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234 lines
6.9 KiB
C

#pragma warning(disable : 4996) // nonsense about fopen being insecure
#include <stdio.h>
#include "makeprompt.h"
typedef struct
{
NpcKind npc_kind;
Perception perceptions[32];
} TrainingSample;
#define PlayerAct(act) { .type = PlayerAction, .player_action_type = act, }
#define PlayerSay(txt) { .type = PlayerDialog, .player_dialog = SENTENCE_CONST(txt), }
#define NPCDoSay(d, txt) { .type = NPCDialog, .npc_action_type = d, .npc_dialog = SENTENCE_CONST(txt) }
#define NPCSay(txt) NPCDoSay(ACT_none, txt)
#define PlayerItemChange(new_item) { .type = PlayerHeldItemChanged, .holding = new_item, }
TrainingSample samples[] = {
// Vim regexes to be ran in order to automatically convert debug print versions of conversations
// s/Player: \(.*\)/PlayerSay(\1),/g
// s/[A-Z_a-z ]*: ACT \([a-zA-Z_]*\) \(.*\)/NPCDoSay(ACT_\1, \2),
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerAct(ACT_walks_up),
NPCSay("Young warrior! You must stop Death, there isn't much time."),
PlayerAct(ACT_leaves),
NPCSay("Please!"),
PlayerAct(ACT_walks_up),
NPCSay("There you are! You must fight death!"),
PlayerSay("What what butt ass"),
NPCSay("You must stop death in his tracks and let the village live on!"),
PlayerSay("Nah"),
NPCSay("PLEASE!"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "Ready your sword!"),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerAct(ACT_walks_up),
PlayerSay("Do you think I should use webgl1 or webgl2?"),
NPCSay("What are either of those things?"),
PlayerSay("Let me pass"),
NPCSay("No"),
PlayerAct(ACT_leaves),
NPCDoSay(ACT_strikes_air, "Goodbye"),
PlayerItemChange(ITEM_Tripod),
PlayerSay("Let me pass"),
NPCDoSay(ACT_allows_player_to_pass, "A beautiful sight, that tripod is."),
PlayerSay("Thanks"),
NPCSay("Of course."),
PlayerSay("Let me pass"),
NPCSay("I can't do that, I already let you pass"),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerSay("hey"),
NPCSay("I'm just standing here, what are you doing?"),
PlayerItemChange(ITEM_nothing),
PlayerSay("nothing much"),
NPCSay("You don't have a tripod."),
PlayerSay("True"),
NPCSay("Do you want me to be standing there?"),
PlayerSay("Yes"),
NPCSay("Alright then"),
PlayerSay("No"),
NPCSay("What do you mean?"),
PlayerSay("What are you doing?"),
NPCSay("I'm just standing here"),
PlayerItemChange(ITEM_Tripod),
PlayerSay("How about now?"),
NPCSay("Mighty fine tripod you have there."),
}
},
{
.npc_kind = NPC_GodRock,
.perceptions = {
PlayerAct(ACT_walks_up),
NPCSay("I am"),
PlayerSay("Whaddup?"),
NPCSay("The clouds part and reveal only me."),
PlayerSay("uhhh. GIve me gold"),
NPCSay("To the greedy, come few"),
PlayerSay("I repent"),
NPCDoSay(ACT_heals_player, "And you are forgiven."),
},
},
{
.npc_kind = NPC_GodRock,
.perceptions = {
PlayerAct(ACT_walks_up),
NPCSay("I am"),
PlayerSay("Who are you?"),
NPCSay("Have you heard of the high elves?"),
PlayerSay("Yes"),
NPCDoSay(ACT_heals_player, "No need for me to speak then."),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerSay("Join me"),
NPCDoSay(ACT_none, "I can"),
PlayerSay("Please"),
NPCDoSay(ACT_none, "Though I shouldn't"),
PlayerSay("Why not?"),
NPCDoSay(ACT_none, "Because then death would win"),
PlayerSay("Why would you joining me cause death to win?"),
NPCDoSay(ACT_none, "I don't know that I can make it, kid. I'm feeling old and weary."),
PlayerSay("So?"),
NPCDoSay(ACT_joins_player, "You know what...You're right. Let's kick Death's ass"),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerItemChange(ITEM_Tripod),
PlayerSay("Move"),
NPCDoSay(ACT_none, "I'm just standing here."),
PlayerSay("Move out of the way"),
NPCDoSay(ACT_allows_player_to_pass, "You have the tripod, so let you pass I shall"),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerSay("Hey"),
NPCDoSay(ACT_none, "I'm just sitting here, what are you doing?"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_none, "Looks like you're ready to do what needs to be done."),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "I won't stand for this assault."),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerSay("This crazy old man is circling me"),
NPCDoSay(ACT_none, "Sounds like a problem."),
PlayerSay("Yes, tell him to go away."),
NPCDoSay(ACT_none, "I'm sure it'll be fine"),
PlayerSay("No it won't"),
NPCDoSay(ACT_none, "Nahhhh"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "You don't have a tripod."),
PlayerItemChange(ITEM_Tripod),
PlayerSay("Look! I have the tripod! Please stop fighting me!"),
NPCDoSay(ACT_leaves_player, "As you wish."),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_none, "Young man! You must stop death, do not harm me further I'm warning you!"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "That's it! No holds barred, to the death!"),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerAct(ACT_hits_npc),
NPCSay("I'm warning you, one more hit and it's curtains for you"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "Although I stood here before, today I move and FIGHT!"),
},
},
};
typedef BUFF(char, 1024*10) Escaped;
Escaped escape_for_json(char *s)
{
Escaped to_return = {0};
size_t len = strlen(s);
for(int i = 0; i < len; i++)
{
if(s[i] == '\n')
{
BUFF_APPEND(&to_return, '\\');
BUFF_APPEND(&to_return, 'n');
}
else if(s[i] == '"')
{
BUFF_APPEND(&to_return, '\\');
BUFF_APPEND(&to_return, '"');
}
else
{
BUFF_APPEND(&to_return, s[i]);
}
}
return to_return;
}
int main(int argc, char ** argv)
{
Log("Starting to generate training data\n");
FILE *out = fopen("gen/training_data.jsonl", "w");
assert(out);
int total_samples = 0;
for(int i = 0; i < ARRLEN(samples); i++)
{
TrainingSample s = samples[i];
Entity this_entity = (Entity){.is_npc = true, .npc_kind = s.npc_kind};
PromptBuff cur_prompt = {0};
for(int i = 0; i < ARRLEN(s.perceptions); i++)
{
if(s.perceptions[i].type == Invalid) break;
if(s.perceptions[i].type == NPCDialog)
{
Log("Generating sample of length %d for NPC %s...\n", i, name_table[s.npc_kind]);
total_samples++;
generate_prompt(&this_entity, &cur_prompt);
BUFF(char, 1024) completion = {0};
// get index from action
int index = action_to_index(&this_entity, s.perceptions[i].npc_action_type);
printf_buff(&completion, " %d \"%s\"\n", index, s.perceptions[i].npc_dialog.data);
fprintf(out, "{\"prompt\": \"%s\", \"completion\": \"%s\"}\n", escape_for_json(cur_prompt.data).data, escape_for_json(completion.data).data);
}
process_perception(&this_entity, s.perceptions[i]);
}
}
Log("Finished. Total training samples: %d\n", total_samples);
return 0;
}