py
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"""
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assert events[-1][0] == "observe", "Last event must be observe"
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event = events[-1][1]
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biome = event["status"]["biome"]
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@ -54,31 +54,31 @@ class CurriculumDesigner(Base):
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equipment = event["status"]["equipment"]
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inventory_used = event["status"]["inventoryUsed"]
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inventory = event["inventory"]
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if not any(
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"dirt" in block
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or "log" in block
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or "grass" in block
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or "sand" in block
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or "snow" in block
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for block in voxels
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"dirt" in block
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or "log" in block
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or "grass" in block
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or "sand" in block
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or "snow" in block
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for block in voxels
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):
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biome = "underground"
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other_blocks = ", ".join(
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list(
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set(block_records).difference(set(voxels).union(set(inventory.keys())))
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)
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)
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other_blocks = other_blocks if other_blocks else "None"
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nearby_entities = (
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", ".join([k for k, v in sorted(entities.items(), key=lambda x: x[1])])
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if entities
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else "None"
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)
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completed_tasks = (
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", ".join(self.game_memory.completed_tasks)
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if self.game_memory.completed_tasks
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@ -89,18 +89,18 @@ class CurriculumDesigner(Base):
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if self.game_memory.failed_tasks
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else "None"
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)
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# filter out optional inventory items if required
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if (
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self.game_memory.progress
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< self.game_memory.warm_up["optional_inventory_items"]
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self.game_memory.progress
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< self.game_memory.warm_up["optional_inventory_items"]
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):
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inventory = {
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k: v
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for k, v in inventory.items()
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if self.game_memory.core_inv_items_regex.search(k) is not None
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}
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observation = {
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"context": "",
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"biome": f"Biome: {biome}\n\n",
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@ -118,25 +118,31 @@ class CurriculumDesigner(Base):
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"failed_tasks": f"Failed tasks that are too hard: {failed_tasks}\n\n",
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}
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return observation
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# --------------------------------Design Task Prepare---------------------------------------
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def render_design_task_human_message(
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self, events, chest_observation, *args, **kwargs
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async def render_design_task_human_message(
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self, events, chest_observation, *args, **kwargs
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):
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"""
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Returns: observation for curriculum
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Refer to @ https://github.com/MineDojo/Voyager/blob/main/voyager/agents/curriculum.py
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"""
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content = ""
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warm_up = self.game_memory.mf_instance.warm_up
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observation = self.render_curriculum_observation(
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events=events, chest_observation=chest_observation
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)
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if self.game_memory.progress >= warm_up["context"]:
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questions, answers = DesignCurriculum.generate_qa(
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# if self.game_memory.progress >= 0: # TEST ONLY
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human_msg = self.render_design_curriculum_human_message(
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events=events, chest_observation=chest_observation
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).content
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system_msg = [self.render_design_curriculum_system_message().content]
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questions, answers = await self.curriculum_design_action.generate_qa(
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events=events, human_msg=human_msg, system_msg=system_msg
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)
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logger.debug(f"Generate_qa result is HERE: Ques: {questions}, Ans: {answers}")
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i = 1
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for question, answer in zip(questions, answers):
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if "Answer: Unknown" in answer or "language model" in answer:
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@ -146,7 +152,7 @@ class CurriculumDesigner(Base):
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i += 1
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if i > 5:
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break
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for key in CURRICULUM_OB:
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if self.game_memory.progress >= warm_up[key]:
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if warm_up[key] != 0:
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@ -155,20 +161,20 @@ class CurriculumDesigner(Base):
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should_include = True
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if should_include:
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content += observation[key]
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logger.info(f"Curriculum Agent human message\n{content}")
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return HumanMessage(content=content)
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def render_design_task_system_message(self, *args, **kwargs):
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return SystemMessage(content=load_prompt("curriculum"))
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def encapsule_design_task_message(self, events, chest_observation, *args, **kwargs):
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human_msg = self.render_design_task_human_message(
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async def encapsule_design_task_message(self, events, chest_observation, *args, **kwargs):
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human_msg = await self.render_design_task_human_message(
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events=events, chest_observation=chest_observation, *args, **kwargs
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)
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system_msg = self.render_design_task_system_message(*args, **kwargs)
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return {"system_msg": [system_msg.content], "human_msg": human_msg.content}
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def generate_task_if_inventory_full(self, events, chest_observation):
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"""
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TODO: Try if this could be done with prompt
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@ -187,15 +193,15 @@ class CurriculumDesigner(Base):
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else:
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task = "Craft 1 chest"
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return task
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# -----------------------------------------------------------------------------------------
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# --------------------------------Design Curriculum Prepare--------------------------------
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def render_design_curriculum_system_message(self, *args, **kwargs):
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return SystemMessage(content=load_prompt("curriculum_qa_step1_ask_questions"))
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def render_design_curriculum_human_message(
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self, events, chest_observation, *args, **kwargs
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self, events, chest_observation, *args, **kwargs
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):
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observation = self.render_curriculum_observation(
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events=events, chest_observation=chest_observation
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@ -204,16 +210,16 @@ class CurriculumDesigner(Base):
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for key in CURRICULUM_OB:
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content += observation[key]
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return HumanMessage(content=content)
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def encapsule_design_curriculum_message(
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self, events, chest_observation, *args, **kwargs
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self, events, chest_observation, *args, **kwargs
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):
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human_msg = self.render_design_curriculum_human_message(
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events=events, chest_observation=chest_observation, *args, **kwargs
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)
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system_msg = self.render_design_curriculum_system_message(*args, **kwargs)
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return {"system_msg": [system_msg.content], "human_msg": human_msg.content}
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def generate_context_if_inventory_full(self, events, chest_observation):
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"""
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TODO: Try if this could be done with prompt
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@ -244,9 +250,9 @@ class CurriculumDesigner(Base):
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else:
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context = "Craft 1 chest with 8 planks of any kind of wood."
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return context
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# -----------------------------------------------------------------------------------------
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async def handle_task_design(self, human_msg, system_msg, *args, **kwargs):
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"""
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Args:
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@ -260,7 +266,7 @@ class CurriculumDesigner(Base):
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events = self.game_memory.event
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chest_observation = self.game_memory.chest_observation
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inventoryUsed = events[-1][1]["status"]["inventoryUsed"]
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if self.game_memory.progress == 0:
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task = self.game_memory.current_task
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elif inventoryUsed >= 33:
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@ -270,12 +276,12 @@ class CurriculumDesigner(Base):
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else:
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task = await DesignTask().run(human_msg, system_msg, *args, **kwargs)
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logger.info(f"Handle_task_design result is Here: {task}")
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self.perform_game_info_callback(task, self.game_memory.update_task)
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return Message(
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content=f"{task}", instruct_content="task_design", role=self.profile
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)
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async def handle_curriculum_design(self, human_msg, system_msg, *args, **kwargs):
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"""
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refer to the context generation in voyager
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@ -292,7 +298,7 @@ class CurriculumDesigner(Base):
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chest_observation = self.game_memory.chest_observation
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inventoryUsed = events[-1][1]["status"]["inventoryUsed"]
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task = self.game_memory.current_task
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if self.game_memory.progress == 0:
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context = self.game_memory.context
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elif inventoryUsed >= 33:
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@ -300,37 +306,34 @@ class CurriculumDesigner(Base):
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self, events=events, chest_observation=chest_observation
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)
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else:
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context = await DesignCurriculum().run(
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context = await self.DesignCurriculum().run(
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task, human_msg, system_msg, *args, **kwargs
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)
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self.perform_game_info_callback(context, self.game_memory.update_context)
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return Message(
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content=f"{context}",
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instruct_content="curriculum_design",
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role=self.profile,
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)
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async def _act(self) -> Message:
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todo = self._rc.todo
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logger.debug(f"Todo is {todo}")
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self.maintain_actions(todo)
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self.maintain_actions(todo)
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# 获取最新的游戏周边环境信息
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# events = await self._obtain_events()
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events = self.game_memory.event
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chest_observation = self.game_memory.chest_observation
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# DesignCurriculum.set_qa_cache(self.game_memory.qa_cache)
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# msg = self._rc.memory.get(k=1)[0]
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# query = msg.content
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design_task_message = self.encapsule_design_task_message(
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design_task_message = await self.encapsule_design_task_message(
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events, chest_observation
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)
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design_curriculum_message = self.encapsule_design_curriculum_message(
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events, chest_observation
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)
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handler_map = {
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DesignTask: self.handle_task_design,
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DesignCurriculum: self.handle_curriculum_design,
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@ -345,5 +348,5 @@ class CurriculumDesigner(Base):
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msg.round_id = self.round_id
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self._publish_message(msg)
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return msg
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raise ValueError(f"Unknown todo type: {type(todo)}")
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|
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@ -19,41 +19,40 @@ from metagpt.utils.minecraft import load_prompt
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@agent_registry.register("skill_manager")
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class SkillManager(Base):
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def __init__(
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self,
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name: str = "John",
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profile: str = "Skills Management Specialist",
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goal: str = "To oversee and optimize the acquisition, development, and utilization of skills within the organization, ensuring workforce competence and efficiency.",
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constraints: str = "Resource allocation, training budgets, and alignment with organizational goals.",
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self,
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name: str = "John",
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profile: str = "Skills Management Specialist",
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goal: str = "To oversee and optimize the acquisition, development, and utilization of skills within the organization, ensuring workforce competence and efficiency.",
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constraints: str = "Resource allocation, training budgets, and alignment with organizational goals.",
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) -> None:
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super().__init__(name, profile, goal, constraints)
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# Initialize actions specific to the SkillManager role
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self._init_actions([RetrieveSkills, GenerateSkillDescription, AddNewSkills]) #AddNewSkills])#先去掉add
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self._init_actions([RetrieveSkills, GenerateSkillDescription, AddNewSkills])
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# Set events or actions the SkillManager should watch or be aware of
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self._watch(
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[DesignCurriculum, GenerateActionCode, RetrieveSkills, GenerateSkillDescription]
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)
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self.finish_state = len(self._actions)
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def encapsule_message(self, program_code, program_name, *args, **kwargs):
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system_msg = self.render_system_message(load_prompt("skill"))
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human_msg = self.render_human_message(
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program_code + "\n\n" + f"The main function is `{program_name}`."
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)
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return {"system_msg": [system_msg.content], "human_msg": human_msg.content}
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async def retrieve_skills(self, query, skills, *args, **kwargs):
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retrieve_skills = await RetrieveSkills().run(query, skills)
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logger.info(f"Render Action Agent system message with {len(retrieve_skills)} skills")
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self.perform_game_info_callback(retrieve_skills, self.game_memory.update_retrieve_skills)
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return Message(content=f"{retrieve_skills}", instruct_content="retrieve_skills",
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return Message(content=f"{retrieve_skills}", instruct_content="retrieve_skills",
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role=self.profile, send_to=agent_registry.entries["action_developer"]()._setting.name)
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# return Message(
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# content=f"{skills}", instruct_content="retrieve_skills", role=self.profile
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# ) # Unit test only
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async def generate_skill_descp(self, human_msg, system_msg, *args, **kwargs):
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program_name = self.game_memory.program_name
|
||||
desp = await GenerateSkillDescription().run(program_name, human_msg, system_msg)
|
||||
|
|
@ -63,16 +62,16 @@ class SkillManager(Base):
|
|||
instruct_content="generate_skill_descp",
|
||||
role=self.profile,
|
||||
)
|
||||
|
||||
|
||||
async def handle_add_new_skills(
|
||||
self, task, program_name, program_code, skills, *args, **kwargs
|
||||
self, task, program_name, program_code, skills, *args, **kwargs
|
||||
):
|
||||
if not self.game_memory.runtime_status:
|
||||
return Message(
|
||||
content="",
|
||||
instruct_content="handle_add_new_skills",
|
||||
role=self.profile,
|
||||
)
|
||||
content="",
|
||||
instruct_content="handle_add_new_skills",
|
||||
role=self.profile,
|
||||
)
|
||||
|
||||
skill_desp = self.game_memory.skill_desp
|
||||
new_skills_info = await AddNewSkills().run(
|
||||
|
|
@ -84,43 +83,41 @@ class SkillManager(Base):
|
|||
instruct_content="handle_add_new_skills",
|
||||
role=self.profile,
|
||||
)
|
||||
|
||||
|
||||
async def _act(self) -> Message:
|
||||
todo = self._rc.todo
|
||||
logger.debug(f"Todo is {todo}")
|
||||
self.maintain_actions(todo)
|
||||
self.maintain_actions(todo)
|
||||
# 获取最新的游戏周边信息
|
||||
|
||||
context = self.game_memory.context
|
||||
task = self.game_memory.current_task
|
||||
|
||||
code = self.game_memory.code
|
||||
self.perform_game_info_callback(self.game_memory.event, self.game_memory.summarize_chatlog)
|
||||
event_summary = self.game_memory.event_summary
|
||||
try:
|
||||
program_code = code["program_code"] # TODO: Handle code is None, cuz first round DesignCurriculum(code is None) trigger this
|
||||
except (KeyError, TypeError):
|
||||
program_code = ""
|
||||
|
||||
program_code = self.game_memory.program_code
|
||||
|
||||
program_name = self.game_memory.program_name
|
||||
skills = self.game_memory.skills
|
||||
|
||||
|
||||
# msg = self._rc.memory.get(k=1)[0]
|
||||
|
||||
|
||||
retrieve_skills_message_step1 = {"query": context, "skills": skills}
|
||||
logger.info(f"check query {context}")
|
||||
logger.info(f"check event summary {event_summary}")
|
||||
|
||||
retrieve_skills_message_step2 = {"query": context + "\n\n" + event_summary, "skills": skills}
|
||||
|
||||
|
||||
generate_skill_message = self.encapsule_message(program_code, program_name)
|
||||
|
||||
|
||||
add_new_skills_message = {
|
||||
"task": task,
|
||||
"program_name": program_name,
|
||||
"program_code": program_code,
|
||||
"skills": skills,
|
||||
}
|
||||
|
||||
|
||||
handler_map = {
|
||||
DesignCurriculum: self.retrieve_skills,
|
||||
RetrieveSkills: self.retrieve_skills,
|
||||
|
|
@ -139,10 +136,10 @@ class SkillManager(Base):
|
|||
msg = await handler(**generate_skill_message)
|
||||
else:
|
||||
msg = await handler(**add_new_skills_message)
|
||||
|
||||
|
||||
msg.cause_by = type(todo)
|
||||
msg.round_id = self.round_id
|
||||
self._publish_message(msg)
|
||||
return msg
|
||||
|
||||
|
||||
raise ValueError(f"Unknown todo type: {type(todo)}")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue